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Tyko

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Posts posted by Tyko

  1. On 8/31/2019 at 7:14 PM, Autolyzed Yeast Extract said:

    Here's a video of me deploying a Minmus surface base in JNSQ, equipped with 20 mm lead radiation shields and 100+ days of supplies at max capacity. This serves both to show an example of flying and deploying modules in a hardcore JNSQ save, and as my first real video. Of course I end up having to force the contract to complete because it didn't recognize the base I deployed as filling the requirements

    Recording a video of my Mun landing would have been much cooler, but I have already done that and I didn't have recording software set up at the time. I plan on making more videos as I play through my career save in this mod. At this point I'm at mid game, and considering this mod is a lot more difficult in early game it would probably be a good idea to start a new save at some point to serve as a walkthrough. Have fun watching, but note that it is fairly lengthy with several strange pauses; the only parts that are interesting to me are the actual landing and where I show the innards of the rocket, which was built before the video, and I clipped a lot of stuff inside the payload specifically science instruments, probe cores and supplies. And I don't talk, but considering the way my voice sounded in my test run I don't think you'd want me to. :D

    Thanks for sharing the video. It was cool and the build was a creative way to get enough Delta- V for your launch.

    Just a note, if you're open to some feedback. Your ascent profile (basically going straight up to 55km and then turning to 90 degrees) isn't really that efficient and that's causing you to use more fuel, which means a bigger heavier rocket. A better ascent profile is called a Gravity Turn and can shave off a lot of DV. In JNSQ you should be able to achieve orbit with about 5000DV (What Kerbal Engineer calls "Vacuum DV" in the VAB.)

    Here's another great thread on Gravity Turns

    I'm happy to help further, but don't want to clog up the JNSQ thread with this side discussion. Feel free to PM me and we can talk there.

    Happy Flying!

     

  2. 16 hours ago, madindehead said:

    I have that already :D 

    Just thought though: I should have been more clear - I want stack adapters that do one radial size to multiples of another smaller one - that's why I mentioned the stock one above. I should probably have said cluster adapter or engine cluster! So 2.5m/3.75m/5m to multiple 0.625m/1.25m/2.5m - for example a 3.75m to multiple 1.25m in the style of the stock multi stack adapters. I know engine plates exist but I love the style of those adapters and I wanted to build stuff around them but a bit bigger :) 

    Just write MM Configs to create new parts to the other scales. You'll have to do some mass and cost calculations, but it would work.

    Check the community database for examples of how to do this:  

     

     

  3. I agree with @Snark - reverse gravity assists going into Jool can be really helpful and they’re even better because you can still plot your optimal transfer path from Kerbin to Jool first. Once you’re on your way to Jool plot a midway course correction, zoom in on the Jool system and try out different changes. You’ll find encounters with just about every moon depending on the course change. This is a great way to see how different encounters affect your course and learn which ones are helpful. 

    Is it better to come in behind a moon or encounter it on the other side of its orbit when it’s heading to you? 

    Do you swing in ahead of the moon or come in behind it (answer - if you want to slow down you want to come in ahead of it and swing around heading backwards relative to the moon)

  4. On 7/30/2019 at 8:55 PM, ozraven said:

    I believe the fix to the shape change issue is another hack - this time I just don't have time right now to look further in to the problem, but after some testing, I don't see any adverse effects of the change. Please find the latest patch below, and for those interested, the diff files with the changes I've made. As before, this is an experimental patch for the community. Please use test files and make backups. Do not report issues to @Tidal Stream. These changes are donated to the community and released under the same license as Procedural Parts. See this post for more information on this series of hackery fixes.

    Procedural Parts Community Patch 2 for KSP 1.7.3 - Unzip to GameData, this just includes the new ProceduralParts.dll so you need the latest Procedural Parts release installed as normal, first.

    Procedural Parts Community Patch 2 for KSP 1.7.3 Source Diff - For anyone who wants to continue this effort or just see the changes I made, apply this patch to your working copy.

    Thanks for doing this work! Just a question....When @Tidal Stream gets around to a permanent fix would you expect your patch to break any in flight craft? I know it's never a 100% sure thing, just trying to decide if I should proceed with your patch or just wait.

    thanks again

  5. Add a probe core oriented to align with the antenna - when you want to transmit, control from that probe core and use SAS point towards target mode.

    If you wanted you could use +PART to make a special very small, very light probe core used only for this purpose.Just scale it down and lower the mass.

  6. 3 hours ago, OhioBob said:

    As far as I know, it's just random chance.  Galileo made the map, picked a good spot for KSC, and that's what it came out to.  I don't like the game starting at sunset either, but I'm not fond of the options for fixing it.  One option would be to offset the textures to place KSC further west, but it's too late for that (it would mess too much up).  Another option would be to change the initial rotation.  But if we did that, then universal time would be out of sync with the planet's rotation.  Right now 0 UT occurs when it's midnight on the prime meridian (as it is in real life).  Of course we could rotate the planet 90 degrees and just say that Kerbals define 0 UT as sunset on the prime meridian.  (I guess there is no requirement that Kerbals do it the same way that we do.)  That would make it approximately noon at KSC when the game starts.

     

    I love that it starts at sunset. With the full set of recommended graphics mods sunset looks amazing. Sure you could change it, but players can also just enjoy the view for a moment then click the "move to next morning" button

  7. 35 minutes ago, Mahnarch said:
    On 7/17/2019 at 10:13 AM, Tyko said:

    If I need a 30 degree incline I just turn the rocket to sit at a 30 degree angle on the pad.

    How does one get a perfect(ish) angle without a navball in the VAB, exactly.

    Asking just so, you know, some newer player can know - since all us vets already know...

     

    *eyeballs the room while sipping coffee*

    Shift & Left Click to grab your entire rocket. Then hold down the Shift key and use the Q or E keys to rotate the rocket on it's long axis. Since you're holding down Shift each step of rotation will be 5 degrees.

    :) 

  8. 12 hours ago, nascarlaser1 said:

    Cool ^^. I plan on using dmagic and BG, as well as both KLF and Dang it with default settings. I dont think I'll use less then 50% science unless i re-integrate KEI into my save to get the ksp science.

    I specifically avoid KSP science in my 30% game. I only collect science from the launch pad and the runway.

    I really enjoy playing in the early game with 1.25/1.875m craft and find that it's way too easy to bound right past that with higher science levels. My first lunar missions and planetary probes are designed/launched using Gemini era tech. 

  9. I play with 30% science in a 2.5x or 2.7x system. I do use some DMAGIC science parts, so that adds more ways to collect science. I'm not using BG though. If I were I'd probably have to re-balance again due the the extra science points.

    I also use Kerbal Launch Failure with a 10% failure rate  - sounds high, but failures are actually pretty rare. This forces me to build launch escape systems for any crewed launch.

  10. On 6/23/2019 at 6:02 AM, Rocket In My Pocket said:

    Yeah, no thanks.

    I like the Lego style parts myself. It encourages creativity through limitations. Anyone who's ever actually played with Legos, and built like, a walker mech out of a submarine kit knows what I'm talking about. You end up with something more interesting and unique than if you had custom made Legos. The journey to get there is also more fun.

    Also, I seriously doubt they'll double back on such a key design feature this late in the game. Besides, there are mods for that, and you can just go play Simple Rockets 2 as well if that's what you want.

    I did an entire playthrough using procedural tanks and it was fun. That said I've gone back to using normal stackable tanks for large tanks / rockets.  The main reason though is graphic quality. ReStock tanks (and even many Stock tanks) just have far better textures. I still use a lot of PP tanks for tiny probes - those are all bespoke designs and the gold foil PP texture looks good on small tanks.

    Regarding the OP's list:

    • I don't see the value in having configurable LF/O ratios. All rocket engines use the same ratio and the tanks match. This is super easy. If I need to carry some extra of one type or the other, I can add a tank
      • +++ I DEFINITELY want to see switchable fuel types though. 
    • I don't know enough about jet engines to know if that would even work, but I don't really care anyway because I fly rockets.
    • Definitely NO procedural engines - having to work with a limited set of engine options is not only a good play challenge, but it's realistic. 
    • +++ To the idea of procedural structural parts. This totally makes sense to me and would give a lot more flexibility in designing ships / probes.
      • Love to see PP girders, cone shapes, panels, trusses, etc.
  11. 24 minutes ago, Barzon Kerman said:

    @Tyko gib patch pls

    Here you go

    Spoiler

    // Station Parts Expansion Redux 1.0.0
    // 1.25m Cargo Supply for USI-LS
    PART
    {
        // --- general parameters ---
        name = sspx-supply-125-1
        module = Part
        author = Chris Adderley // Modification to cargo by Tyko

        // --- asset parameters ---
        //mesh = crewtube-125-2.mu
        scale = 1.0
        rescaleFactor = 1

        // --- node definitions ---
        node_stack_top = 0.0, 0.986899, 0.0, 0.0, 1.0, 0.0, 1
        node_stack_bottom = 0.0, -0.986899, 0.0, 0.0, -1.0, 0.0, 1
        node_attach = 0.0, 0.0, -0.6253833, 0.0, 0.0, 1.0, 1

        MODEL
        {
            model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1-alt
            position = 0.0, -0.986899, 0.0
            scale = 1,-1,1
            rotation = 0, 0, 0
        }
        MODEL
        {
            model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1
            position = 0.0, 0.986899, 0.0
            scale = 1,1,1
            rotation = 0, 0, 0
        }
        MODEL
        {
            model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-habitation-125-1
            position = 0.0, 0.0, 0.0
            scale = 1,1,1
            rotation = 0, 0, 0
        }

        // --- editor parameters ---
        TechRequired = spaceExploration
        entryCost = 4000
        cost = 1250
        category = Pods
        subcategory = 0
        title = Sunrise ReSupply Module
        manufacturer = #LOC_SSPX_manufacturer_kerbalmax_title
        description = Sunrise module with innards stripped out to use for cargo resupply. Works great, but don't try to fly in it.

        bulkheadProfiles = size1

        // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
        attachRules = 1,0,1,1,0

        // --- standard part parameters ---
        mass = 0.6
        dragModelType = default
        maximum_drag = 0.2
        minimum_drag = 0.2
        angularDrag = 2
        crashTolerance = 15
        breakingForce = 50
        breakingTorque = 50
        maxTemp = 1000
        skinMaxTemp = 2000
        fuelCrossFeed = True

        tags = #LOC_SSPX_sspx-habitation-125-1_tags
        vesselType = Station
        // CrewCapacity = 2
        INTERNAL
        {
            name =  sspx-habitation-125-1-iva
        }
        RESOURCE
        {
            name= Supplies
            amount = 1500
            maxAmount = 1500
        }
        RESOURCE
        {
            name = MonoPropellant
            amount = 150
            maxAmount = 150
        }
        RESOURCE
        {
            name = ElectricCharge
            amount = 100
            maxAmount = 100
        }
        MODULE
        {
            name = ModuleCommand
            minimumCrew = 0
            RESOURCE
            {
                name = ElectricCharge
                rate = 0.04
            }
            hasHibernation = True
            hibernationMultiplier = 0.00125
        }
        MODULE
        {
            name = ModuleSAS
            SASServiceLevel = 2
        }
        MODULE
        {
            name = ModuleDataTransmitter
            antennaType = INTERNAL
            packetInterval = 1.0
            packetSize = 2
            packetResourceCost = 12.0
            requiredResource = ElectricCharge
            antennaPower = 5000
            optimumRange = 2500
            packetFloor = .1
            packetCeiling = 5
        }  
        MODULE
        {
            name = ModuleReactionWheel
            PitchTorque = 1
            YawTorque = 1
            RollTorque = 1
            RESOURCE
            {
                name = ElectricCharge
                rate = 0.5
            }
        }
        MODULE
        {
            name = ModuleB9PartSwitch
            moduleID = endcapSwitch
            switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name

            SUBTYPE
            {
                name = BlackHandles
                title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
          transform = 125EndcapBlack
            }
            SUBTYPE
            {
                name = WhiteHandles
                title = #LOC_SSPX_Switcher_Endcaps_White_Handles
          transform = 125EndcapWhite
            }
            SUBTYPE
            {
                name = Black
                title = #LOC_SSPX_Switcher_Endcaps_Black
          transform = 125EndcapBlackBare
            }
            SUBTYPE
            {
                name = White
                title = #LOC_SSPX_Switcher_Endcaps_White
          transform = 125EndcapWhiteBare
            }
        }
        MODULE
        {
            name = ModuleB9PartSwitch
            moduleID = endcapSwitchLower
            switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name

            SUBTYPE
            {
                name = BlackHandles
                title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
          transform = 125EndcapBlackFlip
            }
            SUBTYPE
            {
                name = WhiteHandles
                title = #LOC_SSPX_Switcher_Endcaps_White_Handles
          transform = 125EndcapWhiteFlip
            }
            SUBTYPE
            {
                name = Black
                title = #LOC_SSPX_Switcher_Endcaps_Black
          transform = 125EndcapBlackBareFlip
            }
            SUBTYPE
            {
                name = White
                title = #LOC_SSPX_Switcher_Endcaps_White
          transform = 125EndcapWhiteBareFlip
            }
        }
        MODULE
        {
            name = ModuleColorChanger
            shaderProperty = _EmissiveColor
            animRate = 0.8
            animState = false
            useRate = true
            toggleInEditor = true
            toggleInFlight = true
            toggleInFlight = true
            unfocusedRange = 5
            toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
            eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
            eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
            toggleAction = True
            defaultActionGroup = Light
            redCurve
            {
                key = 0 0 0 3
                key = 1 1 0 0
            }
            greenCurve
            {
                key = 0 0 0 1
                key = 1 1 1 0
            }
            blueCurve
            {
                key = 0 0 0 0
                key = 1 0.7 1.5 0
            }
            alphaCurve
            {
                key = 0 1
            }
        }

    }
     

     

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