Svm420
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Everything posted by Svm420
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Starilex Nightstar : Better KSPartTools for IVAs
Svm420 replied to Ailex's topic in KSP1 Mod Development
I have this installed but what "prop search bar..." are you referencing? -
[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
Svm420 replied to zapsnh's topic in KSP1 Mod Development
That makes sense. Don't know why i didn't realize that. Could the stock pointer/arrow of the gauges be replaced with the thumb you created or something similar? I am most curious if we can keep the numerical readouts you added as it makes the gauges more useful at a glance and remove the space squad wasted. Just trying to think of something straight forward that would allow that.- 148 replies
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[1.12.x] ZTheme v1.1.3 - A dark theme for KSP (2024-02-27)
Svm420 replied to zapsnh's topic in KSP1 Mod Development
I see you moved the red area of the throttle gauge to the bottom to fix the alignment. Do you think you would be able to remove the unused section of the throttle and have the needle work correctly? It would make the gauge capable of finer readout if we could utilize the full area. I want to know what Squad was thinking back in the day to design a gauge where like 25% isnt used This mod is stock for me and the new ZUI addition is the cherry on the sundae. Thank you!- 148 replies
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[WIP] [1.12.x] HUDReplacer - (v1.2.11-beta)
Svm420 replied to UltraJohn's topic in KSP1 Mod Development
I have always wondered. Could we get rid of the -5 to 0 of the G gauge? It doesn't actually function that way. Negative gees still read on the positive side. Also the throttle above 100 Just a personal peeve of mine. -
[WIP] RasterPropMonitor Maneuver Planner
Svm420 replied to MirageDev's topic in KSP1 Mod Development
@MirageDev What made you go for RPM as opposed to MAS? I thought RPM was being phased out for the new and improved MAS. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Svm420 replied to stupid_chris's topic in KSP1 Mod Releases
Is this still true? -
Does this require anything on the docking port side of things, as in does it need special ports, or can it be used on existing docking port parts?
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Are you aware of the simple logistic mod. It may offer features you are looking for.
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@MOARdV I am getting weird numbers when I use IAS for airspeed. They are quite a bit higher than what I get when I use the IAS readout in the FAR GUI. I think your formula for calculating IAS may be wrong. It at least appears different than the calculation FAR uses. It appears FAR takes the sqroot of density * pressure ratio, and you take srfspeed * Sqroot of density * pressure ratio. If you would please take a look. Happy to test any changes.
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@dkavolis Would you still consider this request? Thanks!
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Svm420 replied to blowfish's topic in KSP1 Mod Releases
@blowfish I know it's has been discussed before, but jet engines lose too much thrust from high ambient temp. From some preliminary research it seems many modern commercial engines are flat rated to 30*C. Which makes sense when you consider these engines have to operate in conditions ranging from Alaska to Dubai. Currently in game I am getting around 75% of the rated thrust on the runway at KSC. While the ambient temp is above 30*C, it's around 35*C, it shouldn't have that drastic of a reduction if it's meant to reflect reality. While I have been unable to locate anything stating military jet engines are rated the same; I would assume they to have some flat rating to the thrust output so they can operate in whatever condition the war theater might be in. Regardless I doubt the 25% reduction in rated performance is accurate in all but the most extreme conditions. This research paper shows that even without flat rating the loss in power resulting from a deltaT of 30*C is not more than 15%. Which starting at 15*C ISA would be 45*C; Hotter than KSC. All that is to ask can I do something from the config side to reduce power loss, or does this require a change in the assumptions of the underlying simulation? While I can just up thrust numbers to get rated thrust on the ground this will result in less realism in all other conditions. Thanks! Edit: Found another paper discussing the effects of ambient temperature on gas turbine engines. Of note there is Figure 13 displaying overall power output for an engine. That displays a loss of around 12% with a change in ambient temp of 280K to 300K -
@flywlyx Would you be able to update the source code on github with the latest version. Thanks!
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Svm420 replied to nightingale's topic in KSP1 Mod Releases
It would be a problem anytime kopernicus is used to change the homeworld from kerbin -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Svm420 replied to nightingale's topic in KSP1 Mod Releases
No idea I wondered that myself. I compiled the mod locally with the changes mentioned and it does indeed fix the issue. The only hiccup, as mentioned in the github issues, is it put the games default waypoint for KSC in the sun. -
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
Svm420 replied to nightingale's topic in KSP1 Mod Releases
Seems like the issue is discussed here. -
Generosity 2: Electric Boogaloo
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Here. Nope no release. Maybe someone else skilled in shaders could make it happen.
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@dkavolis Do you think FAR could model/simulate boundary layer control to replicate blown flaps, or is that too complicated to model?
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Svm420 replied to blowfish's topic in KSP1 Mod Releases
@blowfish Trying to make config for the NK-12. For some reason when using a gear ratio of 0.094, or 1:10.6, it causes the engine to constantly flip from nominal to starter on not functioning properly. In this state throttle has no effect on engine output it has those same outputs 1-100% Any idea whats going on? -
Lower your wing load. If you are familiar with FAR go to the second page of the FAR analysis and check reference area. That how much area you have generating lift. Then divide mass in Kg by the area in m2. For reference here is some standard aircraft wing loads. The Cessna 172 has a wing load of ~70Kg/m2 so aim for that if you want good low speed characteristics. Right now I see you craft has a mass of ~5900kg so you'd need an area of ~85m2, 9mx9m, or ~68mx1.25m for the width of the wings you have there. Crafts in KSP are notoriously heavy because of Kerbal/KSPs reduced scale. In stock they buff lift for the area you use so that crafts look Kerbal sized. FAR is designed where real area = real lift force. They are by design different. It takes adjustment, but can be rewarding if you appreciate the realism and depth compared to stock.
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[1.12.x] AFBW Revived (Joystick & controller mod)
Svm420 replied to linuxgurugamer's topic in KSP1 Mod Releases
Well after a about an hour coded the behavior myself Much happier with it this way. Now pushing reset trim doesn't set it to zero if the knob is too far from 0, but the precise and absolute adjustment was worth it to me.