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Tyko

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Everything posted by Tyko

  1. What do you need tested? Easy enough to back up the save game.
  2. Very cool - Hopefully you'll take a pass at existing experiments too? Be a great chance to refresh science in general
  3. @UomoCapra - Will these new Science experiments still be instantaneous like all other science in the game (click "perform experiment" and it kicks out points) or will there be time-based experiments and reasons to hang around or re-visit a site to get more Science?
  4. This looks pretty cool My request / hope - that Squad fixes how parts interact with the surface of planets - no bouncing, sliding, jumping, etc. If they haven't fixed that then all these new parts, robotic walkers and rovers with arms are gonna be in for trouble.
  5. Right! I think it took the need to dock to really get me to refine my shipbuilding skills. Having to design ships so that their RCS was balanced around CoM was a fun challenge
  6. Have you had issues with incorrect terrain colliders? I found myself drifting through some peaks in a very low Mun orbit without exploding. And are rescue contracts still not scaling? Either way, I'd still recommend Rescale, as those were minor issues for me. I haven't seen the Mun peak issue, but I also haven't tried colliding with any mountains intentionally I play Science mode, so not sure about contracts. You might want to ask on the ReScale forum page.
  7. All good Samaritans should know that @siklidkid already tried this "woe is me RSS is broken and never works" approach on the actual RSS forum last week. A suggestion for how to get help was given there and no logs or details were provided. Long story short...help has been offered and turned down so now this person is just complaining on a different thread I'm all in favor of helping newbies and do it often myself, but this is kind of silly.
  8. @linuxgurugamer Thanks so much for keeping this mod alive! I was hoping you'd pick it up but didn't want to ask because you already do so much for the community
  9. The latest is the Kerbas branch you linked above. You'll note that he has a branch that was been worked on for 1.6 as recently as 2 months ago. I'd use that one.
  10. yea, but that's a bit of an anomaly compared to the rest of the game. All things being equal it doesn't really make sense that you can fix a wheel either. Realistically almost any repair takes special tools and parts. Just because Squad has allowed one anomalous thing doesn't mean that should be used as an excuse to make the whole game less realistic. If we're to justify wheel repair, which is questionable anyway, we can look to what @linuxgurugamer stated above - that it's supposed to represent something like patching a tire. This is a lot different from working on fragile electronics. Consider that most people can change or patch a bicycle tire with just a palm sized patch kit. You can't replace a windshield or repair a radio without a lot more tools and parts
  11. KER works fine with RSS. There's another conflict. It may be Real Fuels which I don't use. You're better off asking on the KER thread though... Note that the previous person asked here and got zero replies. Replicating his method of asking (which didn't work) probably isn't your best strategy
  12. Agreed...this is a KIS/KAS job. Having to send up spares and replacing them feels a lot more "real".
  13. got it...I think an argument could be made that it's easier to make larger pressurized volumes than it is to tie many small tanks together. Even the V2 had single tanks for LF and Oxidizer
  14. Just downloaded and reviewed. This looks really cool and i may try for my next playthrough. I saw a couple of things that confused me. Most notably that you stuck with the stock idea that the different height 1.25m fuel tanks each are on their own tech nodes. This always struck me as odd because it makes for really annoying early rockets with stacks of smaller tanks and there's not really a tech reason for it. I guess I can just mod the tree myself, but before I did I was hoping to understand why you made that choice? Thx
  15. You could probably simulate it with some fancy modeling and using traditional gimbal. If the fins were modeled directly into the engine part I don't think they'd block exhaust. You could probably even get them to glow just like engine bells do. You could make something that looks like a V2 or Redstone engine with the fins it would just be one part that you snap on.
  16. I got it working, but it took some tweaking. The quick way was to re-center KSC right on the equator which made the calculation easier. This also required a bit of a move of the flat green decal that makes the grassy plain underneath. This config now orients the Space Center to true East 0.0000 as long as someone doesn't mind that I moved the ground a bit too - I think it's less than 100 meters, not a major change. @Kopernicus:FINAL { @Body[Kerbin] { SpaceCenter { // PQSCity latitude = 0.00 longitude = -74.600388 reorientFinalAngle = -15.399612 // MapDecal decalLatitude = -0.15 decalLongitude = -74.600388 } } }
  17. Don't be too hard on yourself .... many (many) RL launch guidance engineers had similar problems.. At least you don't have to worry about installing your gyros upside down Can't wait to see how your work progresses. Handling staging seems like the biggest challenge for Gravity Turn.
  18. why can't we have both...auto-repeat feels more precise to me as the pull method scales with how far you pull as well as how long you're holding the button, so trying to hold at an exact steady pull to advance is very difficult. A simple repeat when you hold it down function is easier for me to control.
  19. yea, I guess it's not that easy. I tried to just edit the reorientFinalAngle (below). That didn't work though. It didn't change the angle at all, so the config isn't doing anything. I'm wondering if I need to rebuild the entire SpaceCenter config from scratch? @Kopernicus:FINAL { @Body[Kerbin] { @SpaceCenter { @reorientFinalAngle = -15.399612 } } }
  20. I'm trying to make the Stock KSC point due East instead of being off by about .09 degrees (call me OCD). I think I can use Kopernicus. What's the exact Longitude value for the KSC? I need that to calculate the reorientFinalAngle value @Kopernicus:FINAL { @Body[Kerbin] { @SpaceCenter { // PQSCity // latitude = 0.00 // longitude = NEED THIS @reorientFinalAngle = This is longitude -90 } } } Assuming I get the correct values will this work or do I need to remove and re-add the entire PQSCity from scratch? Thanks
  21. @SQUAD I've been playing around with the new Maneuver Node controls in 1.7. They're good. They don't completely replace all the abilities of the mod versions, but they have the basic controls needed for most players. The maneuver node control points really need the ability to press & hold for repeat clicks. Having to manually click-click-click the node buttons is annoying. Otherwise, great job!
  22. Very cool design!!! My solution was to do a "reverse Atlas". My big center engine, a Reliant, was on a decoupler and I dropped that only keeping the outer engines for sustainers.
  23. Since KSP strives towards realism, and terraforming is a pipedream for societies that fly through space using engines that spit fire (it's a distant future applicable to "Star Trek"), I would actually vote against this. Space is harsh, and we/Kerbals are a speck of dust. KSP constantly reminds you of it and I love it. Agreed...Terraforming is way out of scope for a 20th-21st century space flight game.
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