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Mecripp

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Everything posted by Mecripp

  1. Romfarer mod does that, I think not sure if you can resize the window. EDIT- Like this did http://forum.kerbalspaceprogram.com/threads/70557-APOLLO-%28SATURN-V-with-F1-J2-APOLLO-CSM-LEM-LLRV%29-by-OLDD-%28v-1-4-09-05-14%29?p=1423574&viewfull=1#post1423574 if so his using Romfarer mod. EDIT- HEHE
  2. Did add that line and been test but still working on it and MOARdV have you seen this mod http://forum.kerbalspaceprogram.com/threads/107397-Kerbal-CCTV-release-1-0 has TV and Cam you can grab and if you grab the cam you can still have the TV working was hope it could work with RPM's ?
  3. The other 2 monitor there's no problems and looking at the CFG there the same but that 1, I can place it and that it can move it, I can't even highlight it again and out of VAB on pad can't hightlight so can't use it kerbal can't pick it up will take out my cfg and check it.
  4. Might be a bug with your HD Kerbsung TV once you place it on something you can't pick it up or click on it but then again might be on my end.
  5. Can anyone tell me what # will bring the POV out or in As you can see, I'm looking at the back of the cambody
  6. No Errors in log are you on a linux ? don't think this mod likes linux.
  7. This Patch will add this mod to Hull-Cam-VDS mod https://dl.dropboxusercontent.com/u/72893034/%20Kerbal%20CCTV_Hullcam%20VDS_patch.cfg.zip EDIT- This should add This mod to ASET cam and the JSI cam https://dl.dropboxusercontent.com/u/72893034/ASET%26JSI_Patch.cfg.zip EDIT- This will add this mod to FASA Probe Cam https://dl.dropboxusercontent.com/u/72893034/FASA_Patch.cfg.zip EDIT- Here is a TweakScale Patch https://dl.dropboxusercontent.com/u/72893034/lunatics_TweakScale_Patch.cfg.zip
  8. Is there away to get RPM screens to show on the monitor ? EDIT- I patched the cam to use with RPM's
  9. LOL China You do know China Failed to hit Mar with a satellite. EDIT- And India has a far better chance then China for at less India can hit Mar with a satellite.
  10. What you mean ? You can't get to work ? EDIT- MODULE { name = ModuleGenerator isAlwaysActive = false activateGUIName = activate Converter shutdownGUIName = Deactivate Converter INPUT_RESOURCE { name = **** rate = *** } OUTPUT_RESOURCE { name = ******** rate = *** } } You can add more INPUT RESOURCE and or OUTPUT RESOURCE and if you are making new resource thats not in any mod you need to make a RESOURCE_DEFINITION file RESOURCE_DEFINITION { name = ******** density = * unitCost = * flowMode = ALL_VESSEL transfer = PUMP isTweakable = true }
  11. Then you need CMES http://forum.kerbalspaceprogram.com/threads/64993-0-90-Chaka-Monkey-Exploration-Odyssey-0-27-1-EFT-1-Commemorative-Edition
  12. The American Pack has a 6 kerbal pod and 2 kerbal rover http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products And rover parts here some from ASET http://forum.kerbalspaceprogram.com/threads/86343-New-project-from-ASET and http://forum.kerbalspaceprogram.com/threads/94947-Exploration-Rover-System-by-A-S-E-T-%2810-10-14%29
  13. Trouble shooting it. EDIT- Fixed sorry about that updated top post.
  14. You can try this added to it to be safe crew 1 to 3 https://dl.dropboxusercontent.com/u/72893034/ModuleDataTransmitter_2_CommandPod.cfg.zip @PART[*]:HAS[!MODULE[ModuleDataTransmitter],#CrewCapacity[1]] { MODULE { name = ModuleDataTransmitter packetInterval = 0.4 packetSize = 2 packetResourceCost = 10.0 requiredResource = ElectricCharge } } EDIT- You can open notepad or any text editter and copy all that and save it as a cfg and if you have ModuleManager.*.*.* installed put it in KSP/GameData and your good to go. EDIT- If your using RT you can use @PART[*]:HAS[!MODULE[ModuleSPU],#CrewCapacity[1]]:FOR[RemoteTech] { %MODULE[ModuleSPU] { %IsRTCommandStation = true %RTCommandMinCrew = 6 } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } EDIT- Whoops just seen, I targeted all crew parts if you want just commandpod parts here Lol dam just seen this will get probecores too. https://dl.dropboxusercontent.com/u/72893034/ModuleDataTransmitter_2_CommandPod2.cfg.zip @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleDataTransmitter]] { MODULE { name = ModuleDataTransmitter packetInterval = 0.4 packetSize = 2 packetResourceCost = 10.0 requiredResource = ElectricCharge } }
  15. You could make any part do it if thats what you want ?
  16. E.V.E would be less memory used, I would think http://forum.kerbalspaceprogram.com/threads/55905-0-24-7-4-Sep-9-2014-EnvironmentalVisualEnhancements and then you have the heavier ones like Astronomer's Visual Pack http://forum.kerbalspaceprogram.com/threads/102145-0-25-Astronomer-s-Visual-Pack-Interstellar-V2 and just alittle better on memory the Astronomer's Visual Pack you have KSPRC http://forum.kerbalspaceprogram.com/threads/76972-0-25-KSPRC-Renaissance-Compilation-artworks-remake-V-0-1-9-%2803-11-14%29. EDIT- O yes Planetshine and Distant Object Enhancement as Algiark posted is a must install Planetshine http://forum.kerbalspaceprogram.com/threads/96497-0-25-0-90-PlanetShine-v0-2-2-1 Distant Object Enhancement http://forum.kerbalspaceprogram.com/threads/98943-0-90-Distant-Object-Enhancement-bis-v1-5-1-%2821-Dec-2014%29
  17. And you should have ModuleManager.*.*.* installed if you have pretty much any mod you will have it already but if the file is A_Mechanic_Is_Jeb.cfg.txt just rename and delete the .txt off the name A_Mechanic_Is_Jeb.cfg
  18. Did you save it that way ? It should be a cfg file. EDIT- You can edit or open them with like notepad if that is what you asking. And the file should look like ( A_Mechanic_Is_Jeb.cfg ) EDIT- Or what your trying to pickup is not on the list.
  19. For all you home3 lovers, FinnishGameBox made some Very nice IVA's for some parts you can check them out here http://forum.kerbalspaceprogram.com/threads/99252-0-90-AIPS-Better-IVA-Prop-Placement-v4-BobCat-Ind-HOME-3-Update!
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