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Everything posted by Mecripp
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Mecripp replied to nothke's topic in KSP1 Mod Releases
Here you go https://github.com/snjo/Firespitter/blob/master/For%20release/Firespitter/Plugins/Firespitter.dll?raw=true EDIT- And here if you want to use stock Module http://forum.kerbalspaceprogram.com/threads/61040-0-25-6S-Service-Compartment-Tubes-Design-smooth%21?p=1580040&viewfull=1#post1580040 -
Kethane is not required for MKS where did you get that or am, I missing something ?
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Have you tryed Karbonite and use ScanSat to scan IMO much better. EDIT- And at one time thought ScanSat was going to scan for Kethane too but don't know what happen there.
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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
Do you have ModuleManager.*.*.* installed and in .25 you don't need the recompile .DLL and have had problems with KerbQuake not playing nice with mods from .24 to now it makes some spam errors. -
Mk3 Internals gone? mk3 cockpit IVA view is just black? [.90]
Mecripp replied to Stilton's topic in KSP1 Mods Discussions
You can use the MK2 just edit the cfg -
O Dang miss put a } , I used +PART[RCSFuelTank] { @name = rcsTankHybrid @title = FL-R10-2 Hybrid Fuel Tank @description = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The FL-R10-2 is a miniature Hybrid tank for small probes and low volume monopropellant storage. @mass = 0.0625 @RESOURCE[MonoPropellant] { !name = DELETE } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } } +PART[solidBooster] { @name = Hybrid-Booster @title = RT-10-2 Hybrid Fuel Booster @description = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = While considered by some to be little more than "a trash bin full o' boom", The RT-10-2 is used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive. Use with caution, though. Once lit, solid fuel motors cannot be put out until the fuel runs out. !stagingIcon = DELETE @MODULE[ModuleEngines] { !name = DELETE } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 300 @PROPELLANT[SolidFuel] { !name = DELETE } PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } @atmosphereCurve { @key = 0 300 @key = 1 250 } } @RESOURCE[SolidFuel] { !name = DELETE } RESOURCE { name = LiquidFuel amount = 45 maxAmount = 45 } RESOURCE { name = Oxidizer amount = 55 maxAmount = 55 } } EDIT- Glad you got it
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
How many ModuleManager.*.*.* you have installed ? -
HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
pretty much .23 on to .90 still working. -
Not sure what you want to change but maybe something like +PART[rcsTankMini] { @name = rcsTankMini2 @title = FL-R10-2 RCS Fuel Tank2 @description = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = The FL-R10-2 is a miniature RCS tank for small probes and low volume monopropellant storage. %scale = 1 %rescaleFactor = 0.5 @mass = 0.005 } +PART[solidBooster] { @name = rcsTankMini2 @title = RT-10-2 Solid Fuel Booster @description = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = While considered by some to be little more than "a trash bin full o' boom", The RT-10-2 is used in many space programs, whenever the need to save cash is greater than the need to keep astronauts alive. Use with caution, though. Once lit, solid fuel motors cannot be put out until the fuel runs out. %scale = 1 %rescaleFactor = 1 @mass = 0.5 } { @MODULE[ModuleEngines] @maxThrust = 350 } EDIT- As long as you are using ModuleManager.2.5.1 or higher EDIT- Open your text editter and copy that and save it as a ****.cfg and put it in KSP/GameData EDIT- You can see, I just made some small changes.
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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
There is no plugin with MFD it's just CFG edits. -
Can someone tell me how to make the attachment node bigger for the Gemini Centaur tank thanks. EDIT- Thanks Kartoffelkuchen
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Not sure if, I done this right but this should be by mod https://github.com/Mecripp/AntennaRange-Patch And All in 1 https://github.com/Mecripp/Kerbal-AntennaRange-All-In-1_Patch/blob/master/AntennaRange%20Patches EDIT- If that don't work please let me know. EDIT- toadicus posted the one that all in 1 file lol and got hooked on the short range and got lazy on the full range.
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You can rescale the parts but you can make them all the stock size's it just don't look right one of the big tank and engines are a off size so you have to pick if you want the pods to be stock or the tanks for it to look right as, I found out when some one ask for the American Pack to be stock size they had to pick pod or tank and the pick pod so the tanks are still just alittle off size but this pack that would take so time to do. EDIT- Well, I did it twice, I posted a American Pack tweakscale and a stock rescale.
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Think alot of us like to see what a Antenna or Sat is connected too you do tell us but we can't see it and seeing it would help are little minds fill better and as always thanks for all the work you do. EDIT- Thats a good Point dtoxic for us that like to set up a network the lines would help to check it. EDIT- Like a green line or yellow don't need a red thats no line no connection.
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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
Here there was one 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 -
He has some nice mods there are 2 rover mods by him and he is working on a base mod.