

Tyren
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29 ExcellentAbout Tyren
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Sr. Spacecraft Engineer
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[1.4.x] 1869 Steampunk Mod - Updated for KSP 1.4
Tyren replied to Fengist's topic in Add-on Releases
Yeah, just like me, cuz they move in the trailer. Maybe a pushed back feature due to release issues? Well, those parts are even pretty without movement, so i dont mind that much. Just wanted to mention it. -
[1.4.x] 1869 Steampunk Mod - Updated for KSP 1.4
Tyren replied to Fengist's topic in Add-on Releases
I am a bit puzzled. I am trying out the tail fin engine and the drill, but they dont move for me. That makes me sad. Firespitter is the latest version ofc. I hope its my stupidity. :/ Edit: the props dont move either. -
[1.4.x] 1869 Steampunk Mod - Updated for KSP 1.4
Tyren replied to Fengist's topic in Add-on Releases
^Yeeeeeeeeeeees its online \o/ -
[1.4.x] 1869 Steampunk Mod - Updated for KSP 1.4
Tyren replied to Fengist's topic in Add-on Releases
This is so pretty. T.T Tears of joy flowing down me face. :S -
[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
Tyren replied to Fengist's topic in Add-on Development
Wheres the download button? I need it. -
Inpatiently waiting. I am too excited.
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Ok, i took a break from ksp after 2k played hours just to read this. Literally, you made my days. As a intense casual gamer (if i can say so myself), thank you for all the work you put into KSP. To say it with Scotts conclusive phrase: Fly safe. :)
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maybe use the stock radial intake on the bottom of your plane. Afaik it is sturdy enough to function as a oh-....-water-inc-gear.
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TWR - a general question.
Tyren replied to BoilingOil's question in Gameplay Questions and Tutorials
That SRB issue: I usually follow the Ariane concept, an efficient first stage with a low price/dV setup with additional SRB to keep right below terminal velocity. With a little bit of fiddling it is no problem to drop those SRBs right after getting a TWR of 1.1. Per se gravity pulls you down to a flattened ascneding vector for direct shots to othee planets leaving you more than enough flexibility in designing your upper stage(s). Almost everything works, just dont exaggerate -
the correct dev answer'd be soonâ„¢.
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[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Tyren replied to lo-fi's topic in Add-on Development
back from vacation. did something. funny happen? -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Tyren replied to lo-fi's topic in Add-on Development
more gimmicks, you say? -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Tyren replied to lo-fi's topic in Add-on Development
Did I read config for stock parts? A dream comes true -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Tyren replied to lo-fi's topic in Add-on Development
You lost me competely these past pages...but suggestion: let's make a feature cut here and polish it for a release, i can somehat smell the completion of an awesome mod update -
[1.0.x] [V1.9f] Kerbal Foundries wheels, anti-grav repulsors and tracks
Tyren replied to lo-fi's topic in Add-on Development
Back to something else: it has been mentioned sometimes, do you already have a plan about damage models? Tracks espe ially are perfect for having more than one damage state.