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Everything posted by Mecripp
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You might try ASET mod http://forum.kerbalspaceprogram.com/threads/54925. EDIT- It has some sound when in that pod.
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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
yes they work and @djnattyd might be, I don't use ATM. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Mecripp replied to Mihara's topic in KSP1 Mod Releases
What your install look like KSP/GameData/JSI ? there working for me. EDIT- MOARdV just uploaded the DLL file to replace the one's in KSP/GameData/JSI/RasterPropMonitor/Plugins -
[WIP] TajamSoft Exploration Systems (Screenshots are up!)
Mecripp replied to tajampi's topic in KSP1 Mod Development
Can't wait to give it a try. -
Just need a single quick stock resized part....
Mecripp replied to Helix935's topic in KSP1 Mods Discussions
Yes TweakScale is good for something but something just look better if you change the scale, Just because you tell it it's .625 doesn't mean it will look good on all .625 parts so you can play with the # alittle, Be nice if TweakScale had a better fine tune scale range. EDIT- Or is there away to use TweakScale to change in smaller # like in .25 at a time ? -
Anyone have this problem too ?
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By looking at that mod they wrote a plugin to use but you could replace his MODULE with ModuleGenerator if his plugin stop working or don't work like you want. EDIT- LOL got to give them stations something to do. EDIT- If you need help just let me know, I'll help you . EDIT- Glad you got it
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You know what INPUT_RESOURCE and OUTPUT_RESOURCE you want to use and the rates and part to add it to ? EDIT- Can make it out of what ever you want or make up one but to make up one need to make a RESOURCE_DEFINITION file. EDIT- If, I lost you this would add this to any part that had command @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = ModuleGenerator isAlwaysActive = false activateGUIName = activate Converter shutdownGUIName = Deactivate Converter INPUT_RESOURCE { name = ElectricCharge rate = 10.5 } OUTPUT_RESOURCE { name = LiquidFuel rate = 0.5 } } }
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What you want to use to make it ? EDIT- Something like this you just add to a part MODULE { name = ModuleGenerator isAlwaysActive = false activateGUIName = activate ****** <---what ever you want shutdownGUIName = Deactivate ****** <---what ever you want INPUT_RESOURCE /// Can add more inputs { name = ****** <---what ever you want rate = 1.5 <---what ever you want } OUTPUT_RESOURCE /// Can add more outputs { name = ****** <---what ever you want rate = 1.5 <---what ever you want } }
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Mecripp replied to alexustas's topic in KSP1 Mod Development
Most of all the dependencies have a update or a patch update so things work. -
Just need a single quick stock resized part....
Mecripp replied to Helix935's topic in KSP1 Mods Discussions
What are them parts from ? and you can play around with the # to get a better fit. -
Just need a single quick stock resized part....
Mecripp replied to Helix935's topic in KSP1 Mods Discussions
Did you save it has a cfg ? EDIT- try this https://dl.dropboxusercontent.com/u/72893034/trusstest.cfg.zip EDIT- Just tested it again and used ModuleManager .2.5.4 and it still works you sure when you saved what ever you named it looks like *.cfg and not *.cfg.txt ? EDIT- And whoops that one, I posted in dropbox is a .5m not the .625 but feel free to edit it or if you need help let me know. -
Yes it works just fine.
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I'll make you one lol if you want what you want to use ? EDIT- Ok you know me i'll play around with them cfg lol
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You could have just write a cfg so you didn't need the part or you can use Void which also has that info http://forum.kerbalspaceprogram.com/threads/54533-0-23-VOID-Vessel-Orbital-Informational-Display EDIT- But if you want to use Kerbal Engineer but don't want to add the part you can use something like @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[BuildEngineer]] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } } You would need ModuleManager *.*.* install and put the cfg anywhere in KSP/GameData
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Just need a single quick stock resized part....
Mecripp replied to Helix935's topic in KSP1 Mods Discussions
Any where in KSP/GameData/ and have ModuleManager.2.5.1 or higher -
Just need a single quick stock resized part....
Mecripp replied to Helix935's topic in KSP1 Mods Discussions
just tested and this works +PART[trussAdapter] { @name = 0.625_trussAdapter @title = 0.625m Modular Girder Adapter @description = This piece allows you to attach Modular Girder parts to standard 0.625m attachment points. %scale = 1 %rescaleFactor = 0.625 @mass = 0.125 } EDIT- Might have to play with the # to get it to look right. EDIT- Hope it help and .5 looks good on some -
Just need a single quick stock resized part....
Mecripp replied to Helix935's topic in KSP1 Mods Discussions
What did your cfg look like ? -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Mecripp replied to Mihara's topic in KSP1 Mod Releases
What OS you on and have you tried it in stock ? EDIT- Found what it is your in career mode try sandbox it will work but not career -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Mecripp replied to Mihara's topic in KSP1 Mod Releases
Top left button still for me. EDIT- Click it again that should be the 2nd click -
Component Space Shuttle - dev thread [IMG heavy!]
Mecripp replied to a topic in KSP1 Mod Development
Some of this update have came from the mod creator not Dragon even he told me that. EDIT- That was on the BobCat stuff he told me about. EDIT- Bobcat did that last update to his mod not dragon that is what he told me when, I asked him about something. -
Component Space Shuttle - dev thread [IMG heavy!]
Mecripp replied to a topic in KSP1 Mod Development
One thing to remember most of this are not his mods so there not his reigns to give not really sure how that would work. -
As far as, I thought ! was if it was missing @ if it's there but might need a little more help the % will add if not there and change if it is @PART[Tantares_Orbital_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { %RESOURCE { name = LifeSupport amount = 6 maxAmount = 6 } } @PART[Alnair_Orbital_*]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { %RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART[Hamal_Orbital_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { %RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART[Vega_Crew_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { %RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART[Vega_Crew_B]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { %RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART[Vega_Crew_C]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { %RESOURCE { name = LifeSupport amount = 27 maxAmount = 27 } }
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You need the bottom cfg it's just getting the top to override what you want. @PART[Tantares_Orbital_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 6 maxAmount = 6 } } @PART[Alnair_Orbital_*]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART[Hamal_Orbital_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 18 maxAmount = 18 } } @PART[Vega_Crew_A]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART[Vega_Crew_B]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 15 maxAmount = 15 } } @PART[Vega_Crew_C]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] { RESOURCE { name = LifeSupport amount = 27 maxAmount = 27 } } Missing the lower half of there post but this didn't work ?