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Everything posted by Tyko
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
Thanks for the great work! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
My Solar Panels quit working after I installed Kopernicus along with Outer Planets last night. A quick web search showed that this bug has been a problem in the past but I thought it was fixed. I tested at various locations including: KSC launch pad, LKO, HKO, Minmus and Mun orbits. I installed using CKAN by selecting Outer Planets and letting CKAN force the other necessary mods. Happy to provide any files that you need. thanks! -
I've completely put docking,stations and orbital craft assembly on hold until they fix the decaying orbits issue. I can't wait for 1.1.3 to come out.
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KSP 2.0 - What would you expect (or wish) for a sequel?
Tyko replied to carlorizzante's topic in KSP1 Discussion
On Multiplayer...how the heck would you do time acceleration in an MMO / Multiplayer? Multiplayer I think you'd be locked into 1:1 time. On other improvements: More interesting planets/destinations - It seem like the Kerbin local system is so much more interesting (more biomes) than the other planets I've visited. I wish there were more things to discover than a handful of biomes for all of my travels. More science - some of the mods offer more dynamic science options (cooler science devices, more interesting stories) but the prob with those is they are hard to balance so I don't out-science the tech tree too quickly. Kerbal crew traits/skills - I'd love to see kerbals start with and earn traits that would differentiate them from their companions. Maybe a pilot gets a bonus 5% to an ability like maneuver speed, power efficiency, engine ISP, landings, rover driving..nothing game breaking, but enough that you start to pick one over another for certain types of missions. Richer story-based contracts, ideally even multi-step contracts. I feel like I get spammed with equipment testing, satellite placement, tourist contracts and would love to see major story-arcs created through contracts. An example could be the Kennedy/Saturn project - it started with getting men into orbit, then to orbital docking, then moon flybys, finally moon landing and safe return to Kerbal. Integrate key mods into base game - Kerbal Engineer Redux comes to mind as something I wouldn't play the game without. more stabler -
Thanks, but I think that one is out of date. It doesn't have Nissie and Thatmo on it. Also the Eve DV is different. Not sure what else has changed.
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Is there a PDF version of the updated OP map? Thank you so much for maintaining these!
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What is this fix you speak of? Can you please link to it??
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Mass Driver Launched Cruise Missile
Tyko replied to wrench-in-the-works's topic in KSP1 The Spacecraft Exchange
I hadn't seen that thread. Thanks for sharing -
Would you buy a DLC (or a whole new game) for KSP that was for realism?
Tyko replied to Ristse's topic in KSP1 Discussion
Now...that's an interesting idea..I'd consider purchasing a KerbalEdu DLC -
Would you buy a DLC (or a whole new game) for KSP that was for realism?
Tyko replied to Ristse's topic in KSP1 Discussion
I'd much rather them continue to focus on stability and performance. I love the game as it is and am happy to use mods where I want enhancement. -
Mass Driver Launched Cruise Missile
Tyko replied to wrench-in-the-works's topic in KSP1 The Spacecraft Exchange
A mass driver is an electromagnetic cannon that fires its payload. If you can get that working in KSP it would be amazing. -
Perhaps Sir Would Care For A VTOL?
Tyko replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Hey Cupcake, love your work! What's the primary engine you're using on most of your ships? -
Just installed MKS-L. a couple of questions I can't find answers to in the forum: Landing Modular Wheels - how / where do I attach these? I'm trying to play without KIS (using KAS and MKS-L only) and wheels look like the best way to move my base parts around, but can't figure out how to make the wheels work with the Scout lander Disconnected Bases - RoverDude mentions that these work better and less likely to be eaten by the Kraken. What's a disconnected base? Anchoring bases - my base demos I've built tend to move around. RoverDude mentioned anchoring pieces, how do I do that? Thanks for an awesome mod and for help with my questions. Is there a good tutorial / guide out there? I've read the Wiki and this full forum so far.
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parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Tyko replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the tip! -
parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Tyko replied to RoverDude's topic in KSP1 Mod Releases
Hi! love the mod. On the Rover...the rover's wheels are showing up without any texture (they're just grey as if they were unskinned models) and their behavior is strange - can't get them to attach on both sides of the rover frame at the same time. I'm not sure how long this has been happening since I just downloaded the Mod recently and just got Rover tech. I've tried reinstalling the mod. Also noted that an update came out today, but that didn't fix it. Let me know if you want me to send you any files/addtional details. Thanks! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
Ven! Great work! Just started using your mod. FIXED!! - Question on the LV900 and LV909 shroud: It looks like the shroud on the LV900 and LV909 are the wrong size. When I'm attaching them to 1.5M fuel tanks the shroud extends well beyond the diameter of the tanks. Is there a setting I have to change to make the shroud match the 1.5M tanks? Thanks! WOW! Just realized there are two snap points with each engine with different cowlings...you ROCK!!!