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Everything posted by Tyko
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I've watched a Kerbal kick over a multi-ton lander. Just because there's low gravity doesn't mean that lander has no inertia. A kerbal shouldn't be able to kick one over.
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Can NOMS be transferred through docking ports? I'm trying to figure out how to use resupply ships to supply stations that can't sustain themselves. YES, Yes they can I loaded a sandbox environment and tested it. Thanks RoverDude!!
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Agreed Neo...if a kerbal in a space suit bounces off of a space station, or kicks a lander leg he/she does impart some force onto the larger object, but the amount of movement the larger craft exhibits doesn't seem to reflect the relative mass of the two objects. Often it seems like the lander/station moves a lot more than a multi-ton object would when a Kerbal hits it.
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I should have been more clear - it's brightness relative to size. The Kerbal's suit lights are tiny compared to the Mk1/Mk2 yet cast a very bright light. It may be shorter ranged, not sure about that.
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Thanks! No Klaw yet (really low tech so far). Luckily I do have KAS installed. I'll try that option. If I can just get her some coffee so she'll get out of her grumpy funk and EVA. It would be nice to save the capsule too though. Too bad NOMS can't be moved like experiments can from one capsule to another (I'm sure this is crazy complicated and RoverDude has already thought of that...I guy can dream though)
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Help! How do I rescue an kerbalnaut who's run out of life support? Valentina is in orbit around Minmus and has run out of NOMS. Her capsule doesn't have a docking port and she is too grumpy to EVA.
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I'm seeing this same issue as CaptKordite. Orbits around Kerbin are fine. Orbits around Minmus fluctuate wildly and slowly trend down. I noticed this over the past couple of days. I can send/upload any files if that would help
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adding multiplayer
Tyko replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
I'm not sure I follow that explanation. Can you please restate it?- 367 replies
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Got it. I'm using (X) Science to track science by biome. It doesn't have a pause warp feature. I was looking to use yours to help pause me when I'm warping around a moon. how do you "clear the list"?
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Great mod! Is the list of "ticked" biomes specific for each ship or is it global? here's my use case...I sent one ship out with on set of experiments and I want to tick off biomes as that ship completes its experiments. The next ship I send will have different experiments though, so I would want all the biomes to start unticked so I can capture all the science. Does the second ship start with all biomes unticked or do I have to go back and somehow clear the ticked list?
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I keep wondering why the 4 "aircraft landing lights" on my lander aren't as bright as the tiny headmounted lights on my Kerbal space suits. I haven't found a good mod that makes those spotlights brighter or offers alternative spot lights. (I'm not looking for navigation beacons, I'm looking for spot lights) Is there a way to make them brighter?
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Agreed...furthermore whenever I start to think that "this isn't entirely realistic" I remind myself that the game isn't set on Earth and these aren't humans. Just because there are striking similarities to Earth projects doesn't mean the technology has to be identical. Kerbals solved ways to move fuel around. They've also, apparently, solved how to go for days/months/years without entertainment or food.
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So what does it take to get off of Eve these days?
Tyko replied to RocketBlam's topic in KSP1 Discussion
The updated community Delta-V map shows 8000. I think it was 10000 for earlier releases -
The Space X Falcon Heavy uses asparagus staging - at least from outer tanks to main stack. It's not the complex multi-layers monstrosities that we make, but it does work. EDIT: this was proposed, but not implemented: Cancelled propellant crossfeed Falcon Heavy had originally been designed with a unique propellant crossfeed capability, where some of the center core engines are supplied with fuel and oxidizer from the two side cores, up until the side cores are near empty and ready for the first separation event.[35] This allows engines from all three cores to ignite at launch and operate at full thrust until booster depletion, while still leaving the central core with most of its propellant at booster separation.[36] The propellant crossfeed system, nicknamed "asparagus staging", comes from a proposed booster design in a book on orbital mechanics by Tom Logsdon. According to the book, an engineer named Ed Keith coined the term "asparagus-stalk booster" for launch vehicles using propellant crossfeed.[37] Elon Musk has stated that crossfeed is not currently planned to be implemented, at least in the first Falcon Heavy version.[38]
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adding multiplayer
Tyko replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
In your launch window example - do you envision a server with a continuously running clock that players would "jump" into when they queue up for launch? If so, launch is really the easy part. It's a 10 minute process that most people do in real time. The challenge will be when I want to transit to Duna and it's going to take 200 days. If there's one continuously running server clock then the player will have to literally wait 50 earth-time (200 Kerbal) days before their Duna insertion. if the player does any kind of time acceleration then they're really not in the SAME universe (time/space) as other players.- 367 replies
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If you could only install 3 KSP mods... which 3 would it be?
Tyko replied to Frank_G's topic in KSP1 Mods Discussions
hmm..I'll have to check that feature out as I wasn't aware of it. Circularize is nice, but it honestly is just a quick convenience and isn't a requirement -
adding multiplayer
Tyko replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
Interesting..I think there's a question of scale...here are two examples: "co-op" - several people working on the same project - in this format it would be relatively simple to plan time-warps. Examples: I want to work with a couple friends to launch and maintain an orbital station some friends and I want to plan and launch a Joolian mission with several craft and multiple landers "persistent universe" - think "EVE online" where people are able to build and maintain structures that complete strangers can interact with Co-op seems pretty workable because you're focused on one project and could agree on time-warps. Persistent Universe would be really difficult to time-warp because everyone is doing their own thing.- 367 replies
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Solar Panels don't work
Tyko replied to Table's topic in KSP1 Technical Support (PC, modded installs)
Which Mods are you using? I had a problem with solar panels with Kopernicus installed. They suggested a fix on the Kopernicus forum -
Great work! which mods did you use to build these? The space stations and moon bases in particular are really cool
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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity
Tyko replied to toadicus's topic in KSP1 Mod Releases
Will the current build work with 1.1.3? -
If you could only install 3 KSP mods... which 3 would it be?
Tyko replied to Frank_G's topic in KSP1 Mods Discussions
I agree except I've recently switched to Precise Maneuver instead. Very similar, but a few additional features. -
adding multiplayer
Tyko replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
How would time acceleration work in an MP game? I'm constantly messing with time acceleration in single player and can't picture how I could accelerate time when others in the same MP universe aren't.- 367 replies
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I live in Seattle, but get down to LA...definitely have the requisite hours
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Hey RoverDude - you made the orange suited kerbals immune to the effects of low supplies. What about tying immunity to the BadA$$ trait? It seems like a good fit.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
ummm..I'm relatively new and just reading up on issues with CKAN. Didn't mean to make the newbie mistake of assuming the bug was in the mod when it was really in the app managing my mods..sorry :/