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Mecripp

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Everything posted by Mecripp

  1. Can you flip it so it's longways ? Edit- And, I don't think Option B is that bad and you could add like For alittle power.
  2. Can you include a craft file its is a pain trying to put on 2nd stage adapter ring if, I get it on there, I can't put 2nd sage engine on or 1 of the side ?
  3. @blackheart612 thanks and @nothke thanks whoops
  4. hydraulics can be a part of alot of things waiting to see how your going to tie in and what all to.
  5. Check to see if you have 2 ModuleManager *.*.* files you just need 1 in KSP/GameData/ if you have to things get buggy some times modders put them in there mod folder. Edit- And if your using NovaPunch there are a couple of engines do that then, You just have to edit them out of np_hotrockets.cfg Edit- Hope it helped.
  6. Need one like Kerbal express or return to sender hehe.
  7. Yes that would be the easy way to do it and the MM as a before and after load can it be made to be more mod friendly ? @Fraz86 You use Hotrockets ? and if so does this mod work it ? @Fraz86 that as been pointed out to him as well a using MM as alot of mods use ModuleEngineFX.
  8. Do you need to add the MechJeb2RPM in too ? if so guess the stable 1 from spaceport as last, I heard the dev don't work with RPM.
  9. The error is that there is a space in one of the names @PART[Courier Solid Rocket] // Courier I SRB if you made it look like this fixes the error @PART[Courier?Solid Rocket] // Courier I SRB
  10. Be nice to have the Textures and the tanks For use in CargoTransferBags mod please.
  11. Thought in MM 2.*** it was to check for more then 1 mm and only 1 would run, I know 1.5.6 didn't do it and before that did.
  12. Try this @PART[XORIGKosmos_Salyut_Solar_Array2X]:HAS[~TechRequired[]]:Final { TechRequired = advElectrics } @PART[XKosmos_Salyut_Solar_Array2LANDER]:HAS[~TechRequired[]]:Final { TechRequired = advElectrics } @PART[XATVpanel]:HAS[~TechRequired[]]:Final { TechRequired = advElectrics } @PART[xLERroverBodyx]:HAS[~TechRequired[]]:Final { TechRequired = fieldScience } @PART[XOrionLES]:HAS[~TechRequired[]]:Final { TechRequired = fieldScience } @PART[XOrionPodX]:HAS[~TechRequired[]]:Final { TechRequired = fieldScience } EDIT Glad it worked
  13. You just need TechRequired =**** if they don't have TechRequired, way you have it if they do change it to what you have.
  14. If you haven't seen, I think there talking about this post http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=1089874&viewfull=1#post1089874 and http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=1090391&viewfull=1#post1090391
  15. Renaissance artistic mod replaces some FX and textures look in KSP/GameData/TextureReplacer/Default/Squad/FX should be 3 *.png's in there. Edit And thing he added some to the Hotrockets mod 2 and coolrocks but it looks like just smoke.
  16. Is this going to be more mod friendly or is it dead now ? Was look to use it would be a great mod.
  17. So by look at some of what you have looks like over time your using HydraulicFluid like a fuel that right ? so it would be something that as to be refueled ? EDIT And why you need the plugins but don't see them in your post now have a look at this and see if that's what you was looking for https://www.dropbox.com/s/9seef2aetnemfqq/HydraulicPump.zip Small Converter that use's HydraulicFluid at a low rate and makes HydraulicPower and should use alittle power but my test had alot of power on it so couldn't see it drain.
  18. Thats what the FX was changed to so it's more real in space, There is very little if any flame in space. Edit-- I wish all the engine at a set Atmosphere would look like the poodles FX is.
  19. Got 1 little bug the maps don't show in RPM's
  20. @YANFRET you going to release the there rover 2 from the American Pack ? EDIT And boy them kerbals look happy with all that room.
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