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Tyko

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Everything posted by Tyko

  1. Two fun things this weekend. I had to "get out and push" for the first time ever. Val was returning from Minmus and wasn't able to slow down enough to aerobrake to Kerbin. Her PE was ~1000Km. It took her 6 refuels of her jetpack, but she was able to bring her pod's PE down to 30Km and safely return home. Also been playing with setting up CommSat networks using 3 satellites and "bus" to drop them off. Dropped my first sat in it's final orbit, then the bus raised it's orbit to a 1.33 resonance to the final sat orbits (if the target orbit is 3 hours, the bus would be at 4 hours). Worked great. Also discovered I don't even need a rocket engine on the sats. RCS offered enough thrust and was easier to fine tune.
  2. I added Settings.xml to the same Dropbox: https://www.dropbox.com/sh/xbxulj4epetqusv/AADR3rgrdqJeNJSAQYCUWzGea?dl=0
  3. Thanks, I'm actually looking for rocket parts beyond the 3 sizes that RD offers. Adding Supplies/Mulch as resource options in IFS or Procedural Parts would offer many sizes and shapes to hold the resources.
  4. I'm looking for other parts/mods that will hold Supplies and Mulch. Ideally an Interstellar Fuel Switch config or Procedural Parts config. Can anyone point me in the right direction? Thanks!
  5. (Jeb to Bill) "Val's headed for that small moon"..."that's no moon, that a space station!!!" Joking aside, if you're open to mods Distant Object Enhancement might help. It let's you configure how far away other craft are visible.
  6. I'm interested in adding USI-LS resources (Supplies & Mulch) to the list of options for IFS tanks. Has someone done this already or could you point me to where I can learn to make this change myself? I looked through the .cfg files and it wasn't clear where I'd make such a change. Thanks!
  7. I've tried drop tanks for single-use landers on Mun. I had a central core surrounded by 4 drop tanks to which are attached lander legs and anything else I don't want to bring home. While it works, the empty tanks weren't really that heavy and I'm not sure it was worth the extra complication in design - 5 small tanks instead of one big one, 4 decouplers, etc.
  8. what would be really helpful is a "rule of thumb" that gives a maximum safe weight for each parachute type - i.e. "each Mk16 can safely land up to XXXXkg", "each Mk2-R can safely land up to XXXXkg" I realize that "safe" is negotiable, but I usually shoot for about 6m/s.
  9. Each of the life support mods is attempting to offer a balance of playability with "realism". In the end, it's not necessarily about offering precise realistic values for any one metric. Instead, it's about challenging the player to plan for keeping their kerbals alive. TAC offers a very high level of detail in terms of the number of resources you have to manage while Snacks is on the other end with only one (now 2 with Soil) resources. USI-LS/MKS is somewhere in the middle plus tracks kerbal claustrophobia. Kerbalism is another "in the middle" option that also incorporates radiation exposure and a host of other considerations. For myself I chose the one that offered a nice fun/challenge balance for my play style. With regards to specific numbers you may not agree with, it's very likely that you can go in and edit those.
  10. Can you remove contract types? The Survey and part test contracts are just noise for me and I'd love to shut them off.
  11. Here's a dropbox link including my KSP.log, some screen shots showing multiple Surface Samples and my save file. https://www.dropbox.com/sh/xbxulj4epetqusv/AADR3rgrdqJeNJSAQYCUWzGea?dl=0 To reproduce I just launch a Mk1 capsule and on the launch pad I EVA the pilot. Once he's on EVA ASS immediately grabs one copy of EVA report and 2 copies of Surface Sample. As a side note, this wasn't new for me with 1.2. It's been happening for a while under 1.1.3 as well.
  12. Thanks! I saw that when I went into the VAB and the part was no longer available to build.
  13. Hi @Yemo First, really like the updates you've made to your info pages on this thread. They do a great job of explaining what each of your mods are about! On UbM (1.0.9.6) , CKAN shows it's updated for 1.2, but AVC says it's not compatible and I'm seeing some whackiness in the tech tree. For example, the Mk1 capsule is still in start and Ladders are in Engineering 101. Is this expected or are you still working on it? EDIT: I have two copies of the Mk1 Capsule. 1 is in Start, the second is in Flight Control EDIT EDIT: somehow the Save I referenced above got borked resulting in the whackiness I was seeing. I started a new Save and things look like they're back where they should be.
  14. ASS runs 3 Surface Sample experiments every time I have a Kerbal EVA. There's a momentary delay before the 2 and 3rd experiment results come up. As soon as the Kerbal EVAs ASS runs an EVA report and the first Surface Sample. A moment later, 2 more instances of the Surface Sample are run. This occurs in all Biomes I've checked including the very first EVA I do on a new game on the launch pad. Are others seeing this?
  15. Thanks for adding that. This is a go to pod for my games
  16. I really like Ven's stuff. I wish that it broken into two subsets - 1) those parts that are just (awesome) texture replacements, 2) parts that change functionality, shape or otherwise would break craft stock files. Currently I've extracted out my favorite items from his pack including: his 4 basic experiment models (thermometer, Gravioli, etc) and his Mk1-2 pod, and I'm running those as stand alone mods.
  17. The Always Hide Navball option is in the Settings menu
  18. Can you share or point me to the source of the "NoNonPorkEngines.cfg"?
  19. Are my Custom Keyboard settings somewhere easy to find so I can move them to a new KSP install?
  20. It's also the least insignificant event which makes it extremely significant relative to all other events
  21. thanks for the suggestion. I was separating between two stages that I wanted to keep. Neither was the lift stage, so I needed the decoupler blown clear entirely. Ended up just joining using a docking port instead.
  22. This is great! I haven't tried Snacks before and I'm excited to give it a spin Quick suggestion: I noticed that Snacks uses Months as a measure of time which aren't really used in the rest of the game. I feel like using Months (which are what? approx 6 days?) just complicates my math and just using a straight Days count would actually be more user friendly.
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