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KSP2 Release Notes
Posts posted by Tyko
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4 minutes ago, Jacke said:
As in "Kopernicus Planetary System Modifier", the name it's listed in the CKAN window? I just updated and it's still showing as compatible with KSP 1.7.3. I could also install it.
Here's what I'm seeing in the CKAN window
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@HebaruSan with the latest update CKAN is no longer recognizing the current Kopernicus build as compatible with a clean install of 1.7.3
Thanks for maintaining this mod. If you need any other info let me know.
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16 hours ago, madindehead said:
I have that already
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:
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Near Future Launch Vehicles has some adaptors. I believe other mods do as well, but can't think of them off the top of my head
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I think KerbalX has a tool that lets people uploading ships tell others which mods are necessary to use the craft file. You may want to check on that.
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7 hours ago, sturmhauke said:7 hours ago, Autolyzed Yeast Extract said:
On another note, does anyone know if Restock/Restock+ works okay in this mod?
I don't see why it wouldn't, it's designed to be stocklike.
yep, no problem using RS / RS+
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The Oscar’s issue Is its fuel capacity compared to its physical volume. Assuming the same fuel densities - which is fairly consistent with other stock tanks - the Oscar B holds way too much for its physical size.
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Same way they survive without food. Or how parts never fail, or how RTGs last forever.
- because the devs didn’t write those concerns into the game code.
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@steddyj sad news about @Tidal Stream
i hope he takes the time to announce that he’s winding down and ask for help. It would be sad if this mod languished in its broken state
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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)
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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
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...but a rocket can make it to orbit in a single stage = SSTO
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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.
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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
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Is BG science and ground objects supported in JNSQ now?
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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.
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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.
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On 7/15/2019 at 11:25 AM, Mr.DingALing said:
Can't think of KSP without ReStock. Is it compatible with Textures Unlimited?
I love this steak! Grilled to perfection and delicately seasoned...can someone please pass me the tabasco sauce?
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I turn the rocket on the launch pad to launch in the desired direction. If I need a 30 degree incline I just turn the rocket to sit at a 30 degree angle on the pad.
This way, when I launch I just have to pitch down like I normally would and don't have to mess with trying to do any complex steering on the way up. It works great and it's super easy.
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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.
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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:
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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.
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+++ 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.
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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
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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, 1MODEL
{
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 = Truetags = #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_NameSUBTYPE
{
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_NameSUBTYPE
{
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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New save playing using the JNSQ solar system (I seem to spend a lot of time in early game with the 3 month update cycle).
I'm in the Gemini era and launched my first station to test early life support systems and extended stays in space. This represents three launches. From right to left: 2 Crew Orbiter/Return vehicle, KSS-1 Station, disposable Resupply Vehicle.
The Resupply vessel's core part is a customized SSPX habitation part with the crew accommodations ripped out and replaced with unmanned probe core and cargo space (Supplies for 3 crew for 100 days). It's my version of a Progress type vehicle. @Nertea - thanks (again) for all the beautiful parts!
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
in KSP1 Mod Releases
Posted · Edited by Tyko
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!