

Svm420
Members-
Posts
2,027 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Svm420
-
If your not mod adverse. This mod simple orbital calculator is one of the handset mod I have ever installed. simple orbital calculator
-
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Svm420 replied to bac9's topic in KSP1 Mod Development
It's you. Logs? -
It does show the correct info in the menu, but does 30 degrees hotter really mean ~20%+ less thrust? If so then I spent way too much time trying to fix and understand something that wasn't broken. Thanks again! Also is there anyway to have the TAB displayed in game. I started trying to use the AJEtester.exe, but realized since TAB is set at runtime I have no way of knowing what to set it at.
-
Well maybe you can give me some advice. I am trying raise the thrust of an engine. I made a config for the Tumansky R-13-300 with all the numbers needed, but I am getting less thrust than RL and less thrust than I have in the config. To be precise I am getting 33kn dry static max and 53.1kn wet static I am not sure what to do as my numbers seem to be as accurate as any other jet. Would you be able to advise what variable(s) will increase thrust. I just wanted to know what "levers" I could manipulate to try to adjust performance . I am using the unrealeaed dev version of AJE and the corresponding SolverEngine. Thanks!
-
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
Svm420 replied to strykersm's topic in KSP1 Mod Releases
Terrible timing on my part @strykersm, but the tumansky jet still seems to have some issue with its mesh being... insane! This is with the latest version. Just look at this screenshot the purple is what FAR sees as the engine! So i plead that when you have time to please try to fix it again. Thanks! P.S. Is the Lyulka engine seem to have the heat emissive at all times even in the editor. Looking a tht e configs of the engines the difference I see is no animatefxmodule for heat on that engine. Is this just me? I did switch everything over to AJE module, but the other 2 engine don't have this happening. Minor issue just wanted to mention it. -
You can. I spent better part of a day hacking at your configs to allow me to control kerbin separate from the other planets. Did have to do a bit of custom kittopia editing, but I got my mountains down to ~12km not as nice looking as stock, but much more reasonable.
-
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Svm420 replied to sarbian's topic in KSP1 Mod Releases
Any news? Not trying rush you or anything, so please take this as a polite reminder in case it slipped your mind. Thanks again -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
Svm420 replied to strykersm's topic in KSP1 Mod Releases
Well since this never got answered I don't want to leave you hanging. The mig pit(s) would be awesome since you replaced your first one that had aset. Not sure how easy it would be to make it work for both of them. I am now in the process of whipping up some AJE configs for your engines along with a couple of crafts using more of you parts. Will have some pics later. Great work hope we don't lose you indefinately your part are great for recreation and your art is getting better and better -
So when you say "will be set automatically if..." and "This is used to set..." what do you mean? Is there a process for testing other than plug in the numbers and check performance in game? Any tips/advice you can offer? Thanks!
-
Logs and MM.cache are appreciated
-
I started using the mod for a 6.4k rescale. It works really well. It definitely keeps kerbin from completely flattening out, but I think it maybe a little too much. By scaling all the PQS mods by the entire rescale factor of 6.4 I have mountains 20km+ tall! That's feels like way too much for me. I would like it to stay within RL limits since our tallest mountain on earth is around 8-9km ASL. Other than that it works nicely.
-
Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
Svm420 replied to sarbian's topic in KSP1 Mod Releases
The module for FAR needs updating for the latest dev build. Ferram made some changes to FARAeroUtil.cs. This is causing the mechjeb extension for FAR to throw NREs. I can post full log if needed here is a snip of the issue. Thanks!! MissingMethodException: Method not found: 'FerramAerospaceResearch.FARAeroUtil.GetCurrentDensity'. at MuMech.VesselState.AnalyzeParts (.Vessel vessel, MuMech.EngineInfo einfo, MuMech.IntakeInfo iinfo) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 -
@fallout2077 In the realfuels folder is a file called REALSETTINGS.cfg. In that file is a node title ullage with the parameter you want in it. Just have to set them to true. Ullage { simulateUllage = true limitedIgnitions = true shutdownEngineWhenUnstable = true explodeEngineWhenTooUnstable = false } Seems you were right @NathanKell. Not sure where I had an issue in the past, but it seem to work as desired. Thanks for the reply none the less.
-
@NathanKell What would it take for Procedural srbs to allow a thrust curve and still allow changing thrust as it currently is. I tried play with just inserting a thrust curve, but it stopped the thrust from be adjustable and seemed to only follow the curves thrust profile. Is this feasible/possible? I really want thrust curves for srbs, but I don't want more parts when/if I could use just the pSRB if this change is possible that is. If this would be/need a change on pParts' end let me know and I'll go bug @RadarManFromTheMoon. Thanks!
-
Hey @blowfish Would you still be willing to do this when you have time? Thanks!
-
[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
Svm420 replied to KillAshley's topic in KSP1 Mod Releases
@KillAshley Not sure if I am the only one, but i am still holding out for 6.4x scale compatibility. The reason I am waiting is I was unsure of how far your going to go for the rescale. I thought you might better adapt/change the PQS mods for better terrain variation at that scale i.e. not flat everywhere like the current 6.4 kerbin system. Though if you are just going to scale radii without touching the PQS then I will just do it myself as that's very easy. Thanks again for your amazing work with Kopernicus! -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Svm420 replied to martinezfg11's topic in KSP1 Mod Releases
Will it use aset when you release it? Thank you so very much for the lack of integrated intakes there it's a distinct lack if nice mk1 cockpits without intakes. I much prefer the flexibility of placing my own intakes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
Nope. Apparently you can with action groups -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Svm420 replied to nightingale's topic in KSP1 Mod Releases
@linuxgurugamer What about a dummy folder instead of a .dll not sure if it makeS a difference, but another idea.- 5,225 replies
-
Definitely the spaceplane one. wow don't know why I thought that said baha blowfish is right below me
-
Yes
- 2,488 replies
-
- launchsites
- bases
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Svm420 replied to ferram4's topic in KSP1 Mod Releases
Sorry for the misunderstanding in those posts' subject. Thank you for fixing it!- 14,073 replies
-
- 1
-
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: