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Everything posted by Tyko
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Tyko replied to politas's topic in KSP1 Mod Releases
I have MH installed and it's still not working. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Tyko replied to politas's topic in KSP1 Mod Releases
Thanks! did I do something wrong? I see it come up under Filter (New) but there's no checkbox next to it as if I was running an incompatible version of KSP (I'm running 1.4.2) -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Tyko replied to politas's topic in KSP1 Mod Releases
Thanks! Is this all you need? { "spec_version" : 1, "identifier" : "EngineTweaks_MH", "$kref" : "#/ckan/github/TykoTek/EngineTweaks_for_MakingHistory", "license" : "MIT License", "ksp_version" : "1.4.99", "resources": { "homepage": "https://forum.kerbalspaceprogram.com/index.php?/topic/174303-14x-engine-tweaks-for-making-history/" } } I appreciate the suggestion about Spacedock. I'll look at adding a repository there too eventually. -
NOTE: With the changes made in 1.6 I don't think this mod is necessary any more. I'll leave it up to support players on legacy builds and may revisit this in the future if there's interest. What it does This mod adjusts the specs on Making History engines and 3 stock engines to balance them and ensure every engine has a unique niche. The changes are balanced against other engines. If the thrust is changed, weight is also adjusted accordingly. For full list of changes please refer to this spreadsheet: Google Sheets link Highlights- Mastodon: Thrust increase to 1425 - this enable 5 of them to lift a full Apollo / Saturn V analog stack. Skiff: Thrust increase to 475 - enables 5 to lift a Saturn V stage 2 stack and 1 to lift stage 3 Wolfhound: replaced with stats from Poodle - The Poodle is an amazingly useful engine, but the Wolfhound model looks a lot better. The Poodle stats bring the thrust down to something more reasonable for pushing an Apollo SM/CM/LEM around. It's still overpowered, but the RL engine was also overpowered. Poodle: Hidden, you won't see it in the Engines tab anymore, but existing .craft files using the Poodle will still load properly. Kodiak: increased power to 280 - to differentiate it from the Reliant NOTE: I made every attempt to keep these balanced with stock. I'm open to making adjustments based on feedback. Requires Module Manager How to install Install from CKAN or: Download from SpaceDock Download from GitHub Unzip the contents of "GameData" to your GameData folder, same as with most mods. (Note, requires ModuleManager.) License info MIT License
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Tyko replied to politas's topic in KSP1 Mod Releases
@HebaruSan, please add the following mod to CKAN. It's on Github https://github.com/TykoTek/EngineTweaks_for_MakingHistory/releases/tag/v1 EngineTweaks_for_MakingHistory This mod adjusts the specs on Making History engines and 3 stock engines to balance them and ensure every engine has a unique niche. The changes are balanced against other engines. If the thrust is changed, weight is also adjusted accordingly. WARNING: Recommend only using with a new save. Amongst other things, this mod removes the Poodle from the game which could have a serious impact on existing games. Google Sheets link documenting all changes: https://docs.google.com/spreadsheets/d/1tzovHSBZm_4_xLrglqAKbmLzeGQozpZfQr2YAaOTs8k/edit?usp=sharing Requires Module Manager -
...I'm done playing games...it's time for someone to pay! Every hour until the patch is released I'm going to launch one Kerbal into the sun!! Poor Bill goes first, followed by @Poodmund Gaelen!! You've been warned
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Oh, but it is life critical - Jeb and Bob are trapped on the Mun with only 36 hours of Supplies left...
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I do not like them in a house. I do not like them with a mouse. I do not like them here or there. I do not like them anywhere. I do not like green eggs and ham. I do not like them, Sam-I-Am. ...sorry...couldn't help myself
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It's just like cold fusion - many have said that cold fusion is 20 years away and they've been saying that for decades Ingenious really to title the thread "to be released next week".... In all seriousness I'd rather wait til they get it right.
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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
yep. was just playing with that and it works fine. Any idea if this particular change will break my game with a future 1.4.x update? let's assume i have nothing landed near any of the sites. I'm thinking that switching to KK later won't affect anything else.- 7,371 replies
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wow...looks great! I'll give it a deeper look later today. Nice work
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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
Thanks for the quick reply. Was going to start a new game. would it be better to start using the previous build of GPP that supports KSC Switcher...or...is there a way to copy the KSC Switcher configs into 1.6.2.1?- 7,371 replies
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Tyko replied to Ger_space's topic in KSP1 Mod Releases
Hi, I just added KK to GPP. Works great except when I added Rescale 2.5x. Now the launch site components are spread out and not connected. It looks like the components didn't change in size, but their relative position did. Is there a fix? I'd prefer to keep the components their normal size but have them moved back together. Thanks for the help! -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Tyko replied to Galileo's topic in KSP1 Mod Releases
Kerbal Konstructs doesn't seem to like Rescale. I added Rescale 2.5x and this happened at Rook's Glory. Is there a workaround for this? Thanks!!- 7,371 replies
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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
EDIT: went back through the thread and saw @Poodmund's explanation of the change. The GPP Wiki Install instructions still suggest installing KSC Switcher. I just downloaded 1.6.2.1 and KSC Switcher isn't in the Optional Mods folder. It's a completely new 1.3.1 install. I launched the base game once, installed GPP and dependencies as instructed, but couldn't find KSC Switcher I tried installing KSC Switcher 0.8 separately and now I'm only seeing one launch site in the middle of the desert on the largest continent just a few degrees above the Equator. This is different than I've seen in previous installs. Has something changed?- 7,371 replies
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How to change the pressure value in the config files?
Tyko replied to CatCraftYT's topic in KSP1 Mods Discussions
I'm only suggesting you do a clean install as a troubleshooting test. If you do a clean install and it works, then you know it has to do with one of your other mods By the way...why don't you just go in and change the part pressure value in the actual config for the escape pod? -
How to change the pressure value in the config files?
Tyko replied to CatCraftYT's topic in KSP1 Mods Discussions
I'd suggest testing on a clean install using only KSP and MM. Verify the config file works on stock parts first before adding other mods. You're trying to figure out which part isn't working, but you have so many parts that it's hard to tell which is broken. Your MM is really odd. Normally MM spawns several additional files when it's used the first time. Yet yours hasn't created any additional files. Not sure what to make of that. Try the clean install idea. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
Hi, I've found that many of the smaller engines don't have visual thrust effects under 1.4.2 with VSR and MH installed. I took a look at the configs, but couldn't find where @Ven set up custom FX. It's not in the normal config. Anyway, I tried to find out why, but it eludes me. Here are the engines that don't have thrust FX - sound works fine, it's only visual that's missing LV-1 Ant LV-1F Fire Ant LV-1R Spider 24-77 Twitch 48-7S Spark M107A1 Aerobee MK2 M82A1 Aerobee MK1 The NT-5R Shiba has a visual effect, but it looks like it's missing the more subtle, larger vapor trail that's present in the other engines - including the other nukes. You may already be aware of this, but if not I hope this helps. Thanks -
Purist or not? Do you use DLC parts in your creations?
Tyko replied to lodger's topic in KSP1 Discussion
Ha..darn, you're right about that..I only looked at the main line Apollo program launches. I stand corrected!- 51 replies
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Do you have SSPX installed? They sure look like the SSPX replacement models. Also, that whitish oval partially covering the bluish light isn't part of the model that I've seen - neither stock nor SSPX. Is it possible you have something clipping through it? EDIT: one last thought...maybe it's the collider for the 6-way hub that's your problem? That would explain why nudging the ports out a bit works better.
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I put the answer in a spoiler because once I noticed this audio quirk it's all I hear during launches. if you have any OCD tendencies you have been warned.
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This is perfect. If you're not in a hurry to turn you can dial it down and turn at a leisurely, fuel-efficient speed. Thanks :)
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How to change the pressure value in the config files?
Tyko replied to CatCraftYT's topic in KSP1 Mods Discussions
Send a screenshot of you GameData folder -
Thanks for explaining that...I guess I'm still concerned about any additional overhead and/or possible conflicts adding MJ will have. It's a pretty complex piece of coding and I'm not really sure all that it may impact.
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I've been playing with MandatoryRCS all evening and just read your plans for the next version. A couple of questions/comments. Will I have to install MechJeb in its entirety as a dependency or will the RCS portion be either included with your mod or downloadable separately? Just asking because I don't use MechJeb and don't really want all of the MJ screens all over the place just to use this one item. Love the SAS aggressively slider idea - when I was playing around with it I found I could save a lot of fuel by just reducing thrust. One idea would be to have two settings - a much lower, slower setting for SAS controlled RCS and Full Power for user input. The thought here is that in normal operations speed isn't as important as fuel consumption. If the user is docking or taking other actions they may want access to full power. Thanks for all the work. I'm pretty excited and see a potential to experience a whole new dimension of KSP through you mod.
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