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Everything posted by Mecripp
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O yes love all ASET stuff but just wasn't sure what every one would want so far as buttons and gauges will see and take out the cup and play around with that space. EDIT- And if anyone know how to setup the other two desk has view points in unity would be awesome then, I would have more room to play with
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Has anyone tried to message Tabakhase and ask if he or she would update it ? And here, I posted the file to use the ASET RPM's http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things%21-new-3D-RPM-17?p=2238426&viewfull=1#post2238426 Has for the sound it has been talked about before and think the problem is the mod is just a view point so cutting the sound in it would also do it in all view but then again, I don't know anything about plugin's or coding for them and also have tried to add the other two desk seat but can't get it to work, Has for the gauges just didn't know what all to use if anyone has a layout in mind and can post it would give it a shot also.
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Sorry every one as, I posted here http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things%21-new-3D-RPM-17?p=2127011&viewfull=1#post2127011 I see, I forgot to post the CFG for ASET RPM's so here it is just copy the MissionControl.cfg file over the one in Ksp/GameData/ProbeControlRoom/Spaces/MissionControl Get it Here https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/ASET_ProbeControlRoom.zip EDIT- For this RPM's to work you will need ASET Props Pack. v1.3 installed you can get them here http://forum.kerbalspaceprogram.com/threads/129305-IVA-ASET-Props-Pack-v1-3-%28for-the-modders-who-create-IVA%E2%80%99s%29
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Kerbal First Person EVA mod? And possible request?
Mecripp replied to Thovian's topic in KSP1 Mods Discussions
It's a older mod but here is the thread http://forum.kerbalspaceprogram.com/threads/73799-0-23-FirstPersonEVA and here is a newer one, I see now http://forum.kerbalspaceprogram.com/threads/101668-0-25-First-Person-EVA EDIT- O and also so there is this every nice WIP http://forum.kerbalspaceprogram.com/threads/131439-WIP-Free-IVA-%28formerly-Enhanced-IVA%29-Download-available! -
Some what yes but no one said anything so looks like, I didn't post it anymore http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things%21-new-3D-RPM-17?p=2127011&viewfull=1#post2127011 EDIT- EDIT- And look here http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things%21-new-3D-RPM-17?p=2236854&viewfull=1#post2236854 and have you even looked at the thread ? And it's not to bad doing them you should give it a try.
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Looking for a specific mod functionality.
Mecripp replied to Tiffan's topic in KSP1 Mods Discussions
You might check out this mod PersistentThrust http://forum.kerbalspaceprogram.com/threads/133735-WIP-1-0-4-PersistentThrust-v1-0-3-alpha- 1 reply
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Why not just make a MM to change the mass of all the parts ? Edit- If, I get it right you are changing the Mass = 0 on all parts you would just write a MM like @PART[*]:Final { @mass = 0 } EDIT- For Anti-gravity your going to need a plugin there are a couple of mods you can pick from there as posted above Anti-gravity room http://forum.kerbalspaceprogram.com/threads/105904 or there was this Kerbal Foundries http://forum.kerbalspaceprogram.com/threads/84102-%28On-Hiatus%29-1-0-x-V1-9f-Kerbal-Foundries-wheels-anti-grav-repulsors-and-tracks it has moved here http://forum.kerbalspaceprogram.com/threads/134654-Plugin-Parts-Kerbal-Foundries-Continuation-Latest-1-9g or HooliganLabs http://forum.kerbalspaceprogram.com/threads/53961-Airships-in-1-0-2-HooliganLabs-Mods?highlight=HooliganLabs and sure there are more.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Mecripp replied to sirkut's topic in KSP1 Mod Releases
Sounds like your looking for this thread also MSI's Infernal Robotics - Model Rework http://forum.kerbalspaceprogram.com/threads/65365 -
Here is the thread http://forum.kerbalspaceprogram.com/threads/29584-ck-0-82!
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I'm running ubuntu and haven't had a problem might be something with your system ?
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Can't find the mod that adds Kerbalnaut history and info
Mecripp replied to artao's topic in KSP1 Mods Discussions
Was it Final Frontier your thinking of ? http://forum.kerbalspaceprogram.com/threads/67246-0-23-5-Final-Frontier-kerbal-individual-merits-0-3-15 -
Here you go give it a try https://dl.dropboxusercontent.com/u/...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
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Think the FX you are talking about can't go on a part that has command on it, If you do the FX will just run all the time not with the throttle.
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'MK1-2 Pod' IVA Replacement by ASET[v0.3]
Mecripp replied to alexustas's topic in KSP1 Mod Development
Try here http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE -
This has all the links you need http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE
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The mounts file path has to be and edit the cfg to add and they load fine.
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The Series C pod has a pretty much finished IVA it does have two cfg's for it and one points to a custom RPM's but you can change it to use the one that has the stock RPM's which on that note has much as, I like custom RPM's if the modder don't keep up with the new changes in JSI then you don't get them in custom ones that is a down side so at less think about using stock RPM's or ASET one's.
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I see your posting them as they are why not fix the nodes when you put them on github ?
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Your bottom node should be something like
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Mecripp replied to Nils277's topic in KSP1 Mod Development
I posted some pictures and files with ALCOR RPMS somewhere in the thread from his packs and stock RPMS just didn't do the Command pod part. -
What you say doesn't work on all mods then and, I haven't had a problem doing it that way, I know the the model scale has to stay with the scale outside but thinking about it maybe you have to change the model nodes scale with the scale outside. EDIT- and leave the rescale to 1 arhhh later will run test but IMO you are wrong unless they have changed it. EDIT- Looking back here at this mod that some one had that problem http://forum.kerbalspaceprogram.com/threads/73005-1-0-x-Kip-Engineering-All-Ports-and-Hubs-fixed-and-updated-for-1-0-x%21-%282nd-May-2015%29?p=1808985&viewfull=1#post1808985 you change the scale parts to what you want and leave rescaleFactor = 1
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How are you editing the file if remember right
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Wasn't it just tweak-able tanks they used ? And man that was sometime back lol.