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Everything posted by Mecripp
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Great parts nice job indeed EDIT- And unless , I missed something you don't have any FX on your ION on the cfg or a FX cfg for that part but made one. @PART[microIon]:FOR[HotRockets] { EFFECTS { powerflame { MODEL_MULTI_PARTICLE_PERSIST { name = flameion1 modelName = MP_Nazari/FX/flameion transformName = thrustTransform emission = 0.0 0.0 emission = 0.10 0.00 emission = 0.15 0.45 emission = 1.0 0.75 speed = 0.0 0.75 speed = 1.0 0.97 energy = 0.0 0.33 // Same for energy energy = 1.0 0.99 // Same for energy fixedEmissions = false } } } @MODULE[ModuleEngines] { @name = ModuleEnginesFX //engineID = rocketengine %powerEffectName = powerflame } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesFX } } EDIT-
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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
Sorry, I must have copied over it and is one that just the cfg files https://dl.dropboxusercontent.com/u/72893034/AIES_Patches/ASET.zip -
You might check some of this http://forum.kerbalspaceprogram.com/threads/99252-0-90-AIPS-Better-IVA-Prop-Placement-v4-BobCat-Ind-HOME-3-Update! that he done for homes3 but for the cupola don't know and have you seen the retexture cupola that Van did ?
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iVA shake control defined inside internal or partmodule
Mecripp replied to Scientist's topic in KSP1 Mods Discussions
You can change the ( EngineType = SolidBooster , EngineType = LiquidFuel , EngineType = Electric , EngineType = Turbine , EngineType = Nuclear , EngineType = MonoProp ) if you look on the RAPIER you can is they changed it for what engine is running pretty sure that is where there getting there shake hope it helps. -
Problems with ModuleManager and FSfuelSwitch
Mecripp replied to cy-one's topic in KSP1 Mod Development
You might try this one Interstellar Fuel Switch http://forum.kerbalspaceprogram.com/threads/117932-1-0-2-Interstellar-Fuel-Switch-0-8-%28released-5-5-2015%29?viewfull=1 -
Thats why there are cargo pods to put things in and shield them plus make it look nice.
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There is http://forum.kerbalspaceprogram.com/threads/98178-NASA-Adaptable-Deployable-Entry-Placement-Technology-%28ADEPT%29-by-OLDD-%2826-04-14%29
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Yep cbbp pod works here his cfg PART { // --- general parameters --- name = cBBp_Dragon module = CommandPod author = cBBp // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.8362352, 0.0, 0.0, 1.0, 0.0, 0 node_stack_top = 0.0, 1.4769561, 0.0, 0.0, 1.0, 0.0, 0 node_stack_ASAS = 0.0, 1.3005309, 0.0, 0.0, 1.0, 0.0, 0 //-0.6316727m node_stack_trunk = 0.0, -0.6316727, 0.0, 0.0, 1.0, 0.0, 0 fx_exhaustFlame_yellow = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_yellow = 0.0, -5, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_small = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- cost = 1600 category = Pods subcategory = 0 title = Dragon Rider Capsule manufacturer = cBBp Space Development Co. description = The Dragon Capsule is basically the minivan of space transportation with it's ability to hold Seven crew members and it's spacious interior. It comes fully equipped with built in a docking and propulsion to allow it to shuttle its crew and cargo about in orbit. The Dragons array of Lights, landing gear and engines enable it to be the perfect drop pod to make landings on any celestial body. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 2.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship // --- pod/rcs parameters --- rotPower = 3 linPower = 1.1 Kp = 1 Kd = 1 // --- tweakables (coming soon...) --- // --- internal setup --- CrewCapacity = 7 INTERNAL { name = DragonGuts } MODULE { name = ModuleCommand minimumCrew = 0 //remove this to make it not use power RESOURCE { name = ElectricCharge rate = 0.01 } //end power removal } MODULE { name = MechJebCore } MODULE { name = LazorSystemDockingCamera } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 0 isJustForShow = true resourceName = MonoPropellant fxOffset = 0, -39.3, 0 atmosphereCurve { key = 0 260 key = 1 100 } } MODULE { name = ModuleRCS thrusterTransformName = Special_RCS thrusterPower = 1 resourceName = MonoPropellant fxOffset = 1e5, 1e5, 1e5 atmosphereCurve { key = 0 260 key = 1 100 } } RESOURCE { name = MonoPropellant amount = 500 maxAmount = 500 } MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 250 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 290 key = 1 250 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 0.5 //useGimbalResponseSpeed = true //GimbalResponseSpeed = 0.5 } MODULE { name = ModuleAnimateHeat ThermalAnim = overheat } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateGeneric animationName = Ladder startEventGUIName = Extend Ladder endEventGUIName = Retract Ladder } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 //controlTransformName = dockingNode } MODULE { name = ModuleAnimateGeneric animationName = RendezvousLight startEventGUIName = Rendezvous Light On endEventGUIName = Rendezvous Light Off } MODULE { name = ModuleAnimateGeneric animationName = LandingLights startEventGUIName = Landing Lights On endEventGUIName = Landing Lights Off } MODULE { name = ModuleAnimateGeneric animationName = FloodLights startEventGUIName = Area Flood Lights On endEventGUIName = Area Flood Lights Off } MODULE { name = ModuleAnimateGeneric animationName = Extend_Gear startEventGUIName = Extend Landing Struts endEventGUIName = Retract Landing Struts } MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom } //MODULE //{ // name = ModuleLight // lightName = LandingLight003 // useAnimationDim = true // lightBrightenSpeed = 4 // lightDimSpeed = 4 // resourceAmount = 0.1/ // animationName = LandingLight // useResources = true //} // ----- DO NOT EDIT BELOW THIS POINT ------ }
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Did you look at the thread 2nd and 3nd up and here is a new 2 http://forum.kerbalspaceprogram.com/threads/121224-1-02-Mk2-Expansion EDIT- This is kerbal dancing all over the place hehe
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Looking at some of the others haven't found one yet using ModuleEnginesFX & ModuleRCS here is LazTek Dragonpod cfg PART{ name = LazTekDragonCargo module = Part author = Lazarus Luan scale = 1.0 rescaleFactor = .85 mesh = model.mu node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0 node_stack_cargo = 0.0, -0.45, 0.0, 0.0, 1.0, 0.0 node_stack_top = 0.0, 1.555, 0.0, 0.0, 1.0, 0.0 node_stack_dock = 0.0, 1.68, 0.0, 0.0, 1.0, 0.0, 0 TechRequired = metaMaterials entryCost = 34000 cost = 2500 category = Pods subcategory = 0 title = SpaceX Dragon V1 Cargo Capsule manufacturer = LazTek description = The Dragon V1 Cargo Capsule is equipped with six-direction Draco RCS thrusters, monopropellant, interior and docking lighting, opening front panels for cargo access and A PICA-X heatshield for reentry. It can be used with stacking and attachable cargo and may be used to store science data. attachRules = 1,0,1,1,1 mass = 2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship CrewCapacity = 0 MODULE { name = ModuleCommand minimumCrew = 0 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 10 YawTorque = 10 RollTorque = 10 RESOURCE { name = ElectricCharge rate = 0.8 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = MonoPropellant atmosphereCurve { key = 0 260 key = 1 160 } } RESOURCE { name = MonoPropellant amount = 400 maxAmount = 400 } MODULE { name = ModuleAnimateGeneric animationName = DragonCargoDoors startEventGUIName = Close Cargo Bay endEventGUIName = Open Cargo Bay } MODULE { name = ModuleAnimateGeneric animationName = BlueLights startEventGUIName = Blue Lights Off endEventGUIName = Blue Lights On } MODULE { name = ModuleAnimateGeneric animationName = DockingLight startEventGUIName = Docking Light On endEventGUIName = Docking Light Off } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 7.0 } MODULE { name = ModuleHeatShield direction = 0, -1, 0 reflective = 0.05 ablative = AblativeShielding { key = 650 0 0 0 key = 1000 64 0 0 key = 3000 80 0 0 } dissipation { key = 300 0 0 0 key = 500 180 0 0 } } RESOURCE { name = AblativeShielding amount = 950 maxAmount = 950 } MODULE { name = FlagDecal textureQuadName = flagSurface } }
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Is there a Shuttle ET and SRB mod 1.0.2 compatible?
Mecripp replied to JoseEduardo's topic in KSP1 Mods Discussions
I would say the American Pack but the way the engines are laid out is off but looks close or you might check out CMES mod. EDIT- Also for tanks you might check http://forum.kerbalspaceprogram.com/threads/109885-1-0-2-Munar-Industries-Modular-Fuel-Tank-Expansion-%28BETA%29 -
The engines already give off more light or flame in space then they do in real life.
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You might check this thread http://forum.kerbalspaceprogram.com/threads/111691-WIP-1-0-2-QuizTech-Aero-Pack-v1-2-5-Updated-5-12-15-New-VTOL-Wing-Engine-combo EDIT- Ninja
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Sad news and good news but best of luck and hope for a speedy return.