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KSP2 Release Notes
Everything posted by Mecripp
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[WIP] Deep Space Surface Habitat Unit Pack - 1.10.1
Mecripp replied to bcink's topic in KSP1 Mod Development
This Kerbal like's the way this is looking -
[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Mecripp replied to bsquiklehausen's topic in KSP1 Mod Releases
What does your install path look like ?- 786 replies
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2nd page 3 from bottom @linuxgurugamer got the ok to pick @Kommitz work up
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[20/05/2015] LV-2N & LV-4N Nuclear Engine Clusters
Mecripp replied to Kommitz's topic in KSP1 Mod Releases
That is good new -
7.2 says for RO but think the size is the same unless you have RO installed https://github.com/KSP-RO/FASA-RO/releases I would think it might have a rescale cfg but think that comes with RO all the other downloads are 5.44
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Are you using FASA 5.44 or FASA 7.2 ?
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All the texture for them parts are in IFIRadialTank folder there is a texture folder and there wasn't any part using the tankimgA1 texture they was both using the tankimgA2 texture or did I up the wrong folder ? EDIT- and foundation is MIT And is it easy to recompile ? Do you have to know alittle about code ?
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Not happy with them there a pain lol https://www.dropbox.com/s/feqvwq08g9sb8ea/IFILS-Add_Textures_DDS_2.zip?dl=0 And I ask you about a plugin getting updated sometime back but you said it was missing something think I found a download with it if you can find time can you see if this can be updated ? https://www.dropbox.com/s/q26e5raf4v4zuen/Foundations.zip?dl=0
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Mecripp replied to Virindi's topic in KSP1 Mod Releases
Here any search engine would have found it just a heads up https://unity3d.com/ And there is a new thread- 49 replies
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[1.12.x] Probe Control Room Recontrolled
Mecripp replied to linuxgurugamer's topic in KSP1 Mod Releases
You can't use Mission Control on man missions but you can on probe's -
There was one in Bobcats american pack but its old and outdated
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Mecripp replied to Virindi's topic in KSP1 Mod Releases
And you do know you can goto the other desk also ?https://www.dropbox.com/s/5cm16istif9nl3p/screenshot4.png?dl=0 https://www.dropbox.com/s/ard0dn0xjki9fci/screenshot5.png?dl=0https://www.dropbox.com/s/ih63tbjifb4m0pt/screenshot6.png?dl=0- 49 replies
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[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Mecripp replied to Virindi's topic in KSP1 Mod Releases
He added a short video of how easy it is with unity sorry that went to the main thread maybe video here- 49 replies
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
Mecripp replied to MrMeeb's topic in KSP1 Mod Development
Your welcome and not bugging me and you can edit this file ( ShuttlePayloadTechnologies.version ) if you don't want the warning {"NAME":"Shuttle Payload Technologies","URL":"http://ksp-avc.cybutek.net/version.php?id=328","DOWNLOAD":"https://github.com/MrMeeb/Shuttle-Payload-Technologies/releases","VERSION":{"MAJOR":1,"MINOR":3,"PATCH":1,"BUILD":0},"KSP_VERSION":{"MAJOR":1,"MINOR":3,"PATCH":1},"KSP_VERSION_MIN":{"MAJOR":1,"MINOR":3,"PATCH":1},"KSP_VERSION_MAX":{"MAJOR":1,"MINOR":3,"PATCH":1}}- 282 replies
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
Mecripp replied to MrMeeb's topic in KSP1 Mod Development
https://github.com/Angel-125/WildBlueTools/releases https://github.com/DMagic1/DMModuleScienceAnimateGeneric/releases grab them 2 in use them- 282 replies
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
Mecripp replied to MrMeeb's topic in KSP1 Mod Development
The 2 plugins you will need to get from other places and to get all the parts you need 2 other mods will look for you a link for newer plugins- 282 replies
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[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
Mecripp replied to MrMeeb's topic in KSP1 Mod Development
Is the install path KSP/GameData/MrMeeb- 282 replies
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Hope some one that knows something about texture can help but here is want I got https://www.dropbox.com/s/1yu4en5q2e9bi5v/IFILS-Add_Textures_DDS.zip?dl=0 and on a side note if it still works in 1.3.1 you could safe more space by MODEL { model = IFILS/********/*****/ texture = *******, *******/********* }
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You might try and PART { name = decoupler_interstage_base_0_625 title = AID-X1 author = Katten manufacturer = test description = MODEL { model = Kube/Parts/Coupling/decoupler_interstage_base_0_625 } rescaleFactor = 0.625 node_stack_top = 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, 0.4, 0.0, 0.0, -1.0, 0.0, 0 node_stack_decoupler2 = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 // added a 2 to the end of decoupler maybe try 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 mass = 0.01 module = Part category = Coupling heatConductivity = 0.12 skinInternalConductionMult = 4.0 emissiveConstant = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 70 breakingTorque = 70 crashTolerance = 20 maxTemp = 1200 TechRequired = start entryCost = 10000 cost = 1000 subcategory = 0 attachRules = 1,0,1,1,0 bulkheadProfiles = size1 tags = } PART { name = decoupler_interstage_decoupler_0_625 module = Part MODEL { model = Kube/Parts/Coupling/decoupler_interstage_decoupler_0_625 } rescaleFactor = 0.625 node_stack_decoupler = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0 // <--- this should be making it decoupler the wrong way making it want to eject too the core not away maybe 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1.0, 0.0, 0 buoyancy = 0.5 fx_gasBurst_white = 0.0, 0.0650517, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple TechRequired = start entryCost = 1200 cost = 600 category = Coupling subcategory = 0 title = AID-X1 manufacturer = description = attachRules = 1,0,1,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 50 breakingTorque = 50 crashTolerance = 9 maxTemp = 2000 // = 3400 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size1 tags = #autoLOC_500741 //#autoLOC_500741 = break decouple explo kerbodyne separat split MODULE { name = ModuleDecouple ejectionForce = 200 explosiveNodeID = decoupler } MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } } and last somethings look hollow but aren't but for that would have to see the model what i mean between the 4 legs or poles is it hollow or just look hollow this has been a problem with KSP on decouplers that look hollow but aren't what does the collider look like does it cross the center ?
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What does the cfg look like for it ?