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Everything posted by Mecripp
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You can try this mod not to high jack the thread and maybe @linuxgurugamer will just add it to this mod it needs a home
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
Sorry try this +PART[RelayAntenna5] { @name = RelayAntennaMicro @rescaleFactor = 0.5 @TechRequired = basicScience @entryCost = 1500 @cost = 600 @title = HG-5B High Gain Antenna @description = A short range dual purpose communications antenna that can handle either direct communications or short range relays. This version lacks the folding handle. @mass = 0.07 %MODULE { name = ModuleRTAntenna Mode0DishRange = 0 Mode1DishRange = 20000000 EnergyCost = 0.55 MaxQ = 6000 DishAngle = 90 DeployFxModules = 0 ProgressFxModules = 1 TRANSMITTER { PacketInterval = 0.15 PacketSize = 3 PacketResourceCost = 20.0 } %MODULE[ModuleSPUPassive] {} } } -
There was this mod but link is dead now and I see in the last post I made I posted the wrong link added a new link Here is a update for this mod if anyone wants https://github.com/Mecripp/Aerobatic-Smoke And big thanks to Nazari1382 And all those who give us all these great mods to play with
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You could last time I checked like if you have landed and get out you can click on them to repack them hope it helps
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Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
with out seeing the parts and how you are using them is alittle hard but change ( transfer = PUMP ) and on your pump for now you could try and //fuelCrossFeed = False for now you can tweak it later ? I might be wrong and more then likely I am but my best guess in playing around with them is that that's what adds a little shake to your craft has there is also a atmosphereCurve key = ***** with them too and by any chance you know what all can have EXPERIENCE_TRAIT ? Can parts have traits ? EDIT- I see there is a so call mod that adds this @EXPERIENCE_TRAIT[Pilot]:Needs[SQUAD]:Final { %EFFECT[FuelUsage] { %modifiers = 0.99, 0.97, 0.94, 0.90, 0.85 } } I found where that is even listed ? -
Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
can you post you RESOURCE DEFINITION for your Resource ? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
You need it in a cfg ? +PART[RelayAntenna5]{ @name = RelayAntennaMicro @rescaleFactor = 0.5 @TechRequired = basicScience @entryCost = 1500 @cost = 600 @title = HG-5B High Gain Antenna @description = A short range dual purpose communications antenna that can handle either direct communications or short range relays. This version lacks the folding handle. @mass = 0.07 @MODULE[ModuleDataTransmitter]{ @packetSize = 2 @packetResourceCost = 18.0 @antennaPower = 5000000 %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 200000000 %EnergyCost = 1.15 %DishAngle = 12.5 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } And Man that was funny lol EDIT- whoops you can just copy that and paste over that over one but you might make a backup of that cfg first lol -
When you click on a part and you and see the fuel there are little green marks by the fuel level you can click them so it won't drain that tank hope it helps
- 10 replies
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- spaceplane
- fuel line
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
If you don't know what mods is adding it or cfg you could hunt for it in your log file -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
any mod or even you could make a cfg that changes the title name very easy to do EDIT- and what mod do you know is that antenna just to the right of the one your looking for ? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
Look in this folder ksp/gamedata/squad/parts/utility/relayantennas and it show be the top cfg the first one look at it and see what the name is ? I write a copy part cfg for what I see but that might not help you I will need to know that name EDIT- Or take a stab in the dark and try if you know how to make a cfg if not can upload one for you +PART[RelayAntenna5] { %name = RelayAntenna5RT %title = #autoLOC_500944 //#autoLOC_500944 = 5RT Relay Antenna %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 200000000 %EnergyCost = 1.15 %DishAngle = 12.5 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
It's a stock dish bad thing when looking for stuff the name of the cfg is RA-5.cfg but the -----> title = #autoLOC_500944 //#autoLOC_500944 = RA-2 Relay Antenna <------------ and the name of the part is ---> RelayAntenna5 <-- so guess they just cut it down to RA-5 It can get crazy looking for things -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Mecripp replied to tomek.piotrowski's topic in KSP1 Mod Releases
Looks like you have a mod that is copying parts and renaming them as from what I have that dish is RA-5 on the cfg and its a RA-2 Relay Antenna its in ksp/gamedata/squad/parts/utility/relayantennas -
There is it's alittle old but still should work you would need this to
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Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
You can use MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ****** rate = **** } } You can add a input also -
Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
I know it would take alot of time but it would be nice when a new update came out some where a list of all the new stuff was added it's kind of funny how you can use some of the old MODULE to do the samething as the news and @blorgon nice video's -
Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
Or they could go STACK_PRIORITY_SEARCH EDIT- And it would be best to make just a stock install when you are testing new stuff -
Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
Did you make a Resources cfg for you new Resources ? -
Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
yes the problem is in VAB or Hanger you can only get the nodes so small so your node would be bigger then some of your parts really would matter I guess on how you set it up just would have to see the parts and how they would go together -
just download again from GitHub just before first post and there not showing up in game ?
- 41 replies
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- centrifuge
- rotating
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Can we get a download link for the fix solar panels ?
- 41 replies
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- centrifuge
- rotating
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Maybe a download link to GitHub or SpaceDock that way people that still use 1.2 can still get a download and 1.3 can to ? GitHub would be easy for people to add to this mod
- 888 replies
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- texturereplacerreplaced
- visual
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Developing a modular engine mod
Mecripp replied to bananasrawesome's topic in KSP1 Modelling and Texturing Discussion
You talking about use kis to build the engine in space ? You would need a plugin but there would be a work around to do it with out one for textures you might take a look here -
Still having some problems get real plumes to work and changing the size and moving the FX's
- 161 replies