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Svm420
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Everything posted by Svm420
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Those are the files used to make the mod and thus are unnecessary and may be freely deleted. They are there for licencing purposes.
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Yep I have the same issue still with Pparts and tweakscale. Pparts devs know, but I don't think anything is being or going to be done about it. Took me ages to get them to even believe it was still happening on Linux. Here is github issue. Spread the word maybe with enough Linux users complaining it will be worked on.
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Seeing all this drama all over the forum all over a cosmetic issue is incredible to me. I just don't see any issue. Are you hoarding science for something, is there not enough in the game, how is it different than those nodes with parts costing a lot more than they do and not having empty nodes? You are paying the science to work toward the nodes you want just cause you didn't get a new shiny for that node doesn't mean it is wasted. Are you really so hurt over unlocking empty nodes? How much grief does this bring to people? Are they seriously spending so much time thinking about this that such a drastic solution has to be taken. It just seems so pedantic.
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What OS are you using?
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Svm420 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Not a bug. That means it has no iva your kerbals are in there just click the door- 1,520 replies
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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
--- http://cs625729.vk.me/v625729249/37fb0/NHx3G2N8PHY.jpg And last - SR-71 replica, which flies exactly like a brick. Besides it's almost unreal to take-off despite the fact that center of lift matches the center of thrust. [spoiler=]http://cs625729.vk.me/v625729249/37fb9/YSWDKJREjbo.jpg In that facts - FAR not makes stock aero better. It makes it worser. Those have design flaws that are very obvious if you even took the time to learn to build properly. I would love to see the graphs which are what matter not the pretty lines though they still matter just not as much. Also take your craft to the FAR craft thread to get help building right.- 14,073 replies
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- aerodynamics
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Would you consider resizing your icons to a power of 2 resolution? 16x16, 32x32. I seem to have a recurring but worse inconsistent issue where KSP crashes on load when it get to the folder to try to process the icons for your mod. I notice the only thing special about your textures is they are 24x24. This does not always happen and sometime KSP happily load without issue, so I hate to make this special request for an issue that is so ethereal, but i have run out of ideas and have resorted to just deleting the icons for now. Thank you for the amazing mod!
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Would anyone be able to give some more info as to the effects of the variables in ModuleResourceConverter. I want to add heat to most to make radiators and heat control more important. AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = X SpecialistBonusBase = X EfficiencyBonus = X TemperatureModifier = X FillAmount = X DefaultShutoffTemp = X Thanks!
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Would anyone be able to advise me as to which parts have had 0.9375 versions added, and which of the 2 duplicate configs corresponds to the older 0.625 versions. I love the 0.9375 versions as I use tweakscale and procedural parts so they fit perfectly and would like to remove the 0.625 versions to save some ram and declutter part lists. Thanks!
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- totm march 2020
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KSP Interstellar Extended Continued Development Thread
Svm420 replied to FreeThinker's topic in KSP1 Mod Development
Is there any chance of this mod converting to use the stock resource system? As in using that to distribute and interact with the resources KSPI:E uses. Not anytime soon mind you just if it is possible. Thnaks! -
[1.3] The Plugin Workshop - Small plugins of varied function
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
Was a mistake in my understanding. I thought the normal torque recovery was gone. I now see it is suppimental to that. I also had a probe core that didn't get the new module added so I wasn't seeing the new button to active the new module. Everything is working as intended. Thanks ! -
[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Svm420 replied to Dr. Jet's topic in KSP1 Mod Releases
Lately I have had issue with the aerodynamic blister decoupler. It resets size anytime it is loaded in the VAB or put to launch. This is with the latest tweakscale. I swear this part used to work perfectly in the past so I don't know what could have changed. I love this part. It is the 1.25m variant trying to scale down. Am I the only one having this issue? I will try a minimal install to see if somehow another mod is intereaacting though I don't know why it would only be this part. -
[1.3] The Plugin Workshop - Small plugins of varied function
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
So you shouldn't gain any momentum back without both propellants then correct? I was gaining torque back with just EC. May have spoke too soon still testing. -
[1.3] The Plugin Workshop - Small plugins of varied function
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
Awesome I like it a simpler implementation of having to spend RCS to desaturate the wheels. Nice job. A question though. How does the plugin decide which resource(s), I am assuming it is 1 at a time, is spent if there are multiple available, or are multiple used if all are available? Thanks for the update! -
[1.3] The Plugin Workshop - Small plugins of varied function
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
Would you be able to explain the new addition to the mod a bit more I am kind of confused on the use and function. My understanding is that you will stop moving i.e. decrease momentum just through resource consumption. This doesn't make the thrusters actually fire does it? What parts would this be applied to? Just command pods? -
I seem to be getting multiple copies of the historic mission on my save. It did have the older version that I updated to with some still in history. No real issue other than clogging up mission control. Any ideas? I can provide logs and a save if necessary LMK. I understand if I caused it by not following update procedure just wanted to let you know and maybe find a solution. Thanks have always really enjoyed this mod!!!
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// Module Manager Config to make only IR parts have TweakScale @PART [*]:HAS[[COLOR=#ff0000]~[/COLOR]manufacturer[Magic?Smoke?Industries]]:FINAL { !MODULE[TweakScale] {} // Remove TweakScale from all non IR parts. }
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Anyone else have any issue with activating scanners causing FAR to constantly update voxels for the vessel? This is on latest dev build of FAR and scansat. I have a heli with the first altimetry scanner. After I active it and even after the animation stops playing FAR continues to update the voxels for the ship which should only happen during an animation. It makes flight pretty much impossible with constant lag from FAR. I dont know what the cause would be other than some call happening when the radar scan is engaged that triggers FARs voxel updates. Even after then retracting and stopping the scan the updates continue to happen every few seconds from FAR. Just wanted to see if anyone else has this issue before I investigate further.
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[WIP][1.0.4] Part Commander [v0.9.3 - June 28, 2015]
Svm420 replied to seanmcdougall's topic in KSP1 Mod Development
Would consider nesting parts under their parent parts like vessel viewer does and/or add a toggle for alphabetical sorting? Love this mod so much it was a dream come true when you made this -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Svm420 replied to sumghai's topic in KSP1 Mod Releases
Anyway to fix that?