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Everything posted by Mecripp
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Why do you have 2 TechRequired = * ? and would happen you play around with it if you have a download ?
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Try using Crossfeed Enabler mod http://forum.kerbalspaceprogram.com/threads/76499-0-23-5-CrossFeedEnabler-v1-4-13-14 and the flowMode = ** is in the KSP/GameData/Resources there is a ResourcesGeneric.cfg RESOURCE_DEFINITION { name = LiquidFuel density = 0.005 unitCost = 0.8 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Oxidizer density = 0.005 unitCost = 0.18 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } EDIT- You might check out this mod FuelWings http://forum.kerbalspaceprogram.com/threads/97139-0-25-x-FuelWings-Stock-wings-with-fuel! but by looking at it they used Crossfeed Enabler mod.
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How to reduce/disable antenna passive ec consumption in RT?
Mecripp replied to SmashBrown's topic in KSP1 Mods Discussions
Best guess is @PART[longAntenna]:FOR[RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 2500000 %MaxQ = 6000 [COLOR="#FF0000"]%EnergyCost = 0.13 <-------------- Here EnergyCost =[/COLOR] %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } -
Can science be added as a "resource" in the part CFG?
Mecripp replied to Talavar's topic in KSP1 Mods Discussions
You might look at this mod and see think it's doing something like that ( Station Science ) http://forum.kerbalspaceprogram.com/threads/54774 EDIT- May have misread or miss what you was asking you can make you own ScienceDefs.cfg you can look at KSP/GameData/Resources in there you will see the ScienceDefs.cfg -
This one @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment] { %rerunnable = True } } does work you can use the GooExperiment over and over but you only get the max points 1 time and think, I found what your looking for one more test. EDIT- Try this @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { %rerunnable = True } } @PART[sensorThermometer] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 8.0 } } EDIT- Looks like you was right if you look at the ScienceDefs.cfg and get the baseValue = * and match it to xmitDataScalar = * looks like you get the max in one shot.
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You might try @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:Final { @MODULE[ModuleScienceExperiment] { %rerunnable = True } } @PART[sensorThermometer] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } } EDIT- Doesn't the xmitDataScalar = * just scales how much Electric is used to transmit ? If you are looking to get more Science you need to look in KSP/GameData/Resources at the ScienceDefs.cfg EXPERIMENT_DEFINITION { id = temperatureScan title = Temperature Scan baseValue = 8 scienceCap = 8 dataScale = 1 requireAtmosphere = False situationMask = 31 biomeMask = 7
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Do you have a screen shot or what isn't working ?
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Why Not just use FASA then a look alike and really look at a kerbal head next to a pod there is no way to get that may kerbals in there and that go's for the stock one's too, Pods are just not scaled wrong for the kerbal.
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[RELEASED] A.R.P mod ( Audio Replacement Project )
Mecripp replied to bullettMAGNETT's topic in KSP1 Mod Development
You just need a MM patch for the sounds ? EDIT- See you haven't updated to .90 -
Not sure how there doing there textures but if you looked at Kerbal Stock Launcher Overhaul by blackheart he done some with Firespitter plugin MODULE { name = FStextureSwitch2 //showListButton = True textureNames = KerbalStockLauncherOverhaul/Parts/Aero/ProceduralKXFairing/Plain White;KerbalStockLauncherOverhaul/Parts/Aero/ProceduralKXFairing/Kerbal X Original;KerbalStockLauncherOverhaul/Parts/Aero/ProceduralKXFairing/Sponsored Fairing objectNames = model textureDisplayNames = Plain White;Kerbal X Original;Sponsored Fairing useFuelSwitchModule = True fuelTankSetups = 0;1;2;3 }
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are you missing the plugin ? EDIT- Make sure your path is KSP/GAMEDATA/RemoteTech
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Mecripp replied to DMagic's topic in KSP1 Mod Development
V10 don't see any thing on Resources, I do see the Resources folder in ScanSat but on the map there isn't any button or tab ? EDIT- My bad some how got V9.5 installed updated to V10 all good. -
[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
Mecripp replied to marce's topic in KSP1 Mod Development
Got it to write the file one time and most nodes it won't update or save and help on what, I'm doing wrong ? -
How to make resource flow only enabled by fuel line?
Mecripp replied to KAO's topic in KSP1 Mod Development
Would think if you setup your RESOURCE_DEFINITION file maybe something like -
I by look at his GitHub would say it's just a re-textured KW tank but it's hard to tell he has a-lot of parts named transfer stage. EDIT- Here is the link on GitHub on that part https://github.com/Felbourn/Odyssey/blob/master/saves/Odyssey/Subassemblies/2.5m%20Centaur%20III.craft
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Most of the tanks look like Near Future http://forum.kerbalspaceprogram.com/threads/52042-0-21-Near-Future-Propulsion-Pack the white ones attached to the middle look like the rcs tanks for KOSMOS http://forum.kerbalspaceprogram.com/threads/99168-KOSMOS-4-0-25-Coming-Soon?p=1522548#post1522548 solar panels are from one of those 2 also, I don't know where he is getting that round frame from and some of the parts are just re-textured and welded parts so in away he is making up parts from alot of mods. EDIT- and from the link there is a link to GitHub http://goo.gl/K3PNkt there you can see all the mods, Looks like if you wanted you could download his whole GameData folder.
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Are you using RT ?
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[1.0.x] Procedural Parts Textures | Procedural KW - June 8
Mecripp replied to blackheart612's topic in KSP1 Mod Releases
Must be something with CKAN which, I don't use and mod works fine for me. -
Here is a patch for the base mount so you can drop the firespitter plugin. https://dl.dropboxusercontent.com/u/72893034/Basemount_Patch.cfg.zip
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[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Here are some good parts for the Atlas V http://forum.kerbalspaceprogram.com/threads/59701-Atlas-V-Parts-for-RO-RSS. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mecripp replied to stupid_chris's topic in KSP1 Mod Releases
Did you try something like @PART[B9_Shuttle_TailWing] { maximum_drag = 0.32 @cost = 500 @mass = 0.08 !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = false cutSpeed = 0.5 spareChutes = 5 PARACHUTE { material = Kevlar preDeployedDiameter = 5 deployedDiameter = 10 minIsPressure = true minPressure = 0.007 deploymentAlt = 2500 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 4 preDeploymentAnimation = semiDeployLarge deploymentAnimation = fullyDeployLarge parachuteName = canopy capName = cap } } MODULE { name = ProceduralChute textureLibrary = StockReplacement currentCanopies = Main chute } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } O Like this one better maybe @PART[B9_Shuttle_TailWing] { maximum_drag = 0.32 @mass = 0.08 !sound_parachute_open !MODULE[ModuleParachute]{} MODULE { name = RealChuteModule caseMass = 0.08 timer = 0 mustGoDown = false cutSpeed = 5 spareChutes = 5 PARACHUTE { material = Silk preDeployedDiameter = 1 deployedDiameter = 7 minIsPressure = false minPressure = 250 deploymentAlt = 100 cutAlt = -1 preDeploymentSpeed = 1 deploymentSpeed = 3 preDeploymentAnimation = para_half deploymentAnimation = para_full parachuteName = canopy capName = cap } } EFFECTS { rcpredeploy { AUDIO { channel = Ship clip = sound_parachute_open volume = 1 } } rcdeploy { AUDIO { channel = Ship clip = sound_parachute_single volume = 1 } } rccut { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_cut volume = 1 } } rcrepack { AUDIO { channel = Ship clip = RealChute/Sounds/sound_parachute_repack volume = 1 } } } } - - - Updated - - - And wasn't there patch to get realchutes to work with the American Pack keep getting null errors and the rcs on the docking port are running in vab ?