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Svm420
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Everything posted by Svm420
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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
I would like to request a way to sort waypoints by distance under the celestial body tab. Would that be possible? This mods makes survey sso much more convenient! -
Hmmm strange I tried setting the density to 0.000001251 and I still get a crap ton of DeltaV. Hope squad take note and open that up as well to modders. :/ - - - Updated - - - Not with mods
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Hi I was wondering by what amount I have to reduce the density of the EVA Propellant resource on kerbals in order to reduce the delta v available by say a factor of 10. This is all since the thruster isp seems to be hard coded. I just wondered if there is a quick/simple calculation that would give a good estimate. 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
Hey BahaD I know this isn't the thread for this inparticular, but making a new thread seemed like a waste, but what happened to the heat refraction you were working on for jet engines? Thanks! -
Dr jet chop shop has some I believe
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[WIP] [1.05] THERMONUCLEAR TURBINES! 1.0 Nuclear Aircraft Engines
Svm420 replied to Eskandare's topic in KSP1 Mod Development
Any news on the next release? No one likes a tease . I just really want those props! -
[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
Same still can't get on my plane. -
Under which node for !minThrust = DEL Configs or ModuleEngines? I just checked my MM cache and I don't even have minthrust under the CONFIG nodes only maxthrust. UrlConfig{ name = liquidEngine type = PART parentUrl = Squad/Parts/Engine/liquidEngineLV-T30/liquidEngineLV-T30 url = Squad/Parts/Engine/liquidEngineLV-T30/liquidEngineLV-T30/liquidEngine PART { name = liquidEngine module = Part author = Ven scale = 0.1 node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -7.27403, 0.0, 0.0, -1.0, 0.0 TechRequired = advRocketry cost = 314 category = Engine subcategory = 0 title = LV-T30 "Reliant" Liquid Fuel Engine manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = Although criticized by some due to their not insignificant use of so-called "pieces found lying about", the LV-T series engines have proven themselves as comparatively reliable. The T30 model boasts a failure and rattly bits ratio below the 50% mark, this has been considered a major improvement over previous models by engineers and LV-T enthusiasts. Plume configured by RealPlume. attachRules = 1,0,1,0,0 mass = 0.42 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 1523.15 stagingIcon = LIQUID_ENGINE bulkheadProfiles = size1 entryCost = 1570 node_stack_top2 = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 oldMaxTemp = 1891 tempMult = 0.805473294553147 MODULE { name = ModuleEnginesRF thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 204 heatProduction = 124.042887361185 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel atmosphereCurve { key = 0 256 key = 1 231 key = 7 0.001 } PROPELLANT { name = Ethanol75 ratio = 52.660728 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 47.339272 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimateEmissive ThermalAnim = LV-Theat useHeat = False } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 7 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = BBModule } MODULE { name = CollisionFX scrapeSparks = true collisionSound = CollisionFX/Sounds/Bang1 scrapeSound = CollisionFX/Sounds/GroundSkid sparkSound = CollisionFX/Sounds/SparkSqueal } MODULE { name = ModuleAGX } MODULE { name = ThermalMonitor } MODULE { name = USI_ModuleRecycleablePart Menu = Scrap Part ResourceName = Recyclables Efficiency = .8 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = .4 } MODEL { model = VenStockRevamp/Squad/Parts/Propulsion/LVT30 } MODULE { name = tjs_EngineLight isDebug = false lightPower = 1.0 lightRange = 40.0 maxLightPower = 23.0 lightRed = 1 lightGreen = 0.88 lightBlue = 0.68 jitterMultiplier = 10.5 multiplierOnIva = 0.25 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = ModuleEngineConfigs techLevel = 1 origTechLevel = 1 engineType = L origMass = 0.42 configuration = Ethanol75+LqdOxygen modded = false type = ModuleEnginesRF CONFIG { name = Ethanol75+LqdOxygen maxThrust = 204 heatProduction = 124.042887361185 IspSL = 0.9300 IspV = 0.9300 powerEffectName = Alcolox-Lower-A6 throttle = 1 PROPELLANT { name = Ethanol75 ratio = 52.66072829648775 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 47.33927170351225 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } } CONFIG { name = Aerozine50+NTO maxThrust = 215 heatProduction = 124.042887361185 IspSL = 0.9600 IspV = 0.9500 powerEffectName = Hypergolic-Lower throttle = 1 PROPELLANT { name = Aerozine50 ratio = 50.17301038062284 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = NTO ratio = 49.82698961937716 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } } CONFIG { name = Kerosene+LqdOxygen maxThrust = 215 heatProduction = 124.042887361185 IspSL = 1.0000 IspV = 1.0000 powerEffectName = Kerolox-Lower throttle = 1 PROPELLANT { name = Kerosene ratio = 37.69408655434424 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } PROPELLANT { name = LqdOxygen ratio = 62.30591344565576 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } } } ModuleEngineIgnitor { ignitionsAvailable = 1 autoIgnitionTemperature = 800 ignitorType = Electric useUllageSimulation = true IGNITOR_RESOURCE { name = ElectricCharge amount = 2.15 } } Here is the engine I am using to test minus the Realplume nodes.
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Thanks Nathan ! Always very appreciated!
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See that is a poor way to gauge balance when parts are all massively heavier in KSP cause we play at toy scale. They may match real life but nothing else does so you can't use that as a measuring stick when it's convenient and throw it out when it isn't. That probably how we got the number we have. Good game design may correlate with RL, but likely should not be based on it. Also to add as well I wish the cockpits were lighter as it's impossible to build close replica aircrafts as the cockpit can weigh as much as many ultra light aircrafts total. I think all mk1 cockpits should have a relatively low crash tolerance and heat resistance and should absolutely not be able to survive reentry. That would allow them to be lighter without invalidating command pods. Mark2 should be the star of space planes IMO.
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Might as well report it just to have the dev at least take a look. I have been noticing the same thing when using stage recovery that boosters I dropped 10km up said recovered 100sKm away which seemed strange. That maybe the cause.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Svm420 replied to Tiberion's topic in KSP1 Mod Releases
The 1.25m K2X engines doesn't actually gimbal the thrustTransform it only seems to move the mesh. I.e. It looks like the engine is gimbaling, but the thrust still comes out straight down. I have noticed on some of the larger engines that it seems fewer thrustTransforms were used than actual nozzles on the part such as the large mother engines. Would these issue be able to be fixed before 1.1? Thanks! -
Hey nathan just did a test with minimal mods installed and throttling definitely is not functioning. Here is the code I used. I had the base RealSettings file with the intended throttle limits based on engine type and TL. Mods involved Latest realfuel, MFI, Solverengines, ModuleRCSFX, communityresourcepack, and smokescreen/RealPlume RFStockalike configs. Repro 1. Build an craft and attach an L type engine. 2. Launch and ignite engine. Since throttle starts at 50% at launch. 3. Engine ignites at 50% below launch engine throttle limit of 100% for L type <TL2 Let me know if I can assist in any other way. Thanks! @PART [*]:HAS[@MODULE[ModuleEngineConfigs]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { %throttle = 1 } } }
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Hey Nathan I am trying to set up limited throttling to all engines based on tech level and type. However the patch I am applying doesn't limit the minimum throttle. Here is the code I am trying. Is there some other way to go about this? Thanks! @PART [*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[#techLevel[3],#engineType[L+]]]:FINAL { @MODULE[ModuleEngineConfigs] { @CONFIG,* { @throttle = 0.75 } } }
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Do you guys never have a ship on the runway/launchpad after launching through the normal KCT window that you want to get back to? I usually click the runway/ launchpad as it gives an option to go back to a vessel. Will that still be possible? I don't have the little popup showing a vessel that you can click to take control anymore, so thats my method without having to do a scene change.
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Come hear about KSP 1.1, straight from Squad!
Svm420 replied to Streetwind's topic in KSP1 Discussion
New cockpit is the new mk1. No more mk1 fighters. Seriously you're making excuses for them? How long does it take a day or 2 tops? What are the artists doing then? They can't code so what are they doing? I'd rather wait and have a finished product that half assed laziness. And if it is too hard for the current artist find someone who can finish their work in a timely fashion. -
Come hear about KSP 1.1, straight from Squad!
Svm420 replied to Streetwind's topic in KSP1 Discussion
It's pretty sad that they can't even include an IVA in a part they make. Screams lazy to me, and replacing parts when they could add new things didn't they learn anything from the round 8? -
I am trying to modify some code I found. It is adding an EVA parachute MODULE to kerbals. Within the parachute MODULE, ModuleKrKerbalParachute, there is a float value called deployeddrag. I want to set this to a value when I add this MODULE to the KerbalEVA part I want to set the value to 10. I am not sure how to write the code to set the value when adding the MODULE. Thank you! namespace EVAParachutes { [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class initKerbalEVA : UnityEngine.MonoBehaviour { public void Awake() { ConfigNode EVA = new ConfigNode("MODULE"); EVA.AddValue("name", "ModuleKrKerbalParachute"); try { PartLoader.getPartInfoByName("kerbalEVA").partPrefab.AddModule(EVA); } catch{} EVA = new ConfigNode("MODULE"); EVA.AddValue("name", "ModuleKrKerbalParachute"); try { PartLoader.getPartInfoByName("kerbalEVAfemale").partPrefab.AddModule(EVA); } catch{} } }}
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Defining Resources in Interplanetary Space
Svm420 replied to Warezcrawler's topic in KSP1 Mod Development
Here is the relevant code snippet from regolith the system the stock system was based on I would guess it will be the same, but without hearing from RD no one knows for sure. //Altitude band - only applies to atmospheric and interplanetary if ( (request.ResourceType == HarvestTypes.Atmospheric || request.ResourceType == HarvestTypes.Interplanetary) && distro.HasVariableAltitude()) { var rad = body.Radius; var ideal = ((rad*distro.MinAltitude) + (rad*distro.MaxAltitude))/2; //print("REGO: IDEAL = " + ideal); var range = rand.Next((int)(rad * distro.MinRange), (int)(rad * distro.MaxRange)); var diff = Math.Abs(ideal - request.Altitude); var rangePerc = diff / range; var modifier = 1d - rangePerc; abundance *= (float)modifier; } So it is based on planetary radius mostly. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
Svm420 replied to Felger's topic in KSP1 Mod Releases
Did anything ever get figured out about the rare circumstance where an engine didn't want to ever show particles because of how it was made or something?