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KSP2 Release Notes
Everything posted by Tyko
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Yeah, I know it's still working...I was hoping that eventually @TriggerAu would add support to KAC and TWP. I didn't want to even bother him with this though if Kronometer was falling by the wayside
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Strut has no attachment points?
Tyko replied to NiiTr0G3n's topic in KSP1 Gameplay Questions and Tutorials
are you trying to attach struts between the bottom craft and the ghosted craft parts above it in your picture? If that's the case, you won't be able to do it that way. Struts can only attach between parts of the same craft. Since the parts floating above aren't part of the craft you can't strut to them. if you want to make the parts look separated with only the struts connecting them, attached the ghosted part to your decoupler, then use the offset tool to move the ghosted parts up - they're still attached to the decoupler, but will appear suspended some distance above it. Then you'll be able to attach the struts -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Tyko replied to SpaceTiger's topic in KSP1 Mod Releases
welcome to the forums. It works just fine without an update. for the most part mods that include a DLL (like this one) will need to be compiled for some version of 1.4.x, but the actual point update doesn't really matter. -
Welcome to the forums...yes, that was a bit of an oversight. If you're okay with mods you may want to look at Tantares. @Beale does an amazing job of providing Russian/Soviet parts:
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Sounds like a great project! Here's a tool that you could use: Here's a mod that does much of what you're looking for. You may be able to use as-is or modify to your liking. It may need a bit of tweaking to work with current Kopernicus and 1.4.x, but it would give you a great head start and lots of examples.
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@Sigma88 is this mod dead? Did something else replace its functionality? Thanks!
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Tyko replied to Paul Kingtiger's topic in KSP1 Mod Releases
How does US handle component weight? Just wondering if stacking different modules around the core is going to throw off my weight balance. Thx!- 1,553 replies
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The other option is to write Module Manager configs using any text editor. You can learn more here:
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Yea, it's really easy. You can create Module Manager configs with a basic text editor. If you're looking for examples download this mod. I made a lot of Weight/thrust/efficiency changes to engines and you can open the config file to see how the changes are made.
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[1.10.1] Dodo Labs - v1.3.1 - Stockalike Electron
Tyko replied to tygoo7's topic in KSP1 Mod Releases
This is really cool! I also second the ask to add ARCA. Maybe just the engine - It would be a cool addition as later-tech upgrade Thanks for putting this together. -
...Rule 34... https://en.wikipedia.org/wiki/Rule_34_(Internet_meme)
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Texturing help needed. Paid work opportunity.
Tyko replied to Ironcladsix's topic in KSP1 Modelling and Texturing Discussion
I'm pretty handy with config files and parts balancing. But need to know more about what you're looking for. Types of parts, number of parts, etc -
@Beale wow...you're amazing! You keep cranking out these high quality parts at an incredible pace. Thanks so much for doing this!
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It's a really cool mod and I've spent hours playing with the configs, but could never get it to work right. My conclusion is there must be something whacky about the parts models themselves. I finally gave up. This is really odd because @CobaltWolf is a parts rock star and produces a ton of great parts in his other mods...maybe each part was just trying to do too many things. My answer was to rescale a mk1 pod. I dropped it down to .625m (X & Y to 0.5) and further reduced the height to squash it down (Z to 0.25). This created something that looks a lot like RL sample return modules. I have the config on my home machine. If you want to borrow it just PM me so we aren't taking this discussion too far off course.
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Do we know for sure Kerbals reproduce that way? Maybe they reproduce by splitting in half or budding off little kerbals? They're green and dont require food so maybe they're an advanced form of plant?
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Sounds like a quote from Spaceballs
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Do you have a pic of what it looks like before RUD? It looks like you have a bunch of wheels attached out on the ends of long bars. If that's the case I wouldn't be surprised that it was shimmying a lot.
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I had the same problem a couple of times. if you wait a minute or so it usually clears itself up. the problem I had occurred after I landed or crashed a craft. The option to return to space center (if crashed) or recover (if landed) wouldn't work. I'd click the button but nothing would happen. If I was patient and clicked it multiple times over a minute or so it would finally work. It was annoying, but not unplayable and only seemed to happen early on during one or two 1.4.x game builds. I never discovered why, but with my newest build of 1.4.5 it hasn't happened.
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I agree. The game is called Kerbal Space Program, not Kerbal Airplane Program or Kerbal Rover Program or Robot Space Program. Since the game bills itself as being about launching kerbals into space, it's no surprise that the tech tree starts you with the ability to launch kerbals. If the game required a new player to spend a bunch of time building planes and launching satellites before launching their first Kerbal, it would be more realistic, but they might lose a lot of new players who bought the game to build crewed rockets. Having restarted many times I use unmanned before manned and like having to work up to crews - it gives me something to look forward to. As a new player I was really excited to put a kerbal in a Mk1 on top of a Flea SRB and see what happened.
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realistic communications mod requiring directed antennas?
Tyko replied to mr. engino's topic in KSP1 Mods Discussions
Remotetech included directional antennas and requires you to set where your antennas are pointed for them to work. -
You could use mission builder to create challenges to find things. That wouldn't require any new mods/coding. To actually add a goal to another player's save would be a lot more work. Since the game is stored locally on a single-player save you'd have to write a mod that would enable you to create a target in one save (yours) and then somehow export that modification into their save game.
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Welcome to the forums. You may need to be more specific as to what you're trying to build. A space station is just a craft in long term orbit around a planet/moon. If you look back on early real life space stations like Salyut or Sky Lab they were just a single craft sent up in a single launch. Later on other ships carrying crews would dock with them. Larger stations like Mir or ISS were comprised of many modules launched separately and docked together using docking ports. A good starting point to building stations is to learn how to rendezvous and dock craft together. Once you know how to do that you can build as big or as small as you want. Here's a very basic tutorial Here's a more detailed explanation of rendezvous:
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Superior Galaxy background
Tyko replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
My fav skyboxes are made by @Poodmund. They work perfectly with 1.4.x and are very close to seamless. A lot of the other skyboxes have visible seams where the sides of the skybox cube meet. https://spacedock.info/profile/Poodmund -
Does any body know a mod that has a sparkler
Tyko replied to DeckerExpert's topic in KSP1 Mods Discussions
I was picturing Val and Jeb playing around with sparklers near the ground fueling tanks. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
@Thomas P. Thanks for keeping this alive and kicking. Just got it up an running on a new 1.4.5 build. Really pleased at how fast you got the early 1.4.5 quirks corrected. Not sure I would even play this game if it weren't for Kopernicus.