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Svm420
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KSP2 Release Notes
Everything posted by Svm420
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Question the J58 states in the description a temp limit of 4.1Ma. Well when I get to around 3.5 the internal temp is 1120/1200. I don't think I could make it to 4.1 without melting the engine. This is at 23km altitude. Is the maxt3 set too low for that speed?
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Known issue never let KSP generate that file. Always replace from a fresh install i.e. reDL from steam if you use that.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Svm420 replied to BahamutoD's topic in KSP1 Mod Releases
Well the craft file is loaded with mods so I can't do that. I will get a screenshot ASAP. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Svm420 replied to BahamutoD's topic in KSP1 Mod Releases
Well I am not sure how, or why I may be the only one experiencing this, but the new version is worse than the first version. I tried to pick up a decent sized aircraft about the size of the sr-71 and it blows up every time with the latest version. I did manage to get half the plane lifted once, but upon moving the vessel it all exploded. The F3 logs says parts are colliding with the terrain. Other than that there is nothing in my logs to indicate an error. I tried again reDLing the first version and I can pick the vessel up with no issues. LMK if you need more info or anything else. Thanks! -
Yay thanks for the update. Look forward to seeing more from you.
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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
Hey ferram no idea if this is helpful or not, but thought I'd post the source code for navlights. Thought maybe that might help you figure out a way to easy avoid voxelization everytime the lights flash. Hope that helps using System; using System.Collections.Generic; using System.Collections; using System.Linq; using System.Text; using UnityEngine; using System.Reflection; namespace AviationLights //Originally made by RPGprayer, edited by BigNose, Why485, GROOV3ST3R, JDP and J.Random //License: This file contains code from RPGprayers "Position/Navigation Lights". Used with permission. { public static class navLightStates { public enum navLightState { Off = 0, Flash = 1, DoubleFlash = 2, Interval = 3, On = 4 } } public class ModuleNavLight : PartModule { protected Color _navLightColor; [KSPField (isPersistant = true)] public int navLightSwitch = 0; private double _lastTimeFired; private GameObject LightOffsetParent; private const float INTENSITY_GLOW = 0.33f; private const float INTENSITY_OFFSET = 0.67f; bool b = false, flightStarted = false; [KSPField] public string Resource = "ElectricCharge"; [KSPField] public float EnergyReq = 0; [KSPField] public float IntervalFlashMode = 0, Interval = 0, FlashOn = 0, FlashOff = 0; [KSPField] public Vector3 Color = Vector3.zero; public override void OnStart(PartModule.StartState state) { if (state == StartState.Editor) return; flightStarted = true; _navLightColor = new Color(Color.x, Color.y, Color.z); _lastTimeFired = Planetarium.GetUniversalTime(); // Parent for main illumination light, used to move it slightly above the light. LightOffsetParent = new GameObject(); LightOffsetParent.transform.position = base.gameObject.transform.position; LightOffsetParent.transform.rotation = base.gameObject.transform.rotation; LightOffsetParent.transform.parent = base.gameObject.transform; LightOffsetParent.transform.Translate(0.33f, 0.0f, 0.0f); // Main Illumination light LightOffsetParent.gameObject.AddComponent<Light>(); LightOffsetParent.gameObject.light.color = _navLightColor; LightOffsetParent.gameObject.light.intensity = 0; // Glow Illumination light base.gameObject.AddComponent<Light>(); base.gameObject.light.color = _navLightColor; base.gameObject.light.intensity = 0; LightOffsetParent.gameObject.AddComponent<MeshRenderer>(); } public override void OnUpdate() { if (!flightStarted) return; switch (navLightSwitch) { case (int)navLightStates.navLightState.Off: //Lights go to 'Off' mode LightOffsetParent.gameObject.light.intensity = 0; base.gameObject.light.intensity = 0; break; case (int)navLightStates.navLightState.Flash: //Lights go to 'Flash' mode FlashBasedSwitcher(IntervalFlashMode); break; case (int)navLightStates.navLightState.DoubleFlash: //Lights go to 'Double Flash' mode DoubleFlashBasedSwitcher(IntervalFlashMode); break; case (int)navLightStates.navLightState.Interval: //Lights go to 'Interval' mode IntervalBasedSwitcher(Interval); break; case (int)navLightStates.navLightState.On: //Lights go to 'On' mode LightOffsetParent.gameObject.light.intensity = INTENSITY_OFFSET; base.gameObject.light.intensity = INTENSITY_GLOW; break; } //Energy requirements check: if the light is not off and requires resources; request resource. If returned resource is less than requested; turn off if (navLightSwitch > 0 && EnergyReq > 0 && TimeWarp.deltaTime > 0 && part.RequestResource (Resource, EnergyReq * TimeWarp.deltaTime) == 0) navLightSwitch = (int)navLightStates.navLightState.Off; } public override string GetInfo() { if (EnergyReq > 0) return Resource + " : " + (EnergyReq * 60).ToString("0.0") + "/min."; else return ""; } private void FlashBasedSwitcher(float FlashOn) { if (_lastTimeFired < Planetarium.GetUniversalTime() - FlashOn) { b = !b; IntervalFlashMode = b ? this.FlashOn : FlashOff; _lastTimeFired = Planetarium.GetUniversalTime(); LightOffsetParent.gameObject.light.intensity = (LightOffsetParent.gameObject.light.intensity == INTENSITY_OFFSET) ? 0f : INTENSITY_OFFSET; base.gameObject.light.intensity = (base.gameObject.light.intensity == INTENSITY_GLOW) ? 0f : INTENSITY_GLOW; } } private void DoubleFlashBasedSwitcher(float FlashOn) { LightOffsetParent.gameObject.light.intensity = 0; base.gameObject.light.intensity = 0; if (_lastTimeFired < Planetarium.GetUniversalTime() - FlashOn) { b = !b; IntervalFlashMode = b ? this.FlashOn : FlashOff; _lastTimeFired = Planetarium.GetUniversalTime(); LightOffsetParent.gameObject.light.intensity = (LightOffsetParent.gameObject.light.intensity == INTENSITY_OFFSET) ? 0f : INTENSITY_OFFSET; base.gameObject.light.intensity = (base.gameObject.light.intensity == INTENSITY_GLOW) ? 0f : INTENSITY_GLOW; } } private void IntervalBasedSwitcher(float Interval) { if (_lastTimeFired < Planetarium.GetUniversalTime() - Interval) { _lastTimeFired = Planetarium.GetUniversalTime(); LightOffsetParent.gameObject.light.intensity = (LightOffsetParent.gameObject.light.intensity == INTENSITY_OFFSET) ? 0f : INTENSITY_OFFSET; base.gameObject.light.intensity = (base.gameObject.light.intensity == INTENSITY_GLOW) ? 0f : INTENSITY_GLOW; } } [KSPAction("LightToggle", KSPActionGroup.None, guiName = "Light toggle")] public void LightToggle(KSPActionParam param) { OnEvent(); } [KSPAction("FlashToggle", KSPActionGroup.None, guiName = "Flash toggle")] public void FlashToggle(KSPActionParam param) { FlashEvent(); } [KSPAction("DoubleFlashToggle", KSPActionGroup.None, guiName = "Double Flash toggle")] public void DoubleFlashToggle(KSPActionParam param) { DoubleFlashEvent(); } [KSPAction("IntervalToggle", KSPActionGroup.None, guiName = "Interval toggle")] public void IntervalToggle(KSPActionParam param) { IntervalEvent(); } [KSPAction("Cycle", KSPActionGroup.None, guiName = "Cycle modes")] public void Cycle(KSPActionParam param) { _lastTimeFired = 0; if (navLightSwitch == 4) navLightSwitch = 0; else navLightSwitch++; } [KSPEvent(name = "FlashEvent", active = true, guiActive = true, guiName = "Flash")] public void FlashEvent() { _lastTimeFired = 0; if (navLightSwitch == 1) navLightSwitch = 0; else navLightSwitch = 1; } [KSPEvent(name = "DoubleFlashEvent", active = true, guiActive = true, guiName = "Double Flash")] public void DoubleFlashEvent() { _lastTimeFired = 0; if (navLightSwitch == 2) navLightSwitch = 0; else navLightSwitch = 2; } [KSPEvent(name = "IntervalEvent", active = true, guiActive = true, guiName = "Interval")] public void IntervalEvent() { _lastTimeFired = 0; if (navLightSwitch == 3) navLightSwitch = 0; else navLightSwitch = 3; } [KSPEvent(name = "OnEvent", active = true, guiActive = true, guiName = "Light")] public void OnEvent() { _lastTimeFired = 0; if (navLightSwitch == 4) navLightSwitch = 0; else navLightSwitch = 4; } } }- 14,073 replies
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- aerodynamics
- ferram aerospace research
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works fine on my setup.
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Yeah I was looking over it like I am pretty sure that says layer 20... LOL :D At least it was simple and not something crazy.
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
Would you consider adding a direct throttle percentage setting to the throttle control? What I mean is often is time warp tapping the ctrl or shift results in major changes in throttle percent. I would love to be able to adjust it smoothly, accurately and type in a throttle setting. Hope that makes sense. Thanks! -
Is there an easy way to replicate this with the newest AJE? I know it's fictional, but it sounds pretty awesome . Didn't know if it would be possible with the massive changes AJE underwent.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Svm420 replied to SuicidalInsanity's topic in KSP1 Mod Development
https://en.wikipedia.org/wiki/HOPE-X Would you consider making a nose/drone shaped like the front of the Hope-x? I thought either a drone core or making it into a cargo bay would be a great new part.- 863 replies
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Wow this is really amazing. Can't wait to try this.
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Any news? I am waiting for you to fix this before DL the mod as I don't want part that have functionality issues.
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Look really good.
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Meant to be that way.
- 3,404 replies
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- renaissance compilation
- visual enhancements
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Svm420 replied to BahamutoD's topic in KSP1 Mod Releases
This is exactly what I had thought wished the Hyperedit ship lander would be. -
All you did was read the title and make your post right? You didn't even read the OP. SMH lol. Very helpful
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You prbably have seen all these, but I thought I'd link them in the off chance they help. This this and this. Hope that helps!
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[WIP] [1.05] THERMONUCLEAR TURBINES! 1.0 Nuclear Aircraft Engines
Svm420 replied to Eskandare's topic in KSP1 Mod Development
WHat kind of speed we talking. Please don't make these on good at kerbin toy scale... Also what does "Reducing Engines to Stock Behavior" mean I never had a plugin from your mod? -
Woot gratz on release! Would you consider a 2 man mk1 to .625. Please! Woop I see you have that listunder possible future palns. That is great to see hope that come later. Thanks again!
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He deals with the same crap everyday. If you really like the mod and the author do HIM a favor and read the thread or at least the last 5 pages and the OP. Otherwise you are saying to him that your time is mre important than his. If you don't see that then IDK what to tell you . If that's harsh then toughen up as there is a saying about excuses. You aren't the only one just the latest in a series of people asking for info to be handed to them when they could spend 10-15 minutes and find it themselves
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