-
Posts
3,095 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Tyko
-
Clamp-o-trons won't undock
Tyko replied to Tyko's topic in KSP1 Technical Support (PC, modded installs)
and...this keeps happening. The fix (mostly) works. Any idea why a docking port would suddenly lock up like that? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
all of the solar panels on my ships got rotated by 90 degrees from my 1.9.2 install. Below is a picture of my base and attached ships after I update to 1.9.5. Is there anything I can do beside "not update"? -
Clamp-o-trons won't undock
Tyko replied to Tyko's topic in KSP1 Technical Support (PC, modded installs)
The fix is in that first block of text under State. Change that from "Disengage" to "Docked (docker)" MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Disengage Docked (docker) dockUId = 533899350 dockNodeIdx = 0 EVENTS -
I have two ships mated by standard clamp-o-trons. I've undocked and docked them before, but this time something bugged and when I clicked "undock" they didn't become detached. I've tried in-game solutions like using an Engineer to repair (doesn't show as broken) or disassemble the part (it has child parts, so I can't do that). I've tried restarting the game too. I'm not sure what to do from here. Can this be fixed by editing the Save file? if so, what would I change EDIT: I found the node the ship is docked to in the Save file. Is there something I can change here? MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Disengage dockUId = 533899350 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiActiveUncommand = False guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiActiveUncommand = False guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiActiveUncommand = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiActiveUncommand = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiActiveUncommand = False guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Disable Staging guiName = Port: Enable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } DOCKEDVESSEL { vesselName = Resupply Ship vesselType = 6 rootUId = 2322811031
-
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Tyko replied to IgorZ's topic in KSP1 Mod Releases
I added some KAS struts to a spacecraft only to have them disappear later - I'm not sure what triggered it, could have been a reload. I went back to re-attach them and all the connectors say they're still linked. So i'm thinking it's just the visual effect that's not showing up. Any ideas? -
Orbital Construction Facility
Tyko replied to DesertPhoenix's topic in KSP1 Suggestions & Development Discussion
A clamp-o-tron allows you to move modules around, but I don't see that a orbital construction. I'd love to have an orbital VAB where I can pull ships in and do refits on them. Speaking of which - is there a way to change Action Groups outside of VAB? -
Thanks! Let me know if you need any testing. I'll be playing all day. I went to .00046 because that translates to approx 10kg per day. With all of your Supply kontainers running multiples of 100 it made it really easy to eye-ball supplies.
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
I keep tweaking my supply consumption from .00075 down to .00046, but regardless of whether I do it in the setting menu in-game or in the .cfg file it keeps switching back to .00075. It will sit on .00046 for a while, but every time I reload the game it goes back to .00075. Why would that be? Here's a copy / paste of my .cfg file in the UmbraSpaceIndustries\LifeSupport folder LIFE_SUPPORT_SETTINGS { SupplyTime = 324000 //How many seconds before Kerbals are affected by no supplies ECTime = 324000 //How many seconds before Kerbals are affected by no EC EVATime = 21600 //How many seconds before ill effects on EVA ECAmount = 0.01 //EC per Kerbal per second SupplyAmount = 0.00046 //Supplies consumed per Kerbal per second WasteAmount = 0.00046 //Mulch produced per Kerbal per second NoSupplyEffect = 1 //Effect if a Kerbal has no supplies NoSupplyEffectVets = 0 //Effect if a Kerbal is a vet and has no supplies NoECEffect = 1 //Effect if a Kerbal has no EC NoECEffectVets = 0 //Effect if a Kerbal is a vet and has no EC EVAEffect = 1 //Effect if a Kerbal exceeds EVA time EVAEffectVets = 0 //Effect if a Kerbal is a vet and exceeds EVA time NoHomeEffect = 1 //Effect if a Kerbal becomes homesick NoHomeEffectVets = 0 //Effect if a Kerbal is a vet and becomes homesick HabMultiplier = 2 //Bonus to hab values (1 = default = 100% of the part's rated value) HomeWorldAltitude = 25000 //Altitude on Kerbin that negative effects are removed BaseHabTime = .25 //How long can 1 crew capacity support 1 Kerbal, expressed in Kerbal Months ReplacementPartAmount = 0 //How fast life support equipment and habs 'wears out' HabRange = 150 //How close we need to be to use other vessel's habitation modules and recyclers. EnableRecyclers = true //Use resource recyclers? Not the same as resource converteres like greenhouses! VetNames = Jebediah,Valentina,Bill,Bob,Billy-Bob,Dotty Here are snap shots in game: I open the USI LS setting screen. Before I make the change Supply Amount is at .00075 I change it to .00046, hit save and close the settings screen. If I go immediately back into the settings screen it still shows .00046 I do a scene change to the Tracking Center, then I exit tracking center and open USI LS settings screen again and it's back to .00075
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Agreed on both points!
-
Multiple throttle groups
Tyko replied to Psycix's topic in KSP1 Suggestions & Development Discussion
Along the same lines - if I wanted to build a ship with engines pointing forward and aft - say a space tug - what's the best way to control it? is there a way to map engines to RCS controls (like you can map RCS to forward engine)? -
Just build your base to accomodate the limitations. Build your core mining facility as one lander including the drill, a storage tank and energy production. When you want to transfer fuel, just use a KAS pipe - connect it, do the fuel transfer, then disconnect it before you change scenes. It's not ideal, but it does work and it will let you try bases out.
-
Mods that I (think) add to my ship - USI LS, Ven's Stock Revamp, Stock Station Parts, DMagic Orbital Science, Space Y. The core of the lander is a tweakscaled FL-T9000 service tank (hybrid LFO and Monoprop tank) The special parts are shown in the pic below right above the crew hatch. The first one is a modified USI Kontainers box that's scaled down and holds 300L of KIS parts, The second is right above it and looks like a small Mystery Goo, but is actually a cooler for storing science or 6 packs - it's the goo model, but with a command pod's ability to store science.
-
Does placement of Reaction Wheels matter?
Tyko replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
Thanks! haha...I'll remember that when NASA asks me for my .craft files -
Thanks. Be my guest! I can share the Craft file, but we'd have to make sure you have all the mods i'm using. Also, there's a custom part on the lander I built. It's little storage canister for storing science. Again, I'm happy to share it. By the way, if I was redesigning her I'd cut back on greenhouse capacity. She has way more than she needs. On the Aldrin the crew converted one whole bubble to growing "non-essential" greenery. This may explain why they utterly failed on their DV calculations. I may have to write some regs for my kerbalnauts.
-
I managed to (barely) get my lunar exploration ship home. After several weeks in orbit around the Mun, the KSS Buzz Aldrin was returning to Kerbin. While at the Mun, the Aldrin had moved from an equatorial to a polar orbit to gather science in the higher latitudes, but I'd failed to calculate the plane change into my return DV budget. She'd achieved LKO, but was unable to sync orbits with my Science lab. To save weight she ejected her two side tanks - they were designed to be replaced, so I was lucky to have that option, but that was an expensive loss. The now lighter ship was able to get within a few kilometers of the science lab when the tanks ran dry. The science lab dispatched its orbital tug with additional fuel. With the help of the tug's fuel and RCS, she was able to limp back to station.
-
How's the big monitor work out? KSP stretches out things at the edge of the screen. Does this get really annoying as you go further to the sides?
-
What Real Fuels would you Expect the Stock Engines run on?
Tyko replied to ZooNamedGames's topic in KSP1 Discussion
This WIKI says that Aerozine50 and N2O4 are highly corrosive and references this link: " According to the Science Channel's documentary Moon Machines, the fuel and oxidizer were so corrosive that the engines had to be rebuilt after each firing. This meant that each ascent from the Moon was performed with an engine that was not tested prior to flight.[8] " They are simple though and (with my limited knowledge) sound like they may be able to start and stop like Kerbal engines can. Maybe our Kerbal friends have figured out how to protect the engines from the corrosion -
Play KSP without Quicksaves to fully appreciate it
Tyko replied to Kermanzooming's topic in KSP1 Discussion
I had a philosophical debate over reloading and came to this conclusion: If I forget something stupid or run into a problem and can come up with an in-game solution - for example: After the fact I realize that my plan won't work and need to come up with an alternate way to get my kerbals home I'm allowed to reload because I'm one guy and the "real" program involves hundreds of people all cross checking each other. I also think back to Apollo 13 where they were royally screwed until a "steely eyed missile man" came up with a solution. They got to run simulations on the ground until they came up with a workable solution. So I'm allowed to try solutions too. Instead of feeling like I'm cheating, it's actually more rewarding for me to come up with a workable solution -
What top 10 (or less) mods couldn't you do without?
Tyko replied to Mulbin's topic in KSP1 Mods Discussions
haha...that statement just cracked me up because I know couples that applies to as well. -
I noticed this too...Kerbalism was really compelling in the sense that he'd built an integrated system of features with persistent behaviors in the background. The tradeoff is that I'd have to be really careful about which other mods I'd use - and even which game version I was running
-
Thanks for the explanation. That would also explain why my game is silky smooth except for those pauses. It also means that I don't have to drop cash on new hardware ( A mixed blessing because upgrading is fun, but extra cash is also fun)
-
Do you do scene changes/ reloads with them connected by pipes? It seems that most fails happen when the scene loads
-
How close to Engineers have to me to make mining work better? Do they have to occupy a space that's physically connected to the drill or just nearby?