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Everything posted by Mecripp
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Is it just on some engines ? Has the one , I tested the plums work but the command pod but then again this not in the cfg so it won't.
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@Ourshinigami Have you seen made a patch for it has 3 settings and a handful of parts you forgot the line ( author = ******* )
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You might try Docking Port Decouple Staging Toggle Docking Port Ejection Force Slider Docking Port "Magnet" Force Slider Docking Port "Magnet" Torque Slider Docking Port Re-engage Distance Slider Docking Port Shield Toggle And you might look through here
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Why Won't My Mods Work?
Mecripp replied to legomyleg's topic in KSP1 Technical Support (PC, modded installs)
Near Future is a hand or two full of mods did you download all of them you wanted on this page ? and there is this page and and there are like 2 more link but there WIP -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Mecripp replied to Nils277's topic in KSP1 Mod Releases
Pretty sure your the one that asked for the windowshine patch there was already one in the folder that is delete the lights has that bug has been fix if you open the mods folder you will see a patch folder in it you will find a windowshine.cfg open it with notepad you will see TextureReplacerReplaced { Folders { Default = WindowShine/Default/ } } @PART[Lynx_Cockpit,Lynx_CockpitTruck,Lynx_CrewCabin,Lynx_MobileLab,Lynx_RearAirlock]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { !MODULE[ModuleColorChanger] {} <--------------------- HERE DELETE this whole line %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.3 0.3 0.3 %interval = 8 %meshes = Windows } } @PART[Lynx_Solarpanel,Lynx_Solarpanel_wide]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.3 0.3 0.3 %interval = 8 } } make it look like TextureReplacerReplaced { Folders { Default = WindowShine/Default/ } } @PART[Lynx_Cockpit,Lynx_CockpitTruck,Lynx_CrewCabin,Lynx_MobileLab,Lynx_RearAirlock]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.3 0.3 0.3 %interval = 8 %meshes = Windows } } @PART[Lynx_Solarpanel,Lynx_Solarpanel_wide]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.3 0.3 0.3 %interval = 8 } } -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Mecripp replied to Nils277's topic in KSP1 Mod Releases
The part about TRR and lights that bug was fixed sometime back but TRR does have anther bug where you can see through the glass Has you can see here on the pod and solar panel -
[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
Mecripp replied to rsparkyc's topic in KSP1 Mod Releases
Here is a quick patch for it https://www.dropbox.com/s/7z979618of7nfme/TexturesUnlimited_ProceduralFairings.zip?dl=0 It has the texture switch on it so there is 3 settings -
There just patches its not a plugin the plugin is smokescreen and MM which pretty sure you can get for old plugins and hotrockets was before RP and that's all RP is and that was like KSP 90 or .25 ?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
If I remember right which I might not be but think it was one of this @MODEL,* { @model ^= :^Squad/Parts/Utility/RelayAntennas/RA-5:VenStockRevamp/Part Bin/NewParts/FixedAntennas/SmallFixedAntenna: } @MODEL,* { @model ^= :^Squad/Parts/Utility/RelayAntennas/RA-50:VenStockRevamp/Part Bin/NewParts/FixedAntennas/MediumFixedAntenna: } Whoops you mean what cfg it is ? ( Utility.cfg ) Or are you looking for it in stock ? ( DirectAntennas / HG-5.cfg ) -
I have 2 quick and dirty patches one is TRR and one is TU so you can use what ever now these patch will target every thing made by ( author Nils277 ) https://www.dropbox.com/s/blfnj10ntutxib0/TRR_KerbetrotterLtd.zip?dl=0 and https://www.dropbox.com/s/zyzzic49alniqo6/TexturesUnlimited_KerbetrotterLtd.zip?dl=0 It will take some time to do the windows and solar panels with out the dirty patch
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(and 2 more)
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Let there be a light.
Mecripp replied to StinkyAce's topic in KSP1 C# Plugin Development Help and Support
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What ever smokescreen plugin and MM you you might have to rewrite the patches if you go back to far
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[WIP] Nert's Dev Thread - Current: various updates
Mecripp replied to Nertea's topic in KSP1 Mod Development
@Nertea The download link is going to Jenkins then ask for log and password -
what should I use for modeling
Mecripp replied to Jack5.exe's topic in KSP1 Modelling and Texturing Discussion
Blender is ok and some of these are old but still can help -
There was but think it just got added to smoke screen now and there is and last I know is
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Let there be a light.
Mecripp replied to StinkyAce's topic in KSP1 C# Plugin Development Help and Support
You can try MODULE { name = FXModuleAnimateThrottle animationName = ******* responseSpeed = 0.001 dependOnEngineState = false dependOnThrottle = false } or but you would have to turn it on MODULE { name = ModuleAnimateGeneric animationName = ******* //isOneShot = true startEventGUIName = Lights On endEventGUIName = Lights Off actionGUIName = Toggle Lights allowAnimationWhileShielded = True } -
Let there be a light.
Mecripp replied to StinkyAce's topic in KSP1 C# Plugin Development Help and Support
Might help if you post your cfg and maybe textures and what you want it to do ? -
Like ? It's only one file really how can you get it wrong ? Edit- @Jimbodiah it was my bad had to change one line in the cfg don't know when I changed it but found it lol sorry
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Emissive/Color animator Tutorial
Mecripp replied to harrisjosh2711's topic in KSP1 Modelling and Texturing Discussion
Thank you so much now will have to give it a try again and maybe again and again and so on lol -
Your safe they had some kerbal miners close and there busy