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Mecripp

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Everything posted by Mecripp

  1. Not to be rude but you might check again, I see a Collider and then down from it is Collider.Collider not sure if that would be the problem or not just don't see why in 2 spot look like there doing the same thing who know ? And his is one piece it doesn't have all that other stuff making it look fancy EDIT- Just did alittle test and used a structuralPanel2 and added MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true allowAttachOnStatic = true } MODULE { name = ModuleKISPartStatic breakForce = 10 } And so far no jumping base and no more Base going off like a bomb on reloading game EDIT- Any chance on getting the green house looking one or you going to make me dig it out lol this make great bases.
  2. Sorry to butt in but Looks like his is try to say he is ? EDIT- He could type bad like me and is meaning other then AntennaRange plugin either way more info is needed hehe
  3. What you mean whats wrong with it ? https://dl.dropboxusercontent.com/u/72893034/Test%20Parts/ASET.zip
  4. Better call in to Duna trailer park and tell them to watch out for monkey in coming might have to pack up fast and move
  5. The KIS part has 1 Collider and yours has 2 on the same part that overlay the same place ?
  6. And this mod has done some too you might look at http://forum.kerbalspaceprogram.com/threads/96148-AeroKerbin-Industries-Modified-IVAs
  7. Not many AeroKerbin Industries Modified IVAs http://forum.kerbalspaceprogram.com/threads/96148-AeroKerbin-Industries-Modified-IVAs and there is this new one no release yet Stock IVA rework with ALCOR props http://forum.kerbalspaceprogram.com/threads/125011-WIP-Stock-IVA-rework-with-ALCOR-props-Development-Thread-Wishes-are-welcome
  8. Haven't got it to blow up that way still good using KIS concrete base.
  9. Them instructions don't look like how Voidryder would have worked them you must have monkey edited them and AAARRRHHHH hate that engine in last pic EDIT- Wasn't there some talk about dry hoses on car tops lol EDIT- NASA Trailer Park
  10. Connect to the bottom of the engine and it should make a fairing over the engine if remember right it has been that way O maybe around .25 hope it helps.
  11. O nice you going to stick that up the Dragon Trunk for small deposit satellite's hehe O crack my self up.
  12. There is a random bug of them blowing up when loading scene now sure why sometimes there fine then sometimes the like bombs poor poor kerbals.
  13. As posted before Starwaster has come up with away to help Zero Point Inline Fairings to be shielded and Kerbas_ad_astra has posted some to for mods @PART[*****]:HAS[@MODULE[ModuleDecouple]]:NEEDS[AnimatedDecouplers] { @MODULE[ModuleDecouple],* { @name = ModuleAnimatedDecoupler } MODULE[ModuleCargoBay] { DeployModuleIndex = 2 lookupCenter = 0,5,0 lookupRadius = 5 -nodeOuterAftID = unnecessary -nodeInnerAftID = unnecessary } } Don't know if you have to have his plugin or if you can just use the decoupler node for the fairings and why not procedural fairings it says it works with far and the stock aero and can they be set to a one sizes ?
  14. Why not use you own if you have already made them ?
  15. If you want to keep RT parts delete all but the parts folder in the RT folder and the patches you can put anywhere you want in KSP/GameData/ hope it helps.
  16. You can found them here the ranges are shorter then what this mod uses https://github.com/Mecripp/AntennaRange-Patch or https://github.com/Mecripp/Kerbal-AntennaRange-All-In-1_Patch
  17. Can't wait to see the update and IMO the fuel cell would be the way to go
  18. Here is some more if you want MainSailor Gamma Textures http://forum.kerbalspaceprogram.com/threads/103761-MainSailor-s-Gamma-Textures-%28for-Procedural-Parts%29-DDS-Edition!-UPDATED-19-May!-%28v1-11%29
  19. There has been a good handful of them google is your friend and they don't go over very good because there slow and there was one post not to long ago.
  20. What was wrong with the old IVA, I thought it was good ?
  21. If you are changing things be sure to add @ and the blue if your not changing any of it you don't need it in the patch you could have just used @MODULE[INPUT_RESOURCE] and then your changes and isn't really anything that you couldn't do with stock and drop all the MKS plugin and covert them parts to stock but hay it's your game you play it how you want EDIT- And yes I did use Karbonite but see no need in it now.
  22. First off IMO don't know anyone would use a plugin if there is something close in stock has, I would drop Karbonite and MKS plugin and set it up all for stock but thats me and why are you removing them ? And this is just a rough shot here @PART[KA_Drill_125_01]:NEEDS[Karbonite] { minimum_drag = 0.2 // this all just being added or are you changing ? crashTolerance = 7 maxTemp = 2000 // 3000 [COLOR="#FF0000"]@[/COLOR]MODULE // is this one just being added ? EDIT see it now you missed { [COLOR="#0000FF"]ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 <--- Any changes if not don't need them SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1[/COLOR] [COLOR="#FF0000"]@[/COLOR]INPUT_RESOURCE { @ResourceName = ElectricCharge @Ratio = 15 } } [COLOR="#FF0000"]+[/COLOR]MODULE // didn't know you could do that , I would have use % { name = ModuleAsteroidDrill DirectAttach = false StartActionName = Start Karbonite Drill StopActionName = Stop Karbonite Drill PowerConsumption = 1.5 Efficiency = 10 ImpactRange = 5 ImpactTransform = ImpactTransform UseSpecialistBonus = true AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 } }
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