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Everything posted by Tyko
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
I'd like to see the VSR capsule back in the game, but not as a replacement for the new 3 man capsule. I actually like the new capsule for some uses. if you're adding it back in, please make it an additional part rather than a direct replacement. -
I might be misunderstanding your question...If you're considering scaling the Energia differently (compared to IRL) than other rockets, I vote "no" I think it's better to keep to consistent size/mass scaling across all vehicles in your pack. A 5 meter rocket is pretty OP for a stock solar system anyway. Still better to keep parts all consistently sized/balanced so they are interchangeable with each other and Stock. If the RD-0120 is a huge monster of an engine, that's cool as long as it's stats are in line with other engines. Someone will find a use for it
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Equatorial Orbits Of Minmus
Tyko replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
I'll give it a try tonight -
Do you use probe components to de-orbit large booster stages?
Tyko replied to Markus Reese's topic in KSP1 Discussion
This is my approach too..I have my final launch stage cut off before circularization when the PE is still in the atmosphere. The actual orbital stage completes circularization and I've gotten that down to about 30-50m/s. The game still leaves suborbital parts in orbit unless the PE is below 25Km, so I go in and remove anything that has a PE in the atmosphere so should be removed. -
Does anybody know of any internal compartment mods?
Tyko replied to TheZenGuy's topic in KSP1 Mods Discussions
Thanks for sharing, but there the top and bottom nodes extend beyond the parts, so when you snap them together there's a large gap between them. not sure why it would be different on my machine vs yours. Are you sure those node settings you shared are correct? thansk! -
The Wolfhound and the Skiff's stats seem to be switched
Tyko replied to Whirligig Girl's topic in Making History Discussion
Sure, I'm concerned about posting anything because there will be many opinions as to what's "right"...my balancing will be more focused on making sure every engine makes sense and has a niche. I'll take a shot at it and see if I come up with something shareable -
Cool. Yea 3.125 makes sense for Orion. As for other parts. It might be worth standardizing on the 3.125 size or 3.75 size. This gives the players more flexibility to mix and match components. Do you have Paypal? I'll shoot you some coffee/beer money to fuel your work
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Equatorial Orbits Of Minmus
Tyko replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Fair point...I use KER so can see my inclination to the a very small fraction of a degree - 1000th I think? -
Thanks...it looks like the relevant info was on p11. It also sounds like I'm better off not randomly switching to long term missions because every time I switch to them i'm going to incur another re-roll. Am I reading that correctly? <SNIP> it rolls whenever Start() or OnLaunch() fires. In practice this basically means it will fire at the following points: When you activate your first engine on the pad (the first Start() is ignored if OnLaunch has never fired). When you switch to the vessel, or it moves into physics range. If you stage after switching back to the vessel (thats probably a KSP bug, because OnLaunch probably shouldn't fire then, but it does). There may be other instances where OnLaunch fires, but those are the ones I'm aware of. Caveat: Technically it also rerolls when ScrapYard updates the tracker, but AFAIK that only ever happens on Vessel Rollout, so would be discarded as OnLaunch has never fired.
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How often does Oh Scrap "roll" for failures on long term missions? I'm worried about it being too likely that parts will fail on multiyear missions to the outer planets. Thanks!
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Following up on what @Cavscout74 said...there are many packs out there. There's a huge list of options on the old Texture Replacer forum page. Not sure if they all still work, but lots to explore
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The Wolfhound and the Skiff's stats seem to be switched
Tyko replied to Whirligig Girl's topic in Making History Discussion
Once Squad is finished with 1.4.x rapid updates I'm probably going to just make a config that works for me. A number of the other MH engines need tweaking too so they have their own niche. -
Equatorial Orbits Of Minmus
Tyko replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
You can set Minmus as your target then time your transfer to Minmus when it's at either the Ascending or Descending Node. This is when Minmus is exactly co-planar with Kerbin NOTE: this is assuming your craft is at a zero inclination orbit around Kerbin. If you're orbit is tilted then you'll be seeing the AN and DN for your craft and will arrive off-angle. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tyko replied to cybutek's topic in KSP1 Mod Releases
Is KER officially updated to 1.4.2? I noticed this forum thread still lists [1.3.0] in the title. That combined with all the forking that's happened recently leaves me a bit confused. Thanks for maintaining this critical app...sent you some coffee/beer money -
Cool!! Great work
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Permanently Parking a Lander in Orbit
Tyko replied to CrashyMcCrashFace's topic in KSP1 Gameplay Questions and Tutorials
Here's an example of my fav reusable setup... I launched the vertical component Core with partial fuel - enough to circularize in Lunar orbit and as much extra as I could carry with an early tech 1.875m stack. Next I sent up the lander with transfer stage including a fuel tank and engine. The transfer stage docked to my Core first and transferred all of it's remaining fuel before de-orbiting. After that the lander docked. From there it was just a matter of sending crews with some extra fuel on each trip. Later I actually added two additional modules to allow for research and longer term stays around the moon - essentially becoming my first small lunar station. -
Suggestion: Add research for component upgrade.
Tyko replied to frighter's topic in KSP1 Suggestions & Development Discussion
Try this: -
No mention of the Wolfhound and Cheetah being fixed. These still had a problem that their thrust vector wasn't centered so they were causing craft to spin. Has this been fixed? thanks!
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The Wolfhound and the Skiff's stats seem to be switched
Tyko replied to Whirligig Girl's topic in Making History Discussion
I look at the ISP numbers and believe they're reversed. It's right there on your own chart...The J-2 has 420, the Wolfhound has 412. For 4th stage, AJ-10 has 312 and Skiff has 330...reversing them not only brings the ISPs more in line, but most importantly the relative ISP between the IRL very efficient sustainer engine and the less efficient Command Module engine -
Will there be a fairing that fits over the base of the capsule? What about a 3.175 to 3.75 adapter? wow..this is very exciting
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this is really cool...where are the parachutes supposed to go? can they hide under than conical ring at the top?
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cool...I was totally where you were and almost walked away from the game permanently until I discovered KER...it makes all the difference. If you need any help getting started with mods PM me.
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yes...all of this can be solved with mods, but you're right that it's frustrating you can't do it with the base game. If you're open to modding your PC install I'd suggest the following for each of the problems you're having Transfer Window Planner - to figure out how much DV it will take to get to another planet and also when to burn for departure Kerbal Engineer Redux - to better understand your designs and make rockets that can actually do what you want. RCS Build Aid - shows you in the VAB what happens when you fire your RCS thrusters. You're spinning because your RCS aren't pushing against your center of mass, so part of the thrust is trying to turn you around. With RCS Build Aid you can see how changes in the positions of the RCS thrusters affects this.
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Permanently Parking a Lander in Orbit
Tyko replied to CrashyMcCrashFace's topic in KSP1 Gameplay Questions and Tutorials
I use this approach for all of my Mun/Minmus missions. Usually after the first tentative landings I want to explore the moons in earnest and re-using the lander is great. I'll cycle through crews so everyone gets the experience of landing on both moons. -
I only use 2 separatons, but I also don't have all that extra stuff on top. Also, as part of the abort command you can detach the heat shield as @Gogi mentioned above. you're carrying a lot of weight up there - two tanks full of fuel alone add a big chunk of mass...Maybe rethink how your capsule is built?