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KSP2 Release Notes
Everything posted by Mecripp
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What dish you using and how close was you ? you have a screenshot ?
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The download still works for me. EDIT- And on the size you can make cfg for tweakscale or just edit or make a MM to resize it PART { // --- Bobcat Ind Dec. 28 2012 for KSP 0.18.2 name = HOME_modul_Recon module = Part author = Bobcat, CrashnBurn mesh = model.mu [COLOR="#FF0000"]scale = 1 rescaleFactor = 1[/COLOR] <-------- change this # to what ever size you want. node_stack_top = 0.0, 1.04, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.03, 0.0, 0.0, 1.0, 0.0, 3 node_stack_garage = 0.0, 0.40, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = spaceExploration entryCost = 7600 cost = 5000 category = Utility subcategory = 0 title = HOME Recon module manufacturer = Bobcat Ind. description = HOME Recon. Module with garage for Mk5 rover. What's Mk5, you ask? Nobody seems to remember, but it was smaller than Tesla, that's for sure... You can store KAS containers here just as well, though. attachRules = 1,0,1,1,0 mass = 1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 12 breakingForce = 630 breakingTorque = 630 maxTemp = 2900 CrewCapacity = 4 vesselType = Ship RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } MODULE { name = ModuleAnimateGeneric animationName = tube_deploy startEventGUIName = Open Airlock endEventGUIName = Close Airlock } MODULE { name = ModuleAnimateGeneric animationName = door_open startEventGUIName = Open Garage endEventGUIName = Close Garage } MODULE { name = deployableHabRestrictor animationName = tube_deploy crewCapacityDeployed = 4 crewCapacityRetracted = 0 } }
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The AmericanPack as ramps Altair_cargoplatform you can resize if needed.
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Well if any one wants did alittle resizing changed the half size alittle from cfg before and add some more parts and there is a claw for every probecore list of parts added GrapplingDevice2.6 <----- Large for 3.25 parts GrapplingDevice.6 <---- for 2.5 parts GrapplingDevice.4 <---- and smaller but it was cute Communotron 88-88.5 <---- like this dish but needed it small Communotron 32c <----- large Antenna Mystery Gooâ„¢ Containment Unit.6 <----- Smaller one to fit the smaller parts SC-9001 Science Jr.6 <----- Smaller one to fit the smaller parts RCSBlock.5 <----- Smaller one to fit the smaller parts LT-5 Micro Landing Strut.5 <----- Smaller one to fit the smaller parts not really but they was cute All you need is ModuleManager.2.5.1 install in KSP/GameData and put this file anywhere in there https://dl.dropboxusercontent.com/u/72893034/Small_Stock_Parts.cfg.zip Will size to fit
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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
Wow thats awesome SlimJim89. -
realism overhaul have any cfg for RT on there OP ? for they are changing the range. EDIT- This is for RSS https://dl.dropboxusercontent.com/u/72893034/RT2_RSS.zip
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Any mods that have parts that could act as a backshell for probes?
Mecripp replied to check's topic in KSP1 Mods Discussions
This mod as those parts but don't know if there set for them mods. http://forum.kerbalspaceprogram.com/threads/12106-0-25-Lionhead-Aerospace-Inc-Updating-Icarus -
Here is a half size one . EDIT- All you need is to have ModuleManager 2.5.1 install and put it any where in KSP/GameData https://dl.dropboxusercontent.com/u/72893034/grabber_Small.cfg.zip EDIT- Here is a patch that has 2 sizes one is a 1/2 size and one is a 1/4 size. https://dl.dropboxusercontent.com/u/72893034/grabber_Small_%26_Smaller.cfg.zip
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Should RemoteTech be in final version of game?
Mecripp replied to Tux's topic in KSP1 Suggestions & Development Discussion
RT is a great mod but, IMO AntennaRange http://forum.kerbalspaceprogram.com/threads/56440-0-25-AntennaRange-1-5-Enforce-and-Encourage-Antenna-Diversity as a better chance at be coming stock before RT. -
Configuring Engine Resource Consumption
Mecripp replied to CaptainKipard's topic in KSP1 Mod Development
But they can't change the resource density of intakeAir and use a Community Resource Pack then everything that used it would be wacky. -
Configuring Engine Resource Consumption
Mecripp replied to CaptainKipard's topic in KSP1 Mod Development
You could just come up with a funny gas for the intakeair ? -
Copy this over the 1's in your RT folder https://dl.dropboxusercontent.com/u/72893034/RT_ALL_OMNI.zip should work.
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Try this should work one engine didn't see any changes so look over and see https://dl.dropboxusercontent.com/u/72893034/Stock%20Engine%20Rebalance%20(UNTESTED)_2.zip
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Not a error bad CFG you have 4 engines but there running like 8 engines you mine posting your cfg or editted file ?
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For licensing can look here https://creativecommons.org/choose/?lang=en and by you picture you have 2 ModuleEngines running on the part did you mean to do that ? And what is the graphical error ?
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LOL thats cool.
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How poweful a computer can walk away with the following mods?
Mecripp replied to Coga19000's topic in KSP1 Mods Discussions
What OS are you using ? so far as Computer it don't take a powerhouse to run but yes more ram the better then again what OS is being used. EDIT- OS x or higher, Windows 32bit or 64bit , Linux 32bit or 64bit. EDIT- As for me, I ran Ksp in windows and then change to Linux and can say, Imo linux runs ksp better if you a windows used you should check out diskmanager it's a windows tool so it in windows and some windows 7 and think all windows 8 you can make VHD file and boot from them if you want to try and dual boot. EDIT- Here are a couple of Linux OS http://zorin-os.com/ http://www.ubuntu.com/ http://www.tecmint.com/pear-os-8-released-review-and-installation-guide-with-screenshots/ -
Addon to make bases on celestial bodies?
Mecripp replied to michaelsteele3's topic in KSP1 Mods Discussions
What are you looking for in a base ? There is a bunch out and you can do it with just stock really just matters what you want to do with it but here are a couple. http://forum.kerbalspaceprogram.com/threads/79588-0-25-USI-Kolonization-Systems-%28MKS-OKS%29-%280-21-3%29-2014-11-01 http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13 -
When looking to see if a plugin bugging something, I zip the plugin (compress it ) so it can't run.