

Svm420
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Everything posted by Svm420
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@theonegalen I got it I thought you were moving the transform baked in the IVA. You are moving the transform attached to the chair and that were you are putting the kerbal not in a baked in transform. So, I got it working and saw the ASET was working on the same height adjustment, but never implemented it. However his chair seemed to distort female kerbals at least so I am back to using your props. I really want to set up IVA building because it's so much more fun playing that way. Thanks for the best IVAs!
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@theonegalen Well I was afraid you'd say that... That is definitely the right name, but no luck. Only clue I have now is i get a NRE when with the prop added. Was hoping I was missing something easy and obvious. Sucks cause that height raising prop is a god send for the stupidly shaped kerbals. Landing is so much harder without being able to see above the dash IMO. Thanks anyway. Looking forward to whatever you add to this mod.
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How about a short section of oval fuel fuselage?
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@theonegalen Love the mod. Got a question for you. I am trying to make a copy of your seat height raising prop. I am trying to get it to work for a certain IVA but no matter what I've tried it doesn't work. It doesn't change the seat height. It seemed straight forward from looking at the cfgs but it never works in game. Here are the configs I tried, but with no luck. Any idea where I am going wrong. Thanks! I thought it would repalce the seat prop currently in the IVA with the one that can have the height adjusted. Props show up in IVA but seat height isn't affected. from the MM.cache
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How about doing the docking like the real thing. It had little arms that docked to a bar attached to the space station. Video Anyone know what the abort procedure looked like? I hate to send kerbals on a rocket without a proper abort sequence.
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@MOARdV Do you think BDArmory could interface within this new system to have radar show on MFDs? I dream of fighting against the AI in IVA with the game HUD toggled off.
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@Citizen247 Well f-5 and f-4 would be a cool cockpits in the oval cross section. Maybe f-106 cockpit as well.
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@Well Thank you for taking on this mod. I have been using the parts for awhile, but have been wanting to using skids like the real thing. Would you consider using KSPWheel for the skids. That mod is so much better with wheel physics. Dependencies aren't a bad thing when squad can't be bothered to do things right.
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Honestly didn't realize it did. i don't know how since I've always had it installed, but thanks for pointing out the not so obvious If you ever go back to 60-70s jets i have a few ideas.
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I love your oval parts. Would you consider making a 5 deg slice hoz and vert, like you did for the oval, for the regular round fuselage. Thanks!
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[WIP] Kerbal Joint Reinforcement - Next
Svm420 replied to Rudolf Meier's topic in KSP1 Mod Development
Who? Also a question. Does offsetting parts from there initial attach location affect joint strength? Thanks! -
@jrodriguez Yes I have seen that video. I'm going to try a few more thing to see if I can get them working air launched. If you would like I can upload a craft file for my missiles. Only mods needed would be B9 Pwings, procedural parts, FAR, and RealFuels. Edit Having done more testing lowing speeds to 1.5 mach the missiles do not work when air launched. I would love for you to make a video to show it working.
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Anyone having issues with the modular missiles? I am using FAR. My issue is the missile go into a unrecoverable spin about 5 seconds after launch. The weirdest part is this only happens when they are launched from a plane. When I launched off a SAM the missile controlled fine even if they miss they don't spin out. The missiles I made are modeled after real missiles namely the aim-7E and aim-9E. They are going around mach 2 with Q at 200-300 kpa altitude 1-3km. But only when air launched do the missiles spin out of control. Not firing high off boresight. Haven't done extensive testing to narrow variables, but i wondered if anyone has had luck using the modular missiles on planes against each other. Honestly it would be my favorite feature if it worked. The thought of tweaking and build a fleet of custom missiles or recreations sound awesome to me.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Svm420 replied to Boris-Barboris's topic in KSP1 Mod Releases
I think the coolest part about the yaw and pitch pointing is that is doesn't end up changing heading or altitude, and that it can hold those positions. I can see how an inverted tail ahead of COM would allow for something like the horizontal translation, like they had on the test craft, but i don't think you'd be able to tell the aircraft to move horizontally while maintaining constant heading/attitude. I'm not sure how they accomplish the vertical translation. I can see where the specially design airframe is needed to allow these maneuvers. I just though this was a very novel approach to aircraft control and wondered if AA could match it. Niche use, but interesting none the less. Thanks for the best FBW mod FAR and AA are must installs for me.- 977 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Svm420 replied to Boris-Barboris's topic in KSP1 Mod Releases
I just found this cool video about some flight control experiments performed back in the 70s. I wondered is this something AA could do?- 977 replies
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Svm420 replied to blowfish's topic in KSP1 Mod Releases
@blowfish Have you ever considered simulating the effects of water and/or oxygen injection for turbine engines? Is that something AJE could simulate? -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Svm420 replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm hoping I'm in the right place. I am trying to find an intake. Is it from this mod? I've only found 2 images of it and no one yet has identified where its from. Hoping someone here can help me. -
[V1.2.3] Nice MKseries Body [NMB] [V3.8] [2022.11.2]
Svm420 replied to Kernowden Kerbin's topic in KSP1 Mod Releases
I am having an issue with the 3.2 release of the mod. Any craft using the Type22 bombbay spawns 1km in the air and this message is spammed in my log. The the best case. Worst case it causes a NAN cascade that requires I restart the game to fix -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Svm420 replied to Ger_space's topic in KSP1 Mod Releases
Hey @Ger_space I was recently running an air race on the latest KK. I had to update the config files as somewhere along the way the files lost some info needed for air races specifically the FacilityType varible. What I am posting here for is currently the statics for the air race by KSC are set around 2 group centers KSCRace for land based statics and KSCRace_0 for the ones on the water. Normally not ever an issue, but for whatever reason air races require all the gate statics be in the same group otherwise the race skips to the end bypassing any gates not in the first group. Hope you can either put them in one group or change the way the code works so it can find gates outside the first group. Thanks! -
Are the textures in this mod required to be png? I want to know if I will have issues if I convert them to dds for myself. Thanks!
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Svm420 replied to IgorZ's topic in KSP1 Mod Releases
I don't believe so. Mine is that kerbal on EVA are heavier than should be. If the variable kerbalmass, found in physics setting, is anything but 0.0 then kerbal on Eva have that added to. 9375 from this mod. Stock install with just KIS Set kerbalmass to any non zero value. eva a kerbal open inventory and see mass is. 9375 plus whatever kerbalmass is. I think mass should be. 9375 unless kerbalmass is set. I think that variable should have priority since it's a stock value. -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Svm420 replied to IgorZ's topic in KSP1 Mod Releases
Hey @IgorZ Wasn't sure if you saw my post about that the bug I found. You never responded after I retested. I don't want it to be forgotten, Thanks! -
Hey @Lisias I was wonder what priority this bug was. I ask because 1 of the 2 the reasons I use tweakscale is aesthetics, so this bug is a major issue for me. I understand my priorities aren't yours so I was wondering if you knew when you might start working on it. Thanks!
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@dkavolis Wow that was really fast! Thank you so much
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