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Mecripp

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Everything posted by Mecripp

  1. You guys really with KJR whats up, I haven't had to use that mod sense KSP .25 and haven't had a problem with any rockets ? And, I can build a crazy rocket and can see it make a C and it won't come apart at first what are you guys build that you would need that mod not to say there has been a couple of time it was that mod that was buggy the whole thing maybe it's a windows bug ya'll have weak joints ? EDIT- And @liquidhype any news on the ULA Vulcan
  2. You mean some like +PART[dockingPort2] { @name = singleUseDockingPort @manufacturer = Dynamic Dynamics @title = Single Use Docking Port -MODULE[ModuleDockingNode] {} MODULE { name = ModuleSingleUseDockingPort referenceAttachNode = top nodeType = size1single } } +PART[dockingPortLarge] { @name = singleUseDockingPort @manufacturer = Dynamic Dynamics @title = Single Use Docking Port -MODULE[ModuleDockingNode] {} MODULE { name = ModuleSingleUseDockingPort referenceAttachNode = top nodeType = size2single } } +PART[dockingPort3] { @name = singleUseDockingPort @manufacturer = Dynamic Dynamics @title = Single Use Docking Port -MODULE[ModuleDockingNode] {} MODULE { name = ModuleSingleUseDockingPort referenceAttachNode = top nodeType = size0single } } EDIT- That should copy the part and delete ModuleDockingNode if, I got that part right and add ModuleSingleUseDockingPort it would show 2 stock part of each but with different names pretty much just saving on the texture.
  3. This lights and buttons and gauges are just killing me so it's going slower then, I thought it would and changed the layout alittle more for the ASET one so there is a KOS RPM at every desk but then again where, I was going to put some gauges isn't going to work there just to small to see unless you zoom in on them
  4. Be nice to have a mod like this one Panda Jager Laboratories http://forum.kerbalspaceprogram.com/threads/64336-0-23-Panda-Jager-Laboratories-Parts-Pack with some added parts so far has core very nice looking parts but really would like to see more mods like BoxSat http://forum.kerbalspaceprogram.com/threads/91616-0-90-BoxSat-vA-02d-Updated-01-13-2015
  5. No still no dice sure thought you had it there and by the way can you tell me why one set of Prop's the black is brighter then the other on the ASET mod ? EDIT- Well it did if, Add to it all good now thanks and on ASET here some screenshots
  6. My little break from KSP has left me alittle brain dead, Trying to write a patch for other INTERNAL setup's but not work can anyone see why ? @PART[*]:HAS[@INTERNAL[MissionControl]] { MODULE { name = RasterPropMonitorComputer } @INTERNAL { @name = MissionControl_JSI } } INTERNAL { name = MissionControl_JSI MODEL { model = ProbeControlRoom/Spaces/MissionControl/MissionControl } MODULE { name = RasterPropMonitorComputer } MODULE { name = JSIInternalFlagDecal transformName = Flag_Left } MODULE { name = JSIInternalFlagDecal transformName = Flag_Right } MODULE { name = InternalCameraSwitch colliderTransformName = CameraPosition cameraTransformName = CameraPosition } MODULE { name = InternalCameraSwitch colliderTransformName = CameraPosition2 cameraTransformName = CameraPosition2 } MODULE { name = InternalCameraSwitch colliderTransformName = CameraPosition3 cameraTransformName = CameraPosition3 } PROP { name = MapMonitor position = 2.901475,1.296285,0.1727808 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = TopMonitor position = 2.86691,2.45358,0.628691 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = TopMonitor2 position = 2.86691,2.45358,-0.6021563 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = AbortButton position = 0.93,0.325,-1.739974 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = AbortButton position = 0.93,0.325,1.25 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = AbortButton position = -0.0803181,0.325,-0.2390908 rotation = 0.7071068,0,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = MainKeyBoard position = 0.9717282,0.3087864,1.516047 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = MainKeyBoard position = -0.0385899,0.3087864,0.02695674 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = MainKeyBoard position = 0.9717282,0.3087864,-1.473927 rotation = 0,0,0,1 scale = 1,1,1 } PROP { name = throttle position = 0.95,0.317,1.415 rotation = 0,0.7071068,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = throttle position = 0.95,0.317,-1.574974 rotation = 0,0.7071068,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = throttle position = -0.06031812,0.317,-0.07409078 rotation = 0,0.7071068,0,0.7071068 scale = 0.4,0.4,0.4 } PROP { name = RasterPropMonitorBasicMFD position = 0.066,0.482,0.479 rotation = 0,-0.7933534,0,0.6087615 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 0.11,0.481,0.153 rotation = 0,-0.7193398,0,0.6946584 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 0.11,0.481,-0.159 rotation = 0,-0.7009093,0,0.7132505 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 0.067,0.479,-0.485 rotation = 0,-0.6225147,0,0.7826082 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.075,0.48,1.97 rotation = 0,-0.7880107,0,0.6156615 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.12,0.48,1.642 rotation = 0,-0.7253744,0,0.6883546 scale = 0.9999999,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.122,0.48,1.337 rotation = 0,-0.7009093,0,0.7132505 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.081,0.48,1.01 rotation = 0,-0.6225147,0,0.7826082 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.074,0.48,-1.014 rotation = 0,-0.7826082,0,0.6225147 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.119,0.48,-1.348 rotation = -0.006061961,-0.7193124,-0.006277345,0.694632 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.119,0.48,-1.66 rotation = -0.006224392,-0.7008826,-0.00611632,0.7132233 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 1.075,0.48,-1.989 rotation = 0,-0.6293204,0,0.777146 scale = 1,1,1 } PROP { name = RasterPropMonitorBasicMFD position = 2.835,1.863,1.741 rotation = 0,-0.7193398,0,0.6946584 scale = 3,3,3 } PROP { name = RasterPropMonitorBasicMFD position = 2.835,0.977,1.741 rotation = 0,-0.7193401,0,0.6946581 scale = 3,3,3 } PROP { name = RasterPropMonitorBasicMFD position = 2.921,0.987,-1.703 rotation = 0,-0.7009093,0,0.7132505 scale = 3,3,3 } PROP { name = RasterPropMonitorBasicMFD position = 2.921,1.869,-1.703 rotation = 0,-0.7009094,0,0.7132503 scale = 3,3,3 } PROP { name = RasterPropMonitorBasicMFD position = 2.84,1.43,0.03 rotation = 0,-0.7071068,0,0.7071068 scale = 8.3,6,3 } }
  7. Looking for the thread but here is the download for them https://kerbalstuff.com/mod/1188/KSC%20Floodlight EDIT- Here is the thread http://forum.kerbalspaceprogram.com/threads/135730-1-0-4-KSC-Floodlight-%282-10-2015%29
  8. Here you go give it a try https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/bahaConstellationv1.25Standard.zip And the RSS one https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/bahaConstellationv1.31RSS.zip All credit to BahamutoD License - CC-BY-SA Change the textures to DSS and the BNTR to run on stock fuel added on the new 1.04 stuff to the cfg's Sorry downloads fixed.
  9. Well I have the mods custom RPM's and now, I have a file for the JSI stock RPM's and going to do one with ASET Prop's then will start adding ASET buttons & gauges.
  10. I did and just forgot to post the file and no one said anything so, I just didn't catch that it wasn't posted but now thanks to Tabakhase for this great mod and big thanks to Albert VDS and Nils277 for there help and work on getting it to where we can jump to the other desk will be more patches coming so any thought on layouts would be great was think one desk for rovers and one for probes and drones any thoughts ? and will do one for the people that use KOS will add the ASET KOS Prop but will do a quick stock one.
  11. You Sir are Gold Thank you so much and it won't let me give you anymore rep right now
  12. It's the part.CFG file it's in upper case change to part.cfg lower case work like a charm
  13. In your part folder why do you have 2 textures with the same name just different format ?
  14. Would be better to see a screen shot of how you set it up in unity.
  15. It shouldn't over heat it looks like it's set alittle high but that just comparing it to VenStockRevamp cargo bay and in 1.04 in just stock there isn't much set that high but maybe some engine if, I remember right here is the cfg from van's you can match them up and see the mass of van's is set way lower not sure there PART { // --- general parameters --- name = MK1Cargobay module = Part author = Ven // --- asset parameters --- MODEL { model = VenStockRevamp/Squad/Parts/Mk1/MK1Cargo scale = 1.25, 1.65, 1.25 } scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.056, 0.0, 0.0, -1.0, 0.0 node_stack_top1 = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -1.056, 0.0, 0.0, 1.0, 0.0 node_stack_bottom1 = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = aerodynamics entryCost = 8400 cost = 800 category = Utility subcategory = 0 title = MK1 Cargo Bay manufacturer = C7 Aerospace. description = This recently developed cargo bay is as small and compact as they come, with just enough space to store a small probe or some science equipment. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.09 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 20 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size1 DRAG_CUBE { A = A, 2.811507,0.4203178,1.323529, 2.811507,0.4207772,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 4.694843,0.9348387,1.386667, 4.694939,0.9358073,1.54, 0,0.0001237392,0, 2.5,1.875248,1.5 B = B, 3.507514,0.5657873,2.022242, 3.522568,0.5698409,2.088006, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 7.503718,0.8164085,1.929913, 7.503718,0.8079262,2.098116, 8.34465E-07,0.0001237392,-0.2787331, 3.992453,1.875248,2.057467 } MODULE { name = ModuleAnimateGeneric animationName = Mk1CargoBay startEventGUIName = Close endEventGUIName = Open actionGUIName = Toggle Bay Doors } MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupRadius = 1 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top1 nodeInnerAftID = bottom1 } } EDIT- And forgot just looking at your patch and the cfg you might add
  16. That is putting in a very nice way lol, I was going to be a smart butt and ask if you had to have a manual to push a button I mean really just push it and see and push then more then once but like sumghai has said the more less just JSI mod do one thing but others that use a custom layout do other things.
  17. The only way, I can think of is to make a stock install and check how much ram is used and the one by one change the mods you use each time checking ram but that's only going to give you at load. This has been ask more then once good luck.
  18. Have you looked here https://github.com/Mihara/RasterPropMonitor/wiki ?
  19. I would say no it's not it's missing a DRAG_CUBE so you would have to add something like MODULE { name = ModuleCargoBay DeployModuleIndex = 1 closedPosition = 1 lookupRadius = 1 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top1 nodeInnerAftID = bottom1 } and make a craft and then look at the craft file ksp will make a drag_cube for it, It will look something like DRAG_CUBE { A = A, 2.811507,0.4203178,1.323529, 2.811507,0.4207772,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 4.694843,0.9348387,1.386667, 4.694939,0.9358073,1.54, 0,0.0001237392,0, 2.5,1.875248,1.5 B = B, 3.507514,0.5657873,2.022242, 3.522568,0.5698409,2.088006, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 7.503718,0.8164085,1.929913, 7.503718,0.8079262,2.098116, 8.34465E-07,0.0001237392,-0.2787331, 3.992453,1.875248,2.057467 } and you might look at this thread for more sizes to get a more up to date ones http://forum.kerbalspaceprogram.com/threads/129771-1-0-4-Talisar-Parts-v1-0-0 Hope it helps.
  20. Adding a button to control the screens from the desk might be a bad thing has that makes it some what of a custom setup and well that why the one you post with B9 RPM's don't work has well has the one in the mod to begin with that's why, I made a stock one which sorry got lazy but was going to fix them alittle don't like the way, I set them and made the one's with ASET but his mod stay alittle more up to date. EDIT- And looking at Gaiiden post in ProbeControlRoom maybe, I over looked something has, I just added cameras view points and didn't set them to a transform, I don't think maybe play around with it some more hope we hear and see more in a couple of days.
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