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Mecripp

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Everything posted by Mecripp

  1. To even try that you would have to edit the stock cfg that you want to use has scanners
  2. Yes you can add it shouldn't mess up anything the mod has it's own parts
  3. That was 1 of 3 settings will play around with it more and post a patch if you want
  4. Is there any working craft files the 2 ships with it has missing parts ?
  5. If I remember right that's what they was doing
  6. Bobcat had a mod they tried that with and thought this spacex mod tried it
  7. @Superpenguin160 Have you seen http://www.arcaspace.com/ would love to see this in the mix
  8. Can't wait to see this in game your parts are really good
  9. Here is a update to 1.3.1 https://www.dropbox.com/s/to44fhjzc42usay/NAU.zip?dl=1 Credit to @IGNOBIL Changed or Added category = Communication maxTemp = 2000 // = 3200 vesselType = Relay bulkheadProfiles = srf ModuleDeployableAntenna ModuleDataTransmitter antennaType = RELAY textures to dds and added a TU cfg did zip the remotetech cfg not sure on that one License is GPLv2
  10. anywhere in ksp/gamedata/ and you need ModuleManager.*.*.* and Electrocutor wrote a better one you will also need
  11. @ATG try this https://www.dropbox.com/s/dwnydb0u8lcmegm/FASA_TRR_Patch.zip?dl=1
  12. Anther Kerbal pack rat no way ( its hard to hit that delete key ) a kerbal might need it someday
  13. @Drew Kerman @JadeOfMaar HEHE a Kerbal can learn something lol
  14. Give this a try https://www.dropbox.com/s/cyp7q2l18x1xmmt/RadialEngineMountsPPI_v0.41.zip?dl=0
  15. Holy Kerbal will you look at that is it Kerbal Heaven
  16. It already does you mean you want it to vibrate more ? There was a plugin for it but its way outdated
  17. You could always look at Physics.cfg other then that if you code you might check out ReentryParticleEffect plugin other then that add a transformer to what ever part you want and use smokescreen plugin then write a cfg for how you want the FX I forgot think you can do a FX with a node if you don't want to set a transformer , I tried to do a cool rocket FX on a decoupler but the FX happen so fast and not in the direction I wanted it went what ever way the node was
  18. I think that happens at the angle of the camera I have seen that happen with out you mod even in just stock now far off the runway if you look down at the water and move the camera around see it right under the plane
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