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Tyko

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Everything posted by Tyko

  1. yep..seems like you either have to increase the diameter or stack them on top of each other or use a food processor and make kerbal sausage...that'll fit no problem. It's hard on the crew though.
  2. Haha, this is great and a classic case of misdirection...Let's get down to the basics - normal planes take off because enough air is passing fast enough around the wings to cause lift to exceed the plane's weight. What the plane is sitting on doesn't matter. How the plane achieves take off speed doesn't really matter either. What matters is the speed of the air passing the wings. Engines accelerate the plane forwards. The conveyor belt is trying to accelerate the plane backwards. How much backwards acceleration would be determined mostly by how frictionless the wheels are. If they are totally frictionless and the plane is pointed exactly in line with the belt, then the belt can go backwards as fast as it wants and the plane will sit there with the wheels spinning furiously. Real wheels will have some rolling friction so the plane will be pulled backwards. As long as the engines are powerful enough to overcome the backwards force and accelerate the plane to takeoff speed, it'll take off.
  3. This is cool, but I'm not sure what I'm looking at...is this for 1 or 2 crew members? It looks too small for two and the IVA pretty much confirms that
  4. Crap...sorry...it's a great looking station. One issue I've heard of involves autostrutting to Heaviest. every time you dock another component the autostruts have to determine which part is now the heaviest and re-adjust. this can cause serious problems.
  5. Hmm..did you assemble on orbit or magic the whole thing into place?
  6. Were you using auto struts at all? If so, how were you using them? Was SAS on when it broke up? I see you have RCS thrusters all over the place at different angles. Was RCS on when the RUD occurred?
  7. do you have one that's better lit? Maybe a screen shot from the VAB or SPH where the lighting is better?
  8. Sorry that happened. Lots of people are building stations though and most don't RUD. Can you post pix of your station? maybe it's something relatively simple.
  9. This! it would be really cool and timely to add microbiological life forms in appropriate places and add a couple of science experiments - instruments to detect them and study them. Make them high value science returns, but hard to find.
  10. A third option would be to rename the MissingHistory version of the terrier in the config file. This would make it show up as a separate part in the VAB. Existing ships would keep using the normal Terrier and you can use your renamed fancier Terrier for new ships.
  11. @KerikBalm This mod addresses some of your engine requests. There's a google sheet detailing the changes here:
  12. This mod does makes the changes for the Saturn V stack and makes some other balance adjustments as well
  13. #3! Looks like a fueling system. Aren't those symbols the kind you see on fuel trucks?
  14. @mr. engino Here's the actual config for just the probe core telemetry experiment. In case you don't want to change many aspects of the science system.
  15. @Sigma88 released a new version today compatible with 1.4.3 and new Kopernicus. Just FYI Changelog **v0.10.0** - Recompiled against KSP 1.4.3 and Kopernicus 1.4.3-1 - Removed KSP-AVC compatibility - Updated to Sigma LoadingScreens v0.4.0
  16. Cool idea. As far as credit for planting flags - I'm pretty sure Kerbals inside nearby craft now also get credit if another mission member plants flags. I think this was added in 1.3.
  17. Check out Near Future Propulsion
  18. Thanks for the heads up. I'll take care of that tonight.
  19. v1.1 is in the wild! Added to SpaceDock and released https://github.com/TykoTek/Basic-Procedural-Textures/releases https://spacedock.info/mod/1845/Basic Procedural Textures Also will be on CKAN Thanks!
  20. Basic Procedural Textures is officially launched @navot is you support this mod please add it as a compatible mod on page 1. Thanks!
  21. My texture pack is officially launched @Starwaster - if you support this mod I'd appreciate you adding it as a compatible mod on your list on page 1
  22. I'm picturing this happening in a real mission - KSC, we're in position and ready to execute Tip maneuver. Stations, are we a go for Tip maneuver? Go, GO, go, gO, GO!, Go... Flight, you are go for Tip maneuver. Roger KSC, executing Tip maneuver in 5, 4, 3, 2, 1...Tipping commencing Flight, prepare to execute pucker maneuver That's a roger KSC, Jeb's at the controls and we are already puckered
  23. Consider this...it's working as designed for a specific task - to allow the capsule to be steered a bit during descent - if you (NASA) didn't care about steering, then you (NASA) wouldn't build the capsule that way. So, make whatever adjustments you feel appropriate. These things weren't mass produced. Each one was a hand-built bespoke creation, so there's no reason the ones you produce have to be identical to IRL either It's your game, play it the way you want to... Here's my config, if you want to compare to yours:
  24. I'm trying to add Service Bays to Custom02, same as Radiators. I thought I'd copied the syntax correctly from the Radiator config, but it's not working. Any advice on what I'm doing wrong? Thanks! EDIT: Figured it out. I was referencing the wrong module from the part config. // Service Bays @PART[ServiceBay_125|ServiceBay_250|setiMiniServiceBay] { @description ^= :(.)$:$0 Toggles via action group Custom02 by default.: MODULE { name = ModuleDefaultActionGroup moduleSource = ModuleCargoBay ModuleAnimateGeneric actionGuiName = Toggle defaultActionGroup = Custom02 } }
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