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KSP2 Release Notes
Everything posted by Mecripp
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If your trying to get the stock antennas to stay deployed try editing the cfg and it's and change it to or delete the whole line.
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Be nice if we had climate control also for crew parts.
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8K82K aka PROTON (OLDD in USSR) v. 0.5. (12.05.14)
Mecripp replied to DennyTX's topic in KSP1 Mod Releases
DennyTX what about http://forum.kerbalspaceprogram.com/threads/86107-ATLAS-is-there-a-need-in-it-despite-of-FASA would very much like part. -
ATLAS. is there a need in it despite of FASA????
Mecripp replied to DennyTX's topic in KSP1 Mod Development
Any update ? Pretty please can we have Part ? -
You can edit the command pod and change to
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Not to say that people wasn't to cry to modders about CKAN support they are to take that to the CKAN thread about adding support to mods. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
LOL the scansat scanner will be smaller and could do the boxsat dish if thats what you wanted and yes they moved off center when, I moved them out alittle don't know why it does that. EDIT- Do you use tweakscale ? If so here is my tweakscale it all cfg https://dl.dropboxusercontent.com/u/72893034/TweakScale_All.cfg.zip EDIT- And Here is a stock rescale for scansat and the boxsat dish there so cute lol https://dl.dropboxusercontent.com/u/72893034/Scansat_Rescale.cfg.zip -
Have you tryed the shuttle engine mod ? http://forum.kerbalspaceprogram.com/threads/55985-0-23-23-Jan-Space-Shuttle-Engines-V1-0-NEW-Art-Pass-Cryo-Effects-Balancing-OMS
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
See if this is what you want If so you will need BoxSat mod and ScanSat mod for this parts to show up https://dl.dropboxusercontent.com/u/72893034/ScanSat%26BoxSat.zip and if you just want a cfg for the rescale scansat let me know. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Mecripp replied to alexustas's topic in KSP1 Mod Development
Do you have JSI and JSI PartUtilities installed ? -
Again watch your } EDIT- You could try
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Does your install look like KSP/GameData/Remotetech ? looking at the one screen you posted the dll wasn't loaded.
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just by looking try Try this you all so had too many } EDIT- well not to many just wrong spot.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
To be honest did see that it was worth doing that way because, Each scanner was tied to a tray andif you use scansat you know you need power and alot if you have all the scanners on so then it was what tray to tie too and then some people just wouldnt like what tray it was tied too and it's just better if you just place the scanners like we do now so much easyer but if you want the scanners that size you can use tweakscale or the stock rescale if your not sure good chance, I'll write a cfg for the rescale or name a tray for a scanner and might play around with it some more. -
Main Page you see
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Mecripp replied to Mihara's topic in KSP1 Mod Releases
For the SPP MK2 you need a RPM cfg for it and the MK3 maybe ? you can use the MK2 INTERNAL { name = mk2CockpitStandardInternals } EDIT- The SPP MK2 RPM's by nli2work http://www./download/12ud82caadrehws/SPPMk2_RPMIVA.zip -
I might have missed it but where is the licensed ? EDIT-
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Mecripp replied to NecroBones's topic in KSP1 Mod Releases
Is there away to make some Shorter one's to use for upper stages ? -
[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Nice Delta launcher but why the off size ? -
Thats not really saying what problems you are having besides RO ?
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You mean around 147 MB all together would still be less then some mods out there IMO, I say bundle it and just have your HD and what ever. EDIT- And is there a fix for the Mesh tensor error on the cargo pod only spam logs with them open if you close them it's all good. lol beside keeping them closed.
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You could put the cost line where ever, I think and about the @RESOURCE yes you have to have that if you look at the cfg the name and Rate are inside the RESOURCE MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } And think for the last part And you can change the unlockTechs with the MM if you wanted.
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What does Antenna Range require compared to RT?
Mecripp replied to SmashBrown's topic in KSP1 Mods Discussions
No because you just have to be in range of the planet where RT it's KSC, And RT will start to lag has you get a bigger net work is why, I change to Antenna Range. EDIT- LOL you disabled the delay ? The lag you can't disabled just all the craft you have to have when going to duna and eve and starting networks there it will really start lag the game. -
I would try something like this @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore],#vesselType[Probe]]:Final { @cost += 750 MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } @MODULE[ModuleCommand] { @RESOURCE { @rate += 0.005 } } }