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Everything posted by Tyko
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Welcome back @eddiew!
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That's not true...if that were true then I could send copies to all my friends without them paying for the game, which is clearly a violation of the license...
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Tyko replied to Nertea's topic in KSP1 Mod Releases
There are a number of 1.25 station components. I know for sure there is a habitat, a station core and a service module that work really well together. Here's a pic showing the three of them -
GameData has Squad assets in it too...
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It works in 1.5.1, just ignore the message EDIT...I'm not getting that message with 1.5.x. you may want to download again
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tyko replied to cybutek's topic in KSP1 Mod Releases
Thanks for the confirmation...KER is my one "Can't play without it" mod -
Procedural Greebles - Would it work?
Tyko replied to Nightside's topic in KSP1 General Mod Development Help and Support
Cool idea. You can make parts physicsless, that's easy. I'm not sure if you can set something to zero mass, but if not, you could go with .001. One possible issue would be an increase to number of parts and slowing game performance. Another way you could do greebles that wouldn't be quite as flexible, but would solve the parts problem - you could build a compound part that references the Squad base model (this is allowed AFAIK) and adds your greeble models into the same part using offset values. If you want an example of a compound part, take a look at how the part's built in my MSP-3000 mod -
[1.5.x] Engine Tweaks for Making History [Deprecated]
Tyko replied to Tyko's topic in KSP1 Mod Releases
NOTE: Squad is reporting changes to MH engines in 1.6. Once official specs are published I'll revisit the changes made by this mod. Thanks! -
[1.5.x] Engine Tweaks for Making History [Deprecated]
Tyko replied to Tyko's topic in KSP1 Mod Releases
Here's hoping they come up with something workable. I'd be happy to shut this down so there aren't competing specs out there. -
Is there a mod that you couldn't live without?
Tyko replied to Foxster's topic in KSP1 Mods Discussions
KER...hands down -
[1.5.x] Engine Tweaks for Making History [Deprecated]
Tyko replied to Tyko's topic in KSP1 Mod Releases
Cool ideas. I'll take a look at it. Did you see the Google Sheet in my OP? If you want feel free to make a copy and plug in your numbers on new lines. That would make it easier to stare/compare them. Thanks for your ideas -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Tyko replied to Nertea's topic in KSP1 Mod Development
Or you can contribute cold, hard cash to @Nertea in appreciation for your existential beauty experience - If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models. -
Should Squad Priotize bug Fixes?
Tyko replied to Kroslev Kerman's topic in KSP1 Suggestions & Development Discussion
If by "immediately took action" you mean they actually posted that several days before this poll started. Then...yes? Maybe Squad has time travel now? Check the posting dates... -
[1.5.x] Engine Tweaks for Making History [Deprecated]
Tyko replied to Tyko's topic in KSP1 Mod Releases
@SciMan, are you comments related to the current old Poodle model or the new KSP 1.6 Poodle model? The current discussion about Poodle and Wolfhound are around what to do when the new model comes out. The old model was ugly and didn't obey the laws of physics but the new model is much more "realistic" and a lot better looking, so we're working out how to pull it back in. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tyko replied to cybutek's topic in KSP1 Mod Releases
NO NO NO...please don't remove DV from KER. It's a tested proven system and the custom displays are so much better. If someone likes the stock system better they can just use KER's excellent customization options to turn KER's readout off..no reason to quit work on something that's so great. @RealKerbal3x you're not normally this optimistic about Squad's ability to get it right the first time -
I'm going to add...because my previous post was a bit harsh... I'm really glad Squad is adding a basic stock DV readout. Like most other stock implementations it will be good enough for casual players, who often never travel further than Kerbin's moons, and it'll be helpful for consoles (if it's ever ported). So, it's a good addition to the game. I just think that for the advanced player - the type that tends to haunt the forums - they'll have a long way to go before they can match custom implementations like KER or MJ.
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did you see this thread?
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I'll definitely stick to KER. When Stock lets me build readouts that look like my top bar in the pic below I'll quit using KER: Also, I've found the stock burn time indicator in 1.5 to be buggy at times and don't expect anyone to be able to pull off DV calculations on the first try. KER has evolved over years and can run calculations for the fairly complicated ship setups. The only reason KER is so good is because of lots of field testing. Since @SQUAD prefers to just dump code on us with a release versus beta testing I doubt their first try will be accurate in anything but the most basic core use cases. (I hope I'm wrong)
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I have an extended keyboard and have translation assigned to the arrow keys. I then use right-shift and right-control (next to the arrow keys) for RCS forward and backwards. Using this setup I can keep AWSD for rotation. Left hand is on rotation and right hand is on translation. No switching back and forth, no forgetting which mode I'm in - it's so much easier If you use Module Manager this great little config will disable roll / pitch / yaw for all your RCS. Saves you having to set them individually when you build your craft: // Make all RCS thrusters have yaw / pitch / roll disabled by default. // Author: Community @PART[*]:HAS[@MODULE[ModuleRCS]] { @MODULE[ModuleRCS] { %enableYaw = false %enablePitch = false %enableRoll = false } } @PART[*]:HAS[@MODULE[ModuleRCSFX]] { @MODULE[ModuleRCSFX] { %enableYaw = false %enablePitch = false %enableRoll = false } } If you don't know about MM yet. Let me know. It's easy enough to explain and super simple to use
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Tantares has a great set of Russian station parts. Since the core if the ISS includes Russian parts you may be able to use those.
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a few things that can really help: Make sure your RCS thrusters are balanced around the Center of Mass of your ship. If they're not, then a lateral (up, down, side to side) thrust will also cause your ship to spin and twist making docking a LOT more difficult if you're open to mods RCS Build Aid Continued is fantastic If you want to do it in stock, pull up your CoM indicator in the VAB - it's an orange ball that will show where the CoM is. Then eyeball as best you can to get your RCS thrusters aligned with that. Pro-Tip, try to get the fuel levels right too...if you're going to be docking with your fuel tanks mostly empty, then remove the fuel in the VAB so you can get a good idea of where CoM will be when you're actually docking (don't forget to put the fuel back in afterwards ) Set your RCS thrusters to only fire for translate maneuvers only, not roll, pitch or yaw. Your reaction wheels can turn your craft so no reason to waste monoprop.
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I learned to use DPAI by getting my craft's Docking Port aligned with the target Docking Port - so, get the orange cross centered - early and then use rcs to maneuver until the green cross is also centered. I never use SAS "point to target". Doing it this way simplifies your maneuver because you craft isn't just "randomly" making heading or rotation changes as it tries to keep pointing at a moving target. This works great for me and avoids any concerns about the bug @bewing mentioned
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This is great "This is the KSC. Don't worry, we are sending a rescue ship your way immediately. It was purchased from the lowest bidder and we spared every expense to make the cheapest rocket possible. You'll be totally safe. Trust us"