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Everything posted by Mecripp
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How did you do that in dummy terms ?
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Why not just add this to a part you want to use like a probe core ? MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 }
- 7 replies
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- cargo bay
- service bay
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They where a re-textured stock dish
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Mecripp replied to IgorZ's topic in KSP1 Mod Releases
Here take a look Attachment rules attachRules defines how this part attaches to or allows attachments from other parts. Though documented in some part files, the documentation is minimalist and difficult to understand, so here's a little clean-up and expansion. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 The rules correspond to the numbers below - 1 is allow, 0 is prevent. The tags are: stack - Can your part be stacked on others? SrfAttach - Can your part be placed onto a surface? allowStack - Will you allow other parts to be stacked on your part? allowSrfAttach Can other parts be placed on the surface of yours? allowCollision - A special one: Can your part be placed if part of it is intersecting another part? and here are looking at the cfg's for the winches name = KAS_Winch1 attachRules = 1,0,1,1,0 and name = KAS_Winch2 attachRules = 1,1,1,0,0 Looks like one will but one won't unless you edit the cfg for winch 1 -
Portable Rover Components. New project from ASET. (up 29/07/14)
Mecripp replied to alexustas's topic in KSP1 Mod Development
The problem is with the wheels and back on page 6 I posted a patch for the parts it still works the bumpers nodes are wrong they go on you just have to rotate them or you could make a MM like this post or edit it -
OMICRON - Flying Space Car Development Thread
Mecripp replied to Climberfx's topic in KSP1 Mod Development
Looking great can't wait to see it all in game -
You might look at this mod it has that plane in it
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You might try looking at Or one of his mods hope it helps
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You don't need a plugin you can make any part a science storage part.
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That might take some work but you might take a look at for now
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Have you looked at all the stuff RPM's does ? See the far left screen thats rpms docking screen well thats alittle small but if you goto RPM's page 2nd picture
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ScanSat mod, I think is what that's for with RPM's hope it helps
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I only problem, I can think of for MAC users is the textures sizes used by some mods will not load or crash on a MAC from what, I see or hear and if you wanted to use anther OS, I use Linux for KSP
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
Mecripp replied to RaptorHunterMz's topic in KSP1 Mod Releases
Looks good any chance getting a working download ?- 49 replies
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- pod
- spacecraft
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Here is a download link with the new DLL https://dl.dropboxusercontent.com/u/72893034/help/OLDD.zip All Credit to DennyTX License: CC BY-SA 3.0
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You can try something like this should add tweakscale to all parts 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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[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
Mecripp replied to blacsky33's topic in KSP1 Mod Releases
If you are still having problems you could look at NearFutureSolar plugin, I think it is , You can do alittle more with it hope it helps -
Did you take out the alpha channel ? Here is a green one if you want to see https://dl.dropboxusercontent.com/u/72893034/test%20parts/Removed/srbsmokeG.png.zip
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- pics inside
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Mecripp replied to alexustas's topic in KSP1 Mod Development
You can make a MM to add 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 = 1.6 } -
LLL has one pretty sure
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l wondering how you make custom procedural fairing textures
Mecripp replied to RoketMan's topic in KSP1 Mod Development
Try here There are plugin for gimp and other programs that will let you edit dds , I convert then to png and edit them and back to dds and on the testers folder alittle more info would be nice has to what mod ? Is it a mod that has FS texture switcher cg's ?