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KSP2 Release Notes
Everything posted by Tyko
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Yes, I have Survivability unlocked EDIT: I figured out why it wasn't working for me and it's probably more tied to play style than a "bug". the default 100km range wasn't reaching even the ground stations in many cases because at a 75km orbit if you're not pretty close to directly overhead you're not going to be within 100km. Also, my near-Kerbal satellite comms sats are at 250km...again, not close enough. I changed your default antenna to 500km and now I can reach the ground and the comms sats... Again, not your problem that I have my network set up that way, but at least it wasn't a bug in your code
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[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
Tyko replied to jfjohnny5's topic in KSP1 Mod Releases
@jfjohnny5 I just installed the K2 and on the launchpad I'm not seeing the crew windows on the bottom right corner of the screen. I can right click on the pod and see Jeb in the "transfer crew" option, so I know he's in there. Any idea? (I am using 1.1.3 by the way, but I thought your part was pretty straightforward) EDIT: removed, re-downloaded the Mod and the issue went away...strange, but fixed -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Tyko replied to Nertea's topic in KSP1 Mod Releases
@Nertea you'd mentioned in January that you might come up with an option to let these engines burn LF instead of Hydrogen. Did you ever make that? I saw the LFO mod for your Cryogenics, but not for the nukes. -
I actually agree with @The Rocketeer - my initial draw to KSP, and the thing I tell others first about it, is how amazing it is to be able to capture the general experience (if not the nitty details) of the real space program. Keeping things somewhat consistent reinforces that, like the physics engine, it's a whole heck of a lot like the real thing. In a world of dozens (if not hundreds) of space ship games. The idea that this game "feels real" is what I love most about it. I think they struck a great balance between keeping things semi-real and adding enough twists like Laythe and Purple Eve to add a sci-fi flavor. I still wish there were more actual points of interest to visit and collect science on than just Mun's Highlands, Minmus' Highlands, Duna's Highlands, etc etc
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Hovering Objects Drift West on Kerbal?
Tyko replied to sonaxaton's topic in KSP1 Gameplay Questions and Tutorials
I never thought about this..it's just like the racecar track effect of object in lower orbits "gaining on" objects in higher orbits even though they are moving slower...crazy -
Docking across the atmosphere edge
Tyko replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
I think I've read that there's a hard limit to the size of contructs in KSP...I think it's around 2Km...not sure how long a skyhook has to be in order to impart enough DV to make it worth while. -
In the RT tutorials on creating an Omni-Only network there's a note at the bottom about changing the SMA for the satellites in the Save File. If I'm forcing a specific orbital period, many of the other orbital parameters would have to adjust to account for the new period. It seems like changing that one value without modifying the others would break something. Does the game look at SMA when it loads and just automatically adjust the other params?
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Docking? How do I get two crafts near each other?
Tyko replied to DaElite101's topic in KSP1 Gameplay Questions and Tutorials
This has been a continuous process for me. going from an orbit, to an encounter with Mun, to rendezvous, on to my first transfer to Jool local space - this idea that it's all using the same mechanics and only the scale is changing. -
yep, I use a very similar approach for getting accurate rendezvous then switch to NavyFish's Docking Port Alignment Indicator for the last 100 meters. The navball-only method for getting close doesn't really account for the plane of the docking port though. You can be coming in at a 90 degree angle to the plane of the docking port and still have your prograde and target indicators in perfect alignment
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I really appreciate your patience...one more try...I'm holding a marching band baton in my hand...one of those 4 foot long metal ones that they spin and throw in the air. I want to spin it. I hold the baton in the exact center and I apply rotation with my wrist - I would expect the baton to rotate on it's CoM, which is also where I'm applying the rotational force and the baton spins. If I hold the baton near one of the ends and twist my wrist, the force my wrist is applying isn't aligned with the CoM of my baton. Its trying to spin at its CoM and my wrist is trying to spin it from the end. I have to exert a lot of effort to move it at all. It's not that same
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I'm still not visualizing this. If I'm reading the above commentary correctly it's saying that it doesn't matter where the reaction wheel is placed. this is so counterintuitive that I'm going to need an example...here it is I have a 1 kilometer long rod of homogeneous, perfectly stiff material. It's CoM is exactly in the center. If I have 1 reaction wheel module, my intuition tells me that placing it exactly in the center of my kilometer long rod is going to give me the "most ability to rotate the rod for the least effort"*. If I'm reading the above info though it sounds like I can turn it just as effectively if I place my single reaction wheel module all the way at one of the end of the rod. (* I intentionally avoided using specific technical terms here because I didn't want to screw up how I used them. I hope my plain English wording gets my point across)
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Automated Science Sampler mostly works with 1.1.3. The toolbar icon used to change to green and animated in 1.1.2 - that doesn't work anymore. Also, it's not entirely reliable with Dmagic Orbital Science. It's still the best solution I've found - the most convenient part is when I'm doing low orbits to collect per biome science. As soon as I drop out of time warp Automated Science Sampler will pop up all of the experiments I can run. I still read each one and choose how to handle it. I just like to be prompted. haha..I've seen All Y'All in CKAN for months. Never read about it...honestly when I'm scanning through the 500+ compatible apps it didn't jump out at me as something I needed to read...Now that you've pointed out what it does I'll have to take a look (don't judge a book by it's cover, or a mod by it's name)
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Congrats! The first day I really nailed docking I ran tourist missions for the rest of the day just to give me excuses to dock more...Which tools / techniques did you settle on? Are you using Stock and navball or one of the mods?
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Really great idea...
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Hi, I'm getting an error when I try to transmit science "no comms device present, cannot transmit data" I'm getting this in a Mk1 Capsule that shows as having the "omni Range 100.00Km" antenna built in and I'm in a 75Km orbit with a number of comms satellites and ground stations in LoS. I added a second antenna and I can use that one just fine. It's only the one added by your mod to the capsule that won't transmit science. Thanks!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
@NathanKell thanks for maintaining this! Does this version just include textures and new parts or are there also modifications to the capabilities of the parts. I did a quick scan through some of the folders and didn't see parts being modded, but wanted to be sure. Thanks! -
Yes, you did, but Jack was making snarky comments referencing the first post at which time I wasn't aware of the real name. My response back to him was to call out the fact that, at the time when I make the OP, I didn't have that info... what...I've never felt so attacked by a group in a KSP forum before... I'll say it again..I've never felt so rudely spoken to in a KSP forum before...do you all just sit around and wait for a new guy to come in so you can rub his nose in the fact that he didn't recognize that HLR-E1 Sienno was actually Explorer 1? sheesh Here's how grownups welcome the new guy... "hey TJT, the " HLR-E1 Sienno" you asked about is actually modeled after the Explorer 1 - the first US satellite. here's the Wiki if you want to read up on it"
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haha...you know...there are many points of entry for people to learn and there are many different ways people come into new knowledge... Being denigrated for not knowing something is NOT one of those ways people learn..thank you for taking time to attack someone you have no knowledge of have a great weekend EDIT- OH..and just for the record..if you google " HLR-E1 Sienno" it doesn't return any information about the US Space Program...So if you have some golden nugget of wisdom to share with the class why don't you link us to it?
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Thanks for the quick replies! I'm running BDB version: v0.10.5a Other Mods: KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.7.4 B9 Part Switch - 1.4.3 Chatterer - 0.9.90.1289 Community Resource Pack - 0.5.4 Contract Configurator - 1.16.2 CC-CP-SCANSat - 0.6.0.1 Contract Pack: Clever Sats - 1.2 Contract Pack: Bases and Stations - 3.3.1 Contract Pack: Sounding Rockets - 1.0.3 Contract Pack: Unmanned Contracts - 0.3.21 Contract Pack: Tourism Plus - 1.5 CustomBarnKit - 1.1.9 DMagic Orbital Science - 1.3.0.2 Firespitter - 7.3 HeatControl - 0.3.2 Interstellar Fuel Switch - 2.1.4 Kerbal Attachment System - 0.5.9 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.2 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.4 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.7 NearFuturePropulsion - 0.7.4 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 Outer Planets Mod - 2.0 RCS Build Aid - 0.8.1 RCS Sounds - 5.0 ReentryParticleEffect - 1.1 SafeChute - 2.1 SCANsat - 1.1.6.3 Celestial Body Science Editor - 1.0.6 SETI-CommunityTechTree - 0.9.6.8 SETI-ProbeParts - 1.0.1.1 SETI-Rebalance - 0.9.7.2 SpaceY Expanded - 1.1.11 SpaceY Lifters - 1.13.1 StationPartsExpansion - 0.4 StockPlugins - 1.2.2 StockSCANsat - 1.0.2 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.2.4 TAC Fuel Balancer - 2.8 Kerbal Alarm Clock - 3.7.1 Transfer Window Planner - 1.5.1 TweakScale - 2.2.13 USI Core - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1 USI-LS - 0.4.4 MKS-LITE - 0.4.4 Unmanned before Manned - 1.0.9.6 [x] Science! - 4.20