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Everything posted by Mecripp
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HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
Did the ION engines lose there sound ? -
Last time, I played with it all worked but the solar panel truss was throwing null errors the one docking ports for the trusses did work they just didn't meet up like they should.
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Help with Heat generation on a resource converter module.
Mecripp replied to grimmer87's topic in KSP1 Mod Development
Use the NearFuture plugin -
Be nice if someone would start a new bobcat thread so we can get them up to date.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Here it is http://www./download/dptj659hz8r8gn2/AmericanPack.zip EDIT- You can build his LER Pod rover and and with your plugin in it won't move or do anything. -
Here you go you still need this mod installed or at less the plugins https://dl.dropboxusercontent.com/u/72893034/help/GameData.zip EDIT- If you want to change the install path you will have to edit the file.
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What pack you looking for ?
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Woohoo testing There's gold in them there hills EDIT- Your plugin doesn't play nice with AmericanPack from bobcat guessing his BobCatUtils.plugin with any of your mods his rover wheels don't work taking your plugin out fixed it. EDIT- And still you Multipurpose Colony Modules not working on my Linux. -
The Least, I could after stealing most of your re-textures to make a re-texture AmericanPack
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Bacon Labs - Stockalike Ariane & More - Dev Thread
Mecripp replied to _Augustus_'s topic in KSP1 Mod Development
Well we have SLS and the Ares but haven't seen a Jupiter so you know where my vote went. -
You can use the node cheat in debug or edit the file to match node_stack_bottom = 0.0, -0.8, 0.0, 0.0, [COLOR="#FF0000"]-[/COLOR]1.0, 0.0, 1 Just added a - in front of the 1
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Feel free to made a model and lets see your work ?
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Thats funny and also, I loaded up a older CMES mod with the lander and it works fine had then both in at the same time and one was off and one wasn't, Sent you the files and also why the firespitter plugin not that, I mind but did change it to ModuleAnimateGeneric, I try to stay stock. lol
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
Sounds good yea like my life-support and that was a given but was more on the line of if and in no bad way have to have roverdudes plugins with yours to get it to work last time one would not work on Linux. EDIT- And hope you got the bug fixed that made them jump off the ground when reloading. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Mecripp replied to Angelo Kerman's topic in KSP1 Mod Development
How many plugins this going to use ? -
Request: Don't render the cockpit unless you're in it.
Mecripp replied to NAMROG's topic in KSP1 Mods Discussions
When you get out of the craft isn't it just space junk then ? And when you return then it's a don't know how to say this but a craft again and if you are getting crashes you are overloaded or have some bugs in the mods you are using have you checked your log ? -
Are you trying to make it bigger or smaller the whole part ? And why is the middle one 2 and the rest roughly the same ? !MODEL {} @MODEL { model = AerojetKerbodyne/Parts/ICPS/43A scale = 1.94975275, 2.0, 1.94975275 } scale = 1.94975275 rescaleFactor = * what ever
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YANFRET is your inbox full ? Or did, I just send you double messaages whoops if, I did.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Looking good Kartoffelkuchen -
Air breathing engine that works in JOOL!
Mecripp replied to enroger's topic in KSP1 Mods Discussions
How you going to land on Jool ? It was a gas planet unless they changed it ? -
Thank you blackheart for the work you have done and hope you do more, And it was the least, I could do for getting to play with all this great stuff
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This one ? // Kerbal Space Program - Part Config // Hooligan Labs Airship Envelope PART { // --- general parameters --- name = HL_AirshipEnvelope_Ray module = Part author = Hooligan Labs // --- asset parameters --- // mesh = HL_AirshipEnvelope_Ray.dae scale = 0.5 // texture = HL_AirshipEnvelope_Una.png specPower = 0.2 rimFalloff = 0.5 alphaCutoff = 0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0, -0.6, 0, 0, -1, 0, 1 // --- FX definitions --- // --- editor parameters --- TechRequired = advLanding entryCost = 100 cost = 400 category = Aero subcategory = 0 title = Inflatable Parachute "Ray" manufacturer = Hooligan Labs description = Why simply fall slowly when you could float? This "paracute" relies on buoyant force rather than drag. Recommended for entering or leaving the atmosphere. This larger model can work on thinner atmospheres like Duna. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,0 // --- standard part parameters --- mass = 0.149632 dragModelType = override maximum_drag = 0.5 minimum_drag = 0.5 angularDrag = 0.2 crashTolerance = 2 breakingForce = 9999 breakingTorque = 9999 maxTemp = 3100 fuelCrossFeed = False MODULE { name = HLEnvelopePartModule // The volume of the blimp - affects the lifting capacity envelopeVolume = 935.2 // This multiplies the lifting volume of the envelope, // allowing for visually smaller envelopes to act as though they were larger. // For realistic lift, set to 1. envelopeVolumeScale = 40 // The initial fraction maximum possible volume, from 0.0 to 1.0 specificVolumeFractionEnvelope = 0 // Rate (per second) that gas can be compressed compressRate = .05 // Rate (per second) that gas can be expanded expandRate = .05 // When pressure drops below this value the blimp will undeploy minAtmPressure = 0.005 // If this envelope has animation this is true. envelopeHasAnimation = true // Name of animation animationName = Default Take // Deployed drag, ~10% of large parachute would be 50 dragDeployed = 4 // Maximum speed you can be traveling to "Make Stationary" makeStationarySpeedMax = 10 // Maximum vehicle speed when "made stationary" // You can set higher than 0.2 but it may affect saves // And EVA walking ability on the vessel makeStationarySpeedClamp = 0.05 } //MODULE //{ // name = ModuleDeployableSolarPanel // // sunTracking = false // // raycastTransformName = suncatcher // pivotName = suncatcher // // isBreakable = false // // resourceName = ElectricCharge // // chargeRate = 5 // // powerCurve // { // key = 206000000000 0 0 0 // key = 13599840256 1 0 0 // key = 68773560320 0.5 0 0 // key = 0 10 0 0 // } //} // End } Looks like he could just take this part out // powerCurve // { // key = 206000000000 0 0 0 // key = 13599840256 1 0 0 // key = 68773560320 0.5 0 0 // key = 0 10 0 0 // } Because looks like Squad changed to just MODULE { name = ModuleDeployableSolarPanel raycastTransformName = suncatcher resourceName = ElectricCharge chargeRate = 5 } It's just missing animationName = *
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HEHE and some one took a part out of Cargo Transport mod rescaled it and in it's thread there is a retexture think it was just MK1 cargo sec http://forum.kerbalspaceprogram.com/threads/116052-0-90-Mk1-Cargo-Bay EDIT- Here is thread that has some but they need updated same person has anther thread with more parts but can't found it right now http://forum.kerbalspaceprogram.com/threads/60837-0-23-x-Coffee-Industries-Release-Thread