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Mecripp

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Everything posted by Mecripp

  1. Thanks for the update and all the work you have done
  2. 2nd picture of the SLS looks like it was getting alittle hot or is that just the way the light was hitting it ?
  3. Yep thats it and have ModuleManager.*.*.* installed
  4. You could have just done +PART[airbrake1] { @name = miniairbrake1 @rescaleFactor = 0.5 @entryCost = 5000 @cost = 250 @title = A.I.R.B.R.A.K.E.S (Small) @manufacturer = C7 Aerospace Division description = After several complaints from our brave pilots that the standard A.I.R.B.R.A.K.E.S. were too powerful for smaller craft, the engineers at C7 Aerospace came up with a simple solution: A smaller airbrake. @mass = 0.025 @emissiveConstant = 0.475 @maximum_drag = 0.01 @minimum_drag = 0.01 @angularDrag = 1 @MODULE[ModuleAeroSurface] { @deflectionLiftCoeff = 0.19 @ctrlSurfaceArea = .5 } }
  5. I think the EngineType = LiquidFuel just give IVA view a little shake.
  6. The ones sumghai posted, I'm sure they still work, I used a plugin to stick them to the ground but, I know there not pretty wish, I know how to get other legs to work like that. EDIT- You could use MagicSmokeIndustries
  7. What you wanting to change ? EDIT- If you know how to edit which easy you can with any text editor will open the cfg, I posted the names so you have that much. @PART[ftmn400] { @node_stack_bottom = 0.0, -3.1, 0.0, 0.0, -1.0, 0.0, 3 @maxTemp = 2000 // = 3600 @stagingIcon = LIQUID_ENGINE @MODULE[ModuleEnginesFX] { EngineType = LiquidFuel @atmosphereCurve { key, 2 = 7 0.001 } } } @PART[ftmn180] { @node_stack_bottom = 0.0, -2.735, 0.0, 0.0, -1.0, 0.0, 2 } @PART[ftmn80] { @node_stack_bottom = 0.0, -1.835, 0.0, 0.0, -1.0, 0.0, 1 } @PART[bl40n] { @node_stack_bottom = 0.0, -2.0, 0.0, 0.0, -1.0, 0.0, 1 }
  8. Not sure if this still work but SpannerMonkey(smce) had this http://forum.kerbalspaceprogram.com/threads/90438-UPDATE-New-parts-landinglegs-Beam-Axles?p=1347630&viewfull=1#post1347630 And the ones sumghai posted, I used in .90 but they want to slide on you.
  9. If you know how to edit the cfg it's easy and a quick fix. @PART[ftmn400] { @node_stack_bottom = 0.0, -3.1, 0.0, 0.0, -1.0, 0.0, 3 } @PART[ftmn180] { @node_stack_bottom = 0.0, -2.735, 0.0, 0.0, -1.0, 0.0, 2 } @PART[ftmn80] { @node_stack_bottom = 0.0, -1.835, 0.0, 0.0, -1.0, 0.0, 1 } @PART[bl40n] { @node_stack_bottom = 0.0, -2.0, 0.0, 0.0, -1.0, 0.0, 1 }
  10. This are just parts so 99 % yep the dish will work don't know about RT.
  11. The close up one's to me look like stock there are a 2 angles that the look alittle brown but think thats just the lighting at that angle looks good to me.
  12. Here is the patch he made there https://dl.dropboxusercontent.com/u/72893034/help/ORIGAMI_AntennaRange_Patch.cfg and here are some of the patches, I have which also has the ORIGAMI dish did look to what are ranges was but you can https://dl.dropboxusercontent.com/u/72893034/help/AntennaRange3_Half_Range.cfg and you just but them anywhere in KSP/GameData, I have a ModuleManager files folder in my KSP/GameData folder with just patches in it but some, I just put in that mods folder you can open the cfg with any text editor. EDIT- I do play with a little shorter range then toadicus has them. EDIT- And on Github you can highlight what you want and copy and paste it in a text edtor and save has a cfg EDIT- And I forgot my password to Github to funny.
  13. There are parts of and whole ones first whole ones Launchers Pack http://forum.kerbalspaceprogram.com/threads/78741-0-90-Launchers-Pack-V-4-Atlas-V-Delta-II-Falcon-1-Atlas-V-Added!-Delta-IV-in-development And OMSK http://forum.kerbalspaceprogram.com/threads/112419-OMSK-Space-Products-Stockalike-Atlas-rockets-more!-1-0-Compatibility?p=1772448#post1772448 And change my mind not going to link parts.
  14. Thanks you so much for this you made one happy kerbal.
  15. Whats all wrong with the home3 pack will take a look at it ?
  16. Goto the smokescreen thread and look at all the spoilers it tells you there. SmokeScreen http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin
  17. He also posted in KOSMOS trying to take it over.
  18. Not sure what you mean but you are targeting the the first ModuleAnimateGeneric in the CFG if you add a space , 0
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