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Svm420
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Everything posted by Svm420
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Awesome thank you for the RT antennas!
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Yes they are still unlimited, but must regenerate over time to be useful again after being depleted. It feel like a nice balance between realism and stock. Though I dont think there is any other mod that attempt to bring RWs to reality levels. And it has made RCS much more important in my game. I hope to see the mod expanded with a variety of RWs to choose from. It would be even better to just be procedural and enter parameters you want for the RW. Then each wheel is tailored for the craft. Thast mostly wishful thinking though.
- 2,515 replies
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[Plugin][0.90] (Semi-)Saturatable Reaction Wheels v1.8 (Apr 9)
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
Awesome thanks for making this again! -
Like those changes allowing more creativity within reason. I want to suggest semi saturable reaction wheels. Crzyrndm the author feels it is far enough along to be integrated if you wanted of course. Really helps balance RW by making their available torque depletable. It also opens the door to new way to design/balance RWs with bleed rate, the rate at which a RW regain torque after use has ceased a recharge rate if you will, and torque capacity, which is a function of the available torque, which is the amount of force over time that can be applied before the RW is depleted, like fuel for an engine. If that is confusing it is explained better in the thread.
- 2,515 replies
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[Plugin][0.90] (Semi-)Saturatable Reaction Wheels v1.8 (Apr 9)
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
What's left for the scope of the mod to be feature complete? I know you want to have various RWs with different values than just mass and torque though I wondered how much you wanted to do yourself. I really want to recommend this for SETI as it really help balance RWs and that may put more eyes and hands on it to expand the idea. Just some thoughts really love the mods you've made! - - - Updated - - - Ps thank you for the update! -
Would it be possible for the fix for KSC recovery being 900 somthing Km away being at least added to this version of kopernicus. I know kopernicus will eventually overtake this, but while we wait for kopernicus to be finished and all the KT pack to be converted it would be great to have that fix. IF it would be too much work to integrate feel free to ignore the request no hard feelings. Thanks!
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Is there a way to flag them like the command seat so they keep helmets on? Also what advantages does it have over the external seat? Related to KIS I believe the units for volume changed from m^3 to L so all your volumes need to be increased 1000x.
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I had thought the same so i posted a link for them to check out. Not sure of their exact scope.
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fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu I had just waited all that time for the kerbalmaass bug to be fixed. Well please Kospy fix this ASAP. We waited for so long for 1.0 and it still had high priority bugs. This isnt even another mod interaction. Sorry to sound mad just frustrated I can't use such a awesome mod.
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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
I was so hoping it was voxel. Is that waiting for 1.0? Either way thank you and all who help ferram for the update.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Not sure what exactly you would want from a FTL jump beacon mod, but the other one I know of is this one. I will be watch the development of your mod though since that one is no longer actively developed.
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I am having this issue too with 0.41. I cant warp faster than 2x with non-physics timewarp
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[1.0.4]Better Buoyancy v1.4 - obsolete as of 1.0.5; 7/29/15
Svm420 replied to ferram4's topic in KSP1 Mod Releases
You can use this mod to change kerbal mass to like 0.04 so they float. -
Sweet baby Kesus can't wait to install. Thanks!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Svm420 replied to bac9's topic in KSP1 Mod Releases
You can identify the part to FAR by going in the FAR debug menu at the KSC and adding the title of the part to the section for cargobays - - - Updated - - - Fix 10 char- 4,460 replies
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Svm420 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Thanks for the tips so far. Would you have any more specific info I should change. Like proportionally how much I should change the height. If not I'll just try my luck. Again appreciate the help. -
Awesome work! Great job on the progress. I can't believe how quickly you are working! Question will this mod be able to fulfill the role RSS plays in resizing the stock system? I believe it is currently easier to enlarge kerbin using RSS than KT, so i hope pure kopernicus will be even better than those.
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I Think I may have found a glitch. When adding a ship to the build to queue that is beyond your available build slots when moving that up to be worked on immediately if you warp to completion. Warp will continue beyond its new completion time to the old estimated time it would be completed if never being advanced within the queue. I do use a system resize mod if that matters. Hope that makes sense. Thanks been loving the update!
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Using Rt.dll 1.7.X I previously was using the setting RangeModelType = Root On 1.6.3 Now when I went back into my settings post 1.7.X install it reads RangeModelType = Additive My question is are these setting equivalent? If not what do I need to set it to. Thanks!
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
Svm420 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Hi I use BA with K2 a resized solar system. Double radius of all bodies is the important bit. I was wondering if anyone here could help me identify why my sun looks the way it does, and even better remedy it I also play with many kopernicus tech planets if thats is at all relevant linux 64 bit. Thanks in advance -
Woot super excited!
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That is an issue with FAR you have to go to the main KSC scene open FAR debug and go to where cargo bays are identified by name. There you can add this part to that definition. I love the drop pod. Combined with TTneverunload and orbital material science. I run my science experiments load them back into the drop pod and let it deorbit to be retrieved later. I separate the drop pod to allowing me to spread mass over many realchutes. Would love for your configs add AIES.
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I never got back ehrer to thank you and say how awesome this worked. I am now putting out another request for a KAS cfg for AIES antennas. There have been cfgs for some parts from the mod, but none of them include the antennas. This mod has a great variety of antenna that enhance RT a lot. So I again would greatly appreciate someone sharing that. Thnaks!
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Wow all that sounds really awesome I can not wait for the update. Gratz on the great progress.
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