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Everything posted by Mecripp
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Why not just play the Science game as there is 3 to pick 1 sandbox then 2nd Science game and 3nd Science and budget ?
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Possible to limit what is displayed in context menu?
Mecripp replied to MLWostal's topic in KSP1 Mod Development
Or have a sub menu's or even move the window sometimes it gets so long, I can't move or zoom out to get it all in the window so something, I can't get to -
By any chance can we get a part like the Karmony Warehouse Module that has the doors on it ? EDIT- LOL to funny "Advanced Monkey Grabber"
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Why not Karbonite instead of Kethane ? EDIT- @tater how is that better ? Regolith Is the same as Karbonite there both made by roverdude.
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Hope that will fix you up and love your mods great job ! EDIT-
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Did you get the JSI for .90 if thats what you are using ? I don't use B9 so not sure how there RPM's tie in but most the time it's just files in the wrong place, What does your log say ?
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Looks like KSP killed using ElectricCharge by it self and with out converting it you would need to add density to ElectricCharge but that will add to the mass of everything that has ElectricCharge, But if you want will give too things if you want to play with them fine and if not fine, https://dl.dropboxusercontent.com/u/72893034/ionEngine_Hybrid.cfg.zip and this one has a converter on the engine https://dl.dropboxusercontent.com/u/72893034/Hybrid_IonEngine.zip all you need ModuleManager *.*.* install and put this files in your KSP/GameData folder and look for 1 or 2 IonHybrid engines you might want to play with the numbers alittle. EDIT- +PART[ionEngine] { @name = ionEngineHybrid @title = PB-ION Electric Propulsion System Hybrid @description = This is a Hybrid PB-ION Engine that all Electric. @MODULE[ModuleEngines] { !PROPELLANT[XenonGas]{} @PROPELLANT[ElectricCharge] { ratio = 2.5 DrawGauge = True } } } @RESOURCE_DEFINITION[ElectricCharge] { @density = 0.0001 } Don't know why, I made the one with 2 files RESOURCE_DEFINITION { name = photon density = 0.0001 unitCost = 4 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true } +PART[ionEngine] { @name = ionEngineHybrid @title = PB-ION Electric Propulsion System Hybrid @description = This is a Hybrid PB-ION Engine that all Electric. @MODULE[ModuleEngines] { !PROPELLANT[XenonGas]{} PROPELLANT { name = photon ratio = 0.75 DrawGauge = True } } MODULE { name = ModuleGenerator isAlwaysActive = true INPUT_RESOURCE { name = ElectricCharge rate = 0.75 } OUTPUT_RESOURCE { name = photon rate = 0.75 } } RESOURCE { name = photon amount = 100 maxAmount = 100 } } Just a quick test couldn't run them out of power don't know what the deal is there, Thats why, I said you might want to play with the numbers.
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You looking for this mod ? BobCat-Ind-Space-Planet-products http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products
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You can turn it off <string name="Disable Autoscale">LeftShift</string><string name="Toggle Autoscale">LeftControl+L</string><bool name="Autoscale">0</bool><string name="Disable Scale chaining">LeftShift</string><string name="Toggle Scale chaining">LeftControl+K</string><bool name="Scale chaining">0</bool></config>
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You might look at SXT http://forum.kerbalspaceprogram.com/threads/79542-90-SXT-Lack-s-Stock-Extension-N-1-and-Aero-update-SXT-20-15FEV15-KSC-v3 or FantomWorks http://forum.kerbalspaceprogram.com/threads/109567-FantomWorks-KAX-Part-Pack.
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LOL that looks sharp nice job !!
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There was a mod that had 2 landing legs that you could level but can't fined the thread it has it's own plugin, I have the mod will keep looking for the thread. EDIT- Looks like the author was Zitron EDIT- It's old and haven't tried it in .90 but here is the thread http://forum.kerbalspaceprogram.com/threads/39650-0-22-Shock-absorbing-landing-legs-V1-2-%2821-11-2013%29
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Kemini Research Program - Early science and money
Mecripp replied to N3h3mia's topic in KSP1 Mod Releases
Will something like this work so any crew part can run it and can the name here be changed abbreviation = ( Comand Pod mk1 ) ? @PART[*]:HAS[!MODULE[Kemini_Module],#CrewCapacity[1]] { MODULE { name = Kemini_Module abbreviation = Comand Pod mk1 minimumCrew = 1 EquipmentSlot { NE_LabEquipmentSlot { type = KEMINI } } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } } @PART[*]:HAS[!MODULE[Kemini_Module],#CrewCapacity[2]] { MODULE { name = Kemini_Module abbreviation = Comand Pod mk1 minimumCrew = 1 EquipmentSlot { NE_LabEquipmentSlot { type = KEMINI } } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } } @PART[*]:HAS[!MODULE[Kemini_Module],#CrewCapacity[3]] { MODULE { name = Kemini_Module abbreviation = Comand Pod mk1 minimumCrew = 1 EquipmentSlot { NE_LabEquipmentSlot { type = KEMINI } } } MODULE { name = ExperimentStorage identifier = Kemini 1 chanceTexture = false type = KEMINI } MODULE { name = ExperimentStorage identifier = Kemini 2 chanceTexture = false type = KEMINI } } -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Releases
I didn't mean that Angel-125 was one of those and as for his plugin sorry Angel-125 but much like RoverDude before changing to Angel work, I just stripe there MODULE out, I just like there model and the write or edit the cfg the way, I want to play, I don't get in to the punchcard thing. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Looks like you have a error in all your DPAF cfg in the log. -
Here his Pic
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So something is going to be broke when, I try to use it ?
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And really don't know why you would want to keep up with several threads that are all long the same line would be nice to have them bundle into one for if you have more then one of them installed hard to tell what thread to post in.
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Did it twice and same thing in 2 installs but did delete the some of the plugins and having all your mods installed you use a different file structure you can get more then one plugin and guess it didnt like it deleting them got it to load.
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This mod keeps freezing on load but did install all your mods and some ask to over-ride files so getting a bunch of [LOG 12:07:45.432] PartLoader: Compiling Part 'NehemiahInc/KEES/Parts/Experiment/ODC/NE_KEES_ODC' [WRN 12:07:45.447] The referenced script on this Behaviour is missing! [WRN 12:07:45.447] The referenced script on this Behaviour is missing! [WRN 12:07:45.448] The referenced script on this Behaviour is missing! [WRN 12:07:45.448] The referenced script on this Behaviour is missing!
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This keeps freezing on load but might be it just don't want to play nice with your other mods as some file ask to over-ride so you get [LOG 12:07:45.432] PartLoader: Compiling Part 'NehemiahInc/KEES/Parts/Experiment/ODC/NE_KEES_ODC' [WRN 12:07:45.447] The referenced script on this Behaviour is missing! [WRN 12:07:45.447] The referenced script on this Behaviour is missing! [WRN 12:07:45.448] The referenced script on this Behaviour is missing! [WRN 12:07:45.448] The referenced script on this Behaviour is missing!
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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
Well, Me for one see you point and, I think the same but also this isn't the only mod that does it and there are some of this that are imported from other games or they are just really close and or the guys that take up mods that all they can do is CFG edit's and can't even use Unity or model but yet people give them more credit then the modder whats up with that but much thanks to RoverDude in sharing all his work and Angel-125 for twist it alittle. -
[0.90] Kerbal Environmental Effects Study (KEES)
Mecripp replied to N3h3mia's topic in KSP1 Mod Releases
Why not bundle all your mods in 1 as there all on the same lines pretty much ? EDIT- Great job on them all but would be nice to just have to keep track of 1 main post instead of a dozen or so.