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Svm420
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Everything posted by Svm420
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[1.12.x] Near Future Technologies (September 6)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
Agree with streetwind -
Sorry there is assumptions in my post and more could be read. I figured dagger has been doing this on his own didn't know he already sought others input. Also didn't know you were still around Thomas hadn't seen you on the forums. I've been gone a while and and a lot of modders have moved on as life usually does. Anyway if this mod never continues life will go on just want to show my own interest in this great endeavor.
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If kopernicus development was active I'd say just make it a part of that mod. Seems like the geniuses that got planets to work in the first place could solve the issues to integrate tilt. Everyday I hope this mod will come back. Such I small change that makes the game much more interesting.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Svm420 replied to Shadowmage's topic in KSP1 Mod Releases
@Shadowmage Any chance the skid could be retractable? Would love some KSPWheel supported skids to land a dynasoar on, but they need to be able to be retractable. -
[1.8.x] Red Stapler's Music Melomania Mod v3.0 (2020-02-12)
Svm420 replied to Red Stapler's topic in KSP1 Mod Releases
Great mod. I've been waiting a long time for someone to put out a good soundtrack editor setup. Thank you for the time you spent!- 36 replies
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[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Svm420 replied to sarbian's topic in KSP1 Mod Releases
NVM... I figured out it was me forgot to do this transformName = #$../../../PLUME[Hypergolic-OMS-White]/transformName$ instead of setting it to the wrong name entirely. So no problems everything works as expected. Thanks anyway! -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Svm420 replied to sarbian's topic in KSP1 Mod Releases
@sarbian I was experimenting with adding RealPlume effects to RCS thrusters, and noticed the soundFX is only played when translating forward unlike the now stock RCS soundFX which play whenever RCS is active. I tried renaming the AUDIO node to AUDIO_MULTI_POOL and adding transformName, but that resulted in no soundFX. It seems like a choice between MODEL_MULTI_SHURIKEN_PERSIST and AUDIO_MULTI_POOL as I couldn't get them to work together. Just wondered if this is intended. Thanks! -
@Shadowmage I was wondering if it would be possible to have gear deployment optionally cost/use resources namely EC? Kinda of niche, but I use a failure mod which can result in loss of EC in batteries and/or EC generation from the engines. If it cost EC to deploy gear it would lead to an emergency landing scenario. Again a niche request but that what why I ask. Thanks!
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@Dagger You may try to get ahold of the creator of kopernicus to help you solve your issue. I don't think he comes on the forum but you can probably get ahold of him on github or maybe through the realism overhaul channels. Really excited for this mod
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[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
Svm420 replied to Papa_Joe's topic in KSP1 Mod Releases
Did this code ever get implemented? I ask because I am not sure where how it was meant to be added to the mod otherwise I'd compile the code myself -
Great mod. Thank you.