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Everything posted by Tyko
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The 1.875m parts were a great addition and filled a big gap. Going straight from 1.25 - 2.5m parts gave an 8x increase in volume, mass.. That’s just too big of a jump.
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No Science from recovering asteroids? RIDICLIOUS
Tyko replied to Kroslev Kerman's topic in KSP1 Discussion
Based on recent RL missions I'd add seismic (accelerometer) and temperature readings. An argument could be made for Mystery Goo too since, apparently, Mystery Goo has an opinion on just about everything else. I'm starting the think Mystery Goo is a final phase in the Kerbal life cycle when they're reduced to an immobile brain holding all the knowledge, but with no motor functions - this is why they carry the stuff everywhere and see how it responds. -
Recloseable fairings and/or custom cargo bays
Tyko replied to Pds314's topic in KSP1 Suggestions & Development Discussion
Check this link out. The models are beautiful and a quick test shows they still work in 1.4.x. I haven't reviewed the aerodynamics / drag yet, but the doors open and close and the aero configs "look" okay. -
Am I allowed to reuse parts and configs from an old mod that were published under LGPLv3? I've been reading over the info on the LGPL website and can't figure out how it would apply since there are no libraries or application. If I can reuse them, besides the "not selling it" part, what other limitations am I under? @linuxgurugamer, I know you've become an expert at re-use, hoping you can weigh in? Thanks all!
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Kerbals detecting Alien life Idea
Tyko replied to Kerbal KRIS7's topic in KSP1 Suggestions & Development Discussion
I'd love to see some experiments centered on searching for microbial life past or present. No interest in multi-cellular intelligent alien life though. -
No Science from recovering asteroids? RIDICLIOUS
Tyko replied to Kroslev Kerman's topic in KSP1 Discussion
Some science experiments do work on asteroids, but I don't recall which ones. Anyone else know? -
Nice work! How'd you launch this with the RTG arms sticking way out? did you have a really wide fairing or is there some mod with folding arms?
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I'm open to ideas about this. Here were my thoughts: While it's only one step up the tech tree, it's a big step and it comes at a critical time when you're shifting from early designs and near Kerbin missions to sophisticated manned missions and deep space probes. My head canon was that the big material bay was a prototype and never intended for more extensive missions. The MSP-3000 is the production version. The Miniaturization Node wasn't really necessary before and I skipped it to. Adding the MSP-3000 made the node a must-have for me. Other techs in this tier might offer 3 or more useful parts for the same Science cost. Since you're spending hard-earned Science for just one part that makes it a lot more expensive from an opportunity cost perspective.
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Wow! that's really cool! Thanks for the work. I'll take a look a releasing a new version with fixes from you and @Wyzard over the weekend. To answer your question -There's no problem at all sharing configs you've written, for this mod, or any other. Adding it to the mod will just make it easier for others.
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The fuel/mass ratios were adjusted along with a bunch of other things to adapt to the 1/10th sized solar system. If you used RL ratios it would be too easy. There's a mod called SMURFF that tweaks them for you
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A couple ideas... Add a heat shield - even if you zero out the ablator. It's still going to bring your CoM down a bit and I think it will help with drag. The bottom of your Service Bay has an open node which is draggy. Adding the heatshield will "cover" that node. Consider clipping your pod into the top of the service bay so the two have a smooth joint rather than a gap. I'm not sure if it will be different aerodynamically, but it'll lower the CoM. I often think of clipping as cheaty, but in this case you're clipping into empty space, so it seems believable. Add drogue chutes. They'll slow you down and help the pod orient correctly
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Not sure if you're using any life support mod. I didn't really see other planets as a challenge until I had to include added mass to keep my crews alive. Using life support creates a whole additional series of challenges and mission profiles. The further you want to go, the more interesting it gets.
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@Beale, here's a patch that'll make your moon pack compatible with Galileo's Planet Pack. It places Hosbop and Modesi around planet Niven if GPP is installed. Hope this helps! @EndTraveler - you can use this same format to add the moons to another planet pack. Just replace "GPP" with the name of the planet mod you're using and replace "Niven" with the planet name. This doesn't change the moons' orbits at all. Depending on the planet you're placing them around you may need to tweak the orbits too. Let me know if you need help.
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Got it! Thanks. Sorry for the false alarm
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Thanks for the update. Looks like the A-USF01 fuel tank is still twice as heavy and carries twice as much fuel (approx) as it should for its size. I recall you'd said you'd created if fix, but it's not showing up in 15.0 T
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Cool! I'm assuming one of the things that doesn't work is that it's going to constantly try to nose down when under thrust. You're thrust isn't passing through the center of mass...there are a couple of fixes: place your rocket nozzles where the impulse engines are. You may have to tweak the height of the nacelles and move some weight around, but you can probably come up with something workable. Add a third engine at the back of the secondary hull. You can play with the different thrust levels til you get some thing that flies straight. Lower the nacelles so they're on along the center of mass. It'll end up looking a bit more like the Intrepid class (Voyager), but it would fly better Great work, hope this helps!
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[1.12.x] MissingHistory v1.9.3: Handy parts to complement Making History.
Tyko replied to Snark's topic in KSP1 Mod Releases
The biggest benefit of the Porkjet Mk1 pod is that the top node is actually 0.625m in diameter and matches up with other parts of that size. The stock Mk1 has a narrower nose that looks wrong when you stack 0.625 parts on top. The tradeoff is that the PJ Mk1 needs it's bottom node moved slightly. the bottom is more convex than the stock capsule, so snapping the 1.25 heat shield on results in the bottom of the pod poking through the shield. It's a simple config fix. I can probably even dig it up if you're interested. -
Got it...I'm only worried about stock resources, so thanks for that. Niven always seemed a bit sad out there by itself and visually it's ..kinda.. Mars-like. If I do get it working I'll write it up as a config file and send it your way to include
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I use 24 hour clock because I'm playing in a 2.5x scaled system and there's currently no way to sync all the mods I use to a non-standard 10 hour clock. So I either have multiple sunrises in a day or a sunrise every few days. At least KAC, TWP, USI-LS, Precise Maneuver and other mods all agree on what time it is. That's way more important for play-ability than counting sunrises
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Tyko replied to Galileo's topic in KSP1 Mod Releases
I'm using it with GPP. Seems to work better with Sigma Dimensions v0.9.8 which isn't the latest SD. There are some scatterer issues, but this isn't new and they're similar to what I saw in 1.3.1 - mostly related to the KSC view when you're selecting what building to interact with. Once you're on the launch pad or flying a craft those particular issues go away. The only new 1.4.x issue I haven't been able to run down is with Iota - one of Gael's two moons - the surface of the moon has a second mostly transparent surface texture the hovers slightly above the actual surface, but only visible above 25km, so it doesn't affect landings. I'm not seeing it on Ceti or other planets I've checked.- 310 replies
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Attach a part at two different points
Tyko replied to CosmicCharlie's topic in KSP1 Gameplay Questions and Tutorials
Doesn't this mod enable multiple connections? -
[1.5 - 1.12.5] BetterSRBs [v1.2.6] [30 June 2021]
Tyko replied to OhioBob's topic in KSP1 Mod Releases
Understood If I hear anything about the code to disable texture switching I'll pass it on. Thanks for all your work on ALL your KSP projects -
[1.5 - 1.12.5] BetterSRBs [v1.2.6] [30 June 2021]
Tyko replied to OhioBob's topic in KSP1 Mod Releases
Here's the link for his current 1.4.x conversion project. It's not complete yet: https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.4 @Kerbas_ad_astra was going to research a way to disable VSR's retexture of a certain part. There's syntax for it in the VSR config file, but it's not working as expected at the moment. -
Tylo capture at jool to not use much of Delta V
Tyko replied to EdwardB3020's topic in KSP1 Discussion
This is actually a really good article explaining how gravity assists work https://medium.com/the-space-perspective/gravity-assists-explained-simply-how-the-voyager-spacecrafts-escaped-the-solar-system-d8aaa4a9273c