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Mecripp

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Everything posted by Mecripp

  1. Here is a update http://forum.kerbalspaceprogram.com/threads/83305-0-25-0-RemoteTech-v1-5-1?p=1619975&viewfull=1#post1619975
  2. 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
  3. 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.
  4. 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.
  5. 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
  6. 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 } }
  7. What you mean ? If you pretty much just want to go bigger, I have a patch that go's one down scale and pretty much all upscale and works on all parts if you want to try here https://dl.dropboxusercontent.com/u/72893034/TweakScale_All.cfg.zip
  8. 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
  9. 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.
  10. If you want to move things around best to use Unity there are some tutorials around the forums to look at for that and if you haven't seen some of nli2work work you should take a look at them too. EDIT- And a good start in http://forum.kerbalspaceprogram.com/threads/94638
  11. This is to funny does anyone read the first post and just a couple of post before posting lol
  12. Give me a sec to look at the parts and see should be hard. EDIT- looks like it might not have to be updated as it just overrides textures parts in the tac folder. EDIT- Would make a backup first.
  13. 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
  14. 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.
  15. What does your RESOURCE DEFINITION file look like ?
  16. 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
  17. 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 ?
  18. Could be FASA fairings parts also.
  19. Would start here http://forum.kerbalspaceprogram.com/threads/55219-0-90-Module-Manager-2-5-6-%28Dec-21%29-v-1c-Edition-2-5-5-is-broken-Update-it and for the modifying most of the time MM patch any one can do but there are a couple of mods we are not to share MM's but this mod is
  20. This won't work if your using VenStockRevamp and why didn't you just write like a MM patch ?
  21. 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!
  22. So you can't run the parts you want and the plugin ?
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