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Everything posted by Mecripp
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Blender Export Format
Mecripp replied to Delta_8930's topic in KSP1 Modelling and Texturing Discussion
DAE , obj but think most like using fbx -
Mine ore is stock and OSE Workshop http://forum.kerbalspaceprogram.com/index.php?/topic/97537-105-ose-workshop-kis-addon-v0121-20151212/
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model Node joints work for you in 1.0.5 ? with some of the mods that use them there broke in 1.0.5 ?
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Here is a updated Aerobatic Smoke https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/AerobaticSmoke_Nazari_v1.0.5.zip Mod by @Nazari1382 http://forum.kerbalspaceprogram.com/index.php?/topic/71720-aerobatic-smoke/ License: Attribution 4.0 International (CC BY 4.0) Change the texture to dds and a couple new stuff in the cfg for 1.0.5 and changed the path of the engine for using with 1.0.5 also added the newer smokescreen plugin http://forum.kerbalspaceprogram.com/index.php?/topic/64987-105-smokescreen-2610-extended-fx-plugin-december-22th/ All credit to Nazari1382, sarbian, eggrobin
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Couldn't you do this with smokescreen plugin ? Just make a part that added a smoke trail or am, I missing something ? EDIT- There was a mod take a look with a little editing of a cfg one might make what you want http://forum.kerbalspaceprogram.com/index.php?/topic/71720-aerobatic-smoke/
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Not sure if this is what your asking but when you put parts on your model and you get ready to export you see ( File URL ) you can change it and have it export where ever
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And remember why, I didn't use VDS for docking as the mods, I used it put the camera like behide the docking port, I guess you could texture or model on some so, I couldn't see anything but the backside of the docking port. EDIT- Guess, I could have played around with there cfg's but didn't that much
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Is there a black stock aero part texture replacer?
Mecripp replied to nosirrbro's topic in KSP1 Mods Discussions
Like maybe a heat shield black look ? I'm no texture person but might take a look at it -
12 post up http://forum.kerbalspaceprogram.com/index.php?/topic/124475-105-docking-camera-kurs-style-v-14-21nov15/&do=findComment&comment=2302549 EDIT- @PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[DockingCameraModule]]:Final { MODULE { name = DockingCameraModule allowedDistance = 1000 nightVisionArgs = 0.5,0.7,0.5,0.5 targetCrossColor = 0.9,0.0,0.0,1.0 targetCrossColorOLDD = 0.0,0.0,0.9,1.0 noise = true } } EDIT- Here is a zip with a MM just unzip put anywhere in KSP/GameData folder https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/DockingCam_For_All.cfg.zip
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Is there a black stock aero part texture replacer?
Mecripp replied to nosirrbro's topic in KSP1 Mods Discussions
All black ? you can edit the texture if thats what you want ? -
Is it bad that my GameData folder takes up 1.45 GB?
Mecripp replied to RocketSquid's topic in KSP1 Mods Discussions
LOL that's funny, I found alot of things annoying but, I still do alot of them anyway. -
? This is a mod for a camera on the docking port and don't remember HullcamVDS having a docking cam ? EDIT- And if you like HullcamVDS why use this mod ? And if you want to use this mod for docking looking at VDS folder can't you just delete DockingPortCameraPatch.cfg
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Think your looking for this CxAerospace: Aeroshells and Lander Chassis http://forum.kerbalspaceprogram.com/index.php?/topic/83476-abandoned-cxaerospace-aeroshells-and-lander-chassis-source-files-released/
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That can happen if you added anther hierarchy to the model
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There is maybe 2 mod that calls it CO2 and TAC calls it CarbonDioxide and if your using something that puts Carbon Dioxide in the atmosphere of Duna you can try this for a part +PART[ramAirIntake] { @name = CarbonDioxideIntake @title = Carbon Dioxide Intake @description = A kerbal made Carbon Dioxide Intake out of spare jet parts use at your own risk. MODULE { name = ModuleResourceIntake resourceName = CarbonDioxide checkForOxygen = false // might can use checkForCarbonDioxide = true } @RESOURCE { @name = CarbonDioxide } MODULE { name = TacGenericConverter converterName = Carbon Extractor // A scaling factor by which the resource amounts are multiplied conversionRate = 9.18 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 0.001703210064733, ElectricCharge, 0.039783051310155 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.001713537562385, false, Waste, 0.000001209166498, true } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 676 } } }
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You might look at this plugin DynamicSFX - Custom Part Sound Effects http://forum.kerbalspaceprogram.com/index.php?/topic/124687-plugin-dynamicsfx-custom-part-sound-effects-v10-alpha/
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this is a request for a PTK NP spacecraft and rocket
Mecripp replied to techstepman's topic in KSP1 Mods Discussions
You might watch this thread http://forum.kerbalspaceprogram.com/index.php?/topic/130850-falcon-9/&do=findComment&comment=2383158 -
this is a request for a PTK NP spacecraft and rocket
Mecripp replied to techstepman's topic in KSP1 Mods Discussions
Would be nice to see a new ANGARA mod but tell then did you look at the last post in the thread ? I fixed it for 1.0.4 and just played around with it last weekend but guess, I didn't post the newer update will check when, I get time but no one has said anything so maybe that's why, I didn't post any more updates. -
Try @PART[Cargo] { MODULE { name = ModuleKISInventory maxVolume = 18000 externalAccess = true internalAccess = true slotsX = 4 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 19000 editorItemsCategory = false } } If you want it on Rodan @PART[Rodan] { MODULE { name = ModuleKISInventory maxVolume = 6000 externalAccess = true internalAccess = true slotsX = 4 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 7000 editorItemsCategory = false } }