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KSP2 Release Notes
Everything posted by Mecripp
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Yes TY TY blackheart612 this is awesome !! EDIT got a bug blackheart612 that top part is not decoupling.
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That looks Great Blackheart612 can't wait to try it.
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Enneract Space Industries ~ MM Compatibility Patches and Tweaks
Mecripp replied to enneract's topic in KSP1 Mod Releases
looks like he try'ed to change or add the tech level maybe but all you needed was @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore } } For anyone that want's it https://www.dropbox.com/s/cv0at444kj914nl/MechJebCore.cfg -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mecripp replied to Cilph's topic in KSP1 Mod Releases
Sounds like you are forgetting to put in your time delay at bottom right corner but as soon as you hit enter on the delay anything after that will have delay time on it. and yes m/s works, like 400 deltaV would be 400m/s don't forget to set throttle. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mecripp replied to Cilph's topic in KSP1 Mod Releases
Active Vessel and some of the bugs bite going out in the deep black as you put it because if you change vessel to move other vessels you just lost control of that vessel and the antennas retracted now what lost that 1 and really guys the fun of it is building the networks anyway , and what you was replacing it with was going to be better. EDIT I don't use active vessel for going out in the deep black anymore, I use dish targeting and real guys build some networks if you have to depend on active vessel for you network. but yes all my sat's have 4 dish and 1 is active vessel but i'm not crying if we loose it because it's not not good for the problems it makes. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mecripp replied to Cilph's topic in KSP1 Mod Releases
@ Giddi here https://www.dropbox.com/s/hp5gf43q6ctckl1/RemoteTech_FASA_Antennas.cfg EDIT you can edit the range if you want and the brake off part take out the line that has MAXQ= -
OR are you trying to give the light to a part ? EDIT for the stock lights it would be @part[spotlight*] @PART[spotlight*]]]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } } should work.
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You trying to make something grab ? try this you can grab it all. @PART[*]:HAS[@MODULE[sCANsat]]]:Final { MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.09) evaPartDir = (0,0,-1) storable = true storedSize = 8 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } }
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Now-defunct-thread-that-should-not-appear-in-google-search.
Mecripp replied to Cilph's topic in KSP1 Mod Releases
Don't have to but some do most, I would think put 1 on EVE or Duna. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mecripp replied to Cilph's topic in KSP1 Mod Releases
Try this https://www.dropbox.com/s/hp5gf43q6ctckl1/RemoteTech_FASA_Antennas.cfg should cover all fasa antennas. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Mecripp replied to damny's topic in KSP1 Mod Development
http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=929334&viewfull=1#post929334 -
[0.90] Kerbin Shuttle Orbiter System v4.13
Mecripp replied to helldiver's topic in KSP1 Mod Releases
Yep and whats flying on the flagpole at KSC. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Mecripp replied to helldiver's topic in KSP1 Mod Releases
@helldrive you forgot a flag so, hope you don't mind, I made 1 from the KSO_001 ICON you had on front page https://www.dropbox.com/s/ihwv1q5ydnse5km/Mini_Shuttle_Flags.zip -
[0.90] Kerbin Shuttle Orbiter System v4.13
Mecripp replied to helldiver's topic in KSP1 Mod Releases
@Neutrinovore The Hyomoto folder just changes stuff in JSI. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Mecripp replied to helldiver's topic in KSP1 Mod Releases
Why would you delete them files thats like 4mb in all, and there the Monitor and firespitter you can delete all but plugin And the MechjebRPM and ScanRPM are the plugin's to the Monitor taking that stuff out is like parking in the wrong neighborhood Space Dock. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Mecripp replied to helldiver's topic in KSP1 Mod Releases
You guys using TextureCompressors ? For most of it is just the internal tga. EDIT because,I'm not really seeing a hit but maybe on me load screen. EDIT TY to all that had a part great job -
Now-defunct-thread-that-should-not-appear-in-google-search.
Mecripp replied to Cilph's topic in KSP1 Mod Releases
Looks like your not targeting kerbin with a mun sat ? only the 1 shot and thats because it was active vessel. EDIT 1 of the mun sat. needs to target kerbin with the DTS-m1 best to use the cone from kerbin to mun. -
HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
I have the FTMN engine and run there fx and this fx and there's CoolRockets! Cryo and Launch Particle FX. -
May have a bug with deploying ladder and opening bay door's on EVA they deploy or open and then reset but if your in the ship and deploy ladder and open doors all good there. EDIT @Helix935 you have KAS and HULLCAM and ToolBar Mods ? EDIT @aeTIos I liked the Kerbal One shuttle better then tiberdyne but there both great mods.
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[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
Mecripp replied to Sido's topic in KSP1 Mod Releases
I get the but, I get this shockwave of the aurora that runs from the north all the way to south. EDIT and it would have help if the numbers where set to get the aurora in the first place with out having to open the cloud window and changing numbers again awesome job on the aurora in the video.