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Svm420
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Everything posted by Svm420
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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 have yet to narrow down the Pfairing issue. Otherwise I have a question. I had Roverdude's sounding rocket mod installed and made a rocket with a small payload to go on a nice high sub orbital trajectory. I had the main payload truss enclosed by his small side fairings nose cose chute on top and a tweakscaled stock heatshield on the bottom. Basically fully enclosed. I had watched the parts inside the fairing on the truss for heat. They for the most part did not gain any heat, but the exterior temp, inside the fairings mind you, was the same as the extTemp outside the fairing. Is that normal? I did have 1 occasion where a stock battery was heating up at 15km up on re entry till around 5km. It stopped heating after decoupling the heatshield and began to cool. No other parts of similar mass and closer to the shield heated in anyway, so I do not think it was conduction from the shield as that had a low temp overall as well. I was unable to check the part directly to see what factors lead to the skintemp increasing. I will try to get more concrete findings later. This was latest version you posted the dropbox link to.- 5,919 replies
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Alright issue with Pparts and tweakscale. Place a cylinder tank and an engine under it. Tweak the engine size Save craft Reload and right click or tweak tank diameter. This cause the engine to be separated from the tank and must be re attached to the tank. Place a non cylinder tank, such as smooth cone, and an engine under Tweak engine size Save craft Reload and the engine will have separated. Seem the issue is most present on non cylinder parts. However you still get the glitch somewhat following the steps I first listed on cylindrical tanks. Also would be really awesome if the github had the plugin available and updated when you update your source. This would allow more testers to check new changes before a full update. Thanks!
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[WIP][1.5.1]PAPIPlugin Continued: v0.4.10 2018-10-28
Svm420 replied to bssthu's topic in KSP1 Mod Development
Does the mod require me to exit the game if I added new lights while in game? Can i edit the cfg and have the changes reflected in game without restarting the game? Thanks for the mod! -
No worries I assumed as much, but for those out there who know their way around a .cfg they can add it themselves for now. Also got a error with a part from Dr Jets chop shop. It is a 2 axis tracking solar panel. here is the relevant error I don't have the full long still, but will get it if needed. This was the only relevant local error. InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Single[ModuleDeployableSolarPanel] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Single[ModuleDeployableSolarPanel] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at coffeeman.ModuleSolarReliability.DI_ShowInfoInEditor () [0x00000] in <filename unknown>:0 at ippo.ModuleReliabilityInfo.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 Here is a copy of the part file so you don't haave to DL the whole mod hopefully. PART { // --- general parameters --- name = SSP_mk1 module = Part author = Dr.Jet // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 0 // --- editor parameters --- TechRequired = advElectrics entryCost = 4100 cost = 1560 category = Utility subcategory = 0 title = SSP Mk1 (0.625m) manufacturer = Dr. Jet's Chop Shop description = Smart Solar Panels Mk 1 (probe-size). No more dead spots! Two-axis rotation guarantee your panels to ALWAYS face the sun. Batteries included. Works better when activated by action group. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 0.2 // 200kg seems realistic dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 emissiveConstant = 0.95 heatConductivity = 0.06 // 1/2 the default bulkheadProfiles = size0 RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } [COLOR=#ff0000]// Central pivot rotation.[/COLOR] [COLOR=#ff0000] [/COLOR] [COLOR=#ff0000]MODULE[/COLOR] [COLOR=#ff0000]{[/COLOR] [COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR] [COLOR=#ff0000] animationName = start // To make central pivot ALWAYS active and get rid of surplus AG-actions - comment this line[/COLOR] [COLOR=#ff0000]// sunTracking = true // And uncomment THIS line.[/COLOR] [COLOR=#ff0000] raycastTransformName = MainRotator[/COLOR] [COLOR=#ff0000] pivotName = MainRotator[/COLOR] [COLOR=#ff0000] isBreakable = false[/COLOR] [COLOR=#ff0000] resourceName = ElectricCharge[/COLOR] [COLOR=#ff0000] chargeRate = 0[/COLOR] [COLOR=#ff0000]}[/COLOR] [COLOR=#ff0000] [/COLOR] [COLOR=#ff0000]// Solar panels deployment and rotation.[/COLOR] [COLOR=#ff0000] [/COLOR] [COLOR=#ff0000]MODULE[/COLOR] [COLOR=#ff0000]{[/COLOR] [COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR] [COLOR=#ff0000] animationName = extend[/COLOR] [COLOR=#ff0000] raycastTransformName = PanelC[/COLOR] [COLOR=#ff0000] pivotName = solarPivot[/COLOR] [COLOR=#ff0000] isBreakable = true[/COLOR] [COLOR=#ff0000] resourceName = ElectricCharge[/COLOR] [COLOR=#ff0000] chargeRate = 12[/COLOR] [COLOR=#ff0000]}[/COLOR] } Here is another part I think will probably trip up just after this part. They seem to be the same, but included for completetion sake. PART { // --- general parameters --- name = SSP_mk1_125 module = Part author = Dr.Jet // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 2.5 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.05, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.05, 0.0, 0.0, 1.0, 0.0, 0 // --- editor parameters --- TechRequired = advElectrics entryCost = 5200 cost = 3200 category = Utility subcategory = 0 title = SSP Mk2 (1.25m) manufacturer = Dr. Jet's Chop Shop description = Smart Solar Panels Mk 2. No more dead spots! Two-axis rotation guarantee your panels to ALWAYS face the sun. Batteries included. Works better when activated by action group. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 // --- standard part parameters --- mass = 1.6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 emissiveConstant = 0.95 heatConductivity = 0.06 // 1/2 the default bulkheadProfiles = size1 RESOURCE { name = ElectricCharge amount = 800 maxAmount = 800 } [COLOR=#ff0000]// Central pivot rotation.[/COLOR] [COLOR=#ff0000] [/COLOR] [COLOR=#ff0000]MODULE[/COLOR] [COLOR=#ff0000]{[/COLOR] [COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR] [COLOR=#ff0000] animationName = start // To make central pivot ALWAYS active and get rid of surplus AG-actions - comment this line[/COLOR] [COLOR=#ff0000]// sunTracking = true // And uncomment THIS line.[/COLOR] [COLOR=#ff0000] raycastTransformName = MainRotator[/COLOR] [COLOR=#ff0000] pivotName = MainRotator[/COLOR] [COLOR=#ff0000] isBreakable = false[/COLOR] [COLOR=#ff0000] resourceName = ElectricCharge[/COLOR] [COLOR=#ff0000]chargeRate = 0[/COLOR] [COLOR=#ff0000]}[/COLOR] [COLOR=#ff0000] [/COLOR] [COLOR=#ff0000]// Solar panels deployment and rotation.[/COLOR] [COLOR=#ff0000] [/COLOR] [COLOR=#ff0000]MODULE[/COLOR] [COLOR=#ff0000]{[/COLOR] [COLOR=#ff0000] name = ModuleDeployableSolarPanel[/COLOR] [COLOR=#ff0000] animationName = extend[/COLOR] [COLOR=#ff0000] raycastTransformName = PanelC[/COLOR] [COLOR=#ff0000] pivotName = solarPivot[/COLOR] [COLOR=#ff0000] isBreakable = true[/COLOR] [COLOR=#ff0000] resourceName = ElectricCharge[/COLOR] [COLOR=#ff0000] chargeRate = 48[/COLOR] [COLOR=#ff0000]}[/COLOR] } Hope that helps! Here is a MM patch for now till it can if it can be fixed @PART[SSP_*]:BEFORE[Entropy] { MODULE { name = NoFailureModules } }
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Here is a MM patch for NovaPunch @PART[NP_LAS_*]:BEFORE[Entropy] { MODULE { name = NoFailureModules } }
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[WIP][1.5.1]PAPIPlugin Continued: v0.4.10 2018-10-28
Svm420 replied to bssthu's topic in KSP1 Mod Development
Is this hard coded to stock kerbin? I want to use this on a resized kerbin is that possible? -
GL on exams. Thanks for the update!
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Did you edit the images you include, or is your work just in the cfgs? I will make this into a MM patch for you I just need to know if the images have been changed.
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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 am getting radiative flux on parts inside Pfairings again on the latest dll you released. Parts are exploding on the launch pad. Yay Deadly launches are back! ;P- 5,919 replies
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Any news on an update?
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Sometime between Not now and Not ever
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- renaissance compilation
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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
Nope incorrect. Green is cross sectional area as you travel down the craft from tip to butt. The yellow is how fast the green line is changing. I don't know if you know calculus so that is the simple explanation. The section where the green is in your tank says the craft has the same area along that portion and the yellow line shows it only slowly changing. So you want the green to be smooth and slow and the yellow to be as flat as possible. Your craft is short and stubby therefore higher drag. You want long sleek.- 14,073 replies
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- aerodynamics
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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
Do you realize the version file has nothing really to do with what dll you get?- 5,919 replies
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You don't there isn't.
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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
Nope still exists and is perfectly landable! -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
Definately need files for roverdudes sounding rockets. I had some for 0.90, but he changed the engines a bit so new ones are needed. I may get to them if you don't, but was having weird issues with the site for making configs -
You are using the wrong shell the ones that read fuselage do not decouple.