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Everything posted by Mecripp
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LOL you tell me how a 1.25m Part is going to hold a 1.25m Part inside it ? Or part A isn't just 1.25m ? EDIT- There is also Cargo Transportation Solutions http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29 Van's Revamp also has one and you can rescale any of them to fit your 1.25m in you 1.25m lol.
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Looking for an airship mod that allows persistent flying
Mecripp replied to Vaporo's topic in KSP1 Mods Discussions
You just had to land it or get down to around 100 m think it was. -
Looks like you got the doors and legs fixed.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
If your talking about where the node is on the hatch that makes it so hard would be to move the node out and on the box and on the hatch it self. -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
Try at a angle looking head on is tough but if you look from a angle it was easier for me that way. -
There is ScanSat http://forum.kerbalspaceprogram.com/threads/80369-0-24-SCANsat-v6-1-Real-Scanning-Real-Science-at-Warp-Speed!-Jul-18 for mapping and there is Figaro Global Navigation Satellite System for GPS http://forum.kerbalspaceprogram.com/threads/24646-0-23-Figaro-Global-Navigation-Satellite-System-Launch-a-Working-Kerbal-GPS-System but none blackout the map think the GPS does or did block GPS from some mods unless you had a network of GPS Sat.
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Portable Rover Components. New project from ASET. (up 29/07/14)
Mecripp replied to alexustas's topic in KSP1 Mod Development
You know how to use KIS ? you have to have the drill looking thing equip he calls it a electricScrewdriver deploy the body then grab a wheel or what ever and mouse over the rover body the nodes turn a off blue green color then for me it's the X key but don't know how you have your keys set. -
Yes that one is old you might make it to the moon and back if it's a flight by hehe EDIT- Poor Poor kerbals and what they go through.
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There is a problem with the docking port.
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Sci-fi models, some misc parts; any interest? (please close)
Mecripp replied to Shadowmage's topic in KSP1 Mod Development
Get in the back of the line Mekan1k hehe A and B before C lol -
Sci-fi models, some misc parts; any interest? (please close)
Mecripp replied to Shadowmage's topic in KSP1 Mod Development
Pretty nice stock looking parts, I wouldn't mind getting my kerbal hands on them EDIT- Like what is the scale on like Lander Module (LM) well and the rest of the parts ? -
Yes you can by editing the cfg or using ModuleManager.*.*.* and writing a patch. EDIT- A Example that, I use +PART[OrbitalScanner] { @name = OrbitalScanner_.2 @rescaleFactor = 0.2 @title = M4435 Narrow-Band Scanner .2 } +PART[RadialDrill] { @name = RadialDrill_.2 @rescaleFactor = 0.2 @mass = 0.05 } +PART[SurveyScanner] { @name = SurveyScanner_.2 @rescaleFactor = 0.2 }
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mecripp replied to Ven's topic in KSP1 Mod Development
If you look in vans folder you will see Structural.cfg in it you will find @MODEL,* { @model ^= :^Squad/Parts/Aero/HeatShield/HeatShield1:VenStockRevamp/Squad/Parts/Heatshields/HeatShieldS1: } @MODEL,* { @model ^= :^Squad/Parts/Aero/HeatShield/HeatShield2:VenStockRevamp/Squad/Parts/Heatshields/HeatShieldS2: } @MODEL,* { @model ^= :^Squad/Parts/Aero/HeatShield/HeatShield3:VenStockRevamp/Squad/Parts/Heatshields/HeatShieldS3: } And you will see a folder Heatshields best guess delete them lines and folder. -
[0.25] NEBULA space engineering - Decals Update! Quality fix + more.
Mecripp replied to Krasimir's topic in KSP1 Mod Releases
Yes if you have a up to date Firespitter plugin. -
And it work is your install path KSP/GameData/Mk1CargoBay ?
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There is one in van's revamp if you use it and will look at there file and see whats up with your problem.
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Scalable IR parts without TweakScale?
Mecripp replied to spacedoctor42's topic in KSP1 Mods Discussions
You didn't have to edit anything just write a MM patch if you wanted both or more sizes. -
Not really just people posting patches.
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Scalable IR parts without TweakScale?
Mecripp replied to spacedoctor42's topic in KSP1 Mods Discussions
Just write your self a MM patch, You just need the open the cfg with a text editor find the name and write something like +PART[IR_Extendatron_Basic] { @name = IR_Extendatron_Basic[COLOR="#FF0000"]_.5[/COLOR] <------------- make a small change in the name [COLOR="#FF0000"]@rescaleFactor = 0.5[/COLOR] <------------- This line does the magic if a part is just alittle out you can go like 0.55 and so on @mass = 0.1 <----------------- If you want to change the mass but really don't need to on this parts IMO } And if you want to target more things have at it hope it helps EDIT- Don't forget to save as a CFG -
HotRockets! Particle FX Replacement + Tutorial
Mecripp replied to Nazari1382's topic in KSP1 Mod Development
And yes the smoke with the engines running you will need to edit all the cfg's EDIT- Or write one to kill that part and add the stock would think. EDIT- Lets see @PART[engineLargeSkipper]:FOR[HotRockets] //Rockomax "Skipper" { !fx_exhaustFlame_blue !fx_exhaustLight_blue !fx_smokeTrail_light !fx_exhaustSparks_flameout !sound_vent_medium !sound_rocket_hard !sound_vent_soft !sound_explosion_low EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flamethrust modelName = MP_Nazari/FX/flamelarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.99 emission = 0.75 1.21 emission = 1.0 1.25 speed = 0.0 1.75 speed = 1.0 1.65 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX //engineID = rocketengine %spoolEffectName = powersmoke %powerEffectName = powerflame !fxOffset = DEL } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } EDIT- I will send you a PM with a test cfg.