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Mecripp

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Everything posted by Mecripp

  1. Mine ore is stock and OSE Workshop http://forum.kerbalspaceprogram.com/index.php?/topic/97537-105-ose-workshop-kis-addon-v0121-20151212/
  2. model Node joints work for you in 1.0.5 ? with some of the mods that use them there broke in 1.0.5 ?
  3. 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
  4. 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/
  5. 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
  6. 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
  7. Like maybe a heat shield black look ? I'm no texture person but might take a look at it
  8. 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
  9. All black ? you can edit the texture if thats what you want ?
  10. LOL that's funny, I found alot of things annoying but, I still do alot of them anyway.
  11. ? 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
  12. 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/
  13. Sent you a PM and that one your using is a older one there is a newer one that you can goto all the desk
  14. That can happen if you added anther hierarchy to the model
  15. LEM is in FASA but this has DennyTX own SATURN-V with F1 & J2, APOLLO CSM, LEM and the downloads are on the frontpage but they haven't been updated in some time now.
  16. 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 } } }
  17. 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/
  18. You might watch this thread http://forum.kerbalspaceprogram.com/index.php?/topic/130850-falcon-9/&do=findComment&comment=2383158
  19. Are you using Dynamic Texture Loader ? Or something that's compressing the textures ?
  20. 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.
  21. 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 } }
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