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Everything posted by Tyko
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
Tyko replied to UomoCapra's topic in KSP1 Discussion
why can't we have both...auto-repeat feels more precise to me as the pull method scales with how far you pull as well as how long you're holding the button, so trying to hold at an exact steady pull to advance is very difficult. A simple repeat when you hold it down function is easier for me to control.- 243 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
yea, I guess it's not that easy. I tried to just edit the reorientFinalAngle (below). That didn't work though. It didn't change the angle at all, so the config isn't doing anything. I'm wondering if I need to rebuild the entire SpaceCenter config from scratch? @Kopernicus:FINAL { @Body[Kerbin] { @SpaceCenter { @reorientFinalAngle = -15.399612 } } } -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
odd...shouldn't Latitude be 0.00? maybe that's the problem? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
I'm trying to make the Stock KSC point due East instead of being off by about .09 degrees (call me OCD). I think I can use Kopernicus. What's the exact Longitude value for the KSC? I need that to calculate the reorientFinalAngle value @Kopernicus:FINAL { @Body[Kerbin] { @SpaceCenter { // PQSCity // latitude = 0.00 // longitude = NEED THIS @reorientFinalAngle = This is longitude -90 } } } Assuming I get the correct values will this work or do I need to remove and re-add the entire PQSCity from scratch? Thanks -
Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
Tyko replied to UomoCapra's topic in KSP1 Discussion
@SQUAD I've been playing around with the new Maneuver Node controls in 1.7. They're good. They don't completely replace all the abilities of the mod versions, but they have the basic controls needed for most players. The maneuver node control points really need the ability to press & hold for repeat clicks. Having to manually click-click-click the node buttons is annoying. Otherwise, great job!- 243 replies
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Warning Will Robinson!!!
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Very cool design!!! My solution was to do a "reverse Atlas". My big center engine, a Reliant, was on a decoupler and I dropped that only keeping the outer engines for sustainers.
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What feature do you want for 1.8?
Tyko replied to KingKerb's topic in KSP1 Suggestions & Development Discussion
Since KSP strives towards realism, and terraforming is a pipedream for societies that fly through space using engines that spit fire (it's a distant future applicable to "Star Trek"), I would actually vote against this. Space is harsh, and we/Kerbals are a speck of dust. KSP constantly reminds you of it and I love it. Agreed...Terraforming is way out of scope for a 20th-21st century space flight game. -
System Rescaling mod for 1.6.1/1.7.0 ????
Tyko replied to Iso-Polaris's topic in KSP1 Mods Discussions
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Out of the loop since 1.3, is this a good time to come back?
Tyko replied to DDE's topic in KSP1 Mods Discussions
I think the reason that culture has grown is because many people just pop onto a forum and ask "does it work?" or some equivalent question without bothering to read previous posts. So you end up with all this needy "gimme gimme gimme" spam. Here's what I do - Install it and see if it seems to work. Read recent posts Go to the Github and see if there's work being done on the mod If it doesn't work I make sure I'm not dealing with a mod conflict and the problem really is with the mod I'm testing Give at least a week or so after the update releases After I've done all of that if I have a problem and nobody else has asked about it I might make a post that says "hey, I tried the mod on 1.7 and XXXX happened. Are others seeing this?" Why this approach? I'm putting effort into it and trying to figure it out first The modder may not be aware of the issue and since I've done the testing I'm able to make a viable bug report - that helps the modder -
Thinking about adding Restock, but having doubts...
Tyko replied to Eli the Space Nerd's topic in KSP1 Mods Discussions
Welcome to the forums...why not just ask your questions on the ReStock (or other mod) thread next time. That's easier than creating another forum thread and then asking people to repost information already found on the ReStock thread -
Yep @Hotel26 , you're really close! - in addition to adding nose cones you can also use smaller radial decouplers to save weight. You can probably also get away with removing the little solid rocket separation motors for your SRBs. You don't need that much separation force and it'll save more weight
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the Kraken lurks in the dark corners of all bodies waiting to gobble up landers
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Mods for a stockalike hardcore-style career
Tyko replied to Marandil's topic in KSP1 Mods Discussions
ReScale works just great. I've been using it in every version of the game since 1.2.x. Again..if it's "breaking stuff" why not raise specific issues in those mod threads? Then maybe you'll find a solution because it's not breaking "stuff" for most people -
Making History DLC has plates that match that description
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Mods for a stockalike hardcore-style career
Tyko replied to Marandil's topic in KSP1 Mods Discussions
ReScale your system to 2.5 or 3.2x That'll increase your overall challenge level. ReScale does work with 1.6 and seems to work fine with 1.7 too... As to your list of questions - you'll probably get more help asking each of those questions on the forum for their respective mods rather than posting a long list and expecting everyone to sort through it for you. -
Works with 1.7. No changes necessary
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Works with 1.7. No changes necessary
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
Tyko replied to UomoCapra's topic in KSP1 Discussion
No thank you...not interested in cheating my way to the Mun. If you do add it please let me turn it off in settings. I never want it to appear in my game in the launcher menu or in the map mode.- 243 replies
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The atmo model was replaced in version 1.0. Is that what you mean? Only minor tweaks since then. The Aero model hasn't changed, but I believe the aerodynamic qualities of many parts has changed. I recall there were issues with engine variants, cargo bays and other parts not working properly. Is it possible that's what's causing the problem?
- 116 replies
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- grand discussion thread
- xbox one
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My near-replica of a Saturn V has enough DV be able to send the Apollo capsule and LEM to just about anywhere in the stock system. The LEM would work on almost any body without an atmosphere too. I think Moho is the one body that would be a challenge just because your flyby is very fast, but that might even be possible If you want to build a scale Saturn V and have it perform roughly like the real thing did try rescaling your system to 2.5-3.2x. To make the game more approachable for new players the devs adjusted stock rocket performance to be much more forgiving than RL.
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I'd suggest asking in the MechJeb forum
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Tyko replied to Galileo's topic in KSP1 Mod Releases
Teasing is totally NOT FAIR hahaha- 7,371 replies
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BUT...Steam Workshop isn't smart enough to check it. I play Paradox games and have grown to hate Workshop - I was looking for HOI4 mods that would run on current HOI4 and Steam happily suggested I try all of these old broken mods. Sure, it's fine that the HOI4 loader catches them after the fact, but it makes discovering compatible mods very difficult Steam Workshop is a broken experience when it comes to version tracking. Adding KSP mods to it wouldn't make KSP players' lives any easier. At least CKAN is smart enough to only show mods approved to work with your installed game version.