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Everything posted by Mecripp
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Have you tried using something like MODULE { name = ModuleAnimateGeneric animationName = ******* isOneShot = false startEventGUIName = Extend Legs endEventGUIName = Retract Legs actionGUIName = Toggle Legs allowAnimationWhileShielded = False } Edit or something like MODULE { name = ModuleAnimateGeneric animationName = ******* 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 } I like the last one
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If you just wanting to use them you could do MODULE { name = ModuleAnimateGeneric animationName = ImprovedAnim isOneShot = false startEventGUIName = Extend Legs endEventGUIName = Retract Legs actionGUIName = Toggle Legs allowAnimationWhileShielded = False }
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- 0.9
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There is also
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Dragon Rider Capsule [0.23 (2/14/14)
Mecripp replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Truly a great mod but one would also have to try and found LazarusLuan because of License: Created by Lazarus Luan (Lazarus). Neither this mod, nor any part of it may be redistributed and the models would have to be reworked alittle has they spanned errors in the log -
{SOLVED}Texture not loading
Mecripp replied to Bottle Rocketeer 500's topic in KSP1 Mods Discussions
Did you change the name ? If you just edited the texture the MU is still look for the name -
A Runway that DOESN'T Erupt like a Volcano?
Mecripp replied to TheKurgan's topic in KSP1 Mods Discussions
You might try -
It worked 1.2.* last one before 1.3
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Dragon Rider Capsule [0.23 (2/14/14)
Mecripp replied to CardBoardBoxProcessor's topic in KSP1 Mod Releases
Sent you a PM and also have the KerbalX mod that has the Dragon 9 pod and launcher if you can get the ok -
Just a quick look most are rescaleFactor = 1 so if you want more stock size, I would try rescaleFactor = 0.8 and see how close you are but go in small changes at a time like that. EDIT- And you can also might have to goto something like rescaleFactor = 0.85 and so on
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That would take some time to do if you know how to edit a cfg you can open one and found rescaleFactor = * and change it to what you like on most of them hope it helps You can open or look at cfg with ( notepad ) or ( notepad++ ) ( word ) will too
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@linuxgurugamer Please keep up the great work you do and much thanks to all the mods that let there work be picked up Here is a MM for anyone that wants to use it @RobForrest @TMasterson5 if those lines is all you need this should work
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All so if your using the file you posted your missing 2 cfgs
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If you have scanned for it and you can see it then still think you need a output for your ModuleResourceHarvester I really don't see the first part of it doing anything so it won't even make it to the second part because there is a missing input EDIT- And I would use ModuleResourceIntake other then the ModuleResourceHarvester
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I see my other post didn't make it in do you have a resource cfg for it ? like the ore ? GLOBAL_RESOURCE { ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 15 Variance = 50 Dispersal = 3 } } PLANETARY_RESOURCE { ResourceName = Ore ResourceType = 0 PlanetName = Sun Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } }
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After you run your model through unity then you convert your textures to dds your texture mapping is done in what ever modeling software you use
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The best way I found
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Mecripp replied to FreddyPhantom's topic in KSP1 Mod Development
Fix added a patch thought that just if we changed the textures or models ? -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Mecripp replied to FreddyPhantom's topic in KSP1 Mod Development
This should get all the parts to load Removed download All credit to @FreddyPhantom This work is licensed under the Creative Commons Attribution 4.0 Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ Only thing changed was a couple of parts was module = Strut changed to module = Part EDIT- Uploaded Patch https://www.dropbox.com/s/pft566tgli6cqn7/FantomWorks_Patch.cfg?dl=0 Put it any where in KSP/GameData and have ModuleManager.*.*.* installed -
Try downloading Firespitter or updating it https://github.com/snjo/Firespitter/releases
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Add a colonization system
Mecripp replied to sirgoodman's topic in KSP1 Suggestions & Development Discussion
I think first they need better looking rocket part and base making parts but would also like to see a LS stock as long as its not no kiddy LS