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KSP2 Release Notes
Everything posted by Mecripp
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Is your install path look like KSP/GameData/SovietPack and the ones missing TechRequired = *** is also missing entryCost = ****
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just looking at the file and if you wanted you could have done all that with 1 ModuleGenerator then having 6 but it's fine. EDIT- no problem
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If your playing a career just a rough look some of the parts are missing TechRequired = **** always best to run a MM to add that so that don't happen hope it helps.
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What about Stock Alike with a Futuristic twist hehe ?
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[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
The huge ball of pixel smoke at around 10,000 don't look like flames and your still in the Atmosphere. EDIT- They start to expand right after you launch you can see them start to get big and at 10,000 there maxed thats not real at all. EDIT- HotRockets got better expansion plume effects. EDIT- But you have some Great Looking Parts. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Can we get with out Dragons config ? I soon write my owe anyway his is not that real IMO. -
There was Klockheed Martian Special Parts http://forum.kerbalspaceprogram.com/threads/84224-ON-HOLD-Klockheed-Martian-Special-Parts-V2-2-28-Nov-Dev-Thread and if you stock rescale use +PART[******] { @name = ****** Make a small change in the name %scale = 1 %rescaleFactor = 0.5 @title = ******* @mass = **** If you want to change the mass } And here http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Mecripp replied to riocrokite's topic in KSP1 Mod Releases
HEHE can we get a recycles flag on it -
FASA had a part like that and there is one more but trying to think of the name and could you just write a MM to copy and change the size of them part you have ?
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Was think of using this plugin for Lithium-ion Battery so the Battery have a life span also and maybe solar panels but not sure on the solar panels lol. EDIT- Gribbleshnibit8 is there away to add anther Module name like maybe ModuleLifeSpan so we can add a life span to battery’s and solar panels. EDIT- Was think with out making more Generator or Converters then, I needed to, I could just change the solar panels to put out Lithium-ion and the Battery would Converter Lithium-ion to ElectricCharge but your plugin has is would make the battery a RTG any thoughts ? But lets say ModuleLifeSpan needs you use a RESOURCE so we could change or add more types. Or could call it ModuleGeneratorLifeSpan or ModuleGeneratorLife or ModuleGeneratorSpan lol ?
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Multi-Layer Insulation Blankets: a Skin for FusTek Station Parts
Mecripp replied to InsaneDruid's topic in KSP1 Mod Releases
But most of the time your are going to put a docking port on which covers all that. -
There is away with a old plugin that still works. EDIT- The mod was Foundations if you add the MODULE to a part it will stay, I put it on landing legs for the slope landings hehe. EDIT- This was the thread http://forum.kerbalspaceprogram.com/threads/56262-Plugin-0-22-WIP-Foundations-UPDATE-ALPHA-RELEASE-0-2 but looks like the download don't work anymore.
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Multi-Layer Insulation Blankets: a Skin for FusTek Station Parts
Mecripp replied to InsaneDruid's topic in KSP1 Mod Releases
What all you running your hand rails aren't right also and both mods look great for me so most be on your end. -
There wasn't anything wrong with the license you had, It was just someone tryed to more less pass your work off with out giving you credit and changing your license what you had still let people do what ever and that it couldn't be sold and the license they tryed to change so they could sell your work all they had to do was post your part as what license you had and the other mod parts that they was picking up has what license they where which could be sold.
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I know you had some good look inflatable habitat
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Releases
@funk thanks didn't know what, I was missing to use Angel-125 plugin but putting the Kolonytools.dll in will try, thanks again. -
[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
Mecripp replied to IGNOBIL's topic in KSP1 Mod Releases
If, I give you a example you think you can get it ? EDIT- And how picky you want to get on the changes like mass and packet cost all up to you. EDIT- +PART[NAU_ORI69Gm] { @name = NAU_ORI69Gm_Smaller1 @scale = 1 %rescaleFactor = 0.5 @title = NAU ORI69GM_Smaller1 @mass = 0.05 } +PART[NAU_ORI350Gm] { @name = NAU_ORI350Gm_Smaller1 @scale = 1 %rescaleFactor = 0.5 @title = NAU ORI350GM_Smaller1 @mass = 0.3 } This will copy the part so you have one more of each just smaller and you can play around with the numbers and names. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Releases
I use Karbonite but not MKS and and guessing his plugin don't work with out it has, I don't see it and, I can make a cfg for what, I want them to do has, I don't get in the whole punchcard thing and has, I posted FStextureSwitch is a MODULE from Firespitter was asking if anyone had one. -
Think most his packs have it and there all sizes but if you want to change sizes edit the file and look for rescaleFactor = what you want would start in .5 changes first.
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This would be nice
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Releases
Does anyone have a FStextureSwitch for changing module templates for those of us who don't use MKS ?