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Everything posted by Mecripp
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The American Pack http://www./download/dptj659hz8r8gn2/AmericanPack.zip and there is a Chaka Monkey Exploration lite https://www.dropbox.com/s/gbd5wyw7l71mrhg/COL-271.zip?dl=0 which is just SLS. EDIT- And there is this WIP it does need some more parts http://forum.kerbalspaceprogram.com/threads/85275-WIP-NASA-SLS-Released-Orion-MPCV-Core-Module-1-0-4-18-2015 Edit- Now, I think about it there just alittle bigger then 3.75, I think one time, I wrote a rescale for the The American Pack to be 3.75
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Lat/long grid on planetary bodies in Map View?
Mecripp replied to LameLefty's topic in KSP1 Mods Discussions
You might try NavHud http://forum.kerbalspaceprogram.com/threads/81543-1-0-NavHud-a-NavBall-inspired-Heads-Up-Display-1-2-0 -
You can try this added a couple of things https://dl.dropboxusercontent.com/u/72893034/help/scienceModule.zip
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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
@ alexustas the KRoverPlatform for me has to lay on the ground upside down and then, I deploy it and when it's done, I grab it and turn it over and start building it and there is 1 more way, I can write it that, I seen will write a second patch and post it and you can take a look. @ Deltac I wrote a MM to add a second Platform with the seat note moved and added a second top node but having trouble use KIS attach on it, I end up losing a wheel node then will keep testing it might just move the top node and skip the second node you can still use KIS to attach things on it Platform. -
Have you tried just this mod and stock install ?
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Front page http://forum.kerbalspaceprogram.com/threads/86243-23-5-Skylab-%28Compatible-with-OLDD-FASA-LOVAD%29-ALPHA-RELEASE-v0-1?p=1272382
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You can check this looks like your short some # loike Lord said node_stack_top node_stack_bottom node_stack_connect01 node_stack_connect02 node_stack_connect03 node_attach node_stack_bottom01 node_stack_bottom02 node_stack_bottom03 node_stack_bottom04 Each one follows this example, and specifies where other parts can connect to this part: Actual Part Explanation node_attach = 0.00, 0.147, 0.00, 0.0, 1.0, 0.0, 1 specifies the location of the nodes of this part (the green circles). node_stack_bottom = x, y, z, angx, angy, angz, size node_stack_top = x, y, z, angx, angy, angz, size node_attach = x, y, z, angx, angy, angz, size http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions And Here
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
Yep seen that the plugin is broke will have to wait and hope it gets fixed. -
[1.0]Vanguard Technologies | EVA parachutes | still works
Mecripp replied to Kreuzung's topic in KSP1 Mod Releases
Looks like the light color picker is broke also -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
Any where in your KSP/GameData don't matter where in here -
O CargoDragon where are you hehe
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
Did you get the VNG plugin ? http://forum.kerbalspaceprogram.com/threads/25305-1-0-Vanguard-Technologies-EVA-parachutes-still-works -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Mecripp replied to alexustas's topic in KSP1 Mod Development
You might try this new JSIPartUtilities http://forum.kerbalspaceprogram.com/threads/88366-0-24-2-JSIPartUtilities-a-mishmash-of-clever-things-to-do-with-parts?p=1899200&viewfull=1#post1899200 And here is a updated firespitter http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-5-%28Sep-1st%29-for-KSP-0-24-2?p=1887997&viewfull=1#post1887997 EDIT- I'm being to lazy to write a MM now so here is my uploaded folder and, I just build one and all worked fine https://dl.dropboxusercontent.com/u/72893034/help/ASET.zip all, I did was added - on a couple of nodes -
You can rescale one. EDIT- Not sure on the numbers but it would be something like a PART { // --- general parameters --- name = NASAaeroShield_B module = Part author = DennyTX // --- asset parameters --- rescaleFactor = 1 [COLOR="#FF0000"]scale = 0.186[/COLOR] <------------- Match the red MODEL { model=OLDD/NASA/NASAaeroShield [COLOR="#FF0000"]scale = 0.186, 0.186, 0.186[/COLOR] <----------- play around with this numbers rotation = 0, 0, 0 } // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.9, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.9, 0.0, 0.0, -1.0, 0.0, 2 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- editor parameters --- TechRequired = metaMaterials entryCost = 10000 cost = 10000 category = Pods subcategory = 0 title = NASA aero Shield 5m manufacturer = OLDD description = NASA aero heat Shield. Change drag when open. Recommended for any pods reentering atmospheres. // --- standard part parameters --- mass = 2.2 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 breakingForce = 99 breakingTorque = 99 maxTemp = 999 fuelCrossFeed = False MODULE { name = ModuleAnimateGeneric animationName = AeroShieldOpen isOneShot = false startEventGUIName = Deploy endEventGUIName = Retract actionGUIName = Toggle AeroShield allowAnimationWhileShielded = False } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 1800 maxAmount = 1800 } MODULE { name = ModuleDecouple ejectionForce = 16 explosiveNodeID = bottom } } And sorry this is a edited cfg, I use.
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Hard to say what mods fuel cell they are using ?
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Kemini + FASA Gemini + RasterProp? (done)
Mecripp replied to Wesreidau's topic in KSP1 Mods Discussions
In the cfg you see on FASA INTERNAL { name = FASAGeminiInt2 } EDIT- You would make the one look like if your wanting to use FASA internal on K2 Command Pod PART { // this is a sample config file, for determining a good file format for defining part parameters // comment line - ignored by cfg parser // empty lines, or lines without a '=' sign are also ignored // all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting // diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs) // each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though) // each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored. // conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value // This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed) // --- general parameters --- name = K2Pod module = Part author = JFJohnny5 // --- asset parameters --- mesh = K2Pod.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.44, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 1.43, 0.0, 0.0, 1.0, 0.0, 0 bulkheadProfiles = size1, size0 CoPOffset = 0.0, 0.5, 0.0 CoLOffset = 0.0, -0.35, 0.0 // --- editor parameters --- TechRequired = advFlightControl entryCost = 4400 cost = 2200 category = Pods subcategory = 0 title = K2 Command Pod manufacturer = Castor-Pollux Industries description = Through the use of some "creative engineering" and a technique which apparently makes it "bigger on the inside" the design team at CPI has managed to squeeze two Kerbals into a pod originally designed for just one! What a breakthrough! Just don't try to move around too much... // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 14 maxTemp = 2400 // 3400 vesselType = Ship // --- internal setup --- CrewCapacity = 2 INTERNAL { name = FASAGeminiInt2 } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 75 maxAmount = 75 } MODULE { name = ModuleReactionWheel PitchTorque = 8 YawTorque = 8 RollTorque = 8 RESOURCE { name = ElectricCharge rate = 0.4 } } 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 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.5 } RESOURCE { name = MonoPropellant amount = 15 maxAmount = 15 } MODULE { name = FlagDecal textureQuadName = flagTransform } } EDIT- You would have to have FASA installed or pull out a couple of files EDIT- You could use them for your self but FASA is License/EULA All Rights Reserved EDIT- You might keep a eye on http://forum.kerbalspaceprogram.com/threads/118037-WIP-GEMINI-by-OLDD -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
Here is a patch that will update them https://dl.dropboxusercontent.com/u/72893034/help/StackInlineLightsRGB_Patch.cfg.zip -
Anyone Up For Doing Some Procedural Inflatable Heatshields?
Mecripp replied to NeoMorph's topic in KSP1 Mod Development
There some in Klockheed_Martian_Special and you have the ones in DR and theres OLDD NASAaeroShield. -
[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Mecripp replied to riocrokite's topic in KSP1 Mod Releases
Download link is bad EDIT- Yep you fixed it thanks -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
If anyone wants to try a couple of patches made one to fix the nodes and ones is for using KIS, By me putting the hatch has a node makes it alittle hard to put the stuff on the inside, I might take it out but let me know what you think. https://dl.dropboxusercontent.com/u/72893034/help/BoxSat_Patch.cfg.zip And still needs the temp and that new stuff but will add more later.