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Everything posted by Mecripp
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Component Space Shuttle - dev thread [IMG heavy!]
Mecripp replied to a topic in KSP1 Mod Development
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 -
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 ?
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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
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(Cheat mod) Automatically train kerbals
Mecripp replied to juanml82's topic in KSP1 Mods Discussions
What you really looking for ? money , Science ? all lol. -
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] }
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The Linux Thread!
Mecripp replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
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. -
Any Conversion Mods for 0.90?
Mecripp replied to captain_fiddlesticks_'s topic in KSP1 Mods Discussions
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. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
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 } } -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
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. -
Any Conversion Mods for 0.90?
Mecripp replied to captain_fiddlesticks_'s topic in KSP1 Mods Discussions
You mean so Convert Elec. to Fuel ? you can make one easy if thats what you want. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
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 -
Development Tools (configuration files)
Mecripp replied to joshuadery's topic in KSP1 Mod Development
Thanks joshuadery. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Happy Holidays DasPenguin85 and orcmaul and too everyone and thanks for the update. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
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. -
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.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
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 ?