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Everything posted by Mecripp
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[1.0]Vanguard Technologies | EVA parachutes | still works
Mecripp replied to Kreuzung's topic in KSP1 Mod Releases
If you just want the EVA chute it works thats all, I use it for the changing color on lights don't work anymore. -
Thinking about it stock you could play around with ModuleGrappleNode PART { name = GrapplingDevice module = Part author = Squad mesh = model.mu scale = 1 node_stack_top = 0.0, -0.1126614, 0.00, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.0, 0.00, 0.0, -1.0, 0.0, 1 TechRequired = actuators entryCost = 5200 cost = 450 category = Utility subcategory = 0 title = Advanced Grabbing Unit manufacturer = Kerbal Motion LLC description = Kerbal Motion engineers have long struggled with the problem of how to extract dropped tools from complicated machinery. After observing an intern cleaning out his shoes by turning them upside and shaking them inside the lab, our team was hit with a stroke of inspiration! Why not turn the rocket parts upside down and shake them? The grabbing arm perfectly filled this niche, and is quite capable of lifting heavy machinery. It has since found other uses, besides delicate tool extraction operations. AKA "The Klaw!" attachRules = 1,1,0,0,0 mass = 0.075 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 7 maxTemp = 2000 // = 3600 fuelCrossFeed = False crashTolerance = 50 breakingForce = 50 breakingTorque = 50 bulkheadProfiles = size1, srf MODULE { name = ModuleGrappleNode nodeTransformName = ArticulatedCap deployAnimationController = 1 nodeType = size1 captureRange = 0.05 captureMinFwdDot = 0.866 captureMaxRvel = 1 } MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Arm endEventGUIName = Disarm actionGUIName = Toggle Arming } MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { rotatorsName = Piston1 targetName = Sleeve1 } CONSTRAINLOOKFX { rotatorsName = Sleeve1 targetName = Mounting1 } CONSTRAINLOOKFX { rotatorsName = Piston2 targetName = Sleeve2 } CONSTRAINLOOKFX { rotatorsName = Sleeve2 targetName = Mounting2 } CONSTRAINLOOKFX { rotatorsName = Piston3 targetName = Sleeve3 } CONSTRAINLOOKFX { rotatorsName = Sleeve3 targetName = Mounting3 } CONSTRAINLOOKFX { rotatorsName = Piston4 targetName = Sleeve4 } CONSTRAINLOOKFX { rotatorsName = Sleeve4 targetName = Mounting4 } CONSTRAINLOOKFX { rotatorsName = BaseSleeve1 targetName = MainSleeveLookTarget } } MODULE { name = FlagDecal textureQuadName = flagTransform } } you wanting to use it on landing legs ?
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Landing gear don't stick you can slide down a hill but would say no not with out a plugin and there are a couple to look at B.Dynamics http://forum.kerbalspaceprogram.com/threads/82341 had a CritterCrawler that had sticky feet and there's KAS http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29 had a ground Pylon MODULE { name = ModuleKISItem volumeOverride = 150 stackable = true allowStaticAttach = 1 staticAttachBreakForce = 10 } you can add that to parts and attach to ground and then there was Foundations just a plugin it's old but still worked in .90 or 1.0 was last, I used it http://forum.kerbalspaceprogram.com/threads/56262-Plugin-0-22-WIP-Foundations-UPDATE-ALPHA-RELEASE-0-2 EDIT- With Foundations you just added MODULE { name = Foundation breakForce = 200 breakTorque = 200 } to a part and it give you a attach in the part menu and you was stuck there to you de-attached.
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Just a FYI on the SSTU_ShipCore_A_LMD you have the ModuleLandingLeg 4x you just need it once as it's calling the samething was getting it 4x in the menu took 3 out and all good. EDIT- O And you put MJ part on some of the craft files I delete MJ parts and just use MM to add it to parts.
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You might check out Burn Together http://forum.kerbalspaceprogram.com/threads/75170 Or kOS Scriptable Autopilot System http://forum.kerbalspaceprogram.com/threads/47399-kOS-Scriptable-Autopilot-System-0-9
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[1.0.4] lxnRT : A minimalistic resource transfer plugin v0.9.1
Mecripp replied to lxn's topic in KSP1 Mod Releases
This is like the old Lazor System but it had a lazer light when transferring and there was one called merlin that was like this. -
How you lock them ? Be nice to know ? - - - Updated - - - EDIT- @ Kartoffelkuchen No problem hope they help my mind is still clouded on it lol and love the Atlas V can't wait for some one to make a Vulcan.
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Yes you can make custom shapes and textures but still if you make you payload bigger, I haven't seen 1 that won't change it's size or shape.
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Looks like it would be good if you could flip it and how did you get the cube to show up ? EDIT- Have you seen this thread on it http://forum.kerbalspaceprogram.com/threads/118362-Drag-cubes EDIT-- And this one http://forum.kerbalspaceprogram.com/threads/125203-Custom-Drag-Cubes
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That has happen before and if remember right it was a mod, I was using , I will look back at the old thread and see if, I can find it. EDIT- Looked through the old thread well not all of it more like jumped all around it but didn't see what, I was looking for but think it was a LS mod me and some one was using that did that.
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You don't have to use tweakscale to scale parts you can but don't have too you can just edit the cfg file.
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Why not just rescale one ? EDIT- Cargo Transportation Solutions http://forum.kerbalspaceprogram.com/threads/129771
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
This is the LH MEM 3.2 needs balanced but all works license http://creativecommons.org/licenses/by-nc-sa/3.0/ all credit to Yogui87 thanks for all the great mods changed all the textures to DDS took out the old stuff in the cfg that don't work anymore and added some of the new cfg stuff lol https://dl.dropboxusercontent.com/u/72893034/DDS/LH_MEM_v3.3_DDS.zip -
No download
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
When, I get a chance will post it also. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Mecripp replied to Albert VDS's topic in KSP1 Mod Releases
Are you using Ven's mod ? And you should have DockingPortCameraPatch.cfg in a folder KSP/GameData/ HullCameraVDS is where it is, It adds the docking port if you have ModuleManager.*.*.* installed. EDIT- @PART[dockingPort2] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.07, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } @PART[dockingPortLateral] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 1 cameraPosition = 0, 0.0, -0.4 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } @PART[dockingPort3] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.0, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } @PART[dockingPort1] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0.12, 0.0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } @PART[dockingPortLarge] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0, 0 cameraFoVMax = 80 cameraFoVMin = 80 cameraMode = 1 } } @PART[mk2DockingPort] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 0, -1 cameraUp = 0, 1, 1 cameraPosition = 0, 0.0, -0.51 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Mecripp replied to Albert VDS's topic in KSP1 Mod Releases
But is it a stock docking port ? -
Couldn't you make it just a added page to the default RPM not Over-riding all the default RPM's pages ?
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Your licence is in the download and @gredawarha you can just unzip it in KSP/GameData but there isn't really anything to do with it that you would have to put what you want in the cfg.
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Fixed it so you can get it in game, I did rescale the winglets to 0.5 they was 0.1 added PART {} , rescale = * , TechRequired = start , entryCost = * , changed the *.dae to *.MU and textures to dds EDIT- Whoops forgot the download [] Edit- http://creativecommons.org/licenses/by-sa/4.0/ All credit to sal_vager for the parts
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If you got it from there can see why looks like the file is not setup right. EDIT- Isn't there a newer mod out like this ? will look, I'm sure there is let me see now. EDIT- This was the one, I was thinking of Kinetic Penetrator http://forum.kerbalspaceprogram.com/threads/128617 But if you do want that rod and fins in game it won't be hard to fix it.
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You might talk to http://forum.kerbalspaceprogram.com/members/89940-bullettMAGNETT they had a mod with all kinds of sounds. EDIT- Here was the mod http://forum.kerbalspaceprogram.com/threads/53800-WIP-A-R-P-mod-%28-Audio-Replacement-Project-%29 But would think they would have some sounds or come up with some maybe ?