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Mecripp

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Everything posted by Mecripp

  1. You can try my tweakscale all cfg if you want SCALETYPE { name = TweakScale freeScale = false scaleFactors = 0.25, 0.35, 0.5, 0.7, 1.0, 1.4, 2.0, 2.8, 4.0 scaleNames = 25%, 35%, 50%, 70%, 100%, 140%, 200%, 280%, 400% defaultScale = 1.0 } @PART[*]!MODULE[TweakScale] { MODULE { name = TweakScale type = TweakScale defaultScale = 1 } }
  2. Sadly it never got released but if you need a Generator pick a part and Resources input and output will make you a cfg if you need.
  3. Look here http://unity3d.com/unity/download EDIT- And sent you some PM's
  4. You might check here Contract Configurator http://forum.kerbalspaceprogram.com/threads/101604-0-90-Contract-Configurator-v0-6-1-2015-02-01
  5. If you want, I'll play around with MM to try and get the sounds to work and in .90 the stock changed around the folders structure alittle.
  6. The antenna works and if he didn't setup the solar panels in unity all the way your not going to get them to work you could make them add a charge when open but it would also work out of the sun.
  7. I thought Starwaster post was funny too and on the DEMV Mark3 EX, I changed the plugin that it used you will need JSI you can get it here http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-3%29-8-Oct and delete the plugin sfrPartModules1.dll that came with it and on the part DEMV EX Seat add MODULE { name = RasterPropMonitorComputer } MODULE { name = JSITransparentPod }
  8. Can you add a climate control also so they have to have a heating and cooling system so they don't freeze or burn up in space ?
  9. And you need to add TechRequired = **** entryCost = *** to the cfg's EDIT- If anyone needs help with the DEMV Mark3 EX you can send me a pm. EDIT-
  10. Have most of Bobcat's stuff working in .90 if you have the OK from him to release all the DEMV can send you or if you need help with a cfg let me know.
  11. If you have the ok to release them all have most of them working in .90 and will help you with any of the cfg if you need help ?
  12. In your log you had some mods or bad cfg that where throwing alot of errors looked like something with Deadly Reentry and did you move some of the mod folders ? EDIT- There was also a FX on the decouplers it can't found thats throwing errors.
  13. There was a plugin but haven't seen the thread in along time it was something *FX and don't thing you can just added a module to the solar panels to get it to work pretty sure you would have to have unity and set a thrust transformer on the panel but you could use 2 parts to do what you want. EDIT- And Interstellar mod think has solar sails and frizzank did one along time ago.
  14. Did you try something like @PART[REGO_ModuleResourceConverter] { @RecipeInputs[ElectricCharge] { ElectricCharge *= 1.5 } } Or @PART[REGO_ModuleResourceConverter] { @RecipeInputs,0 { @ElectricCharge *= 1.5 } @RecipeInputs,1 { @Karbonite *= 1.5 } }
  15. Did you see @PART[somePart1] { // Unindexed - edits the first @name = somePart2 // Arithmetic - add 5 and multiply by 20. Unindexed so edits the first one. @numeric += 5 @numeric *= 20 // Regexp expression. Replaces any instance of "tw" with "mo", so would turn "twotwo" into "moomoo" // Note also the index. @multiVal,1 ^= :tw:mo: } EDIT- Are you just wanting to use REGO_ModuleResourceConverter , Why not just pick a part and use ModuleGenerator ? EDIT- MODULE { name = ModuleGenerator isAlwaysActive = false activateGUIName = activate Converter shutdownGUIName = Deactivate Converter INPUT_RESOURCE { name = **** rate = ** } OUTPUT_RESOURCE { name = **** rate = ** } }
  16. You might try here USI Survivability Pack http://forum.kerbalspaceprogram.com/threads/84359
  17. And you might want to link to this remember some of his mods needed it to work http://cleverbobcat.codeplex.com/ and don't think adding PART and 2 {} is 5 % hehe.
  18. Here think is his license http://forum.kerbalspaceprogram.com/threads/20286-20-x-BobCat-Ind-Release EDIT- And the wheels do work on them some don't remember which you had to lower them first then use like L and J that side of the keyboard to steer.
  19. Try here http://forum.kerbalspaceprogram.com/threads/98033-Realism-Overhaul-Discussion-Thread?p=1501832&viewfull=1#post1501832 EDIT- think this is the link to the file https://dl.dropboxusercontent.com/u/80983870/RemoteTech_Settings.cfg
  20. Did you get the RT.setting cfg for the Realism mod ?
  21. Try this one it's alittle more like that Hooligan-Labs http://forum.kerbalspaceprogram.com/threads/53961-0-22-Hooligan-Labs-%28now-under-new-managment%29-Featuring-Airships-Subs-and-more
  22. Look in your KSP/GameData/RemoteTech In there is your Antenna and ProbeCore CFG's.
  23. Whoops would help you play around with the cfg if you have a part to test in ksp and looks like you can take out ( flowMode = ALL_VESSEL ) as that is in the RESOURCE_DEFINITION.cfg and you say it's a wing but you don't have a // --- winglet parameters --- // dragCoeff will override the maximum_drag value dragCoeff = 0.6 deflectionLiftCoeff = 2.0 or maybe MODULE { name = ModuleLiftingSurface deflectionLiftCoeff = 1 dragAtMaxAoA = 0.3 dragAtMinAoA = 0.0 } really think you can delete //stagingicon = LIQUID_ENGINE fuelCrossFeed = True TechRequired = start And does this have a cockpit ? INTERNAL { name = KaFireBallWing }
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