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Mecripp

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Everything posted by Mecripp

  1. If them are the white one's they should be a heat panel not like a solar panel. EDIT- Whoops lol slow refresh. - - - Updated - - - And thought that got fixed but right off-hand don't remember what the fix was. EDIT- Are you running RealChutes ? EDIT- O see, I also post what fixed the docking for me was ( Took out ECLSS the lifesupport mod that was using and don't have a problem with docking or sticky docking ports. )
  2. In JSI there is a transparent pod setting the new AmericanPack and ERS mod and there is a mod called Transparent pod which all use JSI
  3. Did you try here http://forum.kerbalspaceprogram.com/threads/100162
  4. Might help if you guys and girls that are having problems also post a log file or at lease what OS you are running and any mods or added *.DLL files.
  5. I'm the same as orcmaul, I don't have a problem with the battery tray and most of the time, I have more then one in the box are ya'll using a mod to changes batterys in anyway ?
  6. I would like to see a mod that adds climate control to crew parts so they have heaters and A/C to keep them at a good temp why there in space so they don't freeze or get burned up.
  7. Hoping someone can trying to get a sound mod to work with hotrockets but there not playing with hotrockets cfg is there something in smokescreen plugin stopping the sounds from playing ?
  8. This what your are looking for http://forum.kerbalspaceprogram.com/threads/59005
  9. Did you look at the VTOL part ? EDIT- Or talk to sirkut about Magic Smoke Industries - Infernal Robotics plugin http://forum.kerbalspaceprogram.com/threads/37707-0-90-Magic-Smoke-Industries-Infernal-Robotics-0-19-3
  10. You might try looking at firespitter plugin here https://docs.google.com/document/d/1em9W_3JydpPTX-3aaC7LF42r8fBasmgUyobHTeBds9M/edit?pli=1
  11. There was the Falcon II by bobcat here is the download link http://www./download/hcis7azdgm0l9g6/Falcon2.zip This is not a good Pic of it but
  12. If you wanted your own Resources thats fine but you could have done @RESOURCE_DEFINITION[SolidFuel] { @flowMode = STACK_PRIORITY_SEARCH } And all still looks like it works the same. EDIT- Well besides, I did edit all your tanks and engines to use SolidFuel.
  13. Try this PART { name = Kupiter2Motor module = Part author = WosTronics // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = .5 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, .06, 0.0, 0.0, 1.0, 0.0, 2 // --- editor parameters --- TechRequired = start entryCost = 76000 cost = 13800 category = Engine subcategory = 0 title = Kupiter 2 V3.4 Diesel Hybrid manufacturer = Wos-Tronics Inc description = Round things fly well and with fuel, they fly even better! Strap this little beauty to your ships bottom and see what it does! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 4.1 dragModelType = default maximum_drag = 0.20 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 95 breakingForce = 2000 breakingTorque = 2000 maxTemp = 8400 //node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -1.5, 0.0, 0.0, 1.0, 1.0, running fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_large = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleCrossFeed } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 500 fxOffset = 0, 0, 0.125 heatProduction = 800 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 300 } } MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True } }
  14. AH ( ! does the same, but if it can't find it it adds it ) thought that was % that does that.
  15. You should be able to turn it off EDIT- LOL ( Doesn't that make them constantly thrust, though? ) yes and, I like the rest must be misreading his post (That's what my concern was, when I get home I'll test it out for sure! ) because how, I read it his is back stepping now it'nt that what you want is the thrust at like 70% to 100 % range after you start it ?
  16. AHHH no was wanting to know if his plugin can do it or maybe add it but yes, I post in both.
  17. I tryed this @PART[stackDecoupler]:AFTER[Squad] { !sound_vent_large = DELETE sound_dcp_stack_bullettarp_v0100 = decouple /// This is where the sound file is inside GameData A.R.P/Sounds/sound_dcp_stack_bullettarp_v0100 } and it still plays the stock sound ? EDIT- Trying not to copy over the stock files. EDIT- And with your plugin can we add sounds to ModuleAnimateGeneric parts and RetractableLadder , ModuleLandingLeg ? hehe want souds for it all and thanks for all the work you do.
  18. This is a great little plugin that says you can add Kerbal sounds http://forum.kerbalspaceprogram.com/threads/56179-WIP-KSPCustomSounds-Plugin-v0-2-Custom-Engine-Landing-Gear-IVA-Sounds
  19. Is there away to change the sounds on decoupler ?
  20. Can you post your cfg you tryed or what you want to replace what with what ?
  21. Thanks Man hope you are getting it all worked out that's why, I stop using HotRockets you could make a stock rocket and launch it and see how far it made it and then put in HotRockets and they wouldn't make it as far but the new FX look great And @bullettMAGNETT lol sorry man, I forgot to do the Utility sounds
  22. Seen you had ( Btw i wanted to add sounds to parts like antennas & tires ) do you have any sound for them ? @Akira_R do you have up to date hotrockets cfg can get from you or has anything changed ?
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