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KSP2 Release Notes
Everything posted by Mecripp
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Here is a update http://forum.kerbalspaceprogram.com/threads/83305-0-25-0-RemoteTech-v1-5-1?p=1619975&viewfull=1#post1619975
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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
Did you download this updated dll http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-3%29-8-Oct?p=1610931&viewfull=1#post1610931 -
What mod antenna are you using some mod's patchs, I write are like that but at the time that just how it had to work.
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First pic don't see a probecore on the craft and 2nd pic can't tell if you have line of sight but also looks like you made it with out the probecore and attached one to a docking port but all in there looks like you have a problem why is the one icon all white do you have errors in your log ? EDIT- your connotation, I would bet should show red and looks like you have control all the time.
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This might be what your looking for http://forum.kerbalspaceprogram.com/threads/70676-0-90WIP-Procedural-Parts-Parts-the-way-you-want-em-0-9-21-Dec-19
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Here is a rough one just throw together @PART[xLLLCommPolex] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 2500000 MaxQ = 6000 EnergyCost = 0.13 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[XLLLCommPole2X] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 4500000 MaxQ = 6000 EnergyCost = 0.13 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } }
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Will take a look at that and on the 2nd the cargobags look around the last couple of pages there is a updated release someone did and some resizes. EDIT- This should get the MFT for the first pack @PART[RRTacLifeSupportContainer] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRTacOxygenContainer] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRTacOxygenContainer] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRTacFoodContainer] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRHexCanDrinkingWater] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRHexCanFood] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRHexCanLifeSupport] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[RRHexCanOxygen] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[Micropackair] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[Micropackfood] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[Micropackwater] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } @PART[Micropackwater] { MODULE { name = ModuleFuelTanks type = LifeSupport volume = 240 } } EDIT- You might want to play with the #'s you want to use. https://dl.dropboxusercontent.com/u/72893034/RR_TAC_MF.cfg.zip
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And you can do most all of this with writing MM ( ModuleManager *.*.* ) Patch so you don't have to edit the main file so if things go bad you can delete the patch you made. EDIT- And if you looked at what, I posted we were showing you the samething, I hightlighed in red the changes you needed to make.
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You Mean the MK3 ? but all you have to do is open the cfg for the pod, For example the MK3 PART { // --- general parameters --- name = mk3Cockpit_Shuttle module = Part author = Porkjet // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 3 node_stack_top = 0.0, 3.1875, 0.625, 0.0, 1.0, 0.0, 1 // --- editor parameters --- TechRequired = heavyAerodynamics entryCost = 50000 cost = 10000 category = Pods subcategory = 0 title = Mk3 Cockpit manufacturer = C7 Aerospace Division description = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. Note: IVA still in shipping and customs. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 3.5 dragModelType = override maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 60 maxTemp = 3400 fuelCrossFeed = True vesselType = Ship // --- internal setup --- CrewCapacity = 4 [COLOR="#FF0000"]INTERNAL { name = internalkso <------------------- HERE you can see, I put the KSO on my pod but you would just edit it and change the [COLOR="#FF0000"]name = B9_Cockpit_MK2_Internal[/COLOR] }[/COLOR] MODULE { name = RasterPropMonitorComputer } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 40 YawTorque = 40 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } RESOURCE { name = MonoPropellant amount = 100 maxAmount = 100 } MODULE { name = KASModuleContainer maxSize = 80 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleAnimateGeneric animationName = Mk3Cockpit_Shuttle actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } //MODULE //{ // name = ModuleLiftingSurface // deflectionLiftCoeff = 1 // proportionally less than Mk2 // dragAtMaxAoA = 0.2 // dragAtMinAoA = 0.05 //} } Hope it helps. EDIT- And on tweakscale you can try my all mod tweakscale cfg https://dl.dropboxusercontent.com/u/72893034/TweakScale_All.cfg.zip
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There where this but they need to be updated to the new tac. http://forum.kerbalspaceprogram.com/threads/85147-TAC-containers-by-R-R-Dynamics-Inc EDIT- And this http://forum.kerbalspaceprogram.com/threads/70986-0-23-Cargo-Transfer-Bags-and-Tanks%28for-TAC-life-support%29-0-7 and there are some retexture in the thread.
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What does your RESOURCE DEFINITION file look like ?
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Best, I can tell got it to work with VenStockRevamp mod here if you want hope, I got it all right. +PART[turboFanEngine] { @name = RamJetEngine @author = Slashy @title = RamJet Engine @description = An experimental jet engine with no moving parts. It uses supersonic shock waves to compress incoming air, and doesn't work below 300 m/sec. @MODULE[ModuleEngines] { @engineAccelerationSpeed = 0.4 @engineDecelerationSpeed = 0.7 } @velocityCurve { %key,0 = 0 0 0 0 %key,1 = 300 0 0 0 %key,2 = 350 .7 0 0 %key,3 = 1000 1 0 0 %key,4 = 2000 0.5 0 0 %key,5 = 2400 0 0 0 } } https://dl.dropboxusercontent.com/u/72893034/Ramjet.cfg.zip
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Would say again there FASA as can see there is more Fasa parts in the window. http://forum.kerbalspaceprogram.com/threads/24867-0-90-FASA-Dec-27th-90-Release-v5-10 EDIT- What is that little lander frame with legs from ?
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Could be FASA fairings parts also.
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This won't work if your using VenStockRevamp and why didn't you just write like a MM patch ?
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[0.23.5] Kerbal Space Industries [26APR14] [MFD 1.2]
Mecripp replied to Hyomoto's topic in KSP1 Mod Releases
There is a patch in JSI that does already -
OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
Look awesome if you don't have a IVA for it you might try and some if this guy will help you. http://forum.kerbalspaceprogram.com/threads/100445-Dreamer-SNC-Dreamchaser-Mod-V1-2-UPDATED!-Now-with-%28some%29-FAR-support! -
Microwave Power Transceivers(stand-alone)
Mecripp replied to Seeker89's topic in KSP1 Mods Discussions
So you can't run the parts you want and the plugin ?