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KSP2 Release Notes
Everything posted by Mecripp
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yes all the command pods have a inventory when you get the book and tools open up you can click on a command pod and put stuff in the inventory there is a slot for every seat that seat gets what you put there happy building.
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Dam, I have on-board crapping graphics and, I never had lag problems like all you this is funny lol.
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KerbQuake Maintainer [Edit: delete me before my shame is known]
Mecripp replied to Akira_R's topic in KSP1 Mods Discussions
yep if you look at the cfg think it this line EngineType = LiquidFuel // Possible EngineType values: // Generic, SolidBooster, LiquidFuel, Piston, Turbine, ScramJet, Electric, Nuclear, MonoProp EngineType = SolidBooster And this one gives you the launch smoke MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.75 maxDistance = 50 falloff = 1.8 thrustTransformName = thrustTransform } -
You might look at KabinKraziness http://forum.kerbalspaceprogram.com/threads/114956-WIP-0-90-KabinKraziness-0-1-7Apr2015
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KerbQuake Maintainer [Edit: delete me before my shame is known]
Mecripp replied to Akira_R's topic in KSP1 Mods Discussions
But it's now more less stock has it. -
CMES is pretty close to your picture EDIT- If, I would have left the textures has they was it would look better.
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Lines that are colourized has the connection they have ( Green or yellow or red but to me red or no line for reds ) ( and how do you see that as valuable information to users ) something we can see and would like and puts are little minds to rest EDIT- Then we can see if are connection is taking the shorts path lol or the long way home
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Antena range also has LOS and uncontrolable with out it but you have to turn it on in the settings but there is no delay like RT.
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You know how many have started and die ? A bunch and there's a couple that are still a WIP and you just want the Orion ? or launcher too ? EDIT- OK will PM when done.
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None of all the parts you need are updated to 1.0 but you can edit the files to update them, Did you look at the American Pack but again it needs updated ? EDIT- If you liked the CMES one, I'll edit the files and rescale it if thats what you want ?
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should be don't know why the wouldn't.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
They could just add it to the frame like @PART[62cm_BoxSat_Frame] { MODULE { name = ModuleEnviroSensorPlotter } } - - - Updated - - - KIS just not playing nice with BoxSat -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Mecripp replied to FreddyPhantom's topic in KSP1 Mod Development
No don't thing so do remember there was anther mod but the name that, I do not. -
If you know where the cfg is for the part you want to edit open it with any text editor you will see something like PART { // --- general parameters --- name = mk3Cockpit_Shuttle module = Part author = Porkjet // --- asset parameters --- mesh = model.mu [COLOR="#FF0000"]rescaleFactor = 1[/COLOR] <----------------------------- Here you can change the scale of it if you want, If you just see rescaleFactor then add a scale = 1 and then change the rescaleFactor = 2 there are some that are more tricky // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -1.25, 0.0, 0.0, 1.0, 0.0, 3 node_stack_top = 0.0, 3.1875, 0.625, 0.0, 1.0, 0.0, 1 // --- editor parameters --- TechRequired = heavyAerodynamics entryCost = 50000 cost = 10000 category = Pods subcategory = 0 title = Mk3 Cockpit manufacturer = C7 Aerospace Division description = A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day. Note: IVA still in shipping and customs. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 3.5 dragModelType = override maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 60 maxTemp = 3400 fuelCrossFeed = True vesselType = Ship // --- internal setup --- [COLOR="#FF0000"]CrewCapacity = 4[/COLOR] // <----------------------------- This line you can change it to 1 or 2 or 3 INTERNAL { name = MK3_Cockpit_Int } MODULE { name = ModuleCommand [COLOR="#FF0000"]minimumCrew = 1 //<----------------------------- This line how many to start if you want to edit it }[/COLOR] RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel actionGUIName = Toggle RW PitchTorque = 40 YawTorque = 40 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 4.0 } RESOURCE { name = MonoPropellant amount = 100 maxAmount = 100 } MODULE { name = FlagDecal textureQuadName = FLAG } MODULE { name = ModuleAnimateGeneric animationName = Mk3Cockpit_Shuttle actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } //MODULE //{ // name = ModuleLiftingSurface // deflectionLiftCoeff = 1 // proportionally less than Mk2 // dragAtMaxAoA = 0.2 // dragAtMinAoA = 0.05 //} }
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By looking at the cfg MODULE { name = ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell [COLOR="#FF0000"]StopActionName = Stop Fuel Cell[/COLOR] <------------ If you take this out you should be able to turn it off FillAmount = 0.95 [COLOR="#FF0000"]AutoShutdown = true[/COLOR] <------------------- If this was false it would should stay on to you turn it off. GeneratesHeat = true TemperatureModifier = 2 UseSpecializationBonus = false DefaultShutoffTemp = 0.5 INPUT_RESOURCE { ResourceName = LiquidFuel Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.0020625 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1.5 DumpExcess = false } } EDIT- But would be nice if Squad would update the wiki EDIT- And ModuleGenerator still works you can still use it to make converters
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Mecripp replied to FreddyPhantom's topic in KSP1 Mod Development
@Lvdovicvs what mod did has them engines ? -
All the things you say can easy be fixed ( high occupancy passenger cabin ) edit the file and cut it down ( Looks silly on a rocket ) then why are you trying to use them parts ? ( symmetry surface attachment weird ) don't use symmetry ( fuel, weight, and length in undesirable places ) again then why use them parts ? good thing you don't work for NASA. EDIT - EDIT- Or you rescale some parts from this mod http://forum.kerbalspaceprogram.com/threads/109567-FantomWorks-KAX-Part-Pack that way there all round.