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KSP2 Release Notes
Everything posted by Mecripp
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There are 4 different downloads and choices and have you looked at PF cfg and the old ? the old still work and what textures are you wanting where on PF or tanks ?
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Pretty sure they was before
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HEHE to funny really feeling the love now EDIT- Sad part is sometimes someone post me what, I said and ask what did, I mean and, I'm like looking at it trying to see what the hell, I was trying to say maybe more sleep or coffee lol
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Look here and see what you like http://forum.kerbalspaceprogram.com/threads/68892-0-23-StretchySRB-Texture-Pack-KW-Procedural-Fairings-March18
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Bacon Labs - Stockalike Ariane & More - Dev Thread
Mecripp replied to _Augustus_'s topic in KSP1 Mod Development
IVA's looking good -
Can you use ProceduralFairings for it just re-texture them to look like what you want ? EDIT- You might look to see how there doing it here http://forum.kerbalspaceprogram.com/threads/94427-1-0-2-REVIVED-Zero-Point-Inline-Fairings-v1-0-1-%282015-06-09%29?p=2007912&viewfull=1#post2007912
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Bacon Labs - Stockalike Ariane & More - Dev Thread
Mecripp replied to _Augustus_'s topic in KSP1 Mod Development
You sure your using the right parts in the right places ? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Getting this [Warning]: [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1) but it stayed on the ground and Buckboard is broke now it won't Inflate. -
And YANFRET how come no Monkey flag ? EDIT- lol me too EDIT- Anyone seen this
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[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Mecripp replied to Yogui87's topic in KSP1 Mod Releases
Which ones you want to work as most still do there maybe somethings not to your liking like as sp1989 has pointed out but that doesn't mean there broken. EDIT- I have had LH MEM and Prometheus Solar Rover in but there is some bugs with Prometheus -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Guess, I had a older KIS updated it and now why on kerben can't pick up WBI_Buckboard part not even with 4 kerbals how many does it take anyone know ? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Yes thats in a new test install and the stacking Ponderosas that don't matter, I was just short a pad and the first step is because poor kerbal will far maybe around 10 to 15 kerbal feet to the ground that picture the Ponderosas never came back down to the ground and with no ladder there is no way to get back in guess, I could have pulled the rover over there and tried to climb up lol. EDIT- Sometimes they fall back down and sometimes they stay up there. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
I posted it I had about all the parts, I wanted to test but was 1 saddle short but put the saddle down and then Ponderosa on it then all you have to do is get it to reload by goto the space center and back to the Ponderosa. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Your work around isn't working EDIT- Build one then goto space center then go back to your new build and watch that first step out if there is a kerbal inside. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Much thanks for the update and glad you found what looks like a work around looking great -
This what you want ? Just need ModuleManager *.*.* which you should have and put the file anywhere in the KSP/GameData folder @PART[pointyNoseConeB] { fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 250 explosiveNodeID = srf } } https://dl.dropboxusercontent.com/u/72893034/Nosecone_Decoupler_Patch.cfg.zip
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And on the stock one thought last time play with it you could change colors and % maybe there was also some type of lay out but that might have been the %.
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Wish
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HEHE Getting a bigger monkey hammer to look for that bug.
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YANFRET was that a save craft ? they do have chutes but if you grab that docking port in VAB it's funny you can see the settings but no staging and have added that missing line to the cfg but must be doing something wrong. EDIT- And lines not missing, I'm just blind
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If you need a patch, I can write you one but this here ( easier/more realistic ), I think alot of people for get this is a game that doesn't run full realistic ( easier/more realistic ) there for it's hard to make something do realistic things in a un-realistic kerbal world, I hope that wasn't rude it was IMO.
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Is there anything in your log or debug ? Or you using tweakeverything ? EDIT- Let me loaded up and check EDIT- Dang, I have the same problem in my Main CMES install which haven't got to start yet.
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Are you using Realchutes ? EDIT- And they do have chutes just thinking even if you had realchutes they still should show up just not work that good.
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Really guys all you have to do is edit the file change MODULE { name = ModuleCommand minimumCrew = 1 } And change it to MODULE { name = ModuleCommand minimumCrew = 0 } But really think there are some that are not going to like it that way and bug him to change it back but who know hope it helped.