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Svm420
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Everything posted by Svm420
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Svm420 replied to SkyRex94's topic in KSP1 Mod Releases
Wow honestly first thought is disappointment it is so incompatible with the previous version total unexpected. After that it looks great all fleshed out. This mod could be all you would want in terms of a planet expansion. Congrats on the update. Maybe I'll try it after 1.1 when I can finish this career. Also have you considered a custom star with kopernicus now? -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Svm420 replied to Whitecat106's topic in KSP1 Mod Releases
Getting log spamemd with this upon adding this on a heavy modded game in progress. The part that looks strange to me is that it is referencing KSP_Data Wasnt anything else relevent in my logs, but I will supply them if you really want them.. This is 64 bit Linux File '/home/mcfadds2/KSP/[COLOR=#ff0000]KSP_Data/../[/COLOR]GameData/WhitecatIndustries/OrbitalDecay/VesselData.cfg' does not exist (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at WhitecatIndustries.VesselData.LoadData (.Vessel vessel) [0x00000] in <filename unknown>:0 at WhitecatIndustries.VesselData.Start () [0x00000] in <filename unknown>:0 at WhitecatIndustries.VesselData.FixedUpdate () [0x00000] in <filename unknown>:0 -
[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Svm420 replied to Whitecat106's topic in KSP1 Mod Releases
Awesome and congrats on the full release. I have been looking forward to this. Great work -
I knew I didn't hallucinate this. See you all I'm not crazy. Those rocket fuels are not getting to me . Anywho thank you Mr happy face I was also looking for the main menu mod as well and had lost that so today was a double win.
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Svm420 replied to DMagic's topic in KSP1 Mod Releases
Wow that sounds amazing! With this mod, scansat, and those changes KSP science may be a core pillar of fun again. -
Ah TY it is always those little things your missing at 3 am lol. Here is my new formula with division by 0 protection. (500*[m] / (min([EL]/1.5), 0.6667)) + (100*([M]-[m]) / (min([L]/1.5), 0.6667)) P.s. They better put you in experimentals and should make this the next stock alike feature to be integrated. It fixes so much wrong with career it's not even funny.
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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
That's not how physics work. Bigger does not auto mean twice as good. That is how a ramjet works. They are great for non kerbal size systems with non ridiculous thermodynamic numbers lol. Feel free to overpower the engines in your install- 863 replies
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I was having an issue with a vessel getting stuck rollout out. The only difference I had with my configs was a rollout cost. I used this formula. When I changed it back to 0 as default and tried rolling out again it worked. I don't think the vessel cost was to high as I had around 250K when I started the rollout. No matter what I tried it got stuck. at the same time. I even tried another vessel that worked so not sure what the issue is, but thought I'd post my formula and maybe there will be something I am missing. Thanks! (500*[m] / ([EL]/1.5)) + (100*([M]-[m]) / ([L])/1.5)
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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
Svm420 replied to johnqevil's topic in KSP1 Mod Releases
I don't think the billing period setting is sticking I tried setting it to 90 for my earth time plaything and it keeps resetting to 106. Other than that seem to be working well so far glad you fixed persistence it was funny how often a KCT sim sent me in the future to pay bills, and I'd pay them end the sim go back in time to real time and never have to actually pay them. Wasn't intentional on my part as I can mod+F12 if I want at anytime, but it was like . -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Svm420 replied to Ven's topic in KSP1 Mod Development
Please share when your done and who knows maybe ven can share it as an extra with his mod . Either way all panels need to look that amazing -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Svm420 replied to Ven's topic in KSP1 Mod Development
Yea i know right I only want Vens panels soooooo gorgeous! -
There are 2 copies of the .dll in the download. One in the folder then one inside the plugin folder. I assume you don't need 1 copies.
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public void onEvaStart(GameEvents.FromToAction<Part, Part> data) { double fuel = data.from.RequestResource("Nitrogen", 500); if (fuel < 500) { double fillRatio = fuel / 500; double missingRatio = 1 - fillRatio; double evaFill = 5 * missingRatio; data.to.RequestResource("EVA Propellant", evaFill); } } So that makes a lot more sense and gives me understanding of the second part. So here is what I though would do what I posted above. Let me know if there is a simpler way or I am doing something dumb
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Hello I am looking to update/change a plugin or personal use and am looking for some advice as I am an noob to coding. The mod is here. The changes I want to make are these. * I want the plugin to use Nitrogen gas from RealFuels * On Eva I want to subtract 500 liters of N2 gas. If there is any less than that I want to divide the actual amount by 500 and use this ratio to fill the kerbals Evapropellant to the same ratio * On boarding I want to subtract all the Evaprop and divide the remainder by 5 and multiply this by 500 and refill the N2 in the pod. I am confused by the logic of this part of the plugin. public void onEvaStart(GameEvents.FromToAction<Part, Part> data) { double fuel = data.from.RequestResource("MonoPropellant", 5); if (fuel < 5) { data.to.RequestResource("EVA Propellant", 5 - fuel); } } My understanding is it will take 5 MP from the pod and if there is less than 5 the Kerbal gets 5 - what's available?!? That seems backward to me. Please help me understand the logic of the plugin. Thanks!
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Svm420 replied to SkyRex94's topic in KSP1 Mod Releases
Does anyone have a technique to share of how to reach Minmus as a trojan moon. I learned what I know of orbital mechanics from using mechjeb then studying what it chose and examining it's logic. Mechjeb wont work fro the trojan for whatever reason I am assuming because it can not get captured with just 1 burn a la a Hoffman transfer. I imagine I need to get in solar orbit drop my orbital then make a maneuver to get captured, but i wanted to come on here to ask for some insight of any who has done t or would be able to confirm or deny my method would work. Thanks! -
Got this error in my log when using the clean inventory button in the VAB. No other relevant info in log just the exception when using the button. Heavy modded install on Linux Pparts, Realfuels, b9 Pwings, etc. Let me know if you want more info. I know a lone NRE isn't that much help, but that really was the relevant contextual info to the error. I had a fully built and saved rocket loaded up at the time, and wanted to see if there was a confirmation/info pane to tell me what I would get when trying to clear the inventory. On a former KCT save that went smoothly throught the update. NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KCT_Utilities.PartIsProcedural (.Part part) [0x00000] in <filename unknown>:0 at KerbalConstructionTime.KCT_GUI.DrawEditorGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 P.S. Not a big deal to me as I never even look in the inventory I just recover what I can and build payloads to complete a mission, and if I happen to reuse parts and happen to save time because of it well that's just a bonus. I always feel obliged to come try to post bug reports to help modders who give me so much for free. Hope that helps!
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Would this effectively double normal costs for the first sim, normal for #2, half cost for #4? SimCostFormula = max([C]/50000 * min([PM]/[KM], 80) * ([S]/10 + 1) * ([A]/10 + 1) * ([L]^0.5) * 100, 500) / [COLOR=#ff0000]([s]/2)[/COLOR] KerbinSimCostFormula = max([C]/50000 * ([L]^0.5) * 10, 100) [COLOR=#ff0000]/ ([s]/2)[/COLOR]
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I seem to recall a mod that hides the text that appears under the altimeter such as time warp rate, chute deployment failing, etc and possibly the small white text at the side of the screen with F2, or maybe it was all just wishful thinking . If it doesn't exist consider this a request as I had this spoil a few nice screen caps with stupid meta game text. Thanks
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Does this mod run any changes at the main menu Ala TweakableEverything does this with its EVA module so I was wondering if this does it the same way/time. I am asking because T.E. has a conflict with quickstart by malah in that I can skip the main menu and this makes T.E.s EVA module not get added to the kerbals. Thanks, and either way defiantly a great replacement