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Svm420
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Everything posted by Svm420
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Low wave drag on a normally designed plane. Anybody beat this ratio of wave drag to cross section area on a plane?
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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
Forget everything I said this mod is even awesomer! You perfectly display all the info from the menu it is not just the buttons. Very nice work! Only things missing I saw was when enabling the F12 menu thermal readouts. Rad flux, Conv flux, Cond flux, Int flux, Thermal mass, and Temp ext are not displayed. This was with FAR and DR. Latest dev build of FAR and latest release of DR. -
[WIP][1.0.4] Part Commander [v0.9.3 - June 28, 2015]
Svm420 replied to seanmcdougall's topic in KSP1 Mod Development
Just found out about this mod. Love the idea. Though for future versions. If possible hide/disable all the buttons in the Rclick menu when using the mod as a lot of mods put info in that menu that just needs to be seen not interacted with. It can at times be split between the top and bottom of a long menu with a ton of buttons between. If you hide/disable all the buttons we use this mod to active stuff and the Rclick is clean for just info to be presented. Just a thought. Thanks! -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Svm420 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Never use :FOR. MM takes that as you are the mod and adds the entry even if the mod/dll isn't present. So this would make MM think DR is there and trigger every other DR patch. You should use :NEEDS and :AFTER if you want to modifier after DR has made adjustments.- 1,520 replies
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Svm420 replied to sumghai's topic in KSP1 Mod Releases
Is the latest version going to still work with FAR or should I make sure not to lose my older copy of the mod? Thanks! -
[WIP] [1.05] THERMONUCLEAR TURBINES! 1.0 Nuclear Aircraft Engines
Svm420 replied to Eskandare's topic in KSP1 Mod Development
Would this work MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.34 } } That is what the stock rtg uses. -
[WIP] [1.05] THERMONUCLEAR TURBINES! 1.0 Nuclear Aircraft Engines
Svm420 replied to Eskandare's topic in KSP1 Mod Development
I don't think that is true at all. I think you can define any resources for intakes as long as it has a resource definition. That is how karbonite does atmospheric harvesting along with other resource mods, as well as electric fan engines for other planets with atm. In squad folder in Resources.cfg RESOURCE_DEFINITION { name = IntakeAir density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Svm420 replied to SuicidalInsanity's topic in KSP1 Mod Releases
Not sure where you got the info to write your MFT patch, but it seems a bit dated.- 1,520 replies
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This can be defined in the config as to what size of non androgynous can be attached to, so it would only dock with the correct size and connector type (MorF). Would be a nice extra that is defined only if users have the adaptive docking node mod. I thinks it a awesome tweak for those that want it!
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Svm420 replied to SpaceTiger's topic in KSP1 Mod Releases
It may have crashed or I might have just clicked the X to close the program, and if it did it was in the sph. Seems the issue was somehow all my camera control keybindings were unbound. After going in settings I rebound all the keys and things are functioning normally again sorry for the confusion. As an aside I tried to install just the explosion mod of yours and i get a all white box in the toolbar in the editors. Am I able to install just that mod by itself and is this normal behavior with respect to the toolbar? And when I had the camera mod installed I lost the freedom of movement in the sph when holding the middle mouse button or hold in Lshift&Rclick and moving is that intended? -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Svm420 replied to SpaceTiger's topic in KSP1 Mod Releases
I just tried your camera utility mod decided to remove it and now I can no longer move the camera in the editor with the arrow keys. Actually it appears to effect in flight as well. I can not use the arrow keys at all to move the camera. -____- Solved below V -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Svm420 replied to SkyRex94's topic in KSP1 Mod Releases
I asked Starwaster. He apparently doesn't care or something as he has ignored my request for some guidance twice. Feel free to try your luck n the DR thread. -
Your inclination is way off. You need a retrograde orbit.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Svm420 replied to Starwaster's topic in KSP1 Mod Releases
I noticed when using the latest realFUels that my jet, at least so far, are not getting hot when running. I thought this may be casued by the ModuleEnginesRF RealFuels uses may not be seen by DR? OR there may be some other interaction just wanted to give a heads up for compatibility. Still wondering what settings I should play with to balance a larger kerbin and faster re entry to the tune of 4500m/s. Thanks!- 5,919 replies
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[WIP] [1.05] THERMONUCLEAR TURBINES! 1.0 Nuclear Aircraft Engines
Svm420 replied to Eskandare's topic in KSP1 Mod Development
PROPELLANT { name = IntakeAtm ratio = 1 DrawGauge = True } If you use this resource already commonly used from the Community resource pack you can avoid your issue that cause all other jets to operate without O2. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Svm420 replied to Starwaster's topic in KSP1 Mod Releases
Loving the latest update! Question for you Starwaster. I am playing on a resized system so LKO velocity is around 4500m/s. I just dd a re entry with the mk1 pod as a test. Periapsis set to 25km wanted 20 but decoupler threw it off. I survived the re entry but ran out of ablator at about 50km up still from the high velocities. As an aside, my pod's skinTemp rose to 1460s I saw in the cfg it was supposed to have a depleted maxtemp of 1200 should that apply to skin as well? I was wondering what changes I could try to slow down the ablation rate. I loved the easy setting back in the pre 1.0 DR when you introduced it with the alternate heat model I believe I had used that to tweak ablation using a resized sytem. Just wondered what setting you though any help for me to tweak if tha would be possible. Thanks again! P.S. Is the mk1 pod meant to have 2 reentryConductivity variables? @PART[mk1pod]:FOR[DeadlyReentry]{ @maxTemp = 1600 MODULE { // Most of these if unspecified default to the corresponding part variable. // skinMaxTemp // skinThermalMassModifier // skinThicknessFactor = 0.1 // skinHeatConductivity = 0.12 // skinThermalMass name = ModuleHeatShield ablativeResource = Ablator lossExp = -5000 lossConst = 20 pyrolysisLossFactor = 10000 [COLOR=#ff0000]reentryConductivity[/COLOR] = 0.01 ablationTempThresh = 500 depletedMaxTemp = 1200 [COLOR=#ff0000]reentryConductivity = 0.0012[/COLOR] // (skinHeatConductivity * default reentryConductivity) }- 5,919 replies
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Would a different plugin be able to make the menu click-and-draggable. I have a pretty long menu now with mods and when I get down to just a capsule on re entry it can hard or impossible to see option at the bottom of the menu even with this plugin. If not draggable then maybe scrollable? I don't know if this is possible so I was curious if your knowledge from creating this plugin may give you some insight as to if this would be possible to implement. Thanks love the stabilizer already!
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Svm420 replied to Starwaster's topic in KSP1 Mod Releases
It looks like the part for mechjeb may have a mass of 0 in the .cfg file. If you can check the file for that and if the mass is 0 make it at least 0.005 or something so DR can work better on that part. Also you may want to use the dll starwaster posted a link to it will at least remove the debug spam. This is the best work around until starwaster puts out his new updated to better handle low mass parts among other fixes- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Svm420 replied to Starwaster's topic in KSP1 Mod Releases
Have you looked at the part with the alt f12 debug enabled? If so where does the heat show it is coming from?- 5,919 replies
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Svm420 replied to sarbian's topic in KSP1 Mod Releases
As long as we learn and do not repeat the mistakes there is no stupid mistake Thanks for the update. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Svm420 replied to Starwaster's topic in KSP1 Mod Releases
I have heard and seen some evidence that ablator/ablativeshielding is hard to use or isn't used if your reentry vessel has other resources in it such as monoprop. YMMV- 5,919 replies
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
Svm420 replied to sarbian's topic in KSP1 Mod Releases
Thanks for the update! I see in the new config you have removed the value formerly corresponding to the level 0 limits which currently we don't see in game as all our building are level 1. Do values for level 0 no long need to be included, and will it cause issues if they are there throwing off values? -
What is the cutoff for parts being to hot to service? Just curious and was too lazy to test myself.