-
Posts
5,211 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Mecripp
-
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Mecripp replied to K.Yeon's topic in KSP1 Mod Releases
Never seen cfg wrote like this odd and most the time there is a set amount of fuel on the tank this mod doesn't it just trying to add it with Firespitter only why not just a set fuel so people can use it with out Firespitter also ? -
Try this out @PART[*]:HAS[@MODULE[ModuleRTAntenna]]:Final { @MODULE[ModuleRTAntenna] { !MaxQ={} } }
- 4 replies
-
- remotetech
- us probs
-
(and 1 more)
Tagged with:
-
No same a texture just alittle darker then the MK1 be wouldn't be hard to change to the light one don't think and just cut it in half and then cut the half lol
-
Well what's the problem ? And is spacedock down ? I added some shorter ones.
-
O I haven't seen them thanks and will take a look and see about doing alittle re-texturing on Ven's cargo bay
-
Thanks for helping keep some of this great mods alive
-
Here is Ven's Mk1 cargo bay all credit to him it does have a LFO tank with it if you don't want it just delete the the tank cfg and mu https://dl.dropboxusercontent.com/u/72893034/help/MK1parts.zip just unzip and move or copy to KSP/GameDate Here is a link to Ven's work This link has 3 sizes of cargo bays and not sure what you mean about Porkjet's textures as Ven's is really close it looks like the cargo bays maybe just a shade darker ? https://dl.dropboxusercontent.com/u/72893034/Test Parts/MK1parts.zip
-
[1.1.3] Large Structural Components [24th August 2016]
Mecripp replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Have a look here -
How to use MechJeb without the AR202 case?
Mecripp replied to MrAws's topic in KSP1 Mods Discussions
Try this and you will need ModuleManager installed @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore } } -
You might check this out And here is anther great probe parts mod
-
searching for a specific engine fx replacement mod
Mecripp replied to Tomato29's topic in KSP1 Mods Discussions
There is also hotrockets but to get them to expand you have to write it to do it -
Just like a stock dish MODULE { name = ModuleAnimateGeneric animationName = Deploy isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } MODULE { name = ModuleAnimateGeneric animationName = pulseEmitMediumDishAntenna isOneShot = false startEventGUIName = Blink Lights endEventGUIName = Blink Lights allowManualControl = False } MODULE { name = ModuleDataTransmitter packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 <------------ Here ProgressFxModules = 1 <------------ Here }
-
Docking cam should work if you have ModuleManager installed which you should you just click on your docking port and turn cam on and click on target docking port
-
OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
Can't wait to get my kerbal hands on this -
Don't feel bad done that a time or 2
-
No the lazor mod hasn't worked in sometime the tech need is TechRequired = engineering101 check your install make sure you have KSP/Gamedata/OLDD
-
Are you looking for the external camera or the docking cam ?
-
How do I remove MechJeb parts from launched ships?
Mecripp replied to Mjp1050's topic in KSP1 Mods Discussions
Just delete the plugins folder inside the MechJeb2 folder would be the safe way- 1 reply
-
- 1
-
-
Has anybody got the maps for SCANsat?
Mecripp replied to MedwedianPresident's topic in KSP1 Mods Discussions
You can go here if you just want maps http://www.kerbalmaps.com/ -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Mecripp replied to Paul Kingtiger's topic in KSP1 Mod Releases
You know ModuleManager can do all that for you with out the need to recopy all the textures and MU and that way you save alittle space -
There is also And if you missed it in the thread hope it helped
-
You might try and add scale = 1 like PART { name = mediumTurbojet module = Part author = C. Jenkins, Porkjet, theoneGalen MODEL { model = Squad/Parts/Engine/miniJet/SmallJet position = 0, 0, 0 scale = 1, 1, 1 } MODEL { model = Squad/Parts/Aero/cones/NCS position = 0, 1.105, 0 scale = 1, 1, 1 rotation = 0, 0, 180 } scale = 1 // Or maybe scale = 1, 1, 1 rescaleFactor = 1 node_stack_top = 0.0, 1.85, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = aviation entryCost = 3500 cost = 1200 category = Propulsion subcategory = 0 title = J-33 "Shooting Star" Turbojet Engine manufacturer = description = A medium turbojet engine. More powerful and with a larger housing than the J-20, not as powerful as the J-47 or JT8. attachRules = 1,0,1,1,1 mass = 0.825 // heatConductivity = 0.06 // half default emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = aircraft (star plane propuls turb shooting RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0.02 } MODULE { name = ModuleAnimateHeat ThermalAnim = Cone_Heat } MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 75 heatProduction = 30 useEngineResponseTime = True engineAccelerationSpeed = 0.12 engineDecelerationSpeed = 0.5 fxOffset = 0, 0, 0.74 flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine exhaustDamageMultiplier = 30 PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 22 } atmosphereCurve { key = 0 6400 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.80 machHeatMult = 7 velCurve { key = 0 1 0 0 key = 0.44 0.897 0 0 key = 1 1 0.1988732 0.1988732 key = 1.3 1.03 0 0 key = 2 0.68 -1.065708 -1.065708 key = 2.4 0 0 0 } atmCurve { key = 0 0 0 0.7448742 key = 0.072 0.13 2.075459 2.075459 key = 0.16 0.28 1.464173 1.464173 key = 0.42 0.578 0.93687 0.93687 key = 1 1 0.5529748 0 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 15 CONSTRAINT { type = OXYGEN value = True } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 300 situationMask = 8 } CONSTRAINT { type = SPEED test = GT value = 50 situationMask = 8 } CONSTRAINT { type = DENSITY test = GT value = 0.3 situationMask = 8 prestige = Trivial } CONSTRAINT { type = DENSITY test = GT value = 0.1 situationMask = 8 prestige = Significant } CONSTRAINT { type = DENSITY test = GT value = 0.05 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 500 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 1000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 10 falloff = 2 thrustTransformName = thrustTransform } }
-
Haven't seen one but wouldn't be hard but you would have to use a solid texture you could have stripes on it but that's about it
-
You might look here