-
Posts
5,211 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Mecripp
-
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
Pretty sure , i did one for 1.04 -
Do you have the , Firespitter (Plugin) installed ?
-
Yes MM don't like spaces by no need to change names just write you patch like this and all should be good //Patches made by Marcelo Silveira //------ TAC LS --------- // Life Support resources for 7 kerbals during 72h. @PART[CST-100?capsule]:FOR[CST-100]:NEEDS[TacLifeSupport] { RESOURCE { name = Food amount = 30.75 maxAmount = 30.75 } RESOURCE { name = Oxygen amount = 3110 maxAmount = 3110 } RESOURCE { name = Water amount = 20.5 maxAmount = 20.5 } RESOURCE { name = Waste amount = 0 maxAmount = 2.8 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 268.6 } RESOURCE { name = WasteWater amount = 0 maxAmount = 25.9 } } //------ RemoteTech --------- //Small Passive antenna for CST 100 capsule @PART[CST-100?capsule]:FOR[CST-100]:NEEDS[RemoteTech] { %MODULE[ModuleSPU]{} %MODULE[ModuleRTAntennaPassive] { %OmniRange = 600000 //600km %TRANSMITTER { %PacketInterval = 0.8 %PacketSize = 2 %PacketResourceCost = 5.0 } } } //------ MechJeb --------- //MechJeb capability for using with, well... mechjeb @PART[CST-100?capsule]:FOR[CST-100]:NEEDS[MechJeb] { %MODULE[MechJebCore]{} } Were there is a space in the name just put a ? Hope it helps you
-
Is there a mod which changes the texture of shroud
Mecripp replied to berkekrkn's topic in KSP1 Mods Discussions
You could just edit the textures of them -
HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
Open the squad hotrockets cfg and found @PART[JetEngine]:FOR[HotRockets] //Basic Jet Engine <-------------- you can take the @ out or change it to //@PART or delete { !EFFECTS EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamejet3 modelName = MP_Nazari/FX/flamejet3 transformName = thrustTransform emission = 0.0 0.0 emission = 0.42 0.0 emission = 0.54 1.55 emission = 1.0 1.78 speed = 0.0 1.45 speed = 1.0 0.55 energy = 0.0 0.05 // Same for energy energy = 0.5 0.77 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } } powersmoke { AUDIO { name = sndjet1 channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.0001 1.12 volume = 1.0 1.32 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } AUDIO { name = sndjet2 channel = Ship clip = sound_jet_deep volume = 0.1 0.0 volume = 0.3 1.12 volume = 1.0 1.25 pitch = 0.0 0.3 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokejet transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.2 0.0 // Curve for emission like stock emission = 0.4 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.0 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.15 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 energy // Modulate energy from mach and density curve. { density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } } @MODULE[ModuleEnginesFX] { //@name = ModuleEnginesFX //engineID = rocketengine //flameoutEffectName = flameout %powerEffectName = powerflame //engageEffectName = engage //disengageEffectName = disengage %spoolEffectName = powersmoke // old effect names //runningEffectName = powersmoke //directThrottleEffectName = powerflame !fxOffset } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } -
You might look at this MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } MODULE { name = ModuleDataTransmitter packetInterval = 0.6 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 <------------------ This here telling it to extend the antenna it might work on other Module but more then likely it will matter how there stacked }
-
What Gribbleshnibit8 posted don't work in stock game it sucked more fuel from the tank that you was trying to keep fuel in so it made it worse then it was. EDIT- Just tested it
-
Seen some mods use PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1.1 }
-
Blender Export Format
Mecripp replied to Delta_8930's topic in KSP1 Modelling and Texturing Discussion
Me too and think, I seen some where that FBX changes the scale alittle. -
Kerbalized Rocket Technology (KRT) - Version 1.0 released!
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Development
Any chance of getting a Vulcain 2 engine for a Ariane 5 ?- 32 replies
-
- kerbalized
- krt
-
(and 1 more)
Tagged with:
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
Did you install ModuleManager *.*.* ? -
[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
Mecripp replied to blacsky33's topic in KSP1 Mod Releases
Looking great -
HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
We're beating a dead kerbal here but to make you happy, I run a test real quick and then send you a PM with a new cfg that might make you happy and, I leave it at that -
Think this is stock now
-
HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
Of the engine running think for me it's shift F1 for screen shots then you can goto your KSP folder and you will see screenshot folder but, I'm on Linux -
By chance any good X-37 parts in the making ?
- 50 replies
-
- 2
-
-
- spaceplane
- parts
-
(and 1 more)
Tagged with:
-
[0.25] NEBULA space engineering - EVA handrails pack
Mecripp replied to Krasimir's topic in KSP1 Mod Releases
That would have to be done in unity they would have to add the tag & colliders like a ladder -
[0.25] NEBULA space engineering - EVA handrails pack
Mecripp replied to Krasimir's topic in KSP1 Mod Releases
You mean just grab like a ladder thats set in the MU but unity but not sure why you couldn't also set it up to grab them with KIS and mount then on other parts ? -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Mecripp replied to pizzaoverhead's topic in KSP1 Mod Development
One still works https://drive.google.com/file/d/0B7wRgLdaxUSddXczTVp4Z1pDdk0/view?usp=sharing -
HEHE ( However, be sure to add extra ziploc bags and wet wipes. ) to funny getting up off the floor now
-
Is there a mod which changes engine fires etc.
Mecripp replied to berkekrkn's topic in KSP1 Mods Discussions
Real Plum and HotRockets are to mods that do that. HotRockets http://forum.kerbalspaceprogram.com/index.php?/topic/59710-hotrockets-particle-fx-replacement-tutorial/ RealPlums http://forum.kerbalspaceprogram.com/index.php?/topic/130576-105-realplume-stock-configs-continued-v094-201622/ -
Like, I said LazTek mod it shouldn't have changed anything it's just alittle outdated but don't need them plugins
-
LazTek don't need them but Kartoffelkuchen Frontpage right below the first picture of the rocket Posted 3 May 2014 (edited) · Report post Launchers Pack A collection of real rocket replicas for Kerbal Space Program, including the most famous satellite launchers For a more convenient use, this pack is divided into several smaller packs, which each are available on Kerbalstuff. SpaceX Launch Vehicle Pack Falcon 1 Falcon 9 1.0 Falcon 9 1.1 Falcon 9 1.1 Full Thrust and Falcon Heavy (Based on F9 1.1 FT) Alternative textures (e.g. "Burned" for F9 Stage 1, Alternate texture for Falcon Heavy core) F9R Landing Legs Gridfins Dragon mock-up Requires: ModuleManager , Old School Fairings , Firespitter (Plugin) Recommended/supports: Editor Extensions , Texture Replacer , MechJeb2 , Trajectories , 64k (solar sytem rescale mod) KSP Version: 1.0.5 Version: 2.2 (Released 17th January 2015) Download: Kerbalstuff Realism Overhaul configs for Falcon 9 "Full Thrust" are made by user @ReventonHawx and can be downloaded here Extras (included in the .zip file in folder