-
Posts
5,211 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Mecripp
-
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Mecripp replied to RaendyLeBeau's topic in KSP1 Mod Development
This are looking nice good job can't wait to get my kerbal hands on them -
Might be able to do this with the CoolRockets! Cryo and Launch Particle FX which look at the thread is all in smokescreen plugin now might have to play around with it and see
-
You can make a CFG that looks like @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 } } It will add this mod to any part that has a docking node on it , and is missing this mod hope it helps.
-
Help with Parachutes
Mecripp replied to sciencepanda's topic in KSP1 Modelling and Texturing Discussion
Wasn't there a chute bug doing that and started in 1.04 ? There is a StockBugFixPlus that fixes some bugs and has a chute fix in it you might try. -
Portable Rover Components. New project from ASET. (up 29/07/14)
Mecripp replied to alexustas's topic in KSP1 Mod Development
What's not working ? Did you use the patch a couple post back or so ? EDIT- Tested and all still working good -
On Bobcat's old American Pack he had his LER rover and your wheels look real close but his you could turn them half way and drive sideways lol her is the cfg to it PART { name = LER_Wheel module = Part author = BobCat mesh = model.mu scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1 //node_attach = 0.0, 0.0, 0.0, -1.0, 0.0, 0.0 TechRequired = advRocketry entryCost = 500 cost = 300 category = Utility subcategory = 0 title = LER Wheel manufacturer = BobCat ind description = attachRules = 1,0,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 3600 crashTolerance = 100 breakingForce = 80 breakingTorque = 80 MODULE { name = ModuleWheel hasMotor = true resourceName = ElectricCharge resourceConsumptionRate = 0.3 canSteer = true controlAxisType = Forward steeringModeType = AutomaticSteer brakeTorque = 50 brakeSpeed = 1 impactTolerance = 200 overSpeedDamage = 40 WHEEL { wheelName = wheel wheelColliderName = wheelCollider suspensionTransformName = suspensionTraverse suspensionNeutralPointName = suspensionNeutralPoint damagedObjectName = bustedwheel rotateX = 0 rotateY = -1 rotateZ = 0 } steeringCurve { key = 0 18 key = 6 5 key = 12 2 } torqueCurve { key = 0 20 0 0 key = 6 10 0 0 key = 13 0 0 0 } } MODULE { name = FXModuleConstrainPosition matchRotation = true matchPosition = false CONSTRAINFX { targetName = steering moversName = Tracksteering } } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = 1-2 rotatorsName = 1-1 } CONSTRAINLOOKFX { targetName = 2-2 rotatorsName = 2-1 } CONSTRAINLOOKFX { targetName = 3-1 rotatorsName = 3-2 } CONSTRAINLOOKFX { targetName = 3-2 rotatorsName = 3-1 } CONSTRAINLOOKFX { targetName = 5-2 rotatorsName = 5-1 } } MODULE { name = ModuleAnimateGeneric animationName = LER_wheel startEventGUIName = Rotate Wheel endEventGUIName = Rotate Wheel Back } } EDIT- Ok how do we make like the old forums ? [code]
-
Looks great can't wait to get my little kerbal hands on it
-
Did you target a docking port that you want to dock too and then click on the docking port on the ship your controlling and turn camera on ?
-
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Might be better to look at the Smokescreen plugin thread to see what one changes the size. And @Beale hope you can fix all the pictures :( -
[quote name='Berlin']what is the ability name for scientist? i want a pilot with scientist and engineers as minor skills but i cant find the module for the scientist[/QUOTE] This should be it [code]EXPERIENCE_TRAIT { name = Scientist title = Scientist desc = Scientists can boost the value of data from Science experiments. EFFECT { name = VesselScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = PartScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = ScienceSkill } }[/code]
-
[quote name='Dermeister']HEy guys is it possible to change the textures on the fairings and fuselage? If not will a bouton be implemented like on procedural parts to change the textures to match the over all vehicle?[/QUOTE] There are some mods that have changed the textures of them or you can do your own.
-
You might look at RVE [url]http://forum.kerbalspaceprogram.com/threads/137223-WIP-1-0-5-Stock-Visual-Enhancements-SVE-A-Port-of-RVE[/url]
-
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
[quote name='Beale']I'm still not quite with you unfortunately... But, running_closed doesn't mean anything. It could be called running_cheesecake, or closed_running, or nearly any ASCII string.[/QUOTE] So really it's just how you want to write the cfg for the FX ? So if, I wanted to use the old stock FX I use the MU number 1 that, I add a script to the thrustTransform and all works great And by using MU number 2 which is how you show to set one up, I can't use the old ones and you can see a have a cfg for that MU file and you have to tell it to run closed or what ever. so really just matters how you want to write the cfg is what it's looking like, And thanks to all that makes these Tutorial :D -
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
[quote name='Randazzo']I imagine a great deal is being lost in translation here, but yes, those two configs are (from a cursory glance) correct for their respective engine module, but the point you're trying to make is not clear. However, you never need to add a script to the thrustTransform under any circumstance for those to function, and ModuleEnginesFX [U][I][B]will not[/B][/I][/U] display effects without an EFFECTS definition.[/QUOTE] I'm not good with words but let try this, Why do some engine have to run closed ? and some not ? ok It's one step in unity and was asking is there + side or - side to either ? [code]However, you never need to add a script to the thrustTransform under any circumstance for those to function, and ModuleEnginesFX will not display effects without an EFFECTS definition. [/code] Like I said it's one step and with it the engines run more less open verses running closed again is there a upside or downside :confused: -
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
LOL this is to funny Beale lol, Them are the 2 cfg, I use and, I can make them both work one way engine has to run-closed and one it doesn't lol to funny and the only change was what you see in the cfg and one MU has parts tool script on the thrust and one don't. And you can use moduleEnginesFx with the old fx lol it doesn't care lol one man thanks you crack me up :) we has long has your not running closed :) -
[quote name='W1ntermute']This would be perfect if larger docking ports had support for it too[/QUOTE] Did you read or try the patch in the two post before you ?
-
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Sorry we are talking in a circle you are missing the point on Running_closed here is a cfg running closed [code]PART { // Kerbal Space Program - Part Config // mkbEngine // // --- general parameters --- name = mkbEngine module = Part author = aacu // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 0.181, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.183, 0.0, 0.0, -1.0, 0.0, 1 // --- 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 --- mass = 0.06 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 5 maxTemp = 2000 // = 3600 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 = 160 heatProduction = 80 fxOffset = 0, 0, 0.21 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 345 key = 1 85 key = 3 0.001 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.3 maxDistance = 30 falloff = 1.7 thrustTransformName = thrustTransform } // thrustVectoringCapable = True // gymbalRange = 10 }[/code] If, I added a FX like [code]fx_exhaustFlame_blue = 0.0, -0.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.3, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout [/code] They run all the time even when throttle is off doing it that way but by adding Part Tools Library to the thrustTransform you can us a cfg like below and FX are set with throttle that is what, I didn't know why some engine have to run closed and some not but now, I know how to change that is what, I was getting at and thanks again :) [code]PART { // Kerbal Space Program - Part Config // mkbEngine // // --- general parameters --- name = mkbEngine module = Part author = aacu // --- asset parameters --- mesh = model.mu scale = 1 // --- node definitions --- node_stack_top = 0.0, 0.181, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.183, 0.0, 0.0, -1.0, 0.0 fx_exhaustFlame_blue = 0.0, -0.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.3, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout TechRequired = heavierRocketry entryCost = 8000 cost = 4500 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 --- mass = 1.25 // heatConductivity = 0.06 // half default 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 = 5 maxTemp = 2000 // = 3600 stagingIcon = LIQUID_ENGINE bulkheadProfiles = size1 // --- liquid engine parameters --- MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 300 key = 1 280 key = 7 0.001 } } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 7 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } } [/code] You should give it a try :) -
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
I not sure what, I was doing wrong that time it did work but, I had to change the cfg to run in ( running_closed ) where if, I added the Part Tools Library on the thrustTransform then don't have to run in ( running_closed ) is there a draw back or a + to running a engine is ( running_closed ) or other ( guess you could say running_open ) or doesn't really matter ? EDIT- And do you have a Tutorial on adding the heat look to the engine ? -
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
The way you show it, I would have the thrust but no FX the only way, I can get the FX to show and that's if, I put Part Tools Library on the thrustTransform ? -
I was think of if there was a way to use Telemachus [url]http://forum.kerbalspaceprogram.com/threads/24594-1-0-4-%282015-07-04%29-Telemachus-%E2%80%93-Telemetry-and-Flight-Control-in-the-Web-Browser[/url] with this CCTV [url]http://forum.kerbalspaceprogram.com/threads/107397-Kerbal-CCTV-release-1-0[/url] and get Telemachus screen to show of the CCTV mods screens.
-
Beginners Part Modding Tutorial
Mecripp replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Beale did you forget apart on the thrustTransform or is unity just funny ? For me, I would have to add a Part Tools Library to it to get the FX ? -
How do you add a docking port to a part?
Mecripp replied to dboi88's topic in KSP1 Modelling and Texturing Discussion
My test tank failed the test it shows the docking in menu but no docking is taking place lol.