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KSP2 Release Notes
Everything posted by Mecripp
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no not the capacitors i seen you said limit the charge to slow it down and sounds like even if you had to rename stuff so was thing you could use the FissionReactor but would stay away from calling it EC think so other mod uses it but then you could limit the output EDIT- batteries are pretty much capacitors they just take longer to charge
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Yes and no you might look at you might use that mod to get more of what you want
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Can I create models without owning unity?
Mecripp replied to paul23's topic in KSP1 Modelling and Texturing Discussion
Yes you can create models without owning unity you just won't get them in ksp or in game sorry i couldn't help my self and you can use the free unity to get stuff in game you just need to found out what all formats you can use most i would say use dae or fbx format to get them into unity -
I used when i used tweakscale SCALETYPE { name = TweakScale freeScale = false scaleFactors = 0.25, 0.35, 0.5, 0.7, 1.0, 1.4, 2.0, 2.8, 4.0 scaleNames = 25%, 35%, 50%, 70%, 100%, 140%, 200%, 280%, 400% defaultScale = 1.0 } @PART[*]!MODULE[TweakScale] { MODULE { name = TweakScale type = TweakScale defaultScale = 1 } }
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[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
Mecripp replied to IGNOBIL's topic in KSP1 Mod Releases
Give this a try just tested it alittle on launch pad and all worked https://dl.dropboxusercontent.com/u/72893034/Test Parts/NAU.zip Just unzip and copy to KSP/GameData so it looks like KSP/GameData/NAU Change the textures to DDS , max temp , added tags , bulkheadProfiles , PhysicsSignificance and change both MODULE so it can be used in KSP 1.2 All credit to @IGNOBIL License is GPLv2 -
AlmostNASA Industries' Engines Pack [MASSIVE WIP]
Mecripp replied to AlmostNASA's topic in KSP1 Mods Discussions
Can't get your model to load ? And can't get it to import into blender ? -
AlmostNASA Industries' Engines Pack [MASSIVE WIP]
Mecripp replied to AlmostNASA's topic in KSP1 Mods Discussions
What do you need help with ? -
[1.2] Engine Ignitor continued. (23 oct 2016)
Mecripp replied to DennyTX's topic in KSP1 Mod Releases
In case you didn't get it try this one http://spacedock.info/mod/1015/EngineIgnitor -
[1.2] Engine Ignitor continued. (23 oct 2016)
Mecripp replied to DennyTX's topic in KSP1 Mod Releases
Thanks DennyTX anther great mod -
You right the DeployFxModules = 0 will only look for 0 it looks like was play around with it EDIT- I even tried MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge //DeployFxModules = 2 antennaPower = 2000000000 antennaCombinable = True } and it still deployed and give one of the modders they picked up not to long ago, I don't see it getting better he's code always is buggy on linux or just buggy
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But you don't want it first ? Have you tried and count the Module in front of it starting with 0 and change the number to what place it's in because if you moved it down 1 them the DeployFxModules = 0 would be DeployFxModules = 1 and so on
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I ran this and don't see a problem what was it doing PART { name = AntTest2-broken module = Part MODEL { model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna position = 0.215, -0.07, -0.51 scale = 1, 1, 1 rotation = 90, 157.5, 0 } MODEL { model = Squad/Parts/Utility/spotLightMk1/model position = -0.307, 0.002, -0.683 scale = 1, 1, 1 rotation = 0, 22.5, 0 } MODEL { model = Squad/Parts/FuelTank/fuelTankT200/model position = -0.01, 0.003, 0.034 scale = 1.25, 1.25, 1.25 } author = Fwiffo rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topfuelTankSmall0 = -0.01, 0.558, 0.034, 0, 1, 0, 1 node_stack_bottomfuelTankSmall0 = -0.01, -0.552, 0.034, 0, -1, 0, 1 node_attach = 0.626, 0, 0, 0.125, 0, 0, 1 CrewCapacity = 0 TechRequired = generalRocketry entryCost = 8200 cost = 1275 category = FuelTank subcategory = 0 title = AntTest2-broken manufacturer = Fwiffo Industries description = Demonstration of how multiple animation meshes break ModuleDeployableAntenna. This one has mediumDishAntenna and spotLightMk1. attachRules = 1,1,1,1,0,0,0 mass = 0.174999997 dragModelType = default maximum_drag = 0.174999997 minimum_drag = 0.187999994 angularDrag = 1 crashTolerance = 6 breakingForce = 40 breakingTorque = 40 maxTemp = 2000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.5 radiatorHeadroom = 0.25 bulkheadProfiles = srf MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = AntennaHolster raycastTransformName = AntennaHolster animationName = Deploy } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 2000000000 antennaCombinable = True } MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = LightAnimation useResources = true } RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } } You can see i set the MODEL's in the same order has the MODULE's And yes had a brain fart but module = don't have to be part it can be a couple of things
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yes wasn't thinking delete would be bad but if there is no mu for that line will see if, I can load it up and play around
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This has been a problem in the past with part welds or even putting to many MODULE or having them in the wrong order hope it helps
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For one this looks like a part weld with stock parts is there a mu for this also PART { name = AntTest2-broken module = Part <---------- this goto anypart ? Or can go PART { name = AntTest2-broken module = Part //<------------ can this line be deleted or is there a mu for it also MODEL { model = Squad/Parts/FuelTank/fuelTankT200/model position = -0.01, 0.003, 0.034 scale = 1.25, 1.25, 1.25 } MODEL { model = Squad/Parts/Utility/spotLightMk1/model position = -0.307, 0.002, -0.683 scale = 1, 1, 1 rotation = 0, 22.5, 0 } MODEL { model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna position = 0.215, -0.07, -0.51 scale = 1, 1, 1 rotation = 90, 157.5, 0 } author = Fwiffo rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topfuelTankSmall0 = -0.01, 0.558, 0.034, 0, 1, 0, 1 node_stack_bottomfuelTankSmall0 = -0.01, -0.552, 0.034, 0, -1, 0, 1 node_attach = 0.626, 0, 0, 0.125, 0, 0, 1 CrewCapacity = 0 TechRequired = generalRocketry entryCost = 8200 cost = 1275 category = FuelTank subcategory = 0 title = AntTest2-broken manufacturer = Fwiffo Industries description = Demonstration of how multiple animation meshes break ModuleDeployableAntenna. This one has mediumDishAntenna and spotLightMk1. attachRules = 1,1,1,1,0,0,0 mass = 0.174999997 dragModelType = default maximum_drag = 0.174999997 minimum_drag = 0.187999994 angularDrag = 1 crashTolerance = 6 breakingForce = 40 breakingTorque = 40 maxTemp = 2000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.5 radiatorHeadroom = 0.25 bulkheadProfiles = srf MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = AntennaHolster raycastTransformName = AntennaHolster animationName = Deploy } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 2000000000 antennaCombinable = True } MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = LightAnimation useResources = true } RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } } This is how i would write a part weld
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Have you tried to take it all out of the cfg ? MODULE { name = ModuleAnimateGeneric animationName = Deploy isOneShot = false startEventGUIName = Extend Antenna endEventGUIName = Retract Antenna actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } And you post 2 cfg's they don't match Has you can see MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = AntennaHolster raycastTransformName = AntennaHolster animationName = Deploy } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 <---------------- this is telling it to play animation from MODULE before it antennaPower = 2000000000 antennaCombinable = True }
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You would still need to found the name for this spot MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = AntennaHolster <---------------- HERE raycastTransformName = AntennaHolster <---------- not sure about this one animationName = Deploy <------- With ModuleAnimateGeneric we just need this name } This are all 3 stock MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = Rescalar windResistance = 1 animationName = dish <------- With ModuleAnimateGeneric we just need this name } MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = seg2 <------------------ here windResistance = 1 animationName = antenna <------- With ModuleAnimateGeneric we just need this name } What mod did they come from will play around with them and see EDIT- If it's AIES mod have some working ones will try and get a MM to do the changes EDIT- If AIES here is a quick MM you get them to work https://dl.dropboxusercontent.com/u/72893034/AIES_Patches/AIES-Antenna-PATCH_KSP_1.2.cfg
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Mecripp replied to Tiberion's topic in KSP1 Mod Releases
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. So really anyone can update it as long has credit is given and list of changes -
ModuleManager: Create if doesn't exist, don't touch otherwise?
Mecripp replied to Sharpy's topic in KSP1 Mod Development
You would have to watch if Near Future Technologies is installed also has that is where it's from it's used in the capacitors charge -
There is one more you might run into MODEL { model = Squad/Parts/Utility/RelayAntennas/RA-50 } change it to MODEL { model = Squad/Parts/Utility/RelayAntennas/RA-50 scale = 1,1,1 } scale = 1 rescaleFactor = 1 <----- to what you want If it used the model MODEL { model = Squad/Parts/Utility/RelayAntennas/RA-50 scale = 1,1,1 <--------------- Here you would play with the numbers like scale = 1,0.5,1 } scale = 1 rescaleFactor = 1 Here you can download a mk1 cargo bay the i made 2 more sizes of