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KSP2 Release Notes
Everything posted by Mecripp
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Need to learn GitHub but think I have some stock files there for stock game this are just for test and for some one that wants to help in balancing them have fun
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ComOffset??????
Mecripp replied to harrisjosh2711's topic in KSP1 Modelling and Texturing Discussion
You have CoMOffset = 0.0, -0.0 -0.0 now look at this CoMOffset = 0.0, 0.8, 0.0 CoPOffset = 0.0, 1.2, 0.0 CoLOffset = 0.0, 0.4, 0.0 there from the m1 cockpit you are missing the , should be CoM0ffset = 0.0, -1.0, -0.0 -
If they want I write a stock cfg if they want to do balance testing
- 161 replies
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Yes delete or // in font of all of it EDIT- Do you have a plugin folder in side the FASA folder ?
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I don't see the plugin in the download anymore but if you can edit a cfg your looking for the MODULE[ReflectiveShaderModule] or you might be running some cfg the using TextureReplacer if that's the case your looking for MODULE[TRReflection] you could write a MM to delete both if there found hope it helps
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Well that's a little hard to tell are the lights on in the picture or off ? They look on
- 506 replies
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- delta iv heavy
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To stop the crashing there is a plugin folder in the Soviet pack zip it up or delete it and it will load
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Can you link what soviet pack your using will take a look
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If you unzip it and open it you will see a folder called GameData open it and you will see TweakScale folder copy it to your KSP/GameData folder if you don't already have a ModuleManager.*.*.* installed you will need that file but you only need one for all your mods
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Does any one know away we can add this plugin to work with other mods ? How do we found the numbers we need ?
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Can you replace normal maps with MM configs?
Mecripp replied to Bottle Rocketeer 500's topic in KSP1 Mods Discussions
LOL I don't know what you did wrong love both of them can't play ksp with out VSR or ProbePlus stock should use both of them for a update of there old models don't know why they didn't use porkjets overhaul there great too EDIT- if you haven't seen them here is one link to it -
Can you replace normal maps with MM configs?
Mecripp replied to Bottle Rocketeer 500's topic in KSP1 Mods Discussions
Good spot there love that mod best probe pack there is not to be rude to any anther mod -
Can you replace normal maps with MM configs?
Mecripp replied to Bottle Rocketeer 500's topic in KSP1 Mods Discussions
Have you tried to change it ? It might just be has easy has targeting the name of the normal map with MM that tank looks like its name is model001 for the normal map ? EDIT- Just the texture is model000 -
Can you replace normal maps with MM configs?
Mecripp replied to Bottle Rocketeer 500's topic in KSP1 Mods Discussions
Think it was in gimp not sure what your using but there was away you could add like a normal map to your texture has one file not sure on MM changing the normal haven't seen it done as texture and normal maps both are set in unity -
FS texture switch2 is great but the only thing it cuts down is the parts list not on memory just aside note
- 45 replies
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I wrote a MM for that mod some time ago does it not work anymore ? If it still does you could just add what changes you want
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Are FTmN atomic engines gone for good ?
Mecripp replied to spacecookie's topic in KSP1 Mods Discussions
They should still work or it wouldn't take much to fix them if they didn't but they can't be post [Assets copyright of Kommitz, all rights reserved.] sadly -
How does one remove Jet particles? (Resolved)
Mecripp replied to BlueNightfury00786's topic in KSP1 Mods Discussions
Guessing you got it now if not it should look like if it's just the smoke trail you don't want -
How does one remove Jet particles? (Resolved)
Mecripp replied to BlueNightfury00786's topic in KSP1 Mods Discussions
What engine are you taking about and can you post the cfg ? -
Here is a patch @PART[landingLeg1] { @MODULE[ModuleWheelBase]{} @MODULE[ModuleWheelSuspension]{} @MODULE[ModuleWheelDeployment]{} @MODULE[ModuleWheelLock]{} @MODULE[ModuleWheelBogey]{} @MODULE[ModuleWheelDamage]{} @EFFECTS{} MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Extend Legs endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Retract Legs actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Legs allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } } @PART[landingLeg1-2] { @MODULE[ModuleWheelBase]{} @MODULE[ModuleWheelSuspension]{} @MODULE[ModuleWheelDeployment]{} @MODULE[ModuleWheelLock]{} @MODULE[ModuleWheelBogey]{} @MODULE[ModuleWheelDamage]{} @EFFECTS{} MODULE { name = ModuleAnimateGeneric animationName = newlandingleg startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Extend Legs endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Retract Legs actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Legs allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } } @PART[miniLandingLeg] { @MODULE[ModuleWheelBase]{} @MODULE[ModuleWheelSuspension]{} @MODULE[ModuleWheelDeployment]{} @MODULE[ModuleWheelLock]{} @MODULE[ModuleWheelBogey]{} @MODULE[ModuleWheelDamage]{} @EFFECTS{} MODULE { name = ModuleAnimateGeneric animationName = probeleg startEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Extend Legs endEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Retract Legs actionGUIName = #autoLOC_502077 //#autoLOC_502077 = Toggle Legs allowDeployLimit = true revClampDirection = false revClampSpeed = true revClampPercent = true } } Edit- had alittle trouble with sound play over and over so added it to the list