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KSP2 Release Notes
Everything posted by Mecripp
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It should has long has your using the stock assets
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Yes and no some you would have to edit the cfg for he using +part to copy parts see +PART[decoupler1-2]:FIRST { @name = shortDecoupler1-2 !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/RockomaxDecouplerB } @node_stack_bottom = 0.0, -0.2290375, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_top = 0.0, 0.2290375, 0.0, 0.0, 1.0, 0.0, 2 @title = Shorter Rockomax Brand Decoupler @description = After receiving complaints that their previous product was far too tall, Rockomax Conglomerate created a shorter variant, letting the Rockomax Conglomerate avoid the inevitable lawsuits from rocket builders everywhere. @mass = 0.3 @MODULE[ModuleDecouple] { ejectionForce = 175 } } +PART[radialDecoupler]:FIRST { @name = smallRadialDecoupler !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/TT-38K scale = 0.6,0.4,0.6 } @title = TR-8A Radial Decoupler @description = This decoupler is the result of a dim-witted engineer hitting an ailing TT-38K Radial Decoupler with a hammer one too many times. This has unfortunately stunted the TR-8A's growth for the rest of its life, leaving it to be mocked by the other decouplers. Kerbal Engineering at its finest, folks. @mass = 0.010 @TechRequired = precisionEngineering @entryCost = 4200 @cost = 300 } that is just 1 cfg
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You know how to read CFG's and make MM ? and is that all the parts you want ?
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Why not just take out what you want to use ?
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You just want them for looks ?
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Adjustable Landing Struts for landing on uneven surface
Mecripp replied to Conbadicus's topic in KSP1 Mods Discussions
You might try KerboKatz - SmallUtilities http://forum.kerbalspaceprogram.com/index.php?/topic/104505-10x-kerbokatz-smallutilities-v125-18092015-now-with-autobalancinglandingleg/ -
Portable Rover Components. New project from ASET. (up 29/07/14)
Mecripp replied to alexustas's topic in KSP1 Mod Development
? What isn't working ? Did you see the date on the 2 post before yours ? -
Sounds good will give it a try
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I see them parts are missing TechRequired = ****** entryCost = **** In the cfg you can found them at KSP/GameData/CMES/Structural/Kosmos_Balka_1_Tunnel There is 3 cfg to edit there at lease, I think them are the ones you are looking for and it's the cfg part - Copy - Copy
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This will make any docking port work with that mod @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 } }
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[1.0.5] * Rocket Factory * - LeBeau Space Industries
Mecripp replied to RaendyLeBeau's topic in KSP1 Mod Development
Have you tried with a stock install ? and is there anything in the log ? -
ModuleSurfaceFX not working
Mecripp replied to Delta_8930's topic in KSP1 Technical Support (PC, modded installs)
After looking at some stock cfg and not seeing why it wasn't working lead me to think something was bugging it so has you can see //MODULE <--------------- Here I comet this out //{ // name = ModuleAnimateHeat // ThermalAnim = emissiveHeat //} MODULE <------------- And changed it to this { name = FXModuleAnimateThrottle animationName = emissiveHeat responseSpeed = 0.001 <-------- Might need to play around with this # dependOnEngineState = True dependOnThrottle = True } To get the heat to show up on the engine -
When you goto Kerbal Stuff to download scroll down to change log and click on change log you will see all that he has put up and you can download what ever one you want
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Yes you got it
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Is there a part you want the nodes to show up on if so that you can do EDIT- Like on guess them are tanks you should be able to make one of them a PF base
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How do I export SketchUp models into Unity?
Mecripp replied to Kagame's topic in KSP1 Modelling and Texturing Discussion
I seen one guy import them into Blender and then export it to *.dae or *.fbx then import them to Unity -
If anyone want the launch smoke on the RS-68 engines unzip and open file and copy the CMES folder to your KSP/GameData folder https://dl.dropboxusercontent.com/u/72893034/CMES/CMES_RS-68.zip This is just the 2 engines CFG
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ModuleSurfaceFX not working
Mecripp replied to Delta_8930's topic in KSP1 Technical Support (PC, modded installs)
Try this PART { // Kerbal Space Program - Part Config // RS-68B // // --- general parameters --- name = xbahars68bx module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 0.7 // --- node definitions --- node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -2.5873, 0, 0, -1, 0, 3 node_attach = 0.0, 2.6152, 0.0, 0.0, 1.0, 0.0, 3 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -5.74338, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_yellow_tiny = 0.0, -1.4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_yellow = 0.0, -1.4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_hard = engage sound_rocket_hard = running sound_vent_hard = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = generalRocketry entryCost = 2100 cost = 950 category = Propulsion subcategory = 0 title = Chaka / RS-68C manufacturer = Chaka / BDynamics description = For EMLV Core Stage // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7000 maxTemp = 9600 breakingForce = 29840 breakingTorque = 29840 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2600 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 200 } } MODULE { name = ModuleEngineConfigs origMass = 6.7 techLevel = 6 origTechLevel = 6 maxTechLevel = 6 engineType = L configuration = LqdHydrogen+LqdOxygen modded = false CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 2600 minThrust = 0 PROPELLANT { name = LqdHydrogen ratio = 0.729 DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 0.271 } IspSL = 1.0 IspV = 1.0 throttle = 0.57 TECHLEVEL { name = 6 atmosphereCurve { key = 0 300 key = 1 200 } techRequired = veryHeavyRocketry thrustMultiplier = 1.0 massMultiplier = 1.0 minThrottleMultiplier = 1.0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.75 } //MODULE //{ // name = ModuleAnimateHeat // ThermalAnim = emissiveHeat //} MODULE { name = FXModuleAnimateThrottle animationName = emissiveHeat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } } And PART { // Kerbal Space Program - Part Config // RS-68B // // --- general parameters --- name = xbahars68bxb module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 0.7 // --- node definitions --- node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -2.5873, 0, 0, -1, 0, 3 node_attach = 0.0, 2.6152, 0.0, 0.0, 1.0, 0.0, 3 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -5.74338, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_yellow_tiny = 0.0, -1.4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_yellow = 0.0, -1.4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_blue = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_hard = engage sound_rocket_hard = running sound_vent_hard = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = generalRocketry entryCost = 2100 cost = 950 category = Propulsion subcategory = 0 title = Chaka / RS-68 BOOSTER manufacturer = Chaka / BDynamics description = For EMLV III Booster // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 700 maxTemp = 9600 breakingForce = 29840 breakingTorque = 29840 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3400 heatProduction = 380 fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 200 } } MODULE { name = ModuleEngineConfigs origMass = 10 techLevel = 6 origTechLevel = 6 maxTechLevel = 6 engineType = L configuration = LqdHydrogen+LqdOxygen modded = false CONFIG { name = LqdHydrogen+LqdOxygen maxThrust = 3400 minThrust = 0 PROPELLANT { name = LqdHydrogen ratio = 0.729 DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 0.271 } IspSL = 1.0 IspV = 1.0 throttle = 0.57 TECHLEVEL { name = 6 atmosphereCurve { key = 0 300 key = 1 200 } techRequired = veryHeavyRocketry thrustMultiplier = 1.0 massMultiplier = 1.0 minThrottleMultiplier = 1.0 } } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.75 } //MODULE //{ // name = ModuleAnimateHeat // ThermalAnim = emissiveHeat //} MODULE { name = FXModuleAnimateThrottle animationName = emissiveHeat responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 80 falloff = 2 thrustTransformName = thrustTransform } } -
[WIP] Dangerously Shaded Stock Refresh
Mecripp replied to DangerouslyDave's topic in KSP1 Mod Development
Holy Kerbal that looks sharp- 90 replies
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Mecripp replied to nli2work's topic in KSP1 Mod Releases
Why not just leave them CC-BY ? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
This mod used Vanguard Technologies Plugin and pretty much that author has stopped on that plugin so it's like use has is or use the plugin posted here http://forum.kerbalspaceprogram.com/index.php?/topic/47765-090-stack-inline-lights-07-update-07042015/&do=findComment&comment=1923147 -
HMMMM one of my post didn't make it ? But anyway try this PART { // Kerbal Space Program - Part Config // --- general parameters --- name = starshipengineleg module = Part author = Porkjet // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- node_attach = -1.435, 0.79, 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = start entryCost = 3500 cost = 1200 category = Engine subcategory = 0 title = MKBL E-160 manufacturer = Munar Institute of Technology description = Designed for the Munar Kebabl Landing system the MKBL E-160 has the power output required to make fast corrections under the high stress environment of a munar landing, this engine is smoke free to improve pilots visibility in atmospheric trainning. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- //heatConductivity = 0.03 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 20 maxTemp = 2000 // = 3600 TechRequired = hypersonicFlight entryCost = 24500 cost = 3850 category = Engine subcategory = 0 title = DR-4 dropship landing legs and engines manufacturer = C7 Aerospace Division description = widly proven that more is usually better the 6 verticle engines of this craft make it especially good at going up attachRules = 1,1,1,1,1 bulkheadProfiles = size1 // --- liquid engine parameters --- EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 180 heatProduction = 110 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 340 -50 -73.71224 key = 1 290 -21.23404 -21.23404 key = 5 230 -10.54119 -10.54119 key = 10 170 -13.59091 -13.59091 key = 20 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } // thrustVectoringCapable = True // gymbalRange = 10 }
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It's all how you set it up in unity, I can do a engine two ways and both one, I will have to write the cfg's two way's or one will be what you have. EDIT- If you want upload the engine will show you