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Mecripp

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Everything posted by Mecripp

  1. Did you get this one it's the one Snjo posted in his forums https://github.com/snjo/Firespitter/blob/master/For%20release/Firespitter/Plugins/Firespitter.dll?raw=true
  2. Somewhere in the Aies Furom there are some patchs for the legs that, I did sometime back, I was getting a error when they deployed so patched them to us just FS or stock ModuleAnimateGeneric and also have 1 for the legs that use a old plugin called Foundations that still works it will hold you in place and the legs don't have the suspension on them. EDIT- Or are you saying there is something wrong with my patches that you post ?
  3. Look at the mod http://forum.kerbalspaceprogram.com/threads/57988-0-90-x-Wenkel-Corporation-RealChute-Parachute-Systems-v1-2-6-1-17-12-14-paused in BIG RED Letters and you know how many people with win 64bit post saying there's a bug or it's broke and from the way, I take it, The problem is Unity so there isn't away for them to fix it. EDIT- Here is a post they have to put up with http://forum.kerbalspaceprogram.com/threads/57988-0-90-x-Wenkel-Corporation-RealChute-Parachute-Systems-v1-2-6-1-17-12-14-paused?p=1574999&viewfull=1#post1574999
  4. What you really looking for ? money , Science ? all lol.
  5. Well guess, I forgot to update or missed a update for KAS got it working again but still can't add it to a pod like you have it. EDIT- The only way, I found to added the container to the pods is to edit there cfg.
  6. Well testing it the lab part works fine but the KASModuleContainer don't want to. EDIT- Well then again the KAS Container are not working at all
  7. Added one to top and bottom and then the 2nd 1 one to the top and bottom.
  8. LOL works the same as it did in .25 for me what are you doing wrong LOL what mods you trying to run.
  9. Looks like your missing a couple of { } @PART[Large_Crewed_Lab]:Final [COLOR="#FF0000"]{[/COLOR] [COLOR="#FF0000"] <-------------------- here[/COLOR] MODULE { name = ModuleScienceExperiment experimentID = mobileMaterialsLab experimentActionName = Observe Materials Bay resetActionName = Reset Materials Bay useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.2 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 } MODULE { name = ModuleScienceExperiment experimentID = mysteryGoo experimentActionName = Observe Mystery Goo resetActionName = Reset Goo Canister useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 FxModules = 0 dataIsCollectable = True collectActionName = Collect Data interactionRange = 1.2 } [COLOR="#FF0000"]}[/COLOR] [COLOR="#FF0000"]<------------ here[/COLOR] @PART[MK1-2Pod]:Final [COLOR="#FF0000"]{[/COLOR] [COLOR="#FF0000"]<------------ here[/COLOR] MODULE { name = KASModuleContainer maxSize = 300 [COLOR="#FF0000"]}[/COLOR] [COLOR="#FF0000"]<---------------here[/COLOR] }
  10. It's a hidden file you have to unhide goto home and CTRL H you will see .config in that folder you will see a unity3d.
  11. You can make one be using MODULE { name = ModuleGenerator isAlwaysActive = false activateGUIName = Activate **** <-can added to the name or change it shutdownGUIName = Deactivate ***** < -can added to the name or change it INPUT_RESOURCE { name = ******* < what you want to convert rate = 1 < the rate } OUTPUT_RESOURCE { name = ****** added what you want the output rate = 1.0 <---- the rate } } RESOURCE { name = ******* <--what ever amount = 100 maxAmount = 100 } RESOURCE { name = ********** what ever amount = 100 < what ever maxAmount = 100 < } Can added this to any part.
  12. Me and ModuleManager still not getting along or, I'm missing how to write a patch to fix and add to the BoxSat prototypes PART { // --- general parameters --- name = 62cm_BoxSat_LFOEngine_PayloadModule module = Part author = Das Penguin and Orcmaul // --- asset parameters --- MODEL { model = BoxSat prototypes/PayloadFrame/62cm_BoxSat_MPEngine_PayloadModule //scale = 1, 1, 1 } //scale = 1.0 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, 0.550, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 0 cost = 400 category = Engine subcategory = 0 title = 62cm BoxSat BPR-1 Bipropellant Engine manufacturer = K-Haul Moving and Satellites description = (prototype) This engine burns liquid fuel and oxidizer but it has markings on it for monopropellant. The new paint scheme is still in development. attachRules = 1,0,1,1,0 mass = 0.02 dragModelType = default //maximum_drag = 0.2 //minimum_drag = 0.15 //angularDrag = 1.5 crashTolerance = 3 maxTemp = 1600 fx_exhaustFlame_white_tiny = 0.0, -0.2816985, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage RESOURCE { name = LiquidFuel amount = 13.764 maxAmount = 13.764 } RESOURCE { name = Oxidizer amount = 16.8 maxAmount = 16.8 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 30 fxOffset = 0, 0, 0.02 { [COLOR="#FF0000"]<------------------ Here Missing PROPELLANT[/COLOR] name = LiquidFuel ratio = 0.9 } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 300 } } } should look like PART { // --- general parameters --- name = 62cm_BoxSat_LFOEngine_PayloadModule module = Part author = Das Penguin and Orcmaul // --- asset parameters --- MODEL { model = BoxSat prototypes/PayloadFrame/62cm_BoxSat_MPEngine_PayloadModule //scale = 1, 1, 1 } //scale = 1.0 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, 0.550, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 0 cost = 400 category = Engine subcategory = 0 title = 62cm BoxSat BPR-1 Bipropellant Engine manufacturer = K-Haul Moving and Satellites description = (prototype) This engine burns liquid fuel and oxidizer but it has markings on it for monopropellant. The new paint scheme is still in development. attachRules = 1,0,1,1,0 mass = 0.02 dragModelType = default //maximum_drag = 0.2 //minimum_drag = 0.15 //angularDrag = 1.5 crashTolerance = 3 maxTemp = 1600 fx_exhaustFlame_white_tiny = 0.0, -0.2816985, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage RESOURCE { name = LiquidFuel amount = 13.764 maxAmount = 13.764 } RESOURCE { name = Oxidizer amount = 16.8 maxAmount = 16.8 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2 heatProduction = 30 fxOffset = 0, 0, 0.02 PROPELLANT // [COLOR="#FF0000"]<----------- Here added[/COLOR] { name = LiquidFuel ratio = 0.9 DrawGauge = True // [COLOR="#FF0000"]<----------- Here added[/COLOR] } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 300 } } } EDIT- So if someone could write a MM patch to add the changes so, I can see what, I'm doing wrong would be alot of help as editting the file works fine, I change would like to know how to write the patch. EDIT- Try'ed alot of way but don't know why this don't work @PART[62cm_BoxSat_LFOEngine_PayloadModule] { PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } }
  13. This is funny to me ( compact big satellite ) well stack 2 you still have as you put it compact big satellite and you have your 8 and if your using ScanSat your going to need Battery and then if you are using RT2 on top of that you might want to stack 1 more box for more Battery and room on outside for all the dishes you need. EDIT- Really people, I stack 2 and 3 no problem your asking this guys to do alot of work for 2 slots when you can stack them and is going to be close to the same size LOL your killing me. EDIT- LOL sorry have to say it and if you have TweakScale they added some cfg so you can have smaller or bigger compact big satellite hehe Happy Holiday to all.
  14. You mean so Convert Elec. to Fuel ? you can make one easy if thats what you want.
  15. Just a quick test run of the new parts you forgot PROPELLANT on the LiquidFuel on the part 62cm_BoxSat_LFOEngine_PayloadModule so it's just using Oxidizer and you might want to add DrawGauge to them and not sure it was a short test but your RCS that use TeflonBar I take it they don't run out ? EDIT- O and forgot only get FX from the on one angle. EDIT-Removed No big deal man this new parts are great
  16. Happy Holidays DasPenguin85 and orcmaul and too everyone and thanks for the update.
  17. I did at one time but think from the last couple of updates from RT there is a problem like the hermes, I added a dish and antenna to it but RT got buggy with running more then 1 MODULE on it.
  18. There's the AmericanPack and from the pic you are showing there's Chaka-Monkey pack http://forum.kerbalspaceprogram.com/threads/64993-0-90-Chaka-Monkey-Exploration-Odyssey-0-27-1-EFT-1-Commemorative-Edition and there is one more by noonespecial but can't found his link.
  19. You guys get that to work tryed a couple of way but the only one that let me change resource, I had to use @PART[*]:HAS[#category[Propulsion]] and then the math just the one is changing ?
  20. LOL thats to funny man thanks again for the share, I will try and post so pic's. EDIT- EDIT- @ DigitalProeliator is that how the welding mod saves file or did you write it ?
  21. AntennaRange would be better for stock RT would be to much for alot of players.
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