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Everything posted by Mecripp
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O Yes only know 1 Angara maybe 2 mod and maybe you could call it 5 Soyuz mods and @DECQ you might just look back over you engines cfg's you also have 2 FX's on the engines with stock test install FX all the time and no sound your CFG's need alittle re-write EDIT- Am I the only one that //MODULE //{ // name = ModuleAnimateHeat // ThermalAnim = F-1 //} This don't work on my Linux but this do MODULE { name = FXModuleAnimateThrottle animationName = F-1 responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True }
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There's more then that but really why can't they post what ever they want that's how we get the good one's EDIT- @DECQ you might want to fix your folds and there is a typo in the engines cfg you need engineID = ***** You have ngineID = KSX
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Adding resources to the stock resource converter
Mecripp replied to EricSan's topic in KSP1 Mods Discussions
You can do that they will make what ever you want as long as you have a Resources file for what your making -
Yes been there many times but thanks anyway and after reading your post think, I know where, I went wrong at
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Running back through unity looks like it fixed some of the problems now if, I can found out how to put airlocks and ladders back in
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Maybe it was the other way a around ?
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It was picked up and added to one of Klockheed Martian mods by dtobi but then he/she stop modding and then raidernick picked up the mods but then he/she stop modding here is the last thread http://forum.kerbalspaceprogram.com/index.php?/topic/76049-090-on-hold-klockheed-martian-special-parts-v22-28-nov-dev-thread/
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Anyway to "thrust limit" reaction wheels in MID-FLIGHT ?
Mecripp replied to lextacy's topic in KSP1 Mods Discussions
You might check out TweakableEverything but not sure on the ranges your talking about http://forum.kerbalspaceprogram.com/index.php?/topic/58773-105-tweakableeverything-114-for-all-your-part-tweaking-needs/ -
Can someone have a look at this FSFuelSwitchPatch?
Mecripp replied to MatterBeam's topic in KSP1 Mod Development
Stock fuel switch ? What you have you need the Firespitter plugin and for a fuel switch you might look at InterstellarFuelSwitch plugin -
Can someone have a look at this FSFuelSwitchPatch?
Mecripp replied to MatterBeam's topic in KSP1 Mod Development
Not sure why your deleting all the Resources at the end ? -
What you mean the link is broke ? If , I get right look in your JSI folder it's KSP/GameData/JSI/RasterPropMonitor/Library/Components the navball is in the navball folder Now here I'm now sure what one so you have to change but it's one of the 3 folders And guessing the KSP/GameData/ASET/ASET_Props/MFDs/ALCORPFD if it's the navball EDIT- Now in JSI KSP/GameData/JSI/RasterPropMonitor/Library/Components/hud there is a ladder.png but don't see one in ASET
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Anybody else having problems connecting to the KerbalStuff site?
Mecripp replied to smjjames's topic in KSP1 Mods Discussions
I don't hate kerbalstuff it's just alot of mods don't have a alternative download sights EDIT- Was just saying for all the people that wanted KSP to drop Curse and go with KerbalStuff this is why this is common with KerbalStuff -
Anybody else having problems connecting to the KerbalStuff site?
Mecripp replied to smjjames's topic in KSP1 Mods Discussions
And this is way Curse is better the KerbalStuff -
Does happen on stock pods all so the buttons blurry on them all like that ? Has to be how DTR is compressing them it looks just like what ActiveTextureManagement did to them
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Never said you couldn't change the setting for the penalties but where in real life would a person change his/her penalties they are what the are EDIT- Even the mod Soylent LS has more bases of been a better LS http://forum.kerbalspaceprogram.com/index.php?/topic/112127-105-soylent-closing-the-life-support-cycle-with-algae-v02-20151231/
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Just how long can you go with out eating or drinking ? O but what some mods just want your kerbals to get moody or not do anything to rescue kerbals get there. EDIT- Thats what, I mean by Kids LS EDIT- And this ( Because of the scope change, if you use UKS and TAC-LS, while it's supported (there are converters and such), several of the modules (like habs) are pretty much cosmetic as TAC-LS lacks this concept. Really RoverDude this can all be done with a little edit of a cfg it's all just playing around with the numbers even with USI-LS
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USI-LS is a kid's LS just like Snack IMO TAC LS is far better if you want more real
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How to stop fuel flow between 2 parts?
Mecripp replied to OrbitalEscape's topic in KSP1 Mods Discussions
To stop flow wouldn't they try resourceFlowMode = NO_FLOW or resourceFlowMode = STAGE_PRIORITY_FLOW ? If it has a decoupler then MODULE { name = ModuleToggleCrossfeed crossfeedStatus = false toggleEditor = true toggleFlight = true } -
From what, I get out of it you could just write a MM to start all tanks empty why would you need to use unity for this ?
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What does your cfg look like ?
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Duplicating a part with new texture
Mecripp replied to SpitfireAcademy's topic in KSP1 Mod Development
What you don't like the name and that texture covers more then one part and +PART[wingShuttleDelta] { @name = wingShuttleDeltatest // <------ I just added test to the end of the name @author = Squad , Retextured by ******** If you fill your name should be here %MODEL { model = Squad/Parts/Aero/shuttleWings/ShuttleDeltaWing texture = ShuttleWings, Big-S-DeltaWing // <---- First name is the name of the texture and 2nd name is the name of the folder, I made and put in KSP/GameData } } -
Here is a good to look at covers all the steps http://forum.kerbalspaceprogram.com/index.php?/topic/126101-beginners-part-modding-tutorial/
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Here is a link http://forum.kerbalspaceprogram.com/index.php?/topic/85372-mod-development-links-compilation-some-links-do-not-work-formatting-broken/