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KSP2 Release Notes
Everything posted by Mecripp
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You could also change what node it decouples from or make it a Separator.
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Did you install the Firespitter plugin ?
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You copy the MK3MonoPropellant tank and make it a decoupler ?
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KSP/GameData/Squad/Resources/ResourcesGeneric.cfg here RESOURCE_DEFINITION { name = LiquidFuel density = 0.005 unitCost = 0.8 hsp = 2010 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Oxidizer density = 0.005 unitCost = 0.18 hsp = 1551 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = SolidFuel density = 0.0075 unitCost = 0.6 hsp = 920 flowMode = NO_FLOW transfer = NONE isTweakable = true } RESOURCE_DEFINITION { name = MonoPropellant density = 0.004 unitCost = 1.2 hsp = 3000 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = XenonGas density = 0.0001 unitCost = 4 hsp = 120 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = ElectricCharge density = 0 unitCost = 0 hsp = 0 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = IntakeAir density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } RESOURCE_DEFINITION { name = EVA Propellant density = 0 unitCost = 0 hsp = 3000 flowMode = NO_FLOW transfer = PUMP isTweakable = false } RESOURCE_DEFINITION { name = Ore density = 0.010 unitCost = 0.02 flowMode = ALL_VESSEL transfer = PUMP hsp = 1000 isTweakable = true color = 1,0,1 } RESOURCE_DEFINITION { name = Ablator density = 0.001 hsp = 400 flowMode = NO_FLOW transfer = NONE isTweakable = True unitCost = 0.5 } And you can look in CommunityResourcePack and it's cfg.
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Did you install ModuleManager *.*.* ?
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Here is a patch that changes the Monitors to default JSI screens that way they stay up to date with JSI https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/ProbeControlRoom_Stock_JSI_Patch.zip Just unzip open and found the GameData folder and copy it to you KSP folder and over-ride Was thinking about doing one with ASET Props Pack ?
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Source is for the most part, I thought was if you have a plugin your Source is just your license. EDIT- @The Yellow Dart sorry just point out that there calling there link a Source which is funny it's really just there license they just need to change the name as there is no plugin. EDIT-
- 20 replies
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- parts
- heat shields
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(and 1 more)
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Did you look at your part in VAB and see how much electricity per second is need to run it ? As electricity doesn't have and density IMO it would be best to make your own fuel and give it alittle density and a converter to do a 1 to 1 electricity to your fuel.
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Nice EDIT- Not having the same problem that, I did with not being able to move them after picking them just the coltest part spam's null
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Is your debug showing anything spamming the log ?
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I didn't see a up to date one last one, I seen was before the last release.
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HEHE that what the 1/10 RSS scale patch was to be just RSS kerbal size, Would be nice if there was a good working stock size RSS that didn't need all plugin like RO.
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The American Pack has wheels that rotate 360 degrees and alittle edit of the file you could make it use Hydrogen instead of EC the heat shields Deadly Reentry, I think has some and there is anther mod Klockheed_Martian_Special but it would need alittle file edit to update it and think the plugin still works for the wings you might look at PackedParts mod and MagicSmokeIndustries also has wheels that you asked for you really just need to look around.
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You can try something like @PART[*]:HAS[@MODULE[ModuleGenerator],!MODULE[ModuleDiminishingRTG]] { @description = By exploiting the 'natural' decay of radiological isotopes, electrical power can be generated for prolonged durationsâ€â€indeed, indefinitely, but the output tends to fall off over time. Accountants have also noted that different 'hot rocks' are hotter or cooler than others and tend to cool down a different rates, with the two aspects not necessarily being related. !MODULE[ModuleGenerator] {} MODULE { name = ModuleDiminishingRTG efficiency = 0.05 // factor (0..1) of 'pep' into ElectricCharge volume = 7 // roughly, in deciliters. ("units") } RESOURCE { name = ElectricCharge amount = 1 maxAmount = 1 isTweakable = true } }
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What about some satellite like Dawn, Ulysses, New Horizons ?
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
Mecripp replied to liquidhype's topic in KSP1 Mod Development
Looks nice will try -
Thanks for the update now time to test that Ares I and 2
- 506 replies
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- delta iv heavy
- orion
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Thats sounds like a tweakscale problem why not try using rescale = * to scale it ?
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You got it by looking at the cfg there setup the same way.
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Thats what tells the antenna to deploy when you transmit Science, Guessing 0 telling it to play the part or loop of animation in the MODULE in front of it, Around KSP 1.0, I use to change it to 1 and my antenna would deploy and transmit but then stay deployed which, I liked but something changed some where and it stop doing it but then haven't tried it again in sometime.
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O Man where is the download button looks like you need help testing hehe looking great !
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Wine can't really run unity unless not on some Linux best to dual boot then.
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I use Linux but, I did start with windows and now dual boot because something just don't run in Linux but for the most part, I in linux about all the time and if you wanted to running linux there are a bunch of different Linux OS in the way the look and run.