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Svm420
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Everything posted by Svm420
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Svm420 replied to ensou04's topic in KSP1 Mod Releases
The kerb quake linked in this thread works flawlessly -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Svm420 replied to DMagic's topic in KSP1 Mod Development
I'll settle for that even. You're amazing! - - - Updated - - - Only thing I can think to fix easy* would be a separate page somehow with the ability to read the lat and log of the point so you could know where to go? *Not a coder so may and probably isnt easy! - - - Updated - - - Or maybe a page to select a point or after having selected a point on the map it could display log, lat and heading to the point maybe distance to if possible? All ideas so take what you want and toss the rest hope any of that helps. Thanks again even for just the waypoints! -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
That and [COLOR=#333333]type = ModuleEnginesFX otherwise I believe the .dll is looking for moduleengines not finding it and throwing all the errors. Please test the engine and let me know that it does run correctly. I didn't even make the dang thing, but at this point I want to know my efforts bear fruit. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
Here took me till 5am last night loads perfectly and I ahve it set up like the lanrt engine from AA so I hope everything will work. I play career so I wont be testing the engine for sometime so try it and let me know. +PART[nuclearEngine]:FOR[RealFuels_StockEngines]{ @name = nuclearEngine-trimodal @author = NovaSilisko, Starwaster @title = LV-N Atomic Rocket Motor, trimodal @description = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly. This one can inject LOX into the nozzle stream to increase thrust at the expense of fuel efficiency. MODULE { name = MultiModeEngine primaryEngineID = Regular secondaryEngineID = Afterburner } @MODULE[ModuleEngines*] { PROPELLANT { name = LqdHydrogen ratio = 100.000000 flowMode = STACK_PRIORITY_SEARCH DrawGauge = true } !PROPELLANT[Kerosene] {} !PROPELLANT[LqdOxygen] {} !PROPELLANT[LiquidFuel] {} !PROPELLANT[Oxidizer] {} %engineID = Regular @minThrust = 0 @maxThrust = 111.2 !atmosphereCurve{} atmosphereCurve { key,0 = 0 925 key,1 = 1 556 } } MODULE { name = ModuleEnginesFX engineID = Afterburner directThrottleEffectName = powerflame runningEffectName = powersmoke thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 303.9466 heatProduction = 325 fxOffset = 0, 0, 1.0 PROPELLANT { name = LqdHydrogen ratio = 16.10444601270289 DrawGauge = True %flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 3.0 DrawGauge = True %flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = U235Rods ratio = 0.00000000001 } atmosphereCurve { key = 0 642 key = 1 386 } } !MODULE[ModuleEngineConfigs],*{} MODULE { name = ModuleAlternator OUTPUT_RESOURCE { name = U235Rods rate = -0.0000000005 } OUTPUT_RESOURCE { name = DepU235Rods rate = 0.0000000005 } OUTPUT_RESOURCE { name = ElectricCharge rate = 3.0 } } MODULE { name = ModuleGenerator //resourceThreshold = 0 isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 1.5 } OUTPUT_RESOURCE { name = DepU235Rods rate = 0.0000000005 } INPUT_RESOURCE { name = U235Rods rate = 0.0000000005 } } RESOURCE { name = U235Rods amount = 5 maxAmount = 5 } RESOURCE { name = DepU235Rods amount = 0 maxAmount = 5 } MODULE { name = ModuleHybridEngine type = ModuleEnginesFX configuration = Hydrogen techLevel = 5 origTechLevel = 5 maxTechLevel = 8 engineType = N origMass = 6.8 CONFIG { name = Hydrogen thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 111.2 heatProduction = 300 fxOffset = 0, 0, 1.0 PROPELLANT { name = LqdHydrogen ratio = 1.0 DrawGauge = True %flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = U235Rods ratio = 0.00000000001 } atmosphereCurve { key = 0 925 key = 1 556 } IspSL = 1.016483516483516 IspV = 1.016483516483516 } CONFIG { name = LqdHydrogen+LqdOxygen thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 303.9466 heatProduction = 325 fxOffset = 0, 0, 1.0 // Assuming LOX / H2 ratio of 3-1 (mass) // 0.6941 Isp // volume ratio conversion // 1.141 kg LOX (1L) x3 // // 1.141 kg LH2 (16.10444601270289L) // mixture ratio by mass: // = 0.003423 kg O2 // = 0.001141 H2 PROPELLANT { name = LqdHydrogen ratio = 16.10444601270289 DrawGauge = True %flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = LqdOxygen ratio = 3.0 DrawGauge = False %flowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = U235Rods ratio = 0.00000000001 } atmosphereCurve { key = 0 642 key = 1 386 } IspSL = 0.6941 IspV = 0.6941 } } } -
[WIP] Kip Engineering: Now updating - Universal Docking Ports
Svm420 replied to CaptainKipard's topic in KSP1 Mod Development
I like to the 2nd background i guess. Looks more metallic. Not sure how I feel about the colors of the rings themselves. They seem to saturated, i think, though in game lighting and what not may change my opinion. I am not sure what I would want, and not that i don't like what you have I'd download either one of those day one. Just wanted to give you some feedback though both look better than what we have so either way improvement. On second looking I like the second picture except the blue just feels plasticy rather than metallic if that makes sense I like the black/dark gray. I know you're probably trying to make the ring visually distinct. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Svm420 replied to DMagic's topic in KSP1 Mod Development
Oh so it's on your side? That would be amazing a kerbals dream come true. Thank you! -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Svm420 replied to DMagic's topic in KSP1 Mod Development
Will the waypoints work out of the box with the RPM map?, or will an update to rpm be required? Just wondered if you knew as waypoints are the only thing missing in F2'd IVA. I want so badly to turn off the UI, but obviously need waypoints for contracts. Awesome update to a great mod! -
I have been using that mod on my career for a while now. It helps a lot if you play a normal or harder to get some advances when you need to upgrade the building. The reason being I have found sometimes with career I can get stuck where I need to upgrade a building to really advance through contracts but need the money from the contracts to upgrade the building. The only downside of the mod currently is the UI is not very intuitive/clear. Also can make the game a little easier on the higher difficulties just because you can get a large amount of funds quickly. Though to me this makes sense for space program to get advances and loans when necessary and being a single player game my judgment on a mods easiness factor is tempered by my desire for fun. I guess the last thing is I have never run into the problem of not being able to pay my loan so I have no idea of the consequences. Other than all of that it's a good mod. - - - Updated - - - Damn tablet
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I have a request to make if it isn't too much or too difficult to make. When Editing a already built craft and in the simulation for it. I would like a button for save edit from within the sim as you have build it. I thought that build it may take that function when in a editing of a already built craft simulation, but was disappointed to see it just built a copy. Again just convenience issues so low priority if you have other plans or issues, but figured why not mention it as someday you may just be looking for the little things to add/tweak. HAve I mentioned lately how much I enjoy this mod P.S. If I had the ability to make your graphic for you all i'd ask in return is a t-shirt of it if that is what you plan to make.
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Man I used to play games normally you know. Just as the creator intended. Then someone told me about mods. At first I was like no thanks man I'm good I ont need that stuff. Then moe of my friend were using mods. So I had to know what it was all about. I was so young so naive. I went to the nexus for oblivion mods. Man when I saw all the different mods and everyone have so much fun I couldn't hold back any longer. I got hooked. At first it was just new weapons and armor. Then I was modding a whole new world in before I knew it I woke up passed out in a tavern I didn't even remember downloading. I knew then and there I needed help. I got it and was good for so long then 11-11-11... I used to be a gamer like everyone else till I took a mod to the knee lol that was too much fun. Yeah I been modding since oblivion and the elder scrolls are what really got me into pc gaming. So many night just trying to get a stable skyrim. It has been awesome to see 2 very different mod community's and how the intra worksings of it. Anyways enough off topic. Yemo that new jet looks really nice can't wait for the next update. I need my fix man
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@Lord aurelius I just found that it fits with game doesn't feel too different yet still adds some new things as well. The thing with jets I believe is that there is a change in density with kerosene WRT liquid fuel which means they burn more fuel to go the same distance, so no more circumnavigating the globe 5 times on 1 tank of fuel. Which to me makes more sense. It also make me consider how to build the plane. Large and long duration or small and shorter flight time and cheaper to make and maintain with KCT. Of course you may get more bang for your buck with H2 &Lox than you did LF and oxidizer, but I was okay with that as I wanted reason to use the different fuels and expected such to be the case. In the end all these reason are my own I think experiencing it would be the best way to know if its for you. Can't say how many mods I hesitate and hedge over till I finally try them and end up loving them now here I am 87 mods later. I may be addicted to mods... lol
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
Alright It seems that the trimodal has a conflict with Vens stock revamp. With that installed module manger ends up stuck on it every time. I have both my logs here for Hope this can be fixed. Thanks! -
Thats one of the things that drove me to try realfuels. With the stockalike config I find it much better balanced and still very familar. Planes really need some fuel to travel several Mm. Didn't think i'd like the change, but I do. @smegghed With 16gb of ram I'd use linux if I was you. I am not you though and you may have reasons against it so pleasse take this as a friendly suggestion. I know I could never go back till x64 for windows is stable. I just couldn't. D:
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Svm420 replied to blizzy78's topic in KSP1 Mod Releases
This is still a major issue I hope this will at least be fixed. Makes playing a career hard with all the errors till you upgrade the tracking station. Please fix this! -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Svm420 replied to ensou04's topic in KSP1 Mod Releases
Been in the cockpit all day and I don't think Jeb would want it any other way. Great work! -
I figured it would be a pretty standard and expected issue. I don't really mind now that I figured it out was the first few times I didn't notice and had a jet in the air with almost empty tanks. So its only a convenience issue. If you can't find a nice clean way to make it happen then just save yourself the effort and just mention it in the OP for all those in the future like me. I think that would be enough for me. Thanks for the great support!
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Does anyone else have issues using the fill tank option with procedural tanks? It also isn't working with realfuels either. Just wondered if this is a know issue. I can't go back to 1 million tanks for 1 purpose to much ram wasted and ill never give this mod up, so I wanted to see if this was something that could be easily fixed. Thanks!
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open your backpack each item should be assigned a number click that number on your keyboard that will prepare the part to drop/attach. While you have the hologram you can hold x to use the wrench/drivver in your right hand to attach without having to drop first. TO remove an attachment again equip the wrench/driver then use KIS grab defaults to "G" then you just grab the item and drag back to your inventory. Yes moving the mouse will make the jetpack spin I hope they can work something out for that. Besides that did you RTFM?
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I want to recommend this light mod. Only adds a few parts pretty light weight. Recently updated to use tweakscale means tons of variety with only a few parts.
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Thats aerodynamics for ya. That why we leave it to the experts like ferram. I think the idea is the wings interfere with each other's aerodynamic forces and in the end make both less effective. The reason behind biplanes IRL is they were more or the most structure ly sound craft at the time. I believe don't wuote on any of that. So that's wy no modern Red Baron it just it's as effective. I think a little challenge is ok. I don't thhink anyone that is willing to try FAR isn't up for a little challenege in learning to fly. I mean they most likely are going out of their way to download this mod and FAR so I think your safe. I honestly loved your design. Found it one of the easiest to land planes. I took off the parachutes and use it till I get a bit more tech and a hanger upgrade. You did a nice job. - - - Updated - - - Ninjad
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As often you type this you should just sig it to save yourself some time. Mod looks nice.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Svm420 replied to ensou04's topic in KSP1 Mod Releases
It works much better now. One thing I have noticed though is I have a probe core falling and when I open my parachute, again realchutes if that matter, I get the metallic shake/rattle sound while not IVA and obviously with a probe core. IS this intended that some sound happen with probe cores and while not IVA. Thanks for the update and fix really enjoying the mod now! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Svm420 replied to ferram4's topic in KSP1 Mod Releases
@rpayne88 You need to be going faster to be up at 20km at least mach 2.5 better yet mach 3. How do the numbers look at those speeds?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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KSP Interstellar Extended Continued Development Thread
Svm420 replied to FreeThinker's topic in KSP1 Mod Development
I am getting some log spam that I am trying to pin down. I just recently updated so I thought this mod may be related. If you think it may be related Ill uplaod the file. ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.String].Add (System.String key, System.String value) [0x00000] in <filename unknown>:0 at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0