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Everything posted by Tyko
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Apologies for the necro, but has 3D Spacemouse support been worked out? sounds like it was being played with back in Beta
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Stoney3K is right though and I don't think orbital tugs are that much of an edge case. Orbital assembly is really common mid-late game and a great alternative to kerbalizing huge lifters with 100 SRBs to throw entire space stations into orbit.
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How do they fix it with Fine Control Mode??? If your CoM changes, I don't think FCM accounts for that.
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- I've mastered perfect intercepts with Precise Maneuver - I discovered today that you can keep advancing your maneuver node past a full orbit and actually continue forward multiple orbits in the future. I'd never tried this before and it's really useful. Here's my new method for doing precise rendezvous - start with a circular orbit lower than the target and move forward in time until I'm catching up with it. this also works if your target is behind you, just start in a higher orbit and wait until the target is catching up with you. I drop a Maneuver Node when I'm still trailing the target. I'm sure there's a mathematical way of knowing exactly when to drop it, but because I can advance multiple orbits, I just drop it early. Set the Maneuver Node for a prograde burn until my Apoapis is about 500m below the target's orbit. (500m above if it's behind you) Advance the Maneuver Node along my orbit until I achieve a sub-1 kilometer intercept with target This might require me to advance the Maneuver Node several orbits ahead, but no worry, I can just use Precise Maneuver to keep advancing the Node around until I get my desired intercept. The ability to advance to future orbits has taken a lot of the guesswork out of when to drop the Node in the first place. Drop it early and just advance it forward for perfect intercepts.
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Completed launch and orbital assembly of my first true "ship". The KSS Buzz Aldrin is built to conduct landings and science study in orbit around the moons of Kerbin. Weighing in at 150 tons, with space for a crew of 6 plus 4 visitors and on-board facilities to grow food, the Aldrin is designed to operate for up to 6 months without replenishment. Aldrin's first mission is to conduct Munar studies and fully test the on-board systems. The Aldrin will serve as a test bed for future long range missions to Duna and beyond. The detachable side fuel tanks allow for upgrades to mission capabilities and their unique appearance have given Aldrin the nickname "Princess Leia". Imgur album of the full assembly process: http://imgur.com/a/cBUol
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I LOVE how you built the fuel tanks to conform around the payload! well done!
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Tyko replied to DMagic's topic in KSP1 Mod Releases
these are great! I think both would be valuable TBH. When you have a large ship seeing it glow is a nice visual and the extra data is cool too..Thanks! -
thanks guys...please note that I put this in "suggestions", not "Gameplay questions"...I'm quite versed in how to use RCS build aid to balance a ship and I'm not seeking advice on how to do it. Back on topic...it STILL would be interesting to offer higher tech / higher pilot level ability for thrusters to actively balance their thrust based on changes to CoM - whether this is because you've consumed fuel or because it's a base / large ship and you've added parts. I'd welcome others who'd like to discuss whether this would add something to the game - especially late/end game when you're building complex vessels and moving parts around. I have an orbital tug for doing ship assembly and it sure would be interesting if a high tech version could latch onto a part and adjust it's thruster output (within spec limits) to account for the load.
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There's no doubt that CPUs will continue to get smaller, I'm sure some enterprising nerds have or could get KSP to run on Raspberry Pi - which isn't much bigger than a phone. My point was, if you're adding a monitor and keyboard (wireless or not) then you're not really playing a "phone version" all you're doing is changing the form factor of the CPU from a box to a phone.
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Rocket...I understand how to use and place RCS thrusters...that's not my point. You don't have to spend all day moving your thrusters forwards and backwards along a long ship...you can right click and adjust thrust limiters on your RCS. You can even adjust thrust limits on ships in flight, so as you burn through your gas you can tune your thrusters to account for the empty tanks. It's a pain because you have to click on each one and there's no CoM viewer on a ship outside of VAB but you can do it. When I realized I could do that, I started to think about how, at high technology levels, it could make sense for your thrusters to be able to thrust limit automatically based on CoM. It would also add a way to tier up pilots / probe cores (thanks for the mod reference, I'll check it out...)
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Tie Kerbal experience to tasks appropriate to each class instead of just visiting stellar bodies. They should all get experience for Orbiting Kerbin, Orbiting a moon, Orbiting another planet, Orbiting Sun, landing on a moon, landing on another planet, but beyond that it could be tied to their classes more. Pilots: orbital rendezvous Kerbin orbital docking Kerbin orbital rendezvous / docking around moon orbital rendezvous / docking another planet staffed on each of a ship / space station / moon base / non-Kerbin planetary base (non-Kerbin planetary base is probably the 5th star) Scientists: collect science from each biome / situation staffed on each of a ship / space station / moon base / non-Kerbin planetary base (non-Kerbin planetary base is probably the 5th star) Engineers: repair/work on each of a ship / space station / moon base / non-Kerbin planetary base staffed on each of a ship / space station / moon base / non-Kerbin planetary base (non-Kerbin planetary base is probably the 5th star) I feel like a lot of the flags required are already built in for Contracts. So I don't think entire new systems would have to be created to make this possible.
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Add ability at higher levels for RCS/Vernier thrusters to adjust power levels automatically to account for CoM. This could be handled in two ways: Require higher tech thrusters Require Pilot level 4 or more advanced Probe Cores I kind of like option 2 because currently Pilot benefits max out at level 3. This might be a way to add another tier of Pilot skills and also to add another tier of Probe Cores.
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Thank! I'll give it a try.
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Ladders...and snakes, Oh my!
Tyko replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I once attached an antenna to the other side of my capsule with symmetry accidentally on - caused a second antenna to be placed over the hatch. I wasn't until landed on the Mun that I found out the antenna blocked the hatch from working...now I always test before I take off. -
Great ship design and congrats on plotting the rescue intercept
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Is it possible to disable functions of your mod? For example, if I want to play without radiation or storms, can I turn them off? I didn't see this in the FAQ or your configuration pages.
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I'd like to see points of interest on those planets - unique canyons, rock formations, mountains, really rich veins of a resource- visually and scientifically interesting locations that one could visit, screenshot and collect science from. If they were procedurally generated from a whole list of possible locations and they weren't all in every game that would be even better because then you wouldn't start a game knowing the X location will always be on Ike...
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I'm picturing people accidentally throwing their devices across the room during a tense liftoff. In all seriousness...processing/graphics limitations will eventually be overcome by better processors. The hard limit is UI/UX. There's no way to enable the game as it stands today with it's myriad of controls on a smartphone. There could be a game that lets you launch rockets (SimpleRockets) but it's not a port of our existing beloved KSP game.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Tyko replied to DMagic's topic in KSP1 Mod Releases
On Portrait Stats - would it be possible to add a line that shows the location of each Kerbal when on a station with multiple occupation modules? I honestly not sure it wouldn't clutter up the pic too much, maybe a line across the top? This is the number one thing I'm always trying to determine right now related to my kerbalnauts. Great work, by the way...Orbital Science is a must-have mod for my games. -
I'd love to see it. I tend towards trying to play in a "serious, realistic" style, but sometimes, when you watch your 4 Ton lander go surfing down a slope you just have to throw up your hands, turn on SAS and enjoy the ride.
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haha..."lander tobagganing"?? I call that a "feature"! I landed at the top of a small hill on Minmus and managed to slide through three biomes over the course of half a klick or so! Okay, so maybe not ENTIRELY realistic, but very Kerbal and Jeb was grinning the whole time.
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I tend for forget the whole "scale" thing when playing because even the Kerbolverse is so frickin' huge. "Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space " - Douglas Adams