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Everything posted by Tyko
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You must have figured out something about Workshop that I missed. You're saying you subscribe in Workshop and don't worry about it, but mods don't update automatically, so whenever the game updates many mods break. Workshop, at least as I've figured it out, doesn't help me to sort that out. Workshop doesn't seem to even let me search for mods that are compatible with the game version I'm playing. I search in Workshop and it happily displays mods that haven't been updated for 2 years as "most relevant". How have you configured workshop to make it so simple? I must be missing something.
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Agreed...plus keyboard shortcuts! Those alone make the mod so useful! Using the keyboard to tweak my maneuver is so simple and elegant...
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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
Yea well most mods work just fine with 1.6.x without any update. The problem is that many people don't take the time to read a thread or try themselves. It's easier to just say "UPDATE YOUR MOD" than to do a little research or type "This looks cool, has anyone tried it with 1.6?" Playing modded games has a certain DIY element but people forget that and expect everything will be spoon-fed to them as if they actually paid the modder.- 7,371 replies
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@Morse Thanks for getting back to this mod! very excited that it's still alive I'm glad Squad is giving the stock node some TLC, but from the looks of it it still falls well short of the capabilities of your mod.
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Need help with going 2 the mun
Tyko replied to BlockGaming06's topic in KSP1 Gameplay Questions and Tutorials
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Read here https://wiki.kerbalspaceprogram.com/wiki/Navball
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Need help with going 2 the mun
Tyko replied to BlockGaming06's topic in KSP1 Gameplay Questions and Tutorials
Yep, not enough DV. There's a DV map that shows how much you'll need for each step of the journey linked below. All you do is trace the steps of your journey along the map and read off the numbers. From the Map you'll see you need: 3400 DV to get to orbit - this is your launch vehicle and, probably, your first two stages 860 DV to burn to transfer to Mun 310 DV to enter orbit around the Mun 310 DV to burn away from the Mun and head back to Kerbin - the numbers work forwards and backwards. This is the amount you need to enter and also leave orbit. Plot your burn so your PE over Kerbin is about 35km. This puts you in the atmosphere and you'll aerobrake. As @Tacombel mentions above, you could also re-enter Kerbin orbit...to do that you'd need another 860 DV - because these numbers work going both ways, so you're just reading backwards along your path back to Kerbin. -
I have a problem with docking
Tyko replied to Zeb Kerman's topic in KSP1 Gameplay Questions and Tutorials
@Vanamonde yea...nice idea -
First Munar crewed orbit in my new 2.5x Stock 1.6.1 game. The brave kerbalnauts Dirys Kermanov and Rocy Kerbsson launched on a Kemini LR for a 5.5 day mission to orbit the Mun, take surface observations and test ship's systems. (thanks to @Beale for the awesome capsule parts) Full Album @: https://imgur.com/a/tofxoR4
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Need help with going 2 the mun
Tyko replied to BlockGaming06's topic in KSP1 Gameplay Questions and Tutorials
People can help you better if you post pix of your ship and describe what you've tried already. Lots of people here can give advice after you've given us that -
I have a problem with docking
Tyko replied to Zeb Kerman's topic in KSP1 Gameplay Questions and Tutorials
If you're open to mods there are a couple that make a big difference. None of these do your docking for you, it's still up to you to fly. Instead they give you more information so you can better understand what's happening and make choices. RCS Build Aid let's you visually see how your RCS placement will affect your craft. For easy docking your best bet is to have your RCS placed so that it's balanced around your ship's Center of Mass. This way when you try to jet sideways you also don't end up accidentally spinning your ship too Once you have your RCS balanced there are several mods that update your UI with information that help you dock. @Stone Blue suggested NavHUD... I'd also add Docking Port Alignment Indicator - it visually shows you the relative alignment of the two ports so you can make sure they're pointing in the right direction, as @Raptor42 suggested, and then navigate to a perfect docking. -
Docking test complete. The Kemini Orbiter is ready to put into service.
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Cool! I approached it a different way. The LV-T30 liquid boosters are an off-the shelf part that will be used with other cores same concept of simplifying product lines though. ___________________________________________________________________ First test launch of my Kemini orbital pod today - it was ranked by the KSC as the cutest pod ever. 2 crew, 650m/s DV and enough life support for 5 days in orbit. Next step is to send crews up for rendezvous and docking practice. Full Album here: https://imgur.com/a/89zN1ax
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Welcome to the forum and congratulations...Rendezvous is one of the toughest missions to fly
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Realism Overhaul gives way too many engines
Tyko replied to AverageUser54's topic in KSP1 Mods Discussions
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Nice design! I went with something similar to your Europa Heavy. The only difference is I went with LVT-30 engines for the boosters. The single LV-T45 in the center core still provides enough attitude control and the two LV-T30 have a much better power to weight ratio. Great blueprint too
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Points in time when videos/guides become obsolete?
Tyko replied to Celthon's topic in KSP1 Discussion
The Scott Manley videos from 1.0 (or close to it) are still very relevant. Some parts may have changed, but the concepts and lessons are very valuable. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
Yea, I decided not to support fairings with BPT. BPT was never intended to support anything but a cylinder. If you want to discuss further we can move this convo to the BPT thread instead of clogging up ReStock -
Maybe they can...maybe they can't. You'll first need to convince modders to write their mods for an older version of the game and maintain two code streams, one for that old version (or is it two? 1.4.2 and 1.6.1?) and one for the current version of the game. Since modders are working for free that may be a tough sell. Good luck though
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Finally actually playing again after months of modding and non-KSP time...whew! Custom Stock solar system - 2.5x scaling, Minmus removed, Mun at a higher orbit, 30% science. Successfully orbited my first Kerbal - Pilot Shelming Keragzai completed 5 orbits and splashed down just East of KSC. Here's hoping I get to play a lot more. Link to album: https://imgur.com/a/qVK6C8c
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[1.12.5] Restock - Revamping KSP's art (August 28)
Tyko replied to Nertea's topic in KSP1 Mod Releases
I'm slightly off topic, but this thread seems to be the most relevant place, seeing as the above quotes are from further up the page. I've never encountered Decoupler Shroud before. It looks neat. That said, how well does it integrate with Restock, both functionally and aesthetically? For me, Restock is the must-have, so I'd like it all to "fit", if that makes sense. In the OP of Decoupler Shroud, Basic Procedural Textures is mentioned as a suitable source of textures. How does BPT "fit" into the Restock mix? I'd suggest trying it for yourself and seeing. For me the DeCoupler Shroud textures work just fine and look great next to ReStock BPT isn't textured as well as ReStock - I'm the one who made BPT and I'll freely admit that @Nertea and the other ReStock artists are light years ahead of me. It's still fine for smaller utility parts - which is really what it was made for. -
Actually, it reduce complexity, because a properly made mod pack is going to be easier. It's kind of like Linux, Ubuntu, and Android -- Ubuntu is like a multiple mods, while Android is the mod pack where everything is within the ecosystem. The Ubuntu, pushing for everyone figure things out, did not fly to replace Window, but Android does. (Apple, of course, go one further to rigidly enforce it, but that's closer to DLC) Anything outside, do not consider it. Hence I think a community mod pack would actually work. I wasn't referring to the complexity of the install. I was building on what you said above "Just because subjectively it's not complicated does not mean objectively it's easy to use." In this case, installing a mod pack is subjectively not complicated, but dropping a couple dozen mods with all their extra parts and extra functionality at once is going to be "hard to use" at first...
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Mechjeb's Smart A.S.S. module does numeric input for axial control, and all the relative controls have a "hold roll" option which is nice. I swear I install MJ just for that sometimes. Or you can just put an antenna or some other easily recognizable object on the "up" side so you can find quickly. Docking Port Alignment Indicator also has an orientation readout - it doesn't do any of the work for you like MJ does, but it gives you the tools you need to dock precisely every time with a little practice.
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I tend to go for smaller stations, but I also play 2.5x or 3.2x and 30% science, so I'm always struggling to get larger payloads into orbit. 3 different designs I've used.