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Mecripp

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Everything posted by Mecripp

  1. cfg's are easy it's the one model pretty much that is being a pain and the rest is looking pretty good so far, I have put ISS parts and MIR all on the runway time you get done with the shuttle there might not be much to tweak on them.
  2. Looked at 2 one was Colliders exceed 255 triangles and http://answers.unity3d.com/questions/808649/generated-box-mesh-collision-causing-convex-hull-i.html And scroll down to where it talks about CameraClipPlanePoints hope it helps, I'm lost in unity
  3. Google the error's and you would have found that out faster
  4. IMO I think there both a joke and waste no telling what came first but then come AVC and then CKAN but thats all you see in alot of threads is that CKAN didn't get something or if the mod don't use it there not going to use the mod and that they use CKAN because they don't have time to update but they have time to goto the thread and cry really.
  5. I just changed it to MODULE { name = ModuleAnimateGeneric animationName = airbrake stowedDragMin = 0.1 stowedDragMax = 0.2 deployedDragMin = 0.001 deployedDragMax = 0.001 } because, I thought they moved and thought about adding the stock airbrake to it. EDIT- But they didn't move.
  6. You just want it to covert to MetalOre ? EDIT- This should work @PART[ISRU] { MODULE { name = ModuleResourceConverter ConverterName = MetalOre StartActionName = Start ISRU [MetalOre] StopActionName = Stop ISRU [MetalOre] AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.25 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = MetalOre Ratio = 1 DumpExcess = false } } }
  7. The ISS_Truss_S3_P3 truss is spamming [Error]: ConvexMesh::loadConvexHull: convex hull init failed! [Error]: Ignore collision failed. Both colliders need to be activated when calling this IgnoreCollision And so far thats all, I see the rest is working so far looking at mir now but never had any problems with it and whats wrong with Soyuz ?
  8. There is a craft file for the ISS in one of the downloads, I have found.
  9. You know there are ways to make a MM that adds tweakscale to all parts that don't have it ?
  10. You can try @PART[rfProbeCoreSmall] { MODULE { name = TSTSpaceTelescope maxZoom = 4 xmitDataScalar = 0.5 labBoostScalar = 1.2 baseTransformName = Telescope cameraTransformName = CameraTransform lookTransformName = LookTransform } }
  11. But ProceduralFairings is 2 parts IMO ProceduralFairings is better looking the stock Fairings has to the shape has well and don't get me wrong not saying anything bad about the plugin just not seeing what it added that we didn't already have. EDIT- You can also set ProceduralFairings to be a set size and add it to any part so you would only have 2 more pieces in the menu.
  12. One thing, I don't think you are thing of is that a ground station has more power and can help pull in a signal and yes some say a signal will just keep travelling but still what does it add over stock but just cut alittle range one thing that RT added that this mod is gaining on is adding to sandbox not just career mode you have line of sight now and pretty lines so now you have gain some use in sandbox but not has much in career IMO with the ranges, I see no need for the plugin but for the lines and line of sight for your ranges.
  13. It's still a plugin for a plugin and ProceduralFairings is a whole 3.5mb lol and if you wanted "confetti" separation you won't need the plugin but still if it's your thing and was just asking didn't know if, I was missing something or not. EDIT- HEHE @Captain Sierra thats me in human form lol.
  14. What does this add that ProceduralFairings doesn't ?
  15. Same here on learning and you don't have to have the parts to use the plugin, I have used the plugin for RTG's.
  16. Not that, I would care about a ground station but really 2 should roughly cover kerbin would think but to answer you question. I would have to say look at your ranges and ask your self the same thing ? What more are you giving over stock your 2 of the 3 part just about cover the little kerbal system , I won't post any more cfg for this mod and have moved all downs but one, I'm glad to have see it come this far.
  17. I missed the last update but here they are in DDS REMOVED my bad
  18. The install path should look like KSP/GameData/ftmn_new EDIT- And by looking at the cfg see that you need to edit the file or get a patch for the nodes node_stack_bottom = 0.0, -2.0, 0.0, 0.0, [COLOR="#FF0000"]-[/COLOR]1.0, 0.0, 1 just find the bottom node and add -
  19. You looking for http://forum.kerbalspaceprogram.com/threads/26286-20-11-2014-0-25-FTmN-Atomic-Rockets or http://forum.kerbalspaceprogram.com/threads/110077-20-05-2015-LV-2N-LV-4N-Nuclear-Engine-Clusters ?
  20. Thought, I tried something like that but will try would you linked thanks.
  21. Gamedata all mods go in gamedata folder or should.
  22. And yes it's hot rockets you just have to set it up if you want a big flame and there is expanding plum settings to have both you have to meet in the middle.
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