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Everything posted by Mecripp
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To even try that you would have to edit the stock cfg that you want to use has scanners
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Yes you can add it shouldn't mess up anything the mod has it's own parts
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[WIP] North American Rockwell Mars Excursion Module
Mecripp replied to TiktaalikDreaming's topic in KSP1 Mod Development
That was 1 of 3 settings will play around with it more and post a patch if you want -
[WIP] North American Rockwell Mars Excursion Module
Mecripp replied to TiktaalikDreaming's topic in KSP1 Mod Development
Playing around with TU -
[WIP] North American Rockwell Mars Excursion Module
Mecripp replied to TiktaalikDreaming's topic in KSP1 Mod Development
Is there any working craft files the 2 ships with it has missing parts ? -
If I remember right that's what they was doing
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Bobcat had a mod they tried that with and thought this spacex mod tried it
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@Superpenguin160 Have you seen http://www.arcaspace.com/ would love to see this in the mix
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Can't wait to see this in game your parts are really good
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It should work just fine
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[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
Mecripp replied to IGNOBIL's topic in KSP1 Mod Releases
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 -
[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
Mecripp replied to rsparkyc's topic in KSP1 Mod Releases
anywhere in ksp/gamedata/ and you need ModuleManager.*.*.* and Electrocutor wrote a better one you will also need -
[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Mecripp replied to bcink's topic in KSP1 Mod Development
Woohoo !!! This is great thanks -
@ATG try this https://www.dropbox.com/s/dwnydb0u8lcmegm/FASA_TRR_Patch.zip?dl=1
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Give me a couple of minutes
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Anther Kerbal pack rat no way ( its hard to hit that delete key ) a kerbal might need it someday -
[1.0][Part] Radial Engine Mounts by PanaTee Parts International
Mecripp replied to TeeJaye85's topic in KSP1 Mod Development
@Drew Kerman @JadeOfMaar HEHE a Kerbal can learn something lol -
[1.0][Part] Radial Engine Mounts by PanaTee Parts International
Mecripp replied to TeeJaye85's topic in KSP1 Mod Development
How you do that -
[1.0][Part] Radial Engine Mounts by PanaTee Parts International
Mecripp replied to TeeJaye85's topic in KSP1 Mod Development
Give this a try https://www.dropbox.com/s/cyp7q2l18x1xmmt/RadialEngineMountsPPI_v0.41.zip?dl=0 -
[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Mecripp replied to bcink's topic in KSP1 Mod Development
Holy Kerbal will you look at that is it Kerbal Heaven -
It already does you mean you want it to vibrate more ? There was a plugin for it but its way outdated
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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