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Everything posted by Tyko
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Tyko replied to Nertea's topic in KSP1 Mod Development
Yes, this is intentional. Two reasons: Since it's asymmetrical two ships with shielded ports can dock without rotating. If they were symmetrical the "petals" of the two ports would collide with each other. If it's symmetrical, it blocks the view of both right and left pilot. Rotated 90 degrees it actually gives a much better view forward for docking. -
Thanks for the advice! I'm not sure if you read the last post I made right above yours - check point #3. I did an evening's worth of testing and talk about what I found. Throttling during ascent doesn't really affect total orbit DV. Whatever you lose in the slower ascent you make up when you make your final circularization burn. It takes longer to get to orbit, which is a few minutes of wasted time, but you can leave SAS locked on Prograde and just control the throttle all the way up, so you're not fighting as much with the controls. it's also pretty forgiving if you miss your initial tip-over point a bit - I got tired of restarting takeoffs over and over trying to the tip-over point just right.
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Just write a quick MM config to enable labs to store more science points. The config below should work and you can put in whatever maximum you want. May want to test it on a copy of your save just to be on the safe side. @PART[*]:HAS[@MODULE[ModuleScienceConverter]]:FINAL { @MODULE[ModuleScienceConverter] { @scienceCap = 500 //How much science can we store before having to transmit? } }
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I have a hard time answering your poll because your question/answers aren't really about whether I like it "better than the old versions"' I like the new models a LOT better than the old models, but that doesn't mean I think they're perfect. Sadly, at the end of the day it doesn't matter that much to me because I'll be playing with ReStock, or maybe Ven's, depending on how long it takes ReStock to launch.
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ReScale 3.2x + Sigma Dimensions + Kronometer + (Kopernicus and other dependencies) still works in 1.6.1 as far as I can tell - i.e. I haven't run into any game-breaking errors yet. Give it a try.
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@MaxwellsDemon you can mod Tantares...Here's my config for it. This has a whole bunch of tweaks to fit what I thought made sense. Up to you to pick and choose. I'm not "publishing" this. I will answer questions about what I did, but I'm not making a bunch of changes to it. I'm sharing with you as an example of what you can do. Enjoy!! I should note that this isn't quite 1.875. the 1.4x multiplier puts it at 1.75m. I chose that because it "looked right" when stacked on a 1.875m stack with a fairing. If I put it right at 1.875m (1.5x size) then the fairing got really wide and it didn't look right. The SM changes were to make the fuel volume match the larger tank...then I had to up the engines a bit to push the heavier tank around...LOL...it made sense to me, but tweak it for your own game @PART[Tantares_Crew_1|Tantares_Crew_2|Tantares_Decoupler_1|Tantares_Engine_1|Tantares_Engine_2|Tantares_Heatshield_1|Tantares_Parachute_1|Tantares_Orbital_1|Tantares_Habitation_1|Virgo_Engine_1]:NEEDS[Tantares]:AFTER[Tantares] { @rescaleFactor = 1.4 } @PART[Tantares_Orbital_1|Tantares_Habitation_1]:NEEDS[Tantares]:AFTER[Tantares] { @mass = 0.6 @CrewCapacity = 2 @INTERNAL { @name = Tantares_Crew_2_Interior } } @PART[Tantares_Crew_1|Tantares_Crew_2]:NEEDS[Tantares]:AFTER[Tantares] { @MODULE[ModuleReactionWheel] { %PitchTorque = 5 %YawTorque = 5 %RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.25 } } } @PART[Tantares_Engine_1]:NEEDS[Tantares]:AFTER[Tantares] { @MODULE[ModuleEnginesFX] { @maxThrust = 45 } @RESOURCE[LiquidFuel] { @amount = 270 @maxAmount = 270 } @RESOURCE[Oxidizer] { @amount = 330 @maxAmount = 330 } @RESOURCE[MonoPropellant] { @amount = 15 @maxAmount = 30 } } @PART[Tantares_Engine_2]:NEEDS[Tantares]:AFTER[Tantares] { @MODULE[ModuleEnginesFX] { @maxThrust = 40 } @RESOURCE[MonoPropellant] { @amount = 420 @maxAmount = 420 } } @PART[Virgo_Engine_1]:NEEDS[Tantares]:AFTER[Tantares] { @MODULE[ModuleEnginesFX] { @maxThrust = 65 } @RESOURCE[LiquidFuel] { @amount = 360 @maxAmount = 360 } @RESOURCE[Oxidizer] { @amount = 440 @maxAmount = 440 } @RESOURCE[MonoPropellant] { @amount = 15 @maxAmount = 30 } }
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Okay...I think it's pretty clear it would be too confusing to actually change the weight/EC since it's arbitrary anyway. I DO THINK, that they aren't dense enough. Batteries are just about the densest thing that should be on the vehicle, so should be as small or smaller for a given weight than anything else. This I can work with. Making batteries smaller without messing with the weight would keep the Ion lovers happy and not change the game balance, but it would still make them a bit more "realistic" (love using that term in KSP)
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Tough question...I currently just tweak things I need to tweak as I go along. I like the way Community Database of MM Patches works - there are a bunch of patches that tweak various things and the player is free to pick and choose amongst them. This eliminates the need for a committee to decide what's in and what's out of some giant patch. It also solves a big issue of mine with "balance patches" from other games which is when I like 90% of what a patch does but can't stand the other 10% but have no way to filter out what I don't like. Maybe they could pin it to the top of the Add-on Releases forum??
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I get that the breaks are due to scaled parts. That doesn't change my point that you can opt to keep using the same version that you spent 500-700 hours playing in. The old version doesn't perform any more poorly now than it did when it was the latest version. I know you'd like to move to 1.6, but if TS wasn't release for 1.6 as you'd suggested, then you couldn't play in 1.6 anyway. So either way you can't currently play with your old craft on 1.6, so go back to playing your previous version. Just trying to help here...
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Actually Squad made changes to existing parts in 1.6 that messed up some peoples' older craft and game companies do that all time. If Tweakscale wasn't released for 1.6 as you suggest would you have the same problem with all your old craft not working in 1.6? You have a ton of time and effort invested in a previous version of the game. Perhaps the best option for you would be to keep playing using that KSP version. That's probably a better option for the community than the rest of us not having access to a 1.6 compatible version of TS because of some backwards compatibility issues.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Tyko replied to SpaceTiger's topic in KSP1 Mod Releases
This seems to work fine in 1.6.1. Been using it for a while now and haven't found any issues -
The solution I'm using is to scale down the size of surface mount batteries by 50%. This makes them more dense which makes sense to me. I didn't mess with the stack mount batteries because it's easy enough to hand-wave the extra volume away as "structural". Though I'm thinking about doubling the battery capacity and weight so they're twice as dense too. Not sure yet.
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LOL....all the science experiments are that heavy...I guess I should have focused on the density.
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It always struck me as odd that batteries were so light / low density. the 100 unit battery weighs as much as a thermometer and it's twice as big / 8 times the volume. Batteries in RL are heavy and dense...have others noticed this?
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Tyko replied to TriggerAu's topic in KSP1 Mod Releases
Can do Thanks for fixing this -
Why can't you FF time in game? You mentioned something about KAC and transmitting science, but I don't follow you. Do you have labs running on the ships? Is that why you have to transmit science?
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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
As a test I tried deleting the PathPatches folder and /Squad/Data folder. That seems to have worked and retains all the textures for the VSR unique parts. Only question...if a texture isn't referenced by a config file does it still get loaded just because it's in the mod folder? -
Install a mod for OP fuel and engines (whether something mystical like USI's Karborundum, or a half-plausible, half-pipe-dream thing in the nuclear arena such as Nertea's Far Future Tech). And set personal rules for how and when you'll use said engines, and set something like, a global limit on how many of said engines can exist or be in service at any given time. IRL we have yet to find any handwavium propellant. We have yet to send anything crew-rated to Moon or Mars. But don't let that hold back your advancement in a game and in a world of your making. Don't let the current length of the Periodic Table keep you from whatever mega: ship/station/infrastructure you're dreaming of. Thanks. I can just solve the problem by playing in 2.5x. I have no prob building or launching anything I've wanted to. I'm just trying to dial in the game to "just hard enough to be interesting"
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Some parts got renamed by adding "_V2" at the end. For example, the SRBs got this treatment. Since the part name changed the current TS config doesn't work on them.
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I agree, but comparing this in value to Mission Builder is a VERY low bar. I've literally NEVER launched Mission Builder since I bought the DLC. It's a bit like comparing the number of deaths from some activity to deaths by shark attack. Mashable 2015 - More people have died from selfies than shark attacks this year (spoiler: 8 from sharks, 12 from selfies)
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Add programable computers
Tyko replied to XBOX-KERBAL1's topic in KSP1 Suggestions & Development Discussion
I like where you're going with this. It seems like this would be similar (I'm guess cuz i'm not a coder) in complexity to the Mission Builder and would be a lot more interesting to me - specifically because it would be educational and would fit more with the core game (at least as I see it). I, like most others, have launched to orbit literally thousands of times and every time is essentially the same. It would be really fun to be able to use a player friendly drap/drop GUI to write a launch script. I'd buy a DLC that included a system like this (or gladly hand over $15 paypal to a modder) -
Starting a new game...I've played 2.5x and 3.2x ... and I'm struggling with which one to use for the next play through. Science will be set at 30% but I'm using DMagic, so the extra experiments nets me out at around 50-60% science (roughly guessing). 2.5x is pretty easy with stock parts and makes me want to push myself harder. I really feel like I accomplished something when I use 3.2x. The tradeoff is that mid - late game when I want to build bigger more complex missions the "fun challenge" of 3.2x early game starts to become less fun and more "struggle" I really like early game and optimizing, so I was leaning towards 3.2x, but then I think back to my early days of KSP when I was playing stock and got to build big stations and motherships - that's achievable in 3.2x, but borders on "not fun".
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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 so much! Have a great weekend -
[WIP] Nert's Dev Thread - Current: various updates
Tyko replied to Nertea's topic in KSP1 Mod Development
Simple way..this is how I preview mods... Do a clean install of KSP...call it KSP_TEST Install The Janitors Closet Install the mod you want to test along with any dependencies Load the game, use Janitors Closet to turn off all parts except for your test mod Preview your mod -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
I wasn't sure..if he's referencing stock textures the removal of the Squad folder shouldn't matter because the stock textures wouldn't be in there. My guess is there are some VSR textures that were used for stock replacements and THOSE textures were also used for the VSR original parts. I haven't really dug into it yet because Kerbas may already have this cleanup on his to-do list.