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Svm420
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Everything posted by Svm420
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Not needed FAR does it's own thing.
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Art requires creativity. Creativity requires an artist. Artist's require respect. I can't express the joy using your creations brings me. KSP would not be what it is with all the people who share there time, creativity and labor with the community for the most part without asking anything in return. So with that in mind I respect and welcome all decisions regarding the direction of your creations; Full stop. Can't wait to see what you share with us next
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[1.12.x] Near Future Technologies (September 6)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
Please don't let the old mods hold you back from making your mods better. If people want to use mods with less fidelity that's their choice. Progress >>>> the past -
[1.12.x] Near Future Technologies (September 6)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
I am eagerly awaiting that large project. Please ignore and do not feed the troll(s) and do you. Very excited by the in progress work so far -
[1.12.x] Near Future Technologies (September 6)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
When are you going to realize @Ryaja no one but you cares about your thoughts or opinions? -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Svm420 replied to R-T-B's topic in KSP1 Mod Releases
You were correct in you initial assessment of the missing field, but i believe the config for Eve is also missing a Atmosphere node for the planet and is probably the source of the second issue even with the correct type variable. The config for Mun is also missing a type field, although it should be type = Vacuum. From looking at the files the mod seems very incomplete. Eve also has no Ocean node though i can not judge the intention of that. Maybe the author intends for the config to be usable as is, but I don't think the are complete enough for general use YMMV. -
hi @Alex Starlight, Really appreciate the mod just wanted to give some feedback. With this mod installed I am unable to scroll the advanced filters, the ones hidden and revealed by the arrow at the top of the filters left of the basic categories. Without the mod you can set you mouse anywhere in the advanced filters and use the scroll wheel to scroll the list up and down, or left click to drag the list up and down. With the mod install the list wont scroll unless you have the pointer precisely between the filter squares in the 2-3 pixels space between them making scrolling very cumbersome and frustrating. I hope the issue can be resolved because I really enjoy using your mod. Happy to test an fixes if that helps. Thanks!
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@rockmeowstar I was wondering if you could fix the textures of the storage containers of the KIS mod found here. They appear fully glossy and have a mirror finish which looks strange TBH. I haven't found another mod that has nice inventory containers like these. I know your more focused on fixing glass/window textures, so if this is beyond your scope I understand. Thank you either way for your work thus far!
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Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)
Svm420 replied to Kochi's topic in KSP1 Mod Releases
The difference is; when the periapsis parts were made the creator named that part of the part thrust_transform not trustTransform. So when you told the game to give that part a plume it was trying to find a not existent part of the part, AKA misnamed. In the future when making configs for a part it is always a good idea to check the parts original CFG file to ensure proper naming conventions. it isn't often that people use their own naming convention, but every time I have had an issue like you did that was the cause. I found the solution for you by doing eactly that I went to the original CFG file and went to the ModuleEngines module and checked what the thrustVectorTransformName was set to. Hope that makes sense. -
Avalanche Plumes (A waterfall Mod for Solid Rocket Boosters)
Svm420 replied to Kochi's topic in KSP1 Mod Releases
The thrust transform for the part you are working on is different than the config you copied from. @pr4ger Change thrustTransform -> thrust_transform -
Have either of you told the people who run CKAN? It occurs to me that they might be more inclined to assist since your issue wouldn't be without CKAN...
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AJE Extended Configs v2.0.4 - KSP version 1.8+
Svm420 replied to Citizen247's topic in KSP1 Mod Releases
What is it you think that engine, the d-30, can do that the stock jet engines don't do? If you are looking to match performance of the real thing then trying to avoid AJE is like missing the point of AJE. Which is to model the IRL performance as best we can. I say this because how this mod works is it just clones the stock jet model for the turboJet and uses AJE to give it the stats it need to be like the engine IRL. without AJE i don't know what you would gain from making another jet engine when we have a turbojet and turboramjet already. -
Vano's Soundtrack for Kerbal Space Program Vol.2
Svm420 replied to MusicByVano's topic in KSP1 Mod Releases
I tried the GDrive link in the OP it led to a dead page. -
[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 looks amazing. Thank you for do that!- 156 replies
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
There was this mod that let attached parts move with animations -
From my own experience of making aset iva's I think it can only be done in unity. You can use blender to make and edit part, but not IVAs AFAIK YMMV. The guide for unity setup you linked looks correct to me. As far as details regarding props and the cfgs for them. I would look at the RPM github and see if there is documentation to help you. As far as action sets. I don't think there was any props were made after they were added to the game. So i don't think there is a way to see or control from IVA only. It may require code updating in RPM for it to even be possible.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
The latter -
[1.12.5] Restock - Revamping KSP's art (August 28)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
IF you add this MM patch it will fix the clamps in the editor. @PART[launchClamp1]:AFTER[Restock] { @MODULE[ModuleRestockLaunchClamp] { %instancingEnabled = false } } -
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.- 156 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!- 156 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.