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Everything posted by Mecripp
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[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
Here is a craft file of 60 sats rescaled https://www.dropbox.com/s/xp15h4o7u4vo575/60 StarLinkSatellite v2.craft?dl=0 And a rescale patch that adds alot of shine if you have TextureReplacer installed and adds ModuleKerbNetAccess https://www.dropbox.com/s/knsbmo7fsbwtx1m/StarLinkSatellite_Shine.cfg?dl=0- 45 replies
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[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
They might be mad- 45 replies
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[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
TextureReplacer made them shine https://www.dropbox.com/s/y0hh04hh0eyokrm/shine.png?dl=0- 45 replies
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[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
Here is a patch that rescales this mod to fit https://www.dropbox.com/s/vslzy5idona38dh/StarLinkSatellite_TundraExploration_Patch.cfg?dl=0 Edit- Rescaled the starLinkBase to fit upstage tank add rescale lower node and added nodes for the fairing to starLinkBase EDIT- and change the base to category = pods EDIT- @Akino any chance of some specular textures of this mod ?- 45 replies
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[1.12.x] NodeHelper - tool used to edit node positions
Mecripp replied to linuxgurugamer's topic in KSP1 Mod Releases
Was there a work around for this problem ? -
[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
This DDS format https://www.dropbox.com/s/7ms3iy2rh90c35l/DDS.png?dl=0 This PNG format https://www.dropbox.com/s/5uevj0tkox8xhzh/PNG.png?dl=0 Png looks like it use 103 more memory but the png is 296 less mono what is better ?- 45 replies
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[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
Also the mod Trajectories its on the craft files they will throw error with out that mod and there a couple more errors https://www.dropbox.com/s/lyl5h48bj0a2y1d/screenshot1.png?dl=0- 45 replies
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[1.10] StarLink Satellite Pack 1.1.0 | 2020.9.13
Mecripp replied to Akino's topic in KSP1 Mod Releases
Why you have MODULE { name = kOSProcessor diskSpace = 255000 } but you dont have the mod listed for install plus you could just make a MM for if they had the mod installed or not then it throwing a error because it cant find it ? /* <------------------------ this a type O ? MODULE { name = ModuleDecouple ejectionForce = 0 explosiveNodeID = linkNode1 } MODULE { name = ejectionForce = 0 explosiveNodeID = linkNode2 } */ <---------------------------- here too never seen them used before- 45 replies
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There here fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout its using the old ModuleEngines you have to change it to ModuleEnginesFX MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 125 heatProduction = 175 fxOffset = 0, 0, 0.1 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.35 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 355 key = 1 150 key = 9 0.001 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = thrustTransform emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 16 heatProduction = 150 fxOffset = 0, 0, 0.01 localPosition = 0, 0, 0.12 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.12 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 290 key = 1 275 key = 7 0.001 } }
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Great Job there going to be some happy kerbals out there
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Make custom engine propellant
Mecripp replied to Aniruddh's topic in KSP1 General Mod Development Help and Support
Not sure if its the problem but you are missing hsp = And also see that stock added a RESOURCE_DRAIN_DEFINITION { isDrainable = true showDrainFX = true drainFXPriority = 7 drainForceISP = 5 drainFXDefinition = gasDraining } or RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } RESOURCE_DEFINITION { name = ElectricCharge displayName = #autoLOC_501004 //#autoLOC_501004 = Electric Charge abbreviation = #autoLOC_6002100 //#autoLOC_6002100 = EC density = 0 unitCost = 0 hsp = 0 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } -
The blue notepad looking file are the cfg you can open them with notepad or you can download notepad++
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It comes with jsi mod AKA ( RPM ) or RasterPropMonitor you can put them on your craft and the bottom far left button will show you the view on the rpm screen but when you place them it numbers the camera and you can cycle through them but do note no 2 cameras can have the same number
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The cfg are the text files you can open them with notepad or you can get notepad ++
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I would say there might be something wrong with his plugin if you just need the parts to load but not really work like they did you could just edit there cfg and take out all his plugin stuff.
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If you know how to write a Module manager patch or ( MM ) has most every one calls it you can make a copy of a engine and delete line like this on MODULE ModuleJettison MODULE { name = ModuleJettison //jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } just remember the the fair will always show now thats why i would just write a MM patch to copy a engine with the little edit
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My part won't get in game
Mecripp replied to cukkoo's topic in KSP1 Modelling and Texturing Discussion
Do you have ksp parts tools installed the shader setting should show KSP/******* ( what ever you are using ) -
Does anyone know how to open and edit a DDS texture file?
Mecripp replied to RandomKerbal's topic in KSP1 Mods Discussions
Any photo software that opens DDS format there is a dds plugin for Gimp or paint.net there free