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Mecripp

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Everything posted by Mecripp

  1. There are alot of mods that have Engine FX that use the smokescreen plugin and as far as hotrockets there are CFG from users but don't think anyone can update the thread.
  2. Miniaturized satellite hehe looks great
  3. Will the Valcan be added to the list when the delta's are finished ?
  4. I use this so, I don't need some of the parts on the ship it just adds to the pods @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:Final { MODULE { name = TacGenericConverter converterName = Air Filter // Number of units to convert per day (24 hours) // (convert one per second) conversionRate = 86400 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = IntakeAir, 0.477, ElectricCharge, 1 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 1.0, false requiresOxygenAtmo = true } } MODULE { name = TacGenericConverter converterName = Carbon Extractor // Number of units to convert per day (24 hours) conversionRate = 8.4 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.9, false, Waste, 2.218, true } } MODULE { name = TacGenericConverter converterName = Fuel Cell conversionRate = 3 inputResources = Oxygen, 3.7215675, Hydrogen, 7.443135 outputResources = Water, 1, false, ElectricCharge, 18014, true } } MODULE { name = TacGenericConverter converterName = Water Purifier // Number of units to convert per day (24 hours) conversionRate = 8.4 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = WasteWater, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Water, 0.9, false, Waste, 6.382, true }
  5. Sorry thought this would have been on the list https://github.com/krupski/MBM_Utilities
  6. Have you looked here http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE
  7. IMO if just the MM patch are release in the main thread for the mod, If the mod maker does come back he or she knows there still people that like his or her work and we would have a better chance of them making more stuff then someone starting a new thread with there stuff and editing there cfg to put there name in it like you did with Cargo Transportation Solutions mod part when you could have just made a MM and add your texture change with a MM patch file would been ok for you put your name on the MM if thats your thing.
  8. Might have been NEBULA http://forum.kerbalspaceprogram.com/threads/100984-0-25-NEBULA-space-engineering-Decals! and there was a mod that lets you change flag poles but don't remember the name of that one.
  9. So it would be like over half the stuff now that don't have far support lol and that is just a rough # or maybe smokescreen stop working but really what the a MM couldn't fix ? It's like alot of people just trying to take someone work and claim they did some magic. EDIT- If he really wants to help he should try bobcats stuff and fix some of it that's broke not something that isn't.
  10. What would break ? is pretty much just a part mod ?
  11. Thats why there is a box to house the engine and why would v1.0 break the mod there is no plugin it just a part mod.
  12. Have you looked at how blackheart done KerbalStockLauncherOverhaul mod MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = kxlong textureRootFolder = KerbalStockLauncherOverhaul/Parts/FuelTank/KXtank/ textureNames = texture1;texture2;texture4;texture3;texture5;texture6 mapNames = texture1_NRM;texture2_NRM;texture2_NRM;texture2_NRM;texture2_NRM;texture3_NRM textureDisplayNames = Kerbal X;No Decal;Kerbodyne;Rockomax;Black;FLT switchableInFlight = false mapIsNormal = true repaintableEVA = false useFuelSwitchModule = false } Or there is FusTek which looks like @PART[IACBM125m] { MODULE { name = FStextureSwitch2 moduleID = 0 objectNames = fin;lamp_red;lamp_standard;main_ring;motion_controller;pwr_data;ring_rail textureNames = FusTek/Station Parts/Parts/IACBM_1.25_texture mapNames = FusTek/Station Parts/Parts/IACBM_1.25_bump_NRM textureDisplayNames = FusTek Classic nextButtonText = Next Style prevButtonText = Previous Style statusText = Module Panel Style switchableInFlight = false additionalMapType = _BumpMap mapIsNormal = true repaintableEVA = false showPreviousButton = false useFuelSwitchModule = false fuelTankSetups = 0 updateSymmetry = false showInfo = false } } hope it helps. EDIT- And dam wish ksp parts looked like the pictures you are posting that would make one happy kerbal.
  13. Could see about picking up anther engine mount from Constellation Essentials the house the 6 x RS-68B well, I made it house 7
  14. Maybe Monkey Business http://forum.kerbalspaceprogram.com/threads/111669-0-90-Monkey-Business-Inc and
  15. Thanks for reply blacsky33 and already have CrossFeedEnabler installed.
  16. VNG you can do it any time even in flight stock tweakables just in vab. EDIT- Plus with VNG you can get EVA chutes also.
  17. right here http://forum.kerbalspaceprogram.com/threads/51037-0-23-KW-Rocketry-v2-5-6B-Avaliable-working-3m-Docking!-31-12-2013. EDIT- And yes it says .25 but it works in .90 just fine.
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