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Everything posted by Mecripp
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O man all this questions I can go both ways on this one how much do the new ones hit on memory ? But would say added What are you crazy I love the Delta IV but at lease extras add on if that have to be would say yes CX Aerospace has done a Great job and hope we get the Internal to go with them ? And not to say and haven't check but would think they use less memory then the old ones crazy monkey more is better
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Looking good as always
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If that is what you just need FASA/FASA_Apollo_Eng I pretty sure.
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[1.1.x] Procedural Fairings - For Everything! v0.2.0 - July 4
Mecripp replied to Felger's topic in KSP1 Mod Releases
You would changes this to what you want noseHeightRatio=3.5 baseConeShape=0.1, 1.0, 0, 0.7 noseConeShape=0.1, 0, 0.7, 0.667 baseConeSegments=3 noseConeSegments=11 -
MM would be the best but that was kicked my backside not sure what, I was doing wrong but couldn't get all the changes to take other then that would be just to add them, I could make it where they had both, I pretty sure that would cut down on the extra parts. EDIT- Well test for having both on one part didn't go good it works but the stock fairings turned out bad. EDIT- Add you would still have to add the textures for PF and have them in a set place to work.
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All that has been said far is nice but out of them all , One that we all more then likely use and has not been said is Environmental Visual Enhancements and like the rest KIS and KAS and Scansat , RPM's , Ven Stock Revamp
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[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
Mecripp replied to sumghai's topic in KSP1 Mod Development
Here is a better thread to post on http://forum.kerbalspaceprogram.com/index.php?/topic/48073-104-sum-dum-heavy-industries-service-module-system-v301-10-july-2015/&page=1 -
Antenna Packet Size: Is there something special about 2mit?
Mecripp replied to Hirumaru's topic in KSP1 Mods Discussions
Have you looked at the Wiki ? http://wiki.kerbalspaceprogram.com/wiki/Antenna#Packets -
Whats really wrong with FASA one ? And thought there was one more but will have to look around.
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For anyone wanting more textures for the PF there are this Procedural Parts Textures http://forum.kerbalspaceprogram.com/index.php?/topic/62533-10x-procedural-parts-textures-procedural-kw-june-8/ Procedural Fairings - For Everything http://forum.kerbalspaceprogram.com/index.php?/topic/114189-104-wip-procedural-fairings-for-everything-v003-2015184/ Gryphon Corp. textures for Procedural Fairings http://forum.kerbalspaceprogram.com/index.php?/topic/111627-104-gryphon-corp-textures-for-procedural-fairings-v13/ MainSailor's Gamma Textures http://forum.kerbalspaceprogram.com/index.php?/topic/93524-mainsailors-gamma-textures-for-procedural-parts-dds-edition-updated-19-may-v111/ And if anyone has a textures they want to use lets see it Like https://dl.dropboxusercontent.com/u/72893034/test parts/ScreenShots/Bluedog_DB1.png
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Seen that after posting it but just talks about LS problems that some one could work around if that was all it was ?
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Have you tried Civilian Population ? http://forum.kerbalspaceprogram.com/index.php?/topic/111815-104civilian-population-1751-update-101215/
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I didn't think you could have :FOR and :NEEDS as there the samething
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Possible new audio track for rockets?
Mecripp replied to MaverickSawyer's topic in KSP1 Mods Discussions
You should try this DynamicSFX plugin http://forum.kerbalspaceprogram.com/index.php?/topic/124687-plugin-dynamicsfx-custom-part-sound-effects-v10-alpha/ -
Well lol you just have sounds ? don't see any FX's in your cfg not sure if it will work or how stock is using it but might try PART { name = PlasmaEngine module = Part author = robot_rover mesh = model.mu scale = 0.1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0, 1 sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = ionPropulsion entryCost = 50000 cost = 20000 category = Engine subcategory = 0 title = RR-7426 "Dusk" Plasmatic Propulsion Engine manufacturer = RR Industries Corp. description = Mod Testing, meaningful description to come. attachRules = 1,0,1,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 0 fxOffset = 0, 0, 0.21 EngineType = Electric PROPELLANT { name = ElectricCharge ratio = 1.5 DrawGauge = True } PROPELLANT { name = LiquidFuel ratio = 0.1 } atmosphereCurve { key = 0 2000 key = 1 100 key = 3 0.1 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 engineName = Ion dependOnThrottle = True } EFFECTS { IonPlume { AUDIO { channel = Ship clip = sound_IonEngine volume = 0.0 0.0 volume = 0.05 0.20 volume = 1.0 0.25 pitch = 0.0 0.2 pitch = 1.0 0.8 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/IonPlume transformName = thrustTransform emission = 0.0 0.0 emission = 0.25 0.5 emission = 1.0 1.0 //speed = 0.0 0.0 //speed = 1.0 1.0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 5 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } } not sure where there animationName = colorAnimation is pointing to in there model, I missed the name = ModuleEnginesFX
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Mecripp replied to EnzoMeertens's topic in KSP1 Mod Releases
I really don't see why every mod has to have ModuleManager.dll in the folder thats just something, I have to delete as if your running just about any mod you have it and don't need more then one- 735 replies
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[1.*] ShowAllFuels: See all fuels required by engines
Mecripp replied to Coffeeman's topic in KSP1 Mod Releases
really it's just a MM @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],*{ @PROPELLANT[*],*{ %DrawGauge=true } } } -
Not sure if it's all your problem but did you make your own Resources file for the fuel your using ? Or is it a booboo that you added a space in both of there names ? should be just PART { name = PlasmaEngine module = Part author = robot_rover mesh = model.mu scale = 0.1 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -1, 0.0, 0.0, -1.0, 0.0, 1 sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = ionPropulsion entryCost = 50000 cost = 20000 category = Engine subcategory = 0 title = RR-7426 "Dusk" Plasmatic Propulsion Engine manufacturer = RR Industries Corp. description = Mod Testing, meaningful description to come. attachRules = 1,0,1,0,0 mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 60 heatProduction = 0 fxOffset = 0, 0, 0.21 EngineType = Electric PROPELLANT { name = ElectricCharge ratio = 1.5 DrawGauge = True } PROPELLANT { name = LiquidFuel ratio = 0.1 } atmosphereCurve { key = 0 2000 key = 1 100 key = 3 0.1 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 5 } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } }
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
Mecripp replied to liquidhype's topic in KSP1 Mod Development
When will the downloads be back ?