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KSP2 Release Notes
Everything posted by Mecripp
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Mecripp replied to alexustas's topic in KSP1 Mod Development
Just by looking it's not on any of the parts so it would have to be added or patched maybe, I'll get to it later. -
You could just make a part make fuel from ElectricCharge if thats what you want ? EDIT- Or that way
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There's no monkey around here, O wait guess there is maybe No business like monkey business hehe
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Just looked at the download and there missing there from ASET the ExtCamRadialVert you can get them here https://www.dropbox.com/s/9hd1fk8kwzxadz8/ALCOR_IVA_Patch_0.9.2.3.zip EDIT- And Alex has some very nice landing legs you can see and get here http://forum.kerbalspaceprogram.com/threads/54925-1-0-2-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%2805-05-2015%29?p=1975136&viewfull=1#post1975136
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You will need to delete all but the parts folder and whats in the rest of the RT folder delete this is a rough patch //RT 2 Stock patch @PART[RTShortAntenna1] { %TechRequired = flightControl %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongAntenna2] { %TechRequired = largeElectrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongAntenna3] { %TechRequired = specializedElectrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTShortDish1] { %TechRequired = electrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTShortDish2] { %TechRequired = electrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongDish1] { %TechRequired = electrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTLongDish2] { %TechRequired = largeElectrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTGigaDish1] { %TechRequired = advScienceTech %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } @PART[RTGigaDish2] { %TechRequired = specializedElectrics %MODULE { name = ModuleDataTransmitter packetInterval = 0.10 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 } } EDIT- If you need a cfg just put this anywhere in you KSP/GameData folder https://dl.dropboxusercontent.com/u/72893034/Untitled%20Folder/RT_2_Stock_Patch.cfg.zip
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Space Shuttle Pack for ksp 1.0.4 dev thread
Mecripp replied to Mike-NZ's topic in KSP1 Mod Development
Did you get the solar panels fixed ? -
Hope today is a better day for you YANFRET great job on getting it all together.
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Indeed rabidninjawombat that is awesome in game
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Like the new LOGO fits the name. -
How you convert the NRM texture to DDS with out some being discoloured ?
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LOL dam didn't think about that rabidninjawombat thats nice ideal
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When are you getting that missing part and did you get the name right it looks like it should be XKarmonyStorModule_AdapterS6632 but YANFRET might have more
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Gratz YANFRET on the release now just time to put them monkeys in space
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You want RT antennas to act like stock ? EDIT- IF your using RT you have to have a connection to transmit if you un-installed RT and have a problem transmitting then you might have a CFG still somewhere thats your problem on added mods but if you deleted the plugin and only to keep the parts you need alittle patch to make them stock is all.
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Think that you need to look at kerbal side, I think it is that added ground base stuff.
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There are two antenna mods out there is RT well forgot and some branches of it and there is AntennaRange. EDIT- RT http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-5-2015-05-18 And AntennaRange http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-5-2015-05-18 EDIT- And if you want parts AIES and there are a couple more.
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How is the re-work coming ?
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There was one or 2 mods that played around with boosters and tweaking thrust.
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Well the problem you have there is the water, I'm pretty sure don't act like water and there was a couple of mods that did that one was HooliganLabs http://forum.kerbalspaceprogram.com/threads/53961-0-22-Hooligan-Labs-%28now-under-new-managment%29-Featuring-Airships-Subs-and-more and boatparts http://forum.kerbalspaceprogram.com/threads/24845-Boat-Parts-SubmarineParts-R4-NEW! Both have plugins to let you do it and not sure if ether is working in 1.02 EDIT- O Man forgot about ModuleResourceConverter hehe smart thinking Crzyrndm EDIT- But still think your going to need a plugin lol EDIT- You could try and stick a ore tank and XenonGas and this probecore and see if can sink it and float it back @PART[probeCoreOcto2] { MODULE { name = ModuleResourceConverter ConverterName = Ore StartActionName = Start ISRU [Ore] StopActionName = Stop ISRU [Ore] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = XenonGas Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5 } OUTPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 DumpExcess = false } } MODULE { name = ModuleResourceConverter ConverterName = XenonGas StartActionName = Start ISRU [XenonGas] StopActionName = Stop ISRU [XenonGas] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 5 } OUTPUT_RESOURCE { ResourceName = XenonGas Ratio = 0.5 DumpExcess = false } } }
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Are you trying to make a pump ? EDIT- If, I wanted to use a RESOURCE with out showing anything for it ModuleAnimateGeneric or would play around with ModuleResourceIntake.
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If you want to add a decoupler to a heat shield you can add the MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = top } looking at stock might be alittle trick on the stages but you can try @PART[HeatShield1] { fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple @MODULE[ModuleJettison] { stage = 1 // Not sure this will work } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = top stage = 2 // Not sure this will work } }