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Svm420
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Everything posted by Svm420
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Svm420 replied to ferram4's topic in KSP1 Mod Releases
Am i the only one having issues with flaps still on the latest FAR. The graphs and calculations have no changes when toggling flaps to any of the 4 states. The flaps themselves never move when switching between the settings. They work fine in flight just can't get aero analysis to use them though. Will provide logs/MM.cache if desired, just thought I'd ask first to see if it's only me.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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64K comes with textures for kerbin. So if you rename your texture to that name and overwrite the file it will work as it should. That's the easiest method
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8k is highest unity can allow AFAIK
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Svm420 replied to Claw's topic in KSP1 Mod Releases
@Claw Is there anyway to change the default gimbal rate from 10. I ask now that there is no longer a module added to part where I added these lines before. Thanks! gimbalRateIsActive = True gimbalResponseSpeed = 15 -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
Svm420 replied to Beale's topic in KSP1 Mod Releases
Hey @Beale I was trying out the WAC parts and I know it hasn't been officially released/finished, but how did you intend the WAC to attach to the Bumper? Is there supposed to be a stack node added or is there a separate nose cone not included? Thanks! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
Stock game issue unrelated to any mods can't be fixed. @BahamutoD Would you be able to answer this please? Thank you! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Svm420 replied to Ven's topic in KSP1 Mod Development
@Slothylicious That is a center of mass offset on the pod. It is done so the pod angles slightly during reentry and gain a bit of lift easing re entry. I can advise you how to remove it if you are comfortable editing config files. -
You're wrong
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Svm420 replied to rbray89's topic in KSP1 Mod Releases
I always like to treat modders as having spent more hours than I even play just on some code to improve everyone else's game, hours on a forum helps noobs and others fix their problems, hours fixing issues and adding features. They may not even get to play and enjoy the game they are pouring so much time on. The least I can do is read a thread and try my best to avoid repeated questions. I doubt it takes 1% of the time to read this entire thread that they spend helping and working sometimes only for a few thanks. Perspective on others time and its value is a key to showing respect and understanding. No one's time is more valuable than any others. -
MODULE { name = ModuleKISItem volumeOverride = 450 // WHatever number you want in liters here editorItemsCategory = false } This
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[1.0.4] EVA Enhancements - pitch/roll/navball and more!
Svm420 replied to seanmcdougall's topic in KSP1 Mod Releases
Squad fixing things that didn't need fixed since 2011. Thanks for the update! -
Really like the idea of the mod, but I am unsure about part boni. How will that work with say Realchutes, RWsaturatable reaction wheels, realfuels? If compatibility can be had that's great, but would be disappointing if the a core bonus is tied to only playing stock. 2c from a heavy mod user who loves what you done for contracts.
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I would be amazed if you can even run the game let alone any mods on that computer . I mean if you can run the mod at all then you can mod planets yourself there is not any more resource usage in editing planets than running them normally. I also think they know you want the switch at this point it is abundantly clear from multiple posts. The horse is dead let it rest. @CaptRobau @Eudae55 Those renders look spectacular!
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@KospY Will we ever get the ability to attach part that have children? Would make assembling in orbit sooo much easier. Thanks!
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[Plugin][See active fork] B9 Procedural Parts Modified
Svm420 replied to 01010101lzy's topic in KSP1 Mod Development
Really like the idea of defining the wing with sweep angles as I have had a hell of a time trying to match RL wings with only mid chord sweep which I can't ever find listed for planes. Great work! -
Hey devs of AJE have you considered implementing a system like what RealFuels offers? Allowing engines to specifiy varients that can be switched between on the same engine model. That way if varient stats are known they can be added on an existing base model. Further it could allow "TechLevels" to be made using minor predefined increases in various stats such as fuel efficiency, wet/dry thrust, weight, etc. Less realism, but still based on reality and could be easily limited to plausible improvements. Would/Could make it easier to implement more engines/variants. Thanks
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD What is the difference between the 3 AAM and 2 AGM homingTypes aam, aampure and aamLead; AGM and AGMBallistic? Thanks! New turret ai look great! -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Svm420 replied to sarbian's topic in KSP1 Mod Releases
Not sure if this has been requested before, if so excuse the repetition. Would you be able to add a debug toggle that can be set per engine to allow particles in the editor? I would like this to be able to adjust plume with the Real Plume mod without having to go through so many scene changes. Don't know if that's even possible so if you know better say so. Thanks! -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Svm420 replied to bac9's topic in KSP1 Mod Development
Thats your answer. No reason to be pedantic -
[old thread] Trajectories : atmospheric predictions
Svm420 replied to Youen's topic in KSP1 Mod Releases
@Youen Thank you -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
Anyone have tips for breaking radar lock? I have been experimenting with some semi active missile and have found they are exceptionally deadly. Chaff doesn't seem to help maybe I am using it wrong. I pop it as I am being locked and a lot as the missile get close. Also has anyone lower the flare thermal setting as I have found heat seekers to be exceptionally not deadly in 1.0.5 as a few flares pretty much guarantees a miss. Thanks! -
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
Svm420 replied to strykersm's topic in KSP1 Mod Releases