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Mecripp

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Everything posted by Mecripp

  1. Have you try'ed https://dl.dropboxusercontent.com/u/72893034/RemoteTech2_2014.01.08.22.30.zip EDIT IT's just a RT2.dll DON'T DELETE your RT2 folder. EDIT2 There is a fix posted on First post now.
  2. Looks like most all of it is from http://forum.kerbalspaceprogram.com/threads/24867-%28-23%29-FASA-3-73-Saturn-H1-Engine-Geiger-Counter-1-27-14 The mod pack as a launch tower and clamps.
  3. Nice you can use a cfg to add MJ to the pobe core to save part and space. @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore } }
  4. Nice didn't think about doing this hehe this could shave some parts off.
  5. Have you seen http://forum.kerbalspaceprogram.com/threads/65754-HotRockets%21-Particle-FX-Replacement.
  6. They pretty much just had the antenna on the thorlanderRCS block.
  7. You could just edit the communotron16 range. Edit you in a career game ? EDIT that last file, I up will get all in the command pod part but if they have antennas they will more in likely have to be added.
  8. https://www.dropbox.com/s/ekstfv68ym7432h/NP_RT2_Patch.cfg Whoops sorry
  9. will try that ty. EDIT but that still don't fix the part where if, I build a rocket and use NovaPunch Decoupler_Radial_Aero_Decouplers and out of AmericanPack the Ares_SRB coupled to Aero_Decouplers when you goto launch you get a dancing rock and boom most of the time, and if you get a launch a turn will make them come off.
  10. You wanting to give the all probe cores ? and you use MJ ? Try this https://www.dropbox.com/s/ekstfv68ym7432h/NP_RT2_Patch.cfg
  11. HEHE I guess thats fare. but in game it make for a good launcher for small probes.
  12. What you mean they just have the thorlander ? https://www.dropbox.com/s/2k39rjf5fynp49z/RemoteTech_NP_ThorLanderRCS.cfg thats all, I seen, If I missed something let me know.
  13. You put booster on your rocket ? with KW the KWSidetank is not going to be good and a sure Fall apart is if you have the AmericanPack try to build a rock and use the Ares_SRB booster if you can make launch it will come apart at first turn. and the first thing that brakes is inside Fairings which, I thought was shielded. Uninstall FAR relaunch all is fine ? test for your self.
  14. Does FAR use ExsurgentEngineering for info ? Sorry, I asked before , I looked and then looked but ty for reply.
  15. You Don't know what it belongs to look at a stock antenna part. MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } MODULE { name = ModuleDataTransmitter packetInterval = 0.4 packetSize = 2 packetResourceCost = 10.0 requiredResource = ElectricCharge DeployFxModules = 0 } }
  16. Far don't play nice with other mods like KW and AmericanPack if you make it off the launch pad at the first turn around 6k to 10k your rocket is going to fall apart. Should add with boosters like the Ares_SRB that is.
  17. Look at KESA and there is http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-0-0 And here is the link to KESA http://forum.kerbalspaceprogram.com/threads/63798-0-23-Beta-KESA-Resource-Integration-v0-1-%28TACLS-KSPI-Water%29?highlight=KESA
  18. http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=929334&viewfull=1#post929334
  19. LoL to funny if there full mods, I don't know how you keep KSP from crashing and this is the first, I seen posted with your problem but, Best guest is FAR sad to say, I seen they updated on the 1-07-13. EDIT And AIES just updated to but there having problems with landing legs. EDIT but have seen post about DeadlyReentry and FAR bugs, I broke down and just uninstalled FAR. PS you don't have to uninstall to check just zip the plugin up. And A mod to try http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier
  20. You try removing FAR ?? and man how you get all that to run lol you got a couple big mod packs nice. the wind, I would think is FAR sounds but think DeadyReentry had some bugs you might check to see about any update on it. EDIT for me KW and FAR does not play nice. EDIT what is the 2 Saturn V mod ? Edit You don't have fusebox do you ?
  21. You can name the cfg anything you want and, I just made a fold in KSP/GameData to put all my or downloaded cfg in it. For ModuleManager or KSP isn't looking for the name of the file but whats in it like @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[KASModuleContainer]]:Final { MODULE { name = KASModuleContainer maxSize = 40 } } it's look for @part, This one if you have KAS installed makes you commandpod's have 40 space in pod
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