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Everything posted by Mecripp
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Miniaturized satellite hehe looks great
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[1.7.2] KK Launchers - Delta, Atlas Pack
Mecripp replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Will the Valcan be added to the list when the delta's are finished ? -
[1.0]Vanguard Technologies | EVA parachutes | still works
Mecripp replied to Kreuzung's topic in KSP1 Mod Releases
why you say that ? -
HEHE monkey around
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Mecripp replied to TaranisElsu's topic in KSP1 Mod Releases
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 } -
Any news on this
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
Mecripp replied to riocrokite's topic in KSP1 Mod Releases
New parts are looking good -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Mecripp replied to sirkut's topic in KSP1 Mod Releases
Thanks thought, I was going crazy -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Mecripp replied to sirkut's topic in KSP1 Mod Releases
Wasn't there a Centrifuge part for this mod ? -
O Man O Man got to be getting close
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Horizon Aeronautics - Development Thread
Mecripp replied to stubbles's topic in KSP1 Mod Development
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. -
Looking for a mod that allows you to change flags in flight.
Mecripp replied to TaintedLion's topic in KSP1 Mods Discussions
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. -
Horizon Aeronautics - Development Thread
Mecripp replied to stubbles's topic in KSP1 Mod Development
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. -
Horizon Aeronautics - Development Thread
Mecripp replied to stubbles's topic in KSP1 Mod Development
What would break ? is pretty much just a part mod ? -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
Mecripp replied to DasPenguin85's topic in KSP1 Mod Releases
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. -
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.
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Could see about picking up anther engine mount from Constellation Essentials the house the 6 x RS-68B well, I made it house 7
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Are there any 2 man, 1.25 meter capsules that look like stock?
Mecripp replied to MarcAlain's topic in KSP1 Mods Discussions
Maybe Monkey Business http://forum.kerbalspaceprogram.com/threads/111669-0-90-Monkey-Business-Inc and -
[1.4.1] Monkey Business Inc.( classicparts+octolander+retroparts)
Mecripp replied to blacsky33's topic in KSP1 Mod Releases
Thanks for reply blacsky33 and already have CrossFeedEnabler installed. -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Mecripp replied to alexustas's topic in KSP1 Mod Development
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.