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Mecripp

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Everything posted by Mecripp

  1. Would anyone mind sharing there cloundlayers.cfg with the aurora on it setup for, I keep getting it to wave all across kerbin from north to south pole.
  2. Both Config file ? it just said 1 ? EDIT in the common or city lights ? EDIT I don't have a user. Edit In the cloud folder all i have is a textures folder and a cloudlayers.cfg file EDIT just went in the game and opened the cloud mod window and saved now, I have the usercloudlayers.cfg EDIT does this look right this is the user 1 https://www.dropbox.com/s/5p54aanswuhokvk/userCloudLayers.cfg EDIT I change some # and Can see it now alittle ty tygoo7
  3. Still can't see them https://www.dropbox.com/s/55nk05e3djd8yx1/screenshot2.png Do have to install the planet mod 2 ?
  4. This is all it say's for install To install : put the six aurora.png to your clouds texture folder /// and copy this config text at the bottom of your clouds config files (cloudLayers.cfg) /// /// Restart ksp, enjoy which i done ? you talking about the dropbox? them are a copy so you can see if, I got them in the right place.
  5. This works for your ScanSat https://www.dropbox.com/s/0fuqwk973s4zfo4/ScanSat.cfg be sure to click on the probe core or command pod and click open map.
  6. That's what, I'm try to say maybe , I typed that wrong or you misread it.
  7. The mod is great but, the flight computer not so great and don't know why he can't give kos the same command as the flight computer. EDIT KOS is a flight computer and your not going to type all you need to type for a maneuver node before you lost connection so your going to run scrip you planned out like real life and RT2 should kill kos because it lost connection.
  8. Cilph Like's to force us to us RT2 fight computer but KOS should be the same as RT2 flight computer.
  9. In the KSP/GameData/BoulderCo/clouds/textures have 6 aurora png? EDIT was, I to do something after, I started KSP to get them to show up ? https://www.dropbox.com/s/o821f43alzk9hx2/Textures.zip this right ?
  10. As anyone used the aurora from the Sido's Urania System : 16 new planets and moon mod ? can get it to show up ?
  11. Can some one help can't get the aurora to show up ? Is this how my cloud cfg should look like? https://www.dropbox.com/s/oo4mbkbwkxqv57n/cloudLayers.cfg
  12. KOS had a mod that run in windows to make scrip or edit them if you could tie that in to ksp like Telemachus did don't see why you couldn't. http://forum.kerbalspaceprogram.com/threads/47693-WIN-the-kOS-IDE-Current-version-0-33
  13. You could, I think don't know how well it would work but you can try this.https://www.dropbox.com/s/xhtd4a9q6wl0jwr/KAS_Grab_ScanSat.cfg It let's you grab just about it all, and maybe all lol.
  14. You would have to have a probe core on it, @lammatt and if AnatolyVasserman doesn't have a core on the lab then he can't or if the lab is connect to the lander can he can't, You try driving from the trunk and tell me whats superlame lol.
  15. You have any for http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement ?
  16. Turn 1 off before you takeoff ? EDIT and if you added it to a engine it's your fault not the mod you put things in the wrong place as, I have done many time putting thing's in the wrong place but hay live and learn.
  17. 2 keep them from breaking off all you have to do is take out MAXQ, You can make a cfg that looks like @PART[*]:HAS[@MODULE[ModuleAnimateGeneric]]]:Final { @MODULE[ModuleRTAntenna] { !MaxQ=DELETE } } }
  18. @erendrake have you seen the new http://forum.kerbalspaceprogram.com/threads/54925-WIP-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%28UPD-10-01-2014%29 the rastaerpropmonitor to the right as a kos pad on it,Don't know if it's a dummy pad or not.
  19. The part path as to stay the same so you can make a fold in KSP/GameData/FASA/Probe then in side probe put your FASA_Probe_Parts folder. EDIT OR on a reinstall FASA delete what you don't want.
  20. You can the cam but, I haven't try'ed the laser and geigercounter.
  21. There are http://forum.kerbalspaceprogram.com/threads/67163-0-23-Goodspeed-Automatic-Fuel-Pump-v1-29-1 and http://kerbalspaceprogram.com/tac-fuel-balancer-v1-0/ also you can edit the pipe range. Edit If you look at KSP/GameData/KAS/PARTS/pipe1 open the pipe1.cfg with notepad or some texteditter MODULE { name = KASModuleStrut nodeTransform = pipeNode type = PipeSize1 maxLenght = 20 <-------- here you can change the length of the pipe maxAngle = 100 breakForce = 10 allowDock = true hasCollider = false tubeScale = 0.15 jointScale = 0.15 textureTiling = 1 tubeSrcType = Joined tubeTgtType = Joined evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (190.0, 0.0, 0.0) tubeTexPath = KAS/Textures/pipe }
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