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Everything posted by Mecripp
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What would be the best way to write a MM to change these PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokePoint emission = 0.0 0.0 [COLOR="#FF0000"]emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25[/COLOR] <---- These speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks25_Exhaust transformName = thrustTransform emission = 0.0 0.0 [COLOR="#FF0000"]emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25[/COLOR] <---- these speed = 0.0 0.5 speed = 1.0 1.2 } and just change the emission so they look like this PREFAB_PARTICLE { prefabName = fx_smokeTrail_light emission = 0.0 0.0 [COLOR="#FF0000"]emission = 0.66 0.0 emission = 0.068 0.75 emission = 1.0 1.25 1.668269 1.668269 [/COLOR] <--- To this speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = AerojetKerbodyne/FX/AK10Flame transformName = thrustTransform emission = 0.0 0.0 [COLOR="#FF0000"]emission = 0.66 0.0 emission = 0.068 0.75 emission = 1.0 1.25 1.668269 1.668269 [/COLOR] <--- To this speed = 0.0 0.5 speed = 1.0 1.2 } } Would this work ? @PART[*]:HAS[MODULE[EFFECTS] { @PREFAB_PARTICLE { %emission = 0.0 0.0 %emission = 0.66 0.0 %emission = 0.068 0.75 %emission = 1.0 1.25 1.668269 1.668269 } @MODEL_MULTI_PARTICLE { %emission = 0.0 0.0 %emission = 0.66 0.0 %emission = 0.068 0.75 %emission = 1.0 1.25 1.668269 1.668269 } }
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If anyone that love's blackheart612 great job but feel the engines just didn't have the power they should you can try this edit in just a couple of spots PART { // --- general parameters --- name = HG10B2 module = Part author = blackheart612 // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 0.25, 0, 0.0, 1.0, 0.0, 1 node_stack_top1 = 0.0, 0.74, 0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, 1 // --- FX definitions --- fx_exhaustFlame_blue_small = 0.0, -9, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -9, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -9, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -9, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_engage = engage sound_loop = running sound_off = disengage sound_out = flameout // --- editor parameters --- TechRequired = heavyRocketry cost = 1100 category = 0 subcategory = 0 title = HG-10B-2 Liquid Fuel Engine manufacturer = J&B Kerbodyne description = A very powerful, versatile upperstage engine. This engine is designed with a 1.58m sized adapter for the ICPS where it can be attached. It is the main propulsion of the ICPS. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 2.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 8 maxTemp = 2800 breakingForce = 1200 breakingTorque = 1200 stagingIcon = LIQUID_ENGINE MODULE { name = ModuleJettison jettisonName = Fuelline bottomNodeName = top1 isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateHeat ThermalAnim = 10B2Heat } EFFECTS { running_closed { AUDIO { channel = Ship clip = AerojetKerbodyne/Sounds/upperloop volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light emission = 0.0 0.0 [COLOR="#FF0000"]emission = 0.66 0.0 emission = 0.068 0.75 emission = 1.0 1.25 1.668269 1.668269 <------ this [/COLOR]speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = AerojetKerbodyne/FX/AK10Flame transformName = thrustTransform emission = 0.0 0.0 [COLOR="#FF0000"]emission = 0.66 0.0 emission = 0.068 0.75 emission = 1.0 1.25 1.668269 1.668269 <-----------this[/COLOR] speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = AerojetKerbodyne/Sounds/upperstart volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = AerojetKerbodyne/Sounds/upperout volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = HG10B2 runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 175 heatProduction = 300 fxOffset = 0, 0, 0.21 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 375 key = 1 270 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 } MODULE { name = TweakScale type = stack scaleFactors = 1, 1.5 scaleNames = 1.58m, 3.16m techRequired = heavyRocketry, heavierRocketry } } to me it looks like it made a good change and here is where, I got the INFO http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents
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Looking for mods adding more antennas supported by remote tech
Mecripp replied to Droa's topic in KSP1 Mods Discussions
As jordanjay29 said thats about it there a couple here and there but not bunch Aies can be found here and they work fine in .25 http://forum.kerbalspaceprogram.com/threads/35383-0-21-1-AIES-Aerospace-v1-4-2 here is a RT cfg for Aies https://dl.dropboxusercontent.com/u/72893034/RemoteTech_AIES_3.cfg And here is BoxSat http://forum.kerbalspaceprogram.com/threads/92563-KSP-BoxSat-A-02-Release-Candidate-Streaming-on-Twitch-Tonight!?viewfull=1 Great little Sat Mod LLL as some http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-Latest-version-0-10-6-for-KSP-0-22-x And if you like prebuilt http://forum.kerbalspaceprogram.com/threads/12106-0-23-5-Lionhead-Aerospace-Inc-Probes-and-Landers-Pack-updated http://forum.kerbalspaceprogram.com/threads/93389-0-25-US-Probes-Pack-Old-and-New-v0-26-Release-10-19-14 and http://forum.kerbalspaceprogram.com/threads/88045 -
It was left sometime ago think it was a open licensed. EDIT- Think, I still have it some where. EDIT- Looks like it was droped in .20 http://forum.kerbalspaceprogram.com/threads/32227-0-20-AmpYear-Power-Manager-Ion-RCS-v0-11 Last post as a download for it still just as it was downloaded then.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
O Man thanks, I'm blind and can Linux run unity now ? EDIT- and no -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
By chance is there anyway, I can get the chutes with a png format so, I can chance it to what, I want ? and the rest of this parts look great nice job. -
Scaled power draw based on light brightness.
Mecripp replied to Mulbin's topic in KSP1 Mods Discussions
LOL didn't know that been running VNG plugin so, I can do that anytime, I didn't know they made it stock and can't you use FS plugin to change the power ? But bet NathanKell as a better way was hoping he would repost and give a hint. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
RT would be better to run Then there probecore CFG and sorry for getting off Topic. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
No thats not right and, I use RT too and, I run which give MJ to all Command parts and RT as a cfg that give MJ so if you playing with a probecore that not stock yes you can control them with or out a connection. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
No they all work together. -
Scaled power draw based on light brightness.
Mecripp replied to Mulbin's topic in KSP1 Mods Discussions
Is there a dimmer switch for the lights ? -
NearFuture has Capacitors that hold a charge that you have to click on to discharge to charge batterys.
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Looks like Firespitter has done this for sometime https://docs.google.com/document/d/1iD52DfHft04Hb48TEhF5a4n5JOc8efUevdg5Y_QPICQ/edit?pli=1#heading=h.kfesxwqc3rr3. EDIT- My bad that was Animation speed, I seen not texture.
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Scaled power draw based on light brightness.
Mecripp replied to Mulbin's topic in KSP1 Mods Discussions
You mean with VNG plugin ? that changes light color ? EDIT- My bad, I see it on the parts cfg but how are you getting the slider to come up ? EDIT- That just like VNG plugin but stock, I can just change in VAB with VNG can change them anytime whats up with that. EDIT- And thats just change color not really dimming the light. EDIT- But to do what you want you might look at FStextureSwitch2 the Firespitter plugin. https://docs.google.com/document/d/1iD52DfHft04Hb48TEhF5a4n5JOc8efUevdg5Y_QPICQ/edit?pli=1# -
Adding parts from other mods to Kerbal Attachment System
Mecripp replied to jarmund's topic in KSP1 Mods Discussions
I have a CFG that adds it to all command parts so, I don't have to add the part to the craft a cheap way of cutting part counts. EDIT- If you want -
Adding parts from other mods to Kerbal Attachment System
Mecripp replied to jarmund's topic in KSP1 Mods Discussions
Try something like this There use to be a post on this let me up a file, I got, HERE it added the grab to alot of thing. https://dl.dropboxusercontent.com/u/72893034/A_Mechanic_Is_Jeb.cfg.zip EDIT- Here is the Post on it. http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything -
It does that now or my RT is broke, Do you have your delay on ?
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For us that play with a lot of satellites what would we use to setup what we want with out a connection if they set it to be off with out ? EDIT- You do know you can set a Time Delay with it ? thats how you make your maneuvers with out a connection you set it up before you loose it.
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All credit to blackheart612 for the great job done, And if anyone wants to try on .25 here is a link it is missing the decoupler they keep showing up in white and on the RCS Tank there is a folder with PNG format if they don't work. https://dl.dropboxusercontent.com/u/72893034/Squad%20Re-Texture%20Project.zip http://creativecommons.org/licenses/by-nc-nd/4.0/
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Let me guess what the monkey is having for dinner tonight hehe kerbal is on the menu.
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Why don't you setup a .25 KSP and have your .24 install ?
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If you know how to look in plugins maybe you could see how he did the mirror on the wings so they look right, It works right with the plugin still but even the save craft file comes out wrong with out it. EDIT- That little thing was great and the engine oon the wing had Gimbal you could see little parts move but again with out the plugin you loose it and, I didn't know how to get it back and would love to see the CFG you have for it now. EDIT- It was set to use a made up Gas so you could fly in space but, I change that.
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I don't know, I think it would help alot of people and glad you like .