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Svm420
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Everything posted by Svm420
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
Svm420 replied to Mihara's topic in KSP1 Mod Releases
Inferior? How about pointless? It feels like a child's toy with stickers for dials and gages. A waste of space znd time by squad IMO. RPM should be stock! -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Svm420 replied to RoverDude's topic in KSP1 Mod Releases
Does anyone else have the issue of the smallest srb motor not auto decoupling at times? Had the issue in 0.90 and still do. Seems like sometime timewarp helps it decouple IDK. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Svm420 replied to Starwaster's topic in KSP1 Mod Releases
Awesome to hear squad made this mod so much more viable heating wise. can't wait for this to be updated along with RSS.- 5,919 replies
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- reentry
- omgitsonfire
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Wow I don't know who you think you are, but that is very rude, absolutely wrong, and completely asinine to say the least. Why don't you do everyone a favor and keep your opinions to yourself and out of this thread. Thanks
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Known issue that is better left unsolved, read: more trouble problem to try and fix than just making the use just go in and flip the craft. I mean you need to refuel anyway right? SO you are going in the sph no matter what. Thank you for the code for airbrakes. Saved all of us a bit of time there. And magico not a problem doing it myself I actually am happy you linked the page as I had forgotten where to find it, so thank you.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Svm420 replied to Nertea's topic in KSP1 Mod Releases
I don't know what it is about the style of this, but i loved it the moment I saw it. Just feels way cooler that any of the stock designs. I think the unique shape is what gave it this charm. I can't wait to see a remastering of it! -
Kerbal Construction Time/StageRecovery Dev Thread
Svm420 replied to magico13's topic in KSP1 Mod Development
What i dont get is why are contract deadlines sooooo long then. I mean the travel to eeloo takes longer to do then build 100 rockets. WUT!? Cant wait play till KCT is updated. -
[1.0.x] CrewQueue - Crew Rotation and Vacations
Svm420 replied to enneract's topic in KSP1 Mod Releases
Compatibility with ship manifest and kerbal construction time are my huge requests. This would make for a perfect career mode. Thanks! -
Hey you forgot the :FOR[sETI] TAG IN the kisinvetory mm file without it it runs beofre the kas containers have been added. Relevant section below. // Add KIS support for KAS storage containers@PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[20]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[200]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 200 externalAccess = true internalAccess = true slotsX = 3 slotsY = 3 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 250 editorItemsCategory = false } } // Add KIS support for KAS storage containers @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[40]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[400]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 400 externalAccess = true internalAccess = true slotsX = 3 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 450 editorItemsCategory = false } } @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[60]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[600]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 600 externalAccess = true internalAccess = true slotsX = 4 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 650 editorItemsCategory = false } } @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[80]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[800]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 800 externalAccess = true internalAccess = true slotsX = 5 slotsY = 4 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 850 editorItemsCategory = false } } @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[120]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[1200]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 1200 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 1250 editorItemsCategory = false } } @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[160]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[1600]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 1600 externalAccess = true internalAccess = true slotsX = 5 slotsY = 5 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 1650 editorItemsCategory = false } } @PART [*]:HAS[@MODULE[KASModuleContainer]:HAS[#maxSize[320]],!MODULE[ModuleKISInventory]:HAS[#maxVolume[3200]]]:NEEDS[KAS,KIS]:FOR[SETI] { MODULE { name = ModuleKISInventory maxVolume = 3200 externalAccess = true internalAccess = true slotsX = 5 slotsY = 6 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } MODULE { name = ModuleKISItem volumeOverride = 3250 editorItemsCategory = false } }
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Wow it sounds pretty bad then. Especially considering they are calling this a complete game now. It is exactly what I was fearing. My only hope is that a major change is made to the modability of the sph/vab so we can set limits ourselves I really really want that feature. 30 parts doesn't makes sense when you need more parts for realism. Fingers crossed that we have some steps forward in 1.0.
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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
How stable is it? Is it fully compatible with pwing mods and other aero parts from mods? I know anything relying on the dll will be borked till they are official adapted to nuFAR. Is realfuels compatible? How FAR are we from full release? Day 0 1.0?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Well I mean did you see the save creation process? Has it changed that you can reduce rewards? Maybe he cranked it for the show I mean unless you saw that custom save screen at the MM.
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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
May be irrelevent after 1.0, but I found a way to fix PP srbs temps the same way you fix the rest of the heat production for engines. I added this line to the EngineHeatAdjuster.cfg file in DR. Let me know if there are any problems with it. Haven't had any so far! @MODULE[ProceduralSRB],* { @heatPerThrust *= #$/tempMult$ }- 5,919 replies
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Yes this is because deadly re entry rescale max temps for all parts. He also intelligently scale heat production. However with pp srbs heat is a factor of size. In the .cfg file for the srb there is a variable called heatperthrust. This variable isn't changed by DR and causes the srb to produce stock heat with reduced part max temp so your srbs blow up. You can open that .cfg and change that number to a lower number I feel they should never explode from there own thrust as long as it's reasonable. So I cut the number in half. YMMV
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Svm420 replied to sirkut's topic in KSP1 Mod Releases
Its as simple as opening the file for the wheels you talking about from B9 @Part[Enter part name here] { MODULE { name = FSwheelAlignment } } -
I recommend this little module that uses the same FS module B9 uses. Allowing better alignment of landing gear on planes. May not need the :final tag I just made this when I was just learning MM. @PART[SmallGearBay]:FINAL { MODULE { name = FSwheelAlignment } }
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Svm420 replied to sirkut's topic in KSP1 Mod Releases
That is a firespitter module that you can add yourself using MM. -
Meant to post this last night, but your config for the PP-HRB has the case for the part being weightless. When you burn all the fuel your part ends up weightless. This bestows a lot more delta v when usig an HRB over an SRB. I don't believe this is the intention is it? - - - Updated - - - For reference pp-srbs use 3.737 for mass which does scale with resizing
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WIP - Environmental Visual Enhancements Development
Svm420 replied to rbray89's topic in KSP1 Mod Development
Hate to be just another +1, but I started this game during a steam sale last xmas. I never saw you around RB during my start, but your work was everywhere. I kept hear about EVE and whatnot. Finally looked it up and now i couldn't see my game without it. Kerbin feels naked and cold with no clouds/etc. Thank for the work you have done and I hope as all the others have that this round goes easier for you and you don't get overwhelmed. Long live EVE! -
Shameless plug I don't even see the point of agencies for contracts. Who the heck cares who gave you the contract are there people out there refusing contract till they get an agency they like? Is it not possible to have manufacturer for parts without adding a new agency? I can't believe the methods squad uses at times for thing like this or kerbal names=profession. Strikes me a laziness not finding a more robust solution. Hope this is alleviated in 1.0.
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No worries I got that for you awesome work Crzy!
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I want to echo everything apollo just said! If there was 1 and only 1 mod I want integrated to stock it would be this. I just don't know why they have EVA without this functionality. MUST HAVE mod!
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[1.2.2] SOC: Simple Orbit Calculator v1.5.0 (1/12/2017)
Svm420 replied to stevehead's topic in KSP1 Mod Releases
Woot nice mod. Simple doesn't mean an less value! Helps emmensly for RT as stated or trying to find a syncronus orbit on new or resized planets. One request if you are able or are open to suggestions. I HATE the stock toolbar it's clutter to me that I can't hide, so I humbly request blizzy toolbar support. Either way still love the mod and will never uninstall.