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Everything posted by Mecripp
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HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
What is not working in 1.3 ? maybe the only change would be names ? -
[1.2.2] Probe Control Room Continued (1.2.2.6, 2017/05/01)
Mecripp replied to Virindi's topic in KSP1 Mod Releases
O man that is a hard way to do it you can download the free unity and it will be a lot easier you but if you do you might also do a test install of ksp and have JSI and all the ASET stuff installed and change all the textures to png or tga some you can see them in unity- 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
Looks like you are making them really thick also but you should be able to rotate them easy in unity just by holding a click on them and move what ever way you want if I remember right- 49 replies
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You don't set the gimbaltransform in unity has far as I know you just pick a part of the model like what ever there calling the bell or use thrustTransform I guess you could set one in unity just don't know why if you don't have to you just need the name of the part you want to gimbal And looking at that model RS88 think was the name there using for the bell so the bell should gimbal and the thrusttransform is tied to the bell
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You can try this for node https://github.com/linuxgurugamer/NodeHelper/releases And on the cfg there are a couple of MODULE you can use the stock ones which her are harder to use and really IMO is junk and there is a plugin by shadowmage which a handful of mods use There is also this thread but a lot is outdated
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- configuration files
- animation linking
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If you missed it https://github.com/linuxgurugamer/DockingCameraKURS/releases
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Back in the day lol they used a plugin called CleverWalrus there was a couple of mods that used it for rovers but thought most of it got put into stock game not sure about that.
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[WIP] K.E.A.M. Kerbal Expdandable Activity Module
Mecripp replied to bcink's topic in KSP1 Mod Development
That was a lot of it was to not have a crew unless it was inflated, I'm pretty sure or for it to not spawn a crew unless inflated.- 33 replies
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- beam
- expandable activity module
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Need some help with modpack => game always crash
Mecripp replied to nandhii's topic in KSP1 Mods Discussions
You should have a crash log what version KSP you running and what version is the mod pack wanting ? EDIT- You still using KSP 1.0 ? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
It does what is not working for you ? Do you have ModuleManager.*.*.* installed ? -
It's because the DockingPortAlignmentIndicator.version {"NAME":"Docking Port Alignment Indicator","URL":"http://ksp-avc.cybutek.net/version.php?id=361","DOWNLOAD":"http://forum.kerbalspaceprogram.com/index.php?/topic/40423-11-docking-port-alignment-indicator-version-621-beta-updated-04122016/","CHANGE_LOG_URL":"http://sourcedreams.com/DPAI_CHANGELOG.txt","VERSION":{"MAJOR":6,"MINOR":7,"PATCH":0,"BUILD":0},"KSP_VERSION":{"MAJOR":1,"MINOR":3,"PATCH":0},"KSP_VERSION_MIN":{"MAJOR":1,"MINOR":3,"PATCH":0},"KSP_VERSION_MAX":{"MAJOR":1,"MINOR":3,"PATCH":0}} It has KSP 1.3.0 if you would change it to 1.3.1 you wouldn't get the warning
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[WIP] K.E.A.M. Kerbal Expdandable Activity Module
Mecripp replied to bcink's topic in KSP1 Mod Development
Do you even know what the numbers mean ? If it would even work it would be 0 has the docking node is MODULE is 0 that's how you would target it with a MM but docking is not a animation but Porkjets used a plugin you can find his work here Also @bcink You might look here there using the USI Tools plugin and the modules looks like MODULE { name = USIAnimation deployAnimationName = Inflato1Inflate inflatable = true CrewCapacity = 6 }- 33 replies
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If you have toolbar also you should have a smokescreen button click on it and there is a nice list there
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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
You are free to take it out but think some of them where put in for reentry and splash down but could be wrong -
just Do you have ModuleManager.*.*.* installed ?
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https://en.wikipedia.org/wiki/Ariane_5 No where do you see it as a three stage the only spot it talks about the boosters being a stage is on the Ariane 5 ME and look here and tell me what you see https://en.wikipedia.org/wiki/Ariane_(rocket_family) Ariane 5 90 / 94 (as of July 2017[update]) G, G+, GS, ECA 6,950–10,500 kg (15,320–23,150 lb) 16,000–21,000 kg (35,000–46,000 lb) 46–52 m (151–171 ft) 720,000–780,000 kg (1,590,000–1,720,000 lb) 2 stages And really the thread is about the James Webb Telescope not the Ariane V launcher
- 116 replies
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- james
- james webb space telescope
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[1.3.X] Lionhead Aerospace landers and probes pack continued v2.0
Mecripp replied to Jhorriga's topic in KSP1 Mod Releases
Would you like to see the launchers and maybe MEM fixed ? -
Welcome @Texian Nerd if you mean making a mod or playing around with parts you might try starting here
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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
I'm guessing you do have ModuleManager.*.*.* install because you said your making a MM or patch did you install Ven's wrong ? Path should be KSP/GameData/VenStockRevamp -
@Avera9eJoe you should check out this new plugin by Shadowmage
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- texturereplacerreplaced
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Maybe TextureReplacerReplacer can do it and i'm sure there are a lot of use that will write cfg for it any way for all kinds of mods
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Here some newer links to them https://github.com/snjo/Firespitter/releases/tag/v7.6.0 These haven't changed
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Sadly it's rights reserved. So no one can pick it up But don't see what could be wrong if you have up to date plugins