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Mecripp

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Everything posted by Mecripp

  1. Try something like @PART[your part name]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] RESOURCE { name = LifeSupport amount = * <----- what you want maxAmount = * <----- what you want } }
  2. You might try something like @PART[your part name]:HAS[@RESOURCE[LifeSupport]]:AFTER[IFILifeSupport] RESOURCE { name = LifeSupport amount = * <----- what you want maxAmount = * <----- what you want } } EDIT- Yes that would be better thanks NathanKell but don't the !RESOURCE if it's missing ?
  3. If you goto KSP/GameData/squad/parts/Mk3Cockpit_Shuttle you will see 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 = mk2CockpitStandardInternals <----------- Here you see, I made it use the mk2 cockpit } [/COLOR] 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 = 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 //} }
  4. So is this like climate control for are kerbals or can it be ?
  5. Is there a work around to this gets updated ? EDIT- Thanks MOARdv
  6. Don't use that mod but just by looking at some cfg and if you didn't get it you can try something like @PART[0PfairingNose1mW2] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 } } @PART[0PfairingNose2mW1] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 } } @PART[0PfairingNose2mW2] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 } } @PART[0PfairingNose3mW0] { @maxTemp = 1700 MODULE { name = ModuleHeatShield direction = 0, 0, 0 // full-surface coating reflective = 0.1 } }
  7. Try run a cfg like @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleSPU]] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } So if any part has ModuleCommand will get the probecore.
  8. In map view there will be a red dot on your craft.
  9. There is a mod that does that never try'ed it and not sure what the name was but side note just compress the plugin when you don't want it to run and uncompress when you do it's that easy hope it helps.
  10. Shouldn't it be EDIT- Looks like he missed a ] in it. EDIT- post # 4 right but # 5 wrong
  11. A lifesupport mod did change that once ECLSS you might give it a try http://forum.kerbalspaceprogram.com/threads/93328-0-24-2-Asmi-s-ECLSS-Mod-REVIVED!-%28Version-1-0-15%29
  12. Them are stock sounds pretty sure look in KSP/GameData/squad/sound and if your using your own you just change the path of the sound to where you put them and what sound you want to play.
  13. Try taking out the line MaxQ = * MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 5000000 [COLOR="#FF0000"]MaxQ = 3000[/COLOR] <------------- Delete this line EnergyCost = 0.38 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }
  14. If you have tweakscale there is a BoxSat_TweakScale.cfg so you can change sizes.
  15. Thought you could have 2 windows up at the sametime but but has been some time.
  16. Here is the new one http://forum.kerbalspaceprogram.com/threads/98943
  17. If you have a problem let me know.

  18. Have you try'ed something like @PART[probeCoreSlim] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } }
  19. Did you edit or patch that probecore to use with RT2 ? or are you using MJ ?
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