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Everything posted by Mecripp
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2.5 meter parts for air- and space planes?
Mecripp replied to Winchester's topic in KSP1 Mods Discussions
Have you thought about rescaling the parts you like ? -
[1.1.3/1.2*] MARS SCIENCE LABORATORY (MSL) PHASE 1
Mecripp replied to lextacy's topic in KSP1 Mod Releases
@lextacy are these Lionhead models ? -
[1.1.3/1.2*] MARS SCIENCE LABORATORY (MSL) PHASE 1
Mecripp replied to lextacy's topic in KSP1 Mod Releases
Getting same crash on cruise stage right after picking it it will crash but don't see anything in the log -
[1.1.3/1.2*] MARS SCIENCE LABORATORY (MSL) PHASE 1
Mecripp replied to lextacy's topic in KSP1 Mod Releases
Are you running linux os ? -
Here is alittle work around for the LEM legs @PART[FASALM_LandingLegs]:Final { -MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = LandingLegSE isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Legs } } @PART[FASALM_LandingLegsSA]:Final { -MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = LandingLegSE isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Legs } } @PART[FASALM_LandingLegStaircase]:Final { -MODULE[ModuleLandingLeg]{} MODULE { name = ModuleAnimateGeneric animationName = LandingLegSE isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Legs } } Here is the work around patch https://dl.dropboxusercontent.com/u/72893034/FASA_Lem_Leg_Patch.cfg
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How do I copy old parts over to the current version?
Mecripp replied to JacobJHC's topic in KSP1 Mods Discussions
As it has been said many times on the forums that you can use squads parts and have you seen older ksp cfg ? And here you don't really know what your talking about In short yes you can I still use a mod from KSP .16 or .19 don't remember what it was but still pack it around but yes sometime parts you have to run back through unity -
[KSP 1.2] No Crew Requirement Continued 1.0.1
Mecripp replied to RealGecko's topic in KSP1 Mod Releases
Looks like Tac has MM Which you might get with JPLRepo and see if you can change it or re-write one to run after his ? maybe something like on his MM_AddResources.cfg -
How do I copy old parts over to the current version?
Mecripp replied to JacobJHC's topic in KSP1 Mods Discussions
Why would you use MM to do this if it's your game and files ? It would be better to just edit the files because they will have to just to get MM to work in the first place and if it's around ksp .20 the file structure , I don't think was the same then so you can't target stuff with MM but has you said you would have to copy the part and re-write it all so really you would be better to just edit the cfg you have in the first place EDIT- Best I could tell it was around .90 it was changed so just a little edit was needed if anyone else wants it you will have to goto KSP/GameData/Squad/Parts/Engine // and delete the liquidEngineMk55 folder then unzip this folder and open it to you see the GameData folder copy it to your KSP install and you should have both and have fun https://dl.dropboxusercontent.com/u/72893034/Test Parts/Old MK-55 %26 New MK-55.zip -
What do you mean the only plane mod up to date there are and this should work with the newest Firespitter plugin
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Linux hands 7z with no app
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[1.0][Part] Radial Engine Mounts by PanaTee Parts International
Mecripp replied to TeeJaye85's topic in KSP1 Mod Development
All stilled worked but here is alittle update for KSP 1.2.2 Version 0.41 Download here https://dl.dropboxusercontent.com/u/72893034/Test Parts/RadialEngineMountsPPI_v0.41.zip CHANGELOG ------------------------- v0.41 - 2016-12-08 -Updated for KSP 1.2.2 -changed category = Coupling -add bulkheadProfiles = srf -add tags = PanaTee Parts International -add MODULE[ModuleToggleCrossfeed] -changed textures to dds format Credit PandaHammer and TeeJaye85 This work is shared under Creative Commons licence CC BY-NC-SA 4.0 -
Nope it's still there you could have just looked at the cfg so it must be a mod // --- general parameters --- name = mk1pod module = Part author = NovaSilisko // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, [node size], [crossfeed, def=1 i.e. true], [rigid attach, def=0 i.e. false] node_stack_bottom = 0.0, -0.4050379, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.6423756, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 CenterOfBuoyancy = 0.0, 0.5, 0.0 CenterOfDisplacement = 0.0, -0.3, 0.0 buoyancy = 1.5 buoyancyUseSine = False // --- editor parameters --- TechRequired = start entryCost = 0 cost = 600 category = Pods subcategory = 0 title = Mk1 Command Pod manufacturer = Kerlington Model Rockets and Paper Products Inc description = Originally built as a placeholder for a demonstration mock-up of a rocket, the Mk1 Command Pod was heralded as a far safer and more reliable option than its predecessors by rocket scientists throughout the world. It is now commonly seen in active service. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 bodyLiftOnlyUnattachedLift = True bodyLiftOnlyAttachName = bottom // --- standard part parameters --- mass = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 maxTemp = 1200 skinMaxTemp = 2200 skinInternalConductionMult = 0.625 heatConductivity = 0.1 // 5/6ths default vesselType = Ship // --- internal setup --- CrewCapacity = 1 tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque INTERNAL { name = mk1PodCockpit } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.24 } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } RESOURCE { name = MonoPropellant amount = 10 maxAmount = 10 } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.003 convectionFluxThreshold = 3000 } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.35 liftingSurfaceCurve = CapsuleBottom disableBodyLift = False omnidirectional = False perpendicularOnly = True transformDir = Y transformSign = -1 nodeEnabled = True attachNodeName = bottom } }
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OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
I'm starting to feel like a kerbal in a rocket store Looking great -
The install path should be KSP/GameData/OLDD what ksp you running 1.2.1 ? or older ?
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LOL sorry just had to post that at first i didn't see it to i looked real close and not sure why the size of the canopy is so small but am try to find out why and will post a update EDIT- But that part the cfg is just a patch copying anther part which over-ride anther but still it's all there just the size maybe i'm missing something will work on it
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If your looking for the cfg it's in the dockingcam folder OnboardCamera.cfg there isn't a part folder
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You could just write a MM patch to do what you want so you wouldn't have to edit your files agian
- 2,070 replies
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- iva
- rasterpropmonitor
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If you wanted to try and drop the FS plugin you could look here just a option maybe
- 4,349 replies
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- helicopter
- parts
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testing be right back EDIT- LOL hope this chute is the size your looking for lol look real close All Credit to Ven License: CC-BY 4.0 International https://dl.dropboxusercontent.com/u/72893034/Test Parts/DrogueChute.zip This is me being alittle bit of a smart butt lol
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what is part name will take a look and you still can edit the model
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There is also
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It's in Control where SAS are hope it helps
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USI IMO don't fit in anywhere the texture's don't fit well with any mod Pathfinder fit's but they both what you to play the way they want you to play now if pathfinder had a stock set that would be good it would be nice to have some base parts that don't have to have there own plugin just using stock module and on you 2nd doesn't have that part ?
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Then you could just make a copy of the cfg and change the part name and a couple of things and use rescale = * what ever size you want and tech = ? it's all just alittle edit of a file
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And does this mean any mod or Part CNA did can be released ?
- 53 replies