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Mecripp

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Everything posted by Mecripp

  1. Did you change the way the fuel runs on them the center tank is emtpy first then pulls from the outer tank and if you kill cross feed the engine dont get fuel but that was on v 0.06 and you have spit out two more lol will try the new but this has happen from v 0.02 and love some of the new parts thanks.
  2. All you have to do is just rescale Cargo Transportation Solutions part like he did and you can stack them if you want a short one use one piece or long start stacking. EDIT- Here is a MM that rescales the whole ModsByTal mod to fit MK 1 https://dl.dropboxusercontent.com/u/72893034/ModsByTal_Rescale.cfg.zip which will give you the docking rings and end plates.
  3. Thats why there was base rings.
  4. Have you looked here http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE
  5. There is also Homes by bobcat for base parts and have you used Multipurpose Colony Modules every time, I try to use Inflatables base parts the one want to attach under ground and when, I do get it on top on reload it jumps in the air and that can be bad.
  6. It was my bad the part, I was using used 30 ec/min and the RTG was only putting out 14 ec/min.
  7. In your pictures it shows in Ec/s and in game it's Ec/min ? EDIT- Think your RTG's are broke there not putting out no juice
  8. It works fine it fixes exploding/expanding parts in VAB with out it one of the tanks expands right out of the parts list. EDIT- Well come to think of it that tanks is in his other mod hehe
  9. If your playing a career or not you can try a MM like this @PART[*]:HAS[~TechRequired[]]:Final { TechRequired = start entryCost = 1200 cost = 250 } @PART[*]:HAS[#TechRequired]:Final { @TechRequired = start } EDIT- Just a quick look there missing TechRequired = * and entryCost = *
  10. Isn't the range only 2k or 4k max thats not that far.
  11. There was a mod something like trick smoke or something had a part thats all it did was make smoke you could turn it off and on.
  12. O my you guys are to funny, 1.0 is just about out and you ask for .90 to funny it work yes you might have to do alittle work yes lol.
  13. This has not went over well in the threads.
  14. There is ASET Portable Rover http://forum.kerbalspaceprogram.com/threads/86343-New-project-from-ASET and roverdude has one too and some Deployable Light Globe http://forum.kerbalspaceprogram.com/threads/50531-Sunshine-movie-style-Deployable-Light-Globe-%28updated-7-10-2013%29
  15. Lol didn't think of that part will try. EDIT- That worked hehe thanks don't know why, I didn't think of that.
  16. gedit is what, I use are you just editing and then hitting save ? You might make sure your saving as a cfg and if you look at the bottom of gedit ya'll see plain text you can change it to like C++ or others to help see things better.
  17. Is there away to throttle the output ? Looks like a mix between Realistic RTGs by Gribbleschnibit8 and NearFuture plugin which is what, I use now for my RTG's and can throttle the output alittle. EDIT- But sadly NearFuture doesn't work on unfocused vessels
  18. If AndyMt don't mind, I might post some cfg for engines EDIT- More power and thats doing it the hard way EDIT- Well not of the one's in the Picture's but of a welded part with added bottom node for those who want it.
  19. LOL thats so a kerbal can change them out hehe ( Thats a Joke but guess he could )
  20. For me, I like the way they are now what's wrong with them ? EDIT- There isn't anything wrong with them being separate engines if you want a whole one weld it, It's your choice or take it out and put what ever engine on it you want.
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