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Mecripp

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Everything posted by Mecripp

  1. Looks like this is all thats left https://spacedock.info/profile/SpannerMonkey
  2. maybe https://forum.kerbalspaceprogram.com/index.php?/topic/133074-14x-sm-armory-group-see-note-first-post-ref-bda-1222/
  3. What are you tryng to do and what you want to edit ? The CFG files you can use Notepad , notepad ++ just be sure to set the save as cfg if you are talking about the dll file VSC should have worked
  4. If you can post the cfg of the engine before and after you edit it would help
  5. And sounds like you might need this one too https://forum.kerbalspaceprogram.com/index.php?/topic/160856-wip-111x-moardvs-avionics-systems-mas-interactive-iva-v123-21-may-2021/
  6. Do you have RPM installed ? https://forum.kerbalspaceprogram.com/index.php?/topic/190737-18x-110x-rasterpropmonitor-adopted/
  7. Do you have ModuleManager *.*.* installed ? if so you might have put them in the wrong place or using a mod there is no patch made for them
  8. Maybe https://forum.kerbalspaceprogram.com/index.php?/topic/191409-18x-19x-110x-civilian-population-modernized/
  9. If you have Unity and the ksp parts tools you can add stuff in game im guessing you could put buttons where the lights are and just not have them show up but the buttons would still work but you would have to see how to set the buttons to do what you want https://unity3d.com/unity/qa/patch-releases/2017.1.3p1 https://forum.kerbalspaceprogram.com/index.php?/topic/160487-official-parttools/ or https://unity3d.com/unity/whats-new/2019.4.18 and both parts tools or show on that page
  10. https://forum.kerbalspaceprogram.com/index.php?/topic/84250-18x-19x-us-probes-pack-old-and-new-4-16-20/&do=findComment&comment=4005268
  11. Anther route you might look at is using https://forum.kerbalspaceprogram.com/index.php?/topic/179887-15x-111x-telemachus-reborn/&tab=comments#comment-3489400
  12. ASET uses RPM https://github.com/JonnyOThan/RasterPropMonitor but one could put MAS stuff in a pod use to not be that hard the hard part was where you wanted to put things
  13. First that test color is hard to read on old eyes and have you looked at https://github.com/MOARdV/AvionicsSystems/wiki/Operations-Manual-Mk1 or https://github.com/MOARdV/MOARdVPlus/wiki
  14. It wouldnt take that much to do with MM or edit the CFG it would just take time to see what size you wanted and alot of reloads to see
  15. raidernick/BDAnimationModules: Animation modules plugin for KSP (github.com)
  16. Here are some good ones also [1.1x] KRE - Kerbal Reusability Expansion - Add-on Releases - Kerbal Space Program Forums
  17. That was along time back lol pretty sure it was a plugin that got added to smokescreen , I remember playing around with it
  18. For the HTV try this cfg and let me know 

    PART
    {
    // --- general parameters ---
    name = HTV
    module = Part
    
    
    // --- asset parameters ---
    mesh = model.mu
    scale = 1
    rescaleFactor = 1.0
    
    
    // --- node definitions ---
    node_stack_top = 0.0, 3.3, 0.0, 0, 1, 0, 2
    node_stack_bottom = 0.0, -2.88, 0.0, 0, -1, 0, 2
    node_attach = 0.0, 0.0, 0.0, 0, 0, 1, 2
    
    
    // --- editor parameters ---
    TechRequired = veryHeavyRocketry
    entryCost = 1500
    cost = 2250
    category = Pods
    subcategory = 0
    title = HTV
    manufacturer = Lionhead Aerospace Inc.
    description = The H-II Transfert Vehicule is a cargo to resuplly the ISS station.
    
    
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,1
    
    
    // --- standard part parameters ---
    mass = 4.0
    dragModelType = default
    maximum_drag = 0.1
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 30
    maxTemp = 2000
    breakingForce = 200
    breakingTorque = 200
    bulkheadProfiles = size2
    
    
    // --- pod/rcs parameters ---
    stagingIcon = COMMAND_POD
    CrewCapacity = 0
    vesselType = Ship
    MODULE
    {
    	name = ModuleCommand
    	minimumCrew = 0
    	
    	RESOURCE
    	{
    		name = ElectricCharge
    		rate = 0.02
    	}
    }
    
    MODULE
    {
    	name = ModuleReactionWheel
    	
    	PitchTorque = 10
    	YawTorque = 10
    	RollTorque = 10
    	
    	RESOURCE
    	{
    		name = ElectricCharge
    		rate = 0.2
    	}
    }
    MODULE
    {
    	name = ModuleSAS
    }
    
    
    // --- Tanks parameters ---
    RESOURCE
    {
     name = ElectricCharge
     amount = 150
     maxAmount = 150
    }
    
    RESOURCE
    {
     name = MonoPropellant
     amount = 1000
     maxAmount = 1000
    }
    
    
    // --- Engines Parameters ---
    fx_exhaustFlame_blue_small = 0.0, 0.0, 0.0, 0, 1, 0, running
    fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0, 0, 1, running
    fx_smokeTrail_light = 0.0, 0.0, 0.0, 0, 1, 0, running
    fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0, 1, 0, flameout
    
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout
    
    MODULE
    {
    	name = ModuleEngines
    	thrustVectorTransformName = thrustTransform
    	exhaustDamage = True
    	ignitionThreshold = 0.1
    	minThrust = 0
    	maxThrust = 100
    	heatProduction = 100
            EngineType = LiquidFuel
    	fxOffset = 0, 0, 0.1
    	PROPELLANT
    	{
    		name = MonoPropellant
            	ratio = 2.0
    		DrawGauge = True
    	}	
    	atmosphereCurve
     	{
       	 key = 0 410
      	 key = 1 280
             key = 3 0.001
     	}
    }
    
    	EFFECTS
    	{
    		running
    		{
    			AUDIO_MULTI_POOL
    			{
    				channel = Ship
    				transformName = RcsTransform
    				clip = sound_rocket_mini
    				volume = 0.0 0.0
    				volume = 0.02 0.1
    				volume = 0.5 0.1
    				volume = 1.0 0.1
    				pitch = 0.0 0.75
    				pitch = 1.0 1.5
    				loop = true
    			}
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/Monoprop_small
    				transformName = RcsTransform
    				emission = 0.0 0.0
    				emission = 0.1 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.8
    				speed = 1.0 1.0
    				localRotation = -90, 0, 0
    			}
    		}		
    	}
    	
    	MODULE
    	{
    		name = ModuleRCSFX
    		stagingEnabled = False
    		thrusterTransformName = RcsTransform
    		thrusterPower = 3.35
    		resourceName = MonoPropellant
    		resourceFlowMode = STAGE_PRIORITY_FLOW
    		runningEffectName = running
    		atmosphereCurve
    		{
    			key = 0 260
    			key = 1 100
    			key = 4 0.001
    		}
    	}
    
    MODULE
    {
    	name = ModuleGimbal
    	gimbalTransformName = thrustTransform
    	gim
    }
    
    
    // --- rcs module parameters ---
    
    }

     

    1. Mecripp

      Mecripp

      Did that fix the problems you was having or did i miss something ?

       

    2. Sampa

      Sampa

      Yeah!  It did finally work!  Thank you!

  19. On the HTV you talking about the RCS the way they look ? and engines do work but dont thing you can get them to show has a engine because it has command it will show the fuel when the engine are engaged

  20. If you want to see how far with it here is test folders 

    https://www.dropbox.com/s/se4qu90ge900fxr/ISS and Mir test.zip?dl=1

    Unzip and put them in your ksp/gamedata

    the mir has to be ksp/gamedata/mir   

    or some files will have to be edit

    1. Sampa

      Sampa

      alright!  Thanks!  also, I am going to send you a screenshot of the problem I am having with the Unity program (I do have the KSPparttools and the correct textmeshpro installed) by dm... that way, in the future, I can do a bit more for myself.  

  21.  

    1. Show previous comments  7 more
    2. Sampa

      Sampa

      Hey Mecripp, would you be alright if I reference you as assisted, or mark you as part of the team, since my unity program is bugged hard... on the mod revival thread?  I really want to give you credit for the assistance you provided.

    3. Mecripp

      Mecripp

       

      Thats fine did you get it all ?

    4. Sampa

      Sampa

      Not yet, been busy.

  22. If your going to play around with fixing or change things in a mod theres a couple of plugins that help with some things https://github.com/linuxgurugamer/NodeHelper

    and 

     

  23. Is there any way you could setup a GitHub download and link, I think it would be better when trying to update or change or add stuff ?

  24. Any chance on getting a new download link for 

     

    1. artwhaley

      artwhaley

      Let me see what I can dig up!   I keep toying at returning to that mod!

  25. Could you repost your mod some where can't found it on curse anymore ?

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