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Mecripp

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Everything posted by Mecripp

  1. On the FX running all the time pretty sure you have to write the cfg for the engine to run closed EDIT- Here is a example from one of Beale Beginners Part Modding Tutorial 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 } } }
  2. You could use MSI's Infernal Robotics - Model Rework http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-28042015/ and Magic Smoke Industries Infernal Robotics http://forum.kerbalspaceprogram.com/index.php?/topic/104535-105-magic-smoke-industries-infernal-robotics-0214/ and here is just a station part http://forum.kerbalspaceprogram.com/index.php?/topic/76355-wip-magic-smoke-industries-station-parts-infernal-robotics-required/
  3. Not yet there is a range limit of 2k or 4k
  4. Try here MSI's Infernal Robotics - Model Rework http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-28042015/
  5. Not for everything I'm using a beta Unity 5.1 for Linux and part tools .23 there are some bugs but for the most part all works fine but, I don't know how to do animation but so far ever think else has worked fine.
  6. stubbles Really did a great job on this mod and all still works good and let me know how your testing goes @Delta_8930
  7. Well highlight it then open something like notepad or any text editor and save it then just change the ( what ever you named it to a .cfg ) then just put it anywhere in your KSP/GameData folder and have ModuleManager *.*.* installed and your good to go EDIT- So your file will look something like https://dl.dropboxusercontent.com/u/72893034/help/Mk2_ISRU.cfg.zip just unzip anywhere in your KSP/GameData folder and have ModuleManager *.*.*
  8. Would think most of it is just a parts pack some of the cfg might need to be edited
  9. There are some older ones like KerbX - A SpaceX analogue mod http://forum.kerbalspaceprogram.com/index.php?/topic/29044-020x-kerbx-a-spacex-analogue-mod/&page=1 And CardBoardBoxPro http://forum.kerbalspaceprogram.com/index.php?/topic/19082-cbbp-dragon-rider-podcapsule/
  10. There was this some time ago But some say LLL has some http://forum.kerbalspaceprogram.com/index.php?/topic/22926-lll-lack-luster-labs-development-thread/
  11. Isn't there some stock tanks the size you are looking for ? You could just edit the cfg to make them what you want if you need help well what tanks and will edit away EDIT- And VenStockRevamp textures look really good and would think go nice with Porkjets
  12. Sounds like you need to smack Chaka Monkey get busy LOL
  13. LOL pack how ever many you want in a pod that they can't fit in ( If that is your thing thats fine ) but it's not my thing think you and if, I wanted 6, I would just edit the file my self
  14. This is one thing that does bug me how are you going to get 6 kerbals in there have you seen how big a kerbal is next to a pod ? You couldn't get 6 kerbal heads in a pod and really look at the size to any engine even in RO so call life size a kerbal is bigger then the engines , Now found you a picture on the web of just about any launcher engine and you will see the a human can fit inside of the bell and some more then one human but not with any mod, I have seen can you do that in KSP But really it's your game play how you like
  15. I'm with Red Iron Crown On this one KS is to slow and has be down to many times and there browser set up isn't has good as Curse so far as just showing pods or launcher parts I also download from Github before any of the others
  16. Tundra exploration has 2 pods one does have the engines on it and one is the cargo pod that one doesn't
  17. Yes it works you need a up to date Firespitter plugin and JSI PartUtilities the only thing, I found was the TransparentPod not working.
  18. There is Tundra Exploration http://forum.kerbalspaceprogram.com/index.php?/topic/74988-wip104-tundra-exploration-v07-stockalike-dragon-v2-and-falcon-9/ And there is Phoenix Industries Cargo Resupply Systemhttp://forum.kerbalspaceprogram.com/index.php?/topic/110309-phoenix-industries-cargo-resupply-system-kismechjeb-compatible-v151/ There some nice stock like dragons
  19. Looking good can't wait to try it
  20. You mean be adding MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 1 maxDistance = 100 falloff = 2 thrustTransformName = thrustTransform } you just have to add it to the engine CFG but it can't be on the same part that has command on it or is there something new, I missed ?
  21. For sounds you might want to keep a eye on this thread http://forum.kerbalspaceprogram.com/index.php?/topic/124687-plugin-dynamicsfx-custom-part-sound-effects-v10-alpha/ EDIT- Or this one http://forum.kerbalspaceprogram.com/index.php?/topic/49309-released-arp-mod-audio-replacement-project/
  22. You can see here http://www.nasa.gov/centers/armstrong/features/rocket_demonstrates_new_capability.html
  23. What ever way is better for you, I sure we'll all be like kids in a candy store by the way where would the scissor lift fall in there before vote lol.
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