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Everything posted by Tyko
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Lets talk about the new update.....
Tyko replied to KerbolExplorer's topic in KSP1 Suggestions & Development Discussion
The scenario that concerns me is this... I'm setting up a rendezvous in LKO. I have to wait a half dozen orbits before the optimal transfer point, so I'm looking at a 4 hour 1x time wait. I set TW to 50x, but my buddy is docking a station part and has his at 1x. I walk away for a few minutes to grab a coffee and for whatever reason my buddy raises his TW. I come back and TW is at 50x and I've missed my transfer window. The only way to guarantee I don't miss my transfer window is to set my TW to 1x while I'm AFK and then bump it up when I'm back at the computer...then I'm sitting there watching my 1x orbit. This can be mitigated with clear communication between two people. I think the complexity goes up exponentially with more people. -
I definitely use DPAI. I'm doing a bit of RP and try to have my docking aligned set up quite far away when possible and avoid firing my engines at my target vessel to slow down. This means lining up at least 500m away, coming in slow and just trying to just kiss the target vessel at close to perfect alignment. I totally admire those who do main engine only docking, it's really fun to see that set up on videos.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Tyko replied to SpaceTiger's topic in KSP1 Mod Releases
I removed and reinstalled and was able to get it working. thanks to @vicdoctor for letting me know it's possible. @SpaceTiger, thanks for keeping this working. Would you please consider adding some sort of audible notification when new science is available? Doesn't have to be complicated, but would be really helpful. -
you may want to ask on the USI LS thread. that's where those involved in USI LS will read first.
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well, 1.4.x was really 5 months of "pre-releases"...I'm not saying it would solve all, but If they're not mucking about in APIs much it should still be helpful - correct me if I'm wrong If they only released it to NDA'd modders this wouldn't be an issue. That's why I'm leaning towards that approach. I'm not saying this is the end-all be-all solution, but simply trying to come up with ways to avoid the 1.4.1-2-3-4-5 fiasco or the 1.5.0 aero issue which was spotted by the community in less than a day.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Tyko replied to SpaceTiger's topic in KSP1 Mod Releases
I tried it and couldn't get it to work. Even on a bare bones install...odd -
Interesting ideas, not what I was going for though with this mod. I created this specifically so that people could attach a mystery goo to one side of a stack and attach the MSP 3000 to the other side. They are size and weight balanced to work together. Adding a bunch of science experiments to one part isn't the direction I'm going, sorry. it wouldn't be difficult for you to create these yourself if that's what you wanted for your own game though.
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I'm asking @Squad to please re-instate beta releases of KSP - either to the entire player base or at least the modder community. The issues (IMHO): The modder community has shrunk from over 100+ a year and a half ago to maybe a few dozen active modders. LGG alone supports over 150 mods. If he or one of the other key modders quits the whole community will suffer. Squad really needs to do something to make modders' lives easier. The pace of releases - especially broken releases in which obvious flaws are found within 24 hours - is requiring too many updates making it even harder on modders Without Betas the modder community has no chance to get ahead of a release. They're left trying to update their mods after release and dealing with the inevitable firestorm of "is your mod updated yet?" questions. Solution: release a beta approx 2 weeks before final release. This will give the player base time to identify issues for Squad like they've done in 1.4.x and in 1.5.0. Give the modder community 2 weeks' lead time to start working on their mods . Even if it's not final, they'll at least have a head start. How? 2 options: Active modders only - This gives your star players what they need to get modding and since they're actively engaged in modding they'll likely provide more quality bug reports. You can NDA this smaller group if you want to. It'd be more challenging to NDA the entire community. Community-wide beta - this will give the most eyeballs, but may not result in the highest quality feedback simply because every player out there doesn't have an understanding of how to identify and submit bug reports. TL:DR - modders are getting burned out and the active modding community is shrinking horribly. Help the modders help you by releasing a beta to them 2 weeks before a version is released
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Tyko replied to SpaceTiger's topic in KSP1 Mod Releases
wow, that's awesome! Thanks for taking the time to do that. -
Yeah, Gravity Turn is the route I've gone too...Launches are the one thing that I'm comfortable automating because I've done thousands and thousands of them. It's still a technical challenge though because I manually input all the numbers and design the launch profile I want. Not quite kOS level of effort, but it's still my decisions that are defining the launch.
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The game does provide way for alternative play styles by being very mod-friendly. There are several mods out there that convert the tech tree and you can even tweak them further yourself. I agree that starting unmanned is more interesting for me, so I use a modded tech tree. Have you considered that? Have you considered a planet pack? GPP or RSS both give all kinds of new places to visit This would be so COOL!!
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Restarting (again) this time in GPP 3.2x scale with 20% science. the 2.5x scaling isn't working right with GPP anymore so decided to up my challenge to 3.2x First satellite launch. Small and light as possible. It uses a pair of small solid propellant motors to circularize and has a second pair to eventually deorbit. I'm just getting used to using solid prop kicker motors and was able to achieve a 151 x 162 orbit, so not too shabby. Power was at a premium and so I could only transmit a couple times an orbit and had to complete a number of orbits to get radiation and telemetry measurements over all biomes. All that effort netted about 30 Science...this is gonna be interesting.
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You don't need the decoupler for your test and you could encase the pod in a fairing to eliminate any differences in pod aerodynamics. Or just use a probe core and a locked fuel tank in a fairing for your payload. Anything that makes your craft "identical" will make your test a little less non-scientific
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A good bet for finding mods is to google "KSP" and the mod name followed by "mod" - KSP SDHI mod - I'm happy to provide. Just making it easier for you next time
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Well... I have made a fool of myself there! What is the correct capacity? I am having some difficulty choosing that. Half of the C-81 looks right. That would be 40.5 Liquid Fuel and 49.5 Oxidizer
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Tyko replied to SpaceTiger's topic in KSP1 Mod Releases
Hi all, is this mod dead? I checked GitHub and there hasn't been any work on it for 7 months since 1.4.2. the existing version doesn't work in 1.5.1 Also, if anyone with coding skills has recompiled and is willing to share, please PM me. Thanks! -
Just installed this. A couple of questions: What's the difference between "Deploy All" and "Collect All"? When I hit Collect All the experiments seem to disappear, so i've been using Deploy All, but would like to know what they are When I'm setting this up I want the mod to drop out of warp and collect whenever my science isn't maxed out. Do I really have to scroll through each experiment in the Settings and click "Stop warp on discovery" and the "Not maxed" buttons?
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@Beale there still appears to be a capacity problem with the TantaresLV A-USF01 fuel tank. It's showing a little less than half the capacity it should have when compared to the next size up tank.
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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
@Kerbas_ad_astra the latest build in GitHub d39aa08 has a bug with the 2.5m X200-48 fuel tank. There's no fuel configured for it. It's just a big tube. Confirmed this on a barebones install with just that build and MM. I didn't see an Issues section on your Github. Hope posting here works okay for you. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
sure...I'd avoid clipping anywhere near where craft connect to each other. Each part has an invisible collider box around it. Sometimes they are larger or differently shaped than the part. If you're clipping the colliders on those clipped parts can stick out invisibly and cause all kinds of problems. Second tip. use auto-strut very sparingly or not at all. If you do, use Parent, not Heaviest because the heaviest part can change when ships dock and undock causing auto-strut to recalculate and break things -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
You might want to start really simple. Make two identical craft as simple as possible, definitely no clipping of parts, and see if those will dock. you can make the craft in 10 minutes, you don't need to spend hours on it. You can even use f12 to cheat them into a rendezvous. you just want to test the docking ports. This will answer your question "are the ports broken or is there something wrong with my install". After that you can get more complicated. I definitely know that you shouldn't clip parts near a docking port. the colliders on the clipped parts can prevent the two ports from coming into contact with each other. Here's an example of some docking test craft I made recently: