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KSP2 Release Notes
Everything posted by Mecripp
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You mean to start engines but not use your fuel to you release launch clamps ?
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You running real plumes ? If so that file will more then likely have to be change for the stock cfg's EDIT- Here is a new link for the stock files still needs work https://github.com/Mecripp/Forgotten-Real-Engines/releases/tag/0.7.1.1 All Credit to @Zarbizaure Licensed on Creative Common Non Commercial 4.0
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Mods No Longer Function After 1.3 Update
Mecripp replied to danielch's topic in KSP1 Mods Discussions
those should work KAS you would need a updated Firespitter also -
Can you PM me a link to your textures you want to use and will take a look EDIT- And you also might want to look at
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Why not just edit one of the cfg's in the mod you will have to tell it what the name is and where you put it ?
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Mecripp replied to NecroBones's topic in KSP1 Mod Releases
That can tell you how much memory the mod takes up but doesn't tell you how much ram it will eat in unity but not saying this mod eat ram just saying over all- 966 replies
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[1.2.2] Kerbal Aircraft Expansion (KAX) v2.6.4
Mecripp replied to keptin's topic in KSP1 Mod Releases
Loaded fine for me be sure you got a resource folder in your firespitter folder so you have the resource FSCoolant -
Can anyone tell me what the plugin did in game ? Is it really needed ?
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Why do people scale down mods?
Mecripp replied to Next_Star_Industries's topic in KSP1 Mods Discussions
First most mods are scaled to kerbin but there are some that are scaled up to more earth size there some the look like RSS but are stock size and even them mods where scaled to kerbin and just run a patch to change size and mass and couple more things. -
Help - Turning the lights on!
Mecripp replied to Gabu's topic in KSP1 Modelling and Texturing Discussion
Most of the parts look like SSTU mod -
Help - Turning the lights on!
Mecripp replied to Gabu's topic in KSP1 Modelling and Texturing Discussion
You might try looking at this maybe help And here scroll to the bottom nli2work shows lot stuff -
Couldn't one just remap the model ? As they think there better at texturing it should be easy ?
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Can't say I have seen one offhand that has the texture lines in it like that has the mu should point to them but first off most have there's in a folder name Spaces and you have this most have the file path in it all so INTERNAL { name = mk2InlineInternal MODEL { model = Squad/Spaces/mk2InlineInternal/mk2InlineIVA <--------- here see the path see but really just need more info or even a download to look at hope it helps
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What is stopping you from changing the texture ? Edit- You might look here for help And in case you didn't see it here
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I find it funny when people want to talk about how many mods there running really ? You talking about a folder a cfg just how many have plugins ? and many have more then one part in it just how many mods you are running doesn't tell any one anything funny how people want to say i'm runny 2000 mod o yah i'm running 2001 lol ya are true kerbals But back to the thread well KSP has got less funny to play for me and spend more of my time playing around with parts or getting old mods to work in 1.3.0 I think there are more problems now in KSP then there was and left thinking what KSP was thinking there getting less real then they was, I thought this was to be a simulator now it's turning into a kiddy game
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Porting thrust effects of ModuleEngines to ModuleEnginesFX?
Mecripp replied to trias702's topic in KSP1 Mod Development
Well just guessing because not sure what mod your using but looks like its the heat FX on the engine some engines glow like there getting hot if you look stock didn't even fix all there stuff MODULE { name = ModuleAnimateHeat ThermalAnim = TF1Heat <---------------- } Would be replaced by MODULE { name = FXModuleAnimateThrottle animationName = TF1Heat <--------------- responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } Haven't seen these modules be really pick but the effects they can be picky sometime there before ModulEnginesFX and some are placed after if you can PM me with what mod or send a file would help to look at it as it was. -
Looking for Commercial crew spacecraft.
Mecripp replied to Cloakedwand72's topic in KSP1 Mods Discussions
CST-100 just a part mod should work in 1.3.0 there are a small handful of Dragons the dreamchaser is old and might need work. -
Porting thrust effects of ModuleEngines to ModuleEnginesFX?
Mecripp replied to trias702's topic in KSP1 Mod Development
The FXModuleAnimaterThrottle replaces ModuleAnimateHeat and on the FX it matters where you place them in the cfg KSP is picky about that on somethings EDIT- O and T_T as you have posted would be the name of the transformer in unity -
Are you using a plugin them ? I think ksp only lets you set one suncatcher if you have more then one you will need to look at a plugin like Has a good one for solar panels But that's just a guess what it is with out look will try it and see
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Going to be hard to match the cartoon look of MKS but just looking for legs AIES Aerospace had a good set to pick from but they look far better IMO
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Why would it have to be a procedural part couldn't you just change the mesh like some engine you can turn a tank butt off and on ?