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Mecripp

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Everything posted by Mecripp

  1. It's list some tools http://forum.kerbalspaceprogram.com/threads/96729-0-25-DDSLoader-1-6-%28Nov-13%29-Loads-DDS-Texture-Boringly-fast-edition
  2. Be nice if Stock had a up to date wiki that, I could find, Squad a good handful of new MODULE but can't find anything on them but you might try this one MODULE { name = ModuleSeeThroughObject transformName = TrussMount shaderName = KSP/Bumped Specular (Transparent) screenRadius = 1.0 leadModuleIndex = 0 leadModuleTgtValue = 0 } It might just be for VAB.
  3. There is also Klockheed Martian Special not sure if there working in 1.0 Parts http://forum.kerbalspaceprogram.com/threads/84224-Klockheed-Martian-Special-Parts-V2-1-1-23-Aug-Dev-Thread-Wet-workshop-bugfix
  4. Thats because there was a bug with the nodes before and now they fixed it.
  5. Let me try and fix it first where it's not running with the engine off
  6. Did you add the MODULE ? EDIT- PART{ name = Rodan module = Part author = Tygoo7 MODEL { model = TundraExploration/Parts/Rodan/rodan scale = 15.5, 15.5, 15.5 } rescaleFactor = 1 node_stack_top = 0.0, 1.8, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.8, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = metaMaterials entryCost = 36000 cost = 4800 category = Pods subcategory = 0 title = Rodan Capsule manufacturer = Tundra Exploration description = The Rodan Capsule is equipped with 4 Super-Kerbo engines that give it the ability to land and take off. The built in docking shroud and landing legs give it the advantage of landing "softly" and docking with other ships in orbit. attachRules = 1,0,1,1,1 mass = 3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 45 maxTemp = 3400 vesselType = Ship CrewCapacity = 5 INTERNAL { name = RodanCommand } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 500 maxAmount = 500 } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 15 RESOURCE { name = ElectricCharge rate = 1.2 } } RESOURCE { name = MonoPropellant amount = 1500 maxAmount = 1500 } MODULE { name = ModuleAnimateGeneric animationName = Shroud startEventGUIName = Open Shroud endEventGUIName = Close Shroud } MODULE { name = ModuleAnimateGeneric animationName = LandingGear startEventGUIName = Deploy Legs endEventGUIName = Retract Legs } 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 = 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 } } EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } } MODULE { name = ModuleEnginesFX runningEffectName = running thrustVectorTransformName = thrustTransform exhaustDamage = false ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = MonoPropellant ratio = 1 DrawGauge = True } atmosphereCurve { key = 0 320 key = 1 290 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 // <------ HERE falloff = 1.5 thrustTransformName = thrustTransform } RESOURCE { name = AblativeShielding amount = 950 maxAmount = 950 } } EDIT- Can't find anything on the new Module's still all the old stuff
  7. It does lol, Has you can tell, I don't have something right hehe. EDIT- Got them running with the engine off also.
  8. Looks like some new MODULE got added, Some good one's now where's that wiki and is it updated lol
  9. I for one would like to thank all you modders for doing what you do and making KSP better and better, Thanks ! for all the work and time, Really ya'll make it so much better. EDIT- And people for all the mods you like take alittle bit of your time and hit that little STAR on there post or thread and give them some Rep and A Thank You.
  10. This isn't Doom and you started modding ksp knowing the rules thinking you was going to get paid and knowing your not and, IMO don't think it's that people don't think modders shouldn't get paid, And sure would think more people would give if they had it to give but to think you started modding KSP banking on getting paid is just alittle crazy IMO after all it's a beta and you are asking someone to paid for something that might not work the next update and might not ever work again, Would think this is for people that like doing what they do and some to learn how to do it.
  11. It pretty much is being worked on MFS http://forum.kerbalspaceprogram.com/threads/107791-0-90-Mobile-Frame-System-MFS-%28v0-3-0%29-04-04-2015 and KMPI http://forum.kerbalspaceprogram.com/threads/101239-WIP-Mining-and-Processing-Extension-KMPI
  12. Right now the best thing for KSP to stay like it is this is free research and labor they can see what most people like and don't and what all it can be.
  13. ( Utopian societies have been tried. None have worked ) because there not enough good people would be my very best guess there is to many greedy people in the world today but there are a lot of good people that just want to help and sharpen there skills and then you have the greedy people always looking to get rich and a good poor man will give you the shirt off his back a greedy person will try and sell it to you. EDIT- Did anyone beg you to mod ? If you don't like the rules there are more places for you to go and try and get rich best of luck to you.
  14. Your right it is gone looking for away to patch it now.
  15. VesselViewer should show up if you have it installed.
  16. LOL I'm sorry but, I think some people just go alittle to far this is a game and trying to get size of the rock to scale is alittle crazy, I'm really scale to what this is what gets me about RSS or RO , The rocket scale to the planet what ? Because the rocket scale to the kerbal is way off that is my big pet P with the game scale the kerbal to the rocket lol to funny ok back to guys hehe. EDIT- Now load up your ksp and put a kerbal next to any engine and see EDIT- There is someone standing next to the engine in the first picture just hard to see.
  17. Whoops forgot the inside fixed try again. https://dl.dropboxusercontent.com/u/72893034/UFO/scienceModule.zip
  18. I did it's on top of the pic of the lab but here is a download that, I edited thinking this is what you want https://dl.dropboxusercontent.com/u/72893034/UFO/scienceModule.zip EDIT- I didn't test it but it should work.
  19. Not sure if this is the one you are taking about http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29 If so in the thread is the cfg you want. EDIT- It's the same part has Interstellar mod has if thats what you are talking about http://forum.kerbalspaceprogram.com/threads/43839-0-22-KSP-Interstellar-%28Science-Integration-Heat-Mechanics%29-Version-0-7-4-%28Beta%29
  20. Looks like the one you was going to use JSI glass so you could see the kerbals inside
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