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KSP2 Release Notes
Everything posted by Mecripp
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Will take a look and PM you
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Thought the transform was set different in unity might try and take a look what engine are you trying with ? EDIT- looking at it looks like just the transform in unity one is set RCSthruster where engines are thrustTransform
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You can also get so here this way you can see them before hand https://nasa3d.arc.nasa.gov/models
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Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
And to scale it down have you tried to rescale = * in the cfg ? -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
Small update to the LH CircularPanel mod https://dl.dropboxusercontent.com/u/72893034/LH LandersProbes/LH_CircularPanel_v5.0.zip changed ( category = Electrical , maxTemp , added bulkheadProfiles , thermalMassModifier , emissiveConstant , heatConductivity , tags ) and added FStextureSwitch2 so if you have the Firespitter plugin installed you can change the textures from black to blue thanks too COL.R.Neville for that all credit to @Yogui87 for models and textures -
pretty ugly ? Have you seen all them ? There i posted 2
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Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
You mean make one of them long or just scale it up ? -
Yes some have used NASA models in there mods but as it has been pointed out that most are high polycounts but you can use them
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These are great nice that you don't need a plugin been trying to make the chinook chopper but not that good a making planes or choppers lol
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Looks like one of ZZZ's parts and like SpaceMouse has pointed out it would be easier to just name then the same just thrust transforms but if you want it like that you just wrote the cfg wrong MODEL_MULTI_PARTICLE PREFAB_PARTICLE Should be one after the other just with there right names to me that is just the hard way just rename them would be faster and easy
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
Do you know how to write fs texture switch ? -
[Solved] Error with .mu file
Mecripp replied to Benji13's topic in KSP1 Modelling and Texturing Discussion
Was you just having a problem with the texture ? If so you can't use a dds in unity covert your texture after you run it through here used a stock probe core cfg https://dl.dropboxusercontent.com/u/72893034/help/Disk.zip -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
O man didn't even think about use a texture switcher for that hehe will give it a try -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
Here is alittle update to the LH probe pack https://dl.dropboxusercontent.com/u/72893034/LH LandersProbes/LH_LandersProbes_v1.42.zip for testing will try and change the old LH fairing to stock or at less try and fix them some more changed all textures to DDS and changed some MODULE to the ksp 1.2 MODULE added tags,bulkheadProfiles all credit to @Yogui87 -
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Would help to know what mod and there isn't really anything i have seen on editing cfg's but might have missed it about the only things that you would need a model software for and unity is for the landing legs or adding props to a part -
[Solved] Error with .mu file
Mecripp replied to Benji13's topic in KSP1 Modelling and Texturing Discussion
You don't have to make a empty GameObject if you do that on a engine you will have to do alittle more work in unity can you post your dae file and textures ? -
Must give this a try thanks Frizzank
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OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
release ? O little kerbals hands can't wait -
Relay Antennas basic consumption of Electric Charge
Mecripp replied to 5UN6RAZ€R's topic in KSP1 Mods Discussions
What you have is better then using ModuleResourceConverter, ModuleGenerator can do and pretty much was doing all the ModuleResourceConverter before it made it in to stock ksp -
Lets not say stole just using so of Nertea code
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Here is a patch to work with stock antennas @PART[SampleReturnCapsule_Parachute] { MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.6 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 1500000 antennaCombinable = False } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.6 } }
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yes you could do that to alot of ways to skin a kerbal
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At one time I was going to make decaying batteries and solar panels and rtg's but that would be alittle hard core