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KSP2 Release Notes
Everything posted by Mecripp
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To do with MM +PART[stackSeparatorBig] { @name = stackSeparatorBig2 // Or what ever you want @rescaleFactor = 1 // Only need this line if you want to rescale it @title = TR-XL Stack Separator2 // What ever you want here also @manufacturer = O.M.B.2 Demolition Enterprises // This line if you want to change any of this @description = The TR-XL2 // This line if you want to change any of this @MODULE[ModuleDecouple] { %explosiveNodeID = top // you can change this to top or bottom node -isOmniDecoupler = DELETE ejectionForce = 600 // if you want to change this ( @ejectionForce = *** ) what ever you want } }
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Dishes that have lights on them blink when you transmit Science.
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{DEV HOLD} STELLA CTV- cst-100 replica
Mecripp replied to Tristonwilson12's topic in KSP1 Mod Development
HEHE clean that trash out man it is old mail lol. -
You can make any part a decoupler if you wanted to cut down on parts and you look the looks of one better.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Can you edit a cfg ? you just open them with a text editor like note pad if your using windows. EDIT- give me a couple of minutes see if can make a patch and you can test it lol. EDIT- For the Over Heat you can try this patch should help https://dl.dropboxusercontent.com/u/72893034/help/BoxSat_OverHeat_Patch.cfg.zip EDIT- Just unzip and put anywhere in KSP/GameData folder and you should already have ModuleManager *.*.* installed so your good to go. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Just a rough look at the CFG you need to edit out thermalMassModifier = 0.025 emissiveConstant = 0.03 //heatConductivity = 0.04 On just about all the parts don't know why he has added that to them. -
Can someone please fix the alien nostromo for 1.02
Mecripp replied to Djmellomaniac's topic in KSP1 Mods Discussions
It really still works just needs alittle tweaking here and there and this was the small one EDIT- @ sumghai That mean we can't even write patches for them ? -
[1.1.x] Procedural Fairings - For Everything! v0.2.0 - July 4
Mecripp replied to Felger's topic in KSP1 Mod Releases
Have most of it done but my nodes won't stay they keep moving if you don't mind will send you a PM. -
[1.1.x] Procedural Fairings - For Everything! v0.2.0 - July 4
Mecripp replied to Felger's topic in KSP1 Mod Releases
Nice you should see about adding Gryphon Corp. textures for Procedural Fairings http://forum.kerbalspaceprogram.com/threads/123951-1-0-2-Gryphon-Corp-textures-for-Procedural-Fairings-v1-2 and MainSailor's Gamma Textures http://forum.kerbalspaceprogram.com/threads/103761-MainSailor-s-Gamma-Textures-%28for-Procedural-Parts%29-DDS-Edition!-UPDATED-19-May!-%28v1-11%29 And maybe you can help me been fighting with adding PF to the mod LongMarch_3B_V1.0_eng_simonArtisan ? -
{DEV HOLD} STELLA CTV- cst-100 replica
Mecripp replied to Tristonwilson12's topic in KSP1 Mod Development
That mean soon ? -
Atlas Spacecraft Systems (Stockalike VASIMR and Argon Tanks)
Mecripp replied to SmallFatFetus's topic in KSP1 Mod Development
Is there a reason why you didn't use DDS ? and just asking have them if you want ? EDIT- And parts look good EDIT- Whoops PM sent -
Atlas Spacecraft Systems (Stockalike VASIMR and Argon Tanks)
Mecripp replied to SmallFatFetus's topic in KSP1 Mod Development
Just alittle boo boo in your files your tanks don't show up you have MODEL { model = [COLOR="#FF0000"]StockalikeVasimr[/COLOR]/Parts/argonTanks/Ar1-4R texture = tanks_AR, [COLOR="#FF0000"]StockalikeVasimr[/COLOR]/Parts/argonTanks/tanks_AR texture = tanks_NRM, [COLOR="#FF0000"]StockalikeVasimr[/COLOR]/argonTanks/tanks_NRM } Shouldn't it be MODEL { model = [COLOR="#0000FF"]SmallFatTechnology[/COLOR]/Parts/argonTanks/Ar1-4R texture = tanks_AR, [COLOR="#0000FF"]SmallFatTechnology[/COLOR]/Parts/argonTanks/tanks_AR texture = tanks_NRM, [COLOR="#0000FF"]SmallFatTechnology[/COLOR]/argonTanks/tanks_NRM } -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
forgot the mod's name but are you running a mod that auto deploys them ? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Haven't tried your newer download but the Stock structuralPanel1 still working like a charm -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Mecripp replied to nothke's topic in KSP1 Mod Releases
Here is a file that has the stock aero shield on the parts and texture converted to DDS https://dl.dropboxusercontent.com/u/72893034/DDS/Nothke_SerCom_v1.3.5.zip All credit to nothke Licence https://creativecommons.org/licenses/by-nc-sa/4.0/ Unzip there is two files one is if you want to use the Firespitter plugin and then there is one that uses ModuleAnimateGeneric pick one and open it and copy NothkeSerCom to KSP/GameData Fixed the nodes and added maxTemp = 2600 bulkheadProfiles = size1 heatConductivity = 0.04 thermalMassModifier = 5.0 emissiveConstant = 0.95 MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 0.9 //nodeOuterForeID = top //nodeOuterAftID = bottom } MODULE { name = ModuleConductionMultiplier modifiedConductionFactor = 0.001 convectionFluxThreshold = 500 } -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
Mecripp replied to nothke's topic in KSP1 Mod Releases
You don't like the stock one's ? -
{DEV HOLD} STELLA CTV- cst-100 replica
Mecripp replied to Tristonwilson12's topic in KSP1 Mod Development
Looking good can't wait to see how it turns out -
You might be thinking of Trajectories http://forum.kerbalspaceprogram.com/threads/104694 Or maybe Transfer Window Planner http://forum.kerbalspaceprogram.com/threads/93115-1-0-x-Transfer-Window-Planner-v1-3-0-1-%28May-5%29
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Thanks for the update and can't wait to see Rosetta and Philae ingame
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Did you look at your log the RCS firing most the time is a bug in a mod you are running ? or a bad cfg. EDIT- See
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[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
Mecripp replied to hoojiwana's topic in KSP1 Mod Releases
See the little star below your name just to the right of blog this post hit it EDIT- Thanks minepagan will have to give them a go. -
[WIP] Mining and Processing Extension [KIMP] resumed
Mecripp replied to riocrokite's topic in KSP1 Mod Development
Looking great can't wait to play with all this parts your showing -
Missing RC cone for the craft file to load ?
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
I used blinder and wow unity it looks different my bad will have to see how, I can take a screen shot and if can get it will post.