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Svm420
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Everything posted by Svm420
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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
Ahh, I see now. VSR adds a part with the same name as the one from RealFuels. Add this to the end of the VenSR.cfg and see if it looks ok. If not it will need to be adjusted. @PART[solidBooster_sm]:FOR[RealPlume] { PLUME { name = Solid-Lower //pre-fabbed plume you want transformName = thrustTransform //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,-0.33 //Any offset needed //flare|plumePosition are optional, and conflict with localPosition. //flarePosition = 0,0,1 //If localPosition is insufficient //plumePosition = 0,0,2 //Specify flare and plume positions separately. //Only specify one of these fixedScale = 0.8 //Size adjustment to resize to engine energy = 1 //Adjust length of plume speed = 1 //Adjust speed to fit resize, //generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { @name = ModuleEnginesRF // = Solid-Lower } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* //Add the effect to every engine config { %powerEffectName = Solid-Lower } } } -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
Hi, I am the one who made the configs for realplume for this mod. I went to find the issue and it is that the config has the wrong transformName. If you want to correct this yourself you will need to open the Realfuels_Extra_Parts.cfg file. Inside find the entry that looks like this. It will have thrustTransform instead of thrust. @PART[solidBoosterSmall]:FOR[RealPlume] { PLUME { name = Solid-Lower //pre-fabbed plume you want transformName = thrust //which transform to attach the plume localRotation = 0,0,0 //Optional - Any rotation needed localPosition = 0,0,-0.33 //Any offset needed //flare|plumePosition are optional, and conflict with localPosition. //flarePosition = 0,0,1 //If localPosition is insufficient //plumePosition = 0,0,2 //Specify flare and plume positions separately. //Only specify one of these fixedScale = 0.8 //Size adjustment to resize to engine energy = 1 //Adjust length of plume speed = 1 //Adjust speed to fit resize, //generally close to 1:1 with scale. } @MODULE[ModuleEngines*] { @name = ModuleEnginesRF // = Solid-Lower } @MODULE[ModuleEngineConfigs] { %type = ModuleEnginesRF @CONFIG,* //Add the effect to every engine config { %powerEffectName = Solid-Lower } } } One of these days I will update go back through the configs, but not anytime soon. Any other issues likely a result of me not using every fuel type for every engine. P.s. Great post with all the needed info Thank you! Likely a result of me not using every fuel with every engine or it maybe I fixed it on my local copy and need to submit the fixes. If you would upload you MM.cache file so I can compare the actual numbers to see if my local copy is fixed or has the same issue. -
ASET Props Pack. v1.5 (for the modders who create IVA)
Svm420 replied to alexustas's topic in KSP1 Mod Development
I am not sure how up to date this tut is but try this -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Svm420 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hi, no worries you 2 I wouldn't expect most modders to go out and test for such interactions with other mod. That's what user should be there for and why I am here for. I can't do much for the real modders out there but testing and bug reporting is something I try to do for myself, and so I try to share my finding when I feel it may benefit others. Glad it be so well received that means a lot . Even happier that the issues are relatively easily resolved. THANKS!!! P.S. Love the newer stockalike textures Spanner they look really good looking forward to more. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Svm420 replied to ferram4's topic in KSP1 Mod Releases
@ferram4 Would you work your magic before your next release so that wheels using KSPWheel would be toggled by your wonderful mod? I ask because you have done so in the past with firespitter and BD though those 2 were pretty much the same. I hope this module will work as well. Thanks!- 14,073 replies
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- aerodynamics
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Svm420 replied to Ven's topic in KSP1 Mod Development
Would someone, who is able, load the HighBypassJet model into Blender or where ever to see if there actually is an emissive called HeatAnimationEmmissiveTurbofan, or even an emissive at all. It doesn't show up in game. Thanks! -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Svm420 replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
@SpannerMonkey(smce) Hey, I want to make comprehensive post about current issues with the mod. Most of my concerns relate to its usage with FAR. All 3 intakes need to have their colliders simplified. Currently, the colliders follow the mesh exactly while this work ok it would be much better and closer to stock if the colliders were made into a simpler shape. The easiest way to see this is to DL this mod by sarbian. It is a wonderful tool and allowed me to examine these issues with ease. With that tool using it in the editor if you compare the Red-star spit intake collider to the stock circular intake collider the difference is quite apparent. Then compare the stock shock cone with the 2 MiG shock cone intake from this mod again you will see how the stock collider is a simple cone not following the exact mesh geometry like the MiG intake colliders do. These issues cause FAR to overestimate drag for the parts diminishing performance. Next, all three intake have their intake transform incorrectly rotated meaning in thinks the intake is 90* vertical to the airstream. Not sure how this effects stock, but it makes the part unusable with AJE. The easiest way to compare the transform is against the stock circular intake. The Hyperion cockpit needs to have a collider added for the canopy like the vanquisher and terminator cockpits have. You can just compare aginst those to see the difference. The Tumansky collider is completely messed up, and Lyulka collider is overly complicated like the intakes. Both could use simpler colliders to perform better with FAR, and be more like stock. The interior of the nozzle doesn't need to be modeled for the collider. You can compare against the stock Panther. If you are unable to work on the models themselves @TMasterson5 maybe able to help like he did for LGG with Quiztech Continued. THANKS!! P.S. Whatever one above says is true we can NOT DL the mod from spacedock. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
Not necessarily. If the plume and flare look ok together with just local offset then yes. If not then you have to adjust plume position and flare position. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Svm420 replied to Raptor831's topic in KSP1 Mod Releases
It may be when I configured the plume I was using Ven's Stock Revamp, or the models or even the plumes themselves may have changed since the I made the configs. I will fix them eventually when I start playing career again. If you want them fixed now you will have to learn to do it yourself and submit the updated configs to Raptor. -
its the dev version. Use at your own risk. Don't bug ferram! That sort of thing.
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I had some issues but turns out it was just me causing my own problems. I had switched a few cockpit to use ASET IVAs from other mods and forgot to add an RPMcomputer Module to the part. So that was causing issues that I thought had to do with FAR. Just me being forgetful Thanks for the amazing mod. Can't wait for MAS!!
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Svm420 replied to Shadowmage's topic in KSP1 Mod Releases
@Shadowmage If I may ask. What is left that you want done before the next release? Thanks! -
[1.3] The Plugin Workshop - Small plugins of varied function
Svm420 replied to Crzyrndm's topic in KSP1 Mod Releases
@Crzyrndm Hey did you ever get discharge torque working? I still would love to see forces applied to the craft to de-spin RWs instead of the abstracted momentum discharge thruster. -
@Diazo I have a VTOL jet engine from QuizTech Aerospace that is built to be the main engine is the F35. It has an animation to go from conventional flight to VTOL. So it obviously rotates 90* down. The real jet can also set the nozzle at 45* for short take off and when transitioning from VTOL to conventional flight mid air. It is not possible to keep my hands on the controls, click and imprecisely drag the limiter and watch my plane. That's why I love action groups and wanted to be able to quickly set the limit. Though I had not considered the other implications of affecting the MAG module, so I can understand why it wasn't in already and why you still may not want it. What if it was implemented but you don't have a MM.cfg to enable it, but leave it to players to enable who understand the risk, or specifically not target parts with data transmission? Just some thoughts. Thanks!
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@linuxgurugamer Working great now! Will get some pics up later of my F-35B. Thanks again!
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No worries just not a usual problem so kinda surprised me. I do appreciate everything you both are doing. Thanks!
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@TMasterson5@linuxgurugamer I am not sure what happened but upon loading the new test DL the engine has the wrong model. It has the Mk1 lift fan model, aka the cyclone. Fresh install with just the mod as packaged...
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Can't wait, thanks again! @TMasterson5 Do you think a second 45* animation is possible?
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@Ziw Would it be possible to add the ability to have servos move to next or previous preset as an option along side exact angle movement? I want to make a universal sequence for a rotatron with 6x radial symmetry on the child part, so I don't want to make 6 separate sequences for the servo. I can give more specifics if needed, but this is the simplest solution for me. Thanks!