Jump to content

Mecripp

Members
  • Posts

    5,211
  • Joined

  • Last visited

Everything posted by Mecripp

  1. 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
  2. Looking good as always
  3. If that is what you just need FASA/FASA_Apollo_Eng I pretty sure.
  4. 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
  5. 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.
  6. If you want to use procedural fairings and have it installed unzip PF_Bluedog_DB and move the folder Bluedog_DB to you ksp/gamedata folder and have fun https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/PF_Bluedog_DB.zip Removed my bad
  7. If you want to use procedural fairings and have it installed unzip PF_Bluedog_DB and move the folder Bluedog_DB to you ksp/gamedata folder and have fun ( REMOVED Sorry my bad )
  8. Here you go here is the DLL https://dl.dropboxusercontent.com/u/72893034/help/ModuleManager.2.6.17.dll And here it is in a folder https://dl.dropboxusercontent.com/u/72893034/help/ModuleManager-2.6.17.zip
  9. 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
  10. 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
  11. Have you looked at the Wiki ? http://wiki.kerbalspaceprogram.com/wiki/Antenna#Packets
  12. Whats really wrong with FASA one ? And thought there was one more but will have to look around.
  13. 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
  14. Seen that after posting it but just talks about LS problems that some one could work around if that was all it was ?
  15. Have you tried Civilian Population ? http://forum.kerbalspaceprogram.com/index.php?/topic/111815-104civilian-population-1751-update-101215/
  16. I didn't think you could have :FOR and :NEEDS as there the samething
  17. You should try this DynamicSFX plugin http://forum.kerbalspaceprogram.com/index.php?/topic/124687-plugin-dynamicsfx-custom-part-sound-effects-v10-alpha/
  18. 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
  19. 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
  20. really it's just a MM @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @MODULE[ModuleEngines*],*{ @PROPELLANT[*],*{ %DrawGauge=true } } }
  21. 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 } }
  22. What part you want to use has the base and will fix it up EDIT- I only found one cfg for the fairing base and, I see 3 fairing bases can some one point me where they other 2 are found Brun-4688 stock Fairing Base
  23. Last time, I used it, It was throwing errors that might be you drop in frame rates
×
×
  • Create New...