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Everything posted by Tyko
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What's required to shield parts?
Tyko replied to 4x4cheesecake's topic in KSP1 Gameplay Questions and Tutorials
Visualizing @Snark lighting candles and sacrificing a Kerbal to summon a dev -
Kerbal Space Program Update 1.5 Grand Discussion thread
Tyko replied to UomoCapra's topic in KSP1 Discussion
Just download the mods...you can have higher quality today without waiting for Squad to change the game and it doesn't bloat / complicate the game for those who like it the way it is.- 388 replies
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These are really cool. Have you figured out how we would launch these?
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I'm not sure this is correct. As @Brikoleur explains above, the longer your single burn is the less efficient it is. Splitting it into multiple periapsis kicks is more efficient.
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Thanks @Snark! @Overland I hope you get this worked out. I've been following your land train posts since I first started playing around v1.0 You've definitely pushed the boundaries of what I thought of as "KSP" If you do decide to update to 1.5.x you should definitely check out the work @IgorZ has done on the new Kerbal Attachment System. Just watch the train demo video he posted...it's so cool. - Tyko -
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I think he's asking not if this mod includes the GPP atmospheres, but whether the atmospheres in GPP where developed using the same standard and techniques. Yes, that's what I was asking. Thanks to both of you for responding
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@OhioBob are the GPP atmospheres already fine-tuned using this technique?
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The Phoebe is a comm antenna it can function as a probe control centre so it seemed appropriate. The Pandora, you can look at the original inspiration. Never seen that craft design before. Interesting find. Still wondering what they used it for. Odd to have big off axis protrusions because they'd affect both orbital maneuvers and reentry aerodynamics. It looks like it had RCS thrusters in it in the RL version. For the game it could be cool to put a couple of forward facing docking lights in that "chin" - or an additional piece containing docking lights that fits that spot.
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It's not going to change as long as Squad continues updating the game. If you had a working version that you enjoyed so much why not just stick with what works and enjoy? There've been a number of times when I've decided to keep playing on a stable game rather than jump into the update cycle.
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ScanSat has low and high res terrain scanners and a great interface. You can also use it to mark landing points and those markers show up in Map mode so you can aim for them.
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Well, you can test this theory...just leave KSP running on your computer continuously and never use time warp. There's no requirement for a mod to try this out Go for it and check in with us a few weeks and let us know how it's going. I'd be intrigued to hear your report.
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@benjee10 The service cone opening would only have to be ever so slightly wider to accomodate the 1.25m. It's close enough that sometimes it actually shakes loose on it's own, it's just not a smooth release. Would you please consider widening that opening a bit? The alternative is to: adopt an entirely new port size add a new slightly narrower 1.25m port that's compatible with Stock but fits through the hole. Thanks. Very excited about this pack.
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but...why are you asking someone to spend the time writing a mod that even you wouldn't actually use? Even lunar hops would take days of RT to complete...
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Was just playing around with the Orion. The Forward Service Cone gets stuck in a stock 1.25m docking port when you try to eject it. Looks like the cone's opening diameter is a bit too narrow to allow it to slide over the stock docking port.
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Better part selection UI
Tyko replied to Algiark's topic in KSP1 Suggestions & Development Discussion
I'd love to see a drop down menu that let's me select parts from a particular category by stack size. Currently I can click a tab and look at all fuel tanks or I can click a tab and look at all parts with a 1.25m stack size. I can't click a button and only look at 1.25m fuel tanks though. A simple drop down selector next to the search bar would do that. -
Yea...this doesn't really work for a 'realistic' 20th/21st century space travel game. A trip to the nearest planets would take months. Further trips could easily take years. The fastest launch we ever achieved still took 10 years to get to Pluto. You can't play this game in real time if you ever want to go further than the moons of Kerbin and even that would be annoying.
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Realsim Overhaul advice needed
Tyko replied to Damo84's topic in KSP1 Technical Support (PC, modded installs)
why don't you ask in the threads for those mods instead of asking in a general forum? The players / modders involved in those mods are more likely to read their own threads than the general one. Also, if you read back you might find some of your questions already answered. -
Better part selection UI
Tyko replied to Algiark's topic in KSP1 Suggestions & Development Discussion
Interesting, but while you're simplifying your parts bin, you're adding extra steps / clicks to place each tank. Each time you place a tank you'll have to go into the right-click menu for that part and change it to the correct size. Also, there are graphical / texture issues. If you want nice, high quality parts textures you need them to be created with a particular size in mind. Simply grabbing a part and stretching it will result in all kinds of texture issues and the only way to solve it would be to use really (REALLY) simple textures. -
Well, restarted again...Since 1.4.x I've been experiencing graphics glitches with ReScale 2.5x - oddly the 3.2x version is fine. 2.5x was also still a little easier than I wanted. I really wanted to challenge my craft building using Stock and stockalike parts. So, I restarted the game in 3.2x GPP and with Science set at 20%. It's been great and given me the chance to rethink a lot of my favorite designs with an eye towards weight reduction and optimization at every stage. I finally launched my first small station and have been fine tuning my new orbital 2-crew craft - Kind of Gemini/MOL inspired with a Kerbal twist. With USI-LS the station can support a crew for 100 days max, but I'm aiming for a 30 day rotation cycle.
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That makes sense...and...it's called the Kerbin Return Vehicle, that should have been my first clue @bcink That part would look so great as a command module for orbital ships or other applications that don't require re-entry. Would you consider creating a variant for that without the heat shield? By the way, do you have a paypal donation setup?
- 205 replies
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This looks really cool. Question about the design - Why are there heatshields on the belly of the capsule but not the rest of that side of the ship? I'm trying to visualize the landing profile that requires shielding on only that part, but not the parts further back. If it's designed to belly flop in like the shuttle does I'd think the lower portions of the craft would be subject to the same heating.
- 205 replies
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- lander
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(and 2 more)
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