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Everything posted by Tyko
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tyko replied to cybutek's topic in KSP1 Mod Releases
It wasn't a problem in 1.3.1 or other previous builds...it's clearly a bug...I'm just trying to figure out if it's a KER reporting error or if KER is reporting an actual game issue. -
[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Tyko replied to IgorZ's topic in KSP1 Mod Releases
Understood...once the the two vessels actually come in contact with each other and any slack is taken up the winch will encounter increased tension as it tries to pull the two craft even though they can't be pulled any further. Can you adjust the winch so it stops reeling in when the tension starts to increase? -
[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Tyko replied to IgorZ's topic in KSP1 Mod Releases
As long as we pretend the physics is real, it cannot be avoided. There are two main rules in zero gravity: If you want to start moving, you have to apply a force in the direction of the desirable movement. E.g. the force from an engine thrust or the elastic force from a winch cable. If you want to stop moving, you have to apply a force in the direction, opposite to the movement. The winch cable can only apply force in one direction. Thus, the accelerated vessel will continue moving towards the target until they collided, or until you've used the engines to negate the momentum of the vessel (and this is what Sir Isaac Newton recommends). When there is a Gee force, the problem usually doesn't exist due to the winch head is either affected by the drag or by the gravity force. Thanks for the explanation. If the winch is reeling in, pulling the craft to the surface, at some point the body of the craft will come in contact with the surface. It is at this point that I was hoping the winch would stop pulling. Not sure if the winch can "feel" the resistance increase when the craft can't be pulled further - this would probably be necessary. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tyko replied to cybutek's topic in KSP1 Mod Releases
All my craft are showing a heading of 0.09721 degrees in KER when sitting on the launch pad. I'm not sure if this is a KER issue or if KER is correctly reporting a game issue. Does anyone else see this? -
[1.3.1] ScienceAlert 1.9.1: Experiment availability feedback (10.feb.18)
Tyko replied to DennyTX's topic in KSP1 Mod Releases
Do I still need to install Blizzy's toolbar? I installed latest toolbar controller and @jefftimlin's recompile for 1.4.1, but I'm not seeing a button on the stock toolbar. -
This is really cool, but totally fills the structural tab of the VAB/SPH with so many parts. Might I suggest that you create a custom tab? It'll make it easier to find your parts and it will clean up Structural
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Building the Future, logical next DLC?
Tyko replied to NSEP's topic in KSP1 Suggestions & Development Discussion
It's a cool idea, but not on my priority list as you actually (IMHO) need a couple of other things to make colonization interesting and accessible to most players. My top requests would be Life Support and KER-style calculations/readouts. Life Support is really necessary if you want to make colonization anything more than a bunch of kerbals standing around forever. And launching rockets on interplanetary missions requires a lot more planning than simply shooting Kerbals into space and hoping they land safely. Adding a complex colonization system would only appeal to those who really like doing all of their calculations manually - and that's a very small minority*. You have to make it accessible to a majority of the players to justify making it a DLC. * I don't include KER users here because if you add KER you've already installed mods and might as well use MKS or other existing Colonization mods. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
@Kerbas_ad_astra thanks for keeping this going! While you're working on engine models are you able to fix the off-center thrust issue with the Bollard? https://github.com/VenVen/Stock-Revamp/issues/122 -
The latest version of New Tantares has a .625m stackable parachute that safely slows the Mk-2 capsule down. If others are looking for a stackable solution I'd recommend it. It's lighter grey and would work great with @frizzank's new color option for his RCS module
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I agree that CKAN is probably not a good idea right now, as I can't see the CKAN guys marking UBM as 1.4.2 compatible (even though it works fine) without Yemo's say-so, but would you consider adding an AVC Version file? That way your users will get automatically notified if you push any updates. I've seen several cases where I selected a 1.4.x mod and CKAN automatically added 1.3.1 mods. Might be worth checking. For example - selecting the current Kopernicus also triggers install of Modular Flight Integrator even though MFI isn't updated. Adding to CKAN would get your excellent work more visibility and make it easier to track your frequent updates. Thanks for all the work!!
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Where's the Kliper from? Did I totally miss that? (likely Yes hehe)
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[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Tyko replied to IgorZ's topic in KSP1 Mod Releases
This is so cool!! One thing I've always wanted to use KAS for was to anchor craft to asteroids or low-gravity bodies...I seem to run into two problems in the past - It's hard to get the tension right when I start to retract the anchored harpoons - Will there be a way to set it so that the tension pulls snug but doesn't keep tightening further? Once I'm anchored reloading the ship can cause RUD - Is there a way to avoid this? Maybe it exists in the current KAS, but if so i've totally missed it. Thanks for all the work. Can't wait to use the new KAS -
Fantastic!!
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Update Enhanced Edition To 1.4!
Tyko replied to Tetchy Sketchy's topic in KSP1 Suggestions & Development Discussion
indeed...I expect they will release it eventually, but i'm pretty sure (just my expectation) that there's going to be an update to 1.4.x and MH before long... You're better off waiting until they work the kinks out before they attempt a port. -
LOL...yea, the first thing I was thinking was "cool, but he forgot the Wave Motion Gun Nice build!
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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
Not sure what you mean by "in the state"... You need two things...the latest 1.9.6 version of VSR and the latest version of Module Manager. Both of those should be in your GameData folder. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
there aren't any DLLs in VSR, it's all parts and MM configs, so it should work just fine. In my testing I haven't found any new issues related to 1.4.2 that weren't already present in previous installs -
Got it...yea wasn't thinking it would go inside the RCS tank, but rather attached in-line below as in the RL Gemini capsule...just an idea..thanks for responding
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Best place to put a space station?
Tyko replied to Gibster's topic in KSP1 Gameplay Questions and Tutorials
If the target relative speed is 0.4m/s, then that's how fast their distance is changing, but it doesn't tell you if they're getting closer at that speed or further apart. Physics range is just over 2 kilometers - within physics range you can use the brackets [ ] to switch back and forth -
I used a Mac. Once you build a powerhouse PC for half the prince of a Mac you're converted. Macs can be very effective. Sure, they're pricey up front, but they're built like tanks with lots of room to grow - well, at least the old Mac Pro boxes I have a 2009 Mac Pro that i've successfully updated over the years. It'll run any current game I've tried at max graphics settings without a hiccup. Today you can pick up a 2009 Mac Pro for under $500. Add in $1000 in upgrades (GFX Card, RAM, Processor, SSDs) and it's a powerhouse. Not saying it's for everyone, but they shouldn't be discounted out-of-hand either.
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Seems like there are still a bunch of serious bugs around parts - especially engines having off-center thrust. Is there a 1.4.3 already in the works?
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To be fair - this isn't really a great solution. Firstly, ever single core part you attach has to be rotated manually This is particularly an issue with probe cores since you can throw an entire mission off because one of your deployable components has it's probe core off the primary axis. Second, even if you do remember to rotate every part, the game likes to rotate parts back to the default direction. If you click on a part and re-attach it it'll rotate. You click on a part in the stack and the game rotates it and everything attached to it back to North. So you have to scrutinize every part move to make sure something wasn't rotated - you're fighting the game's default behavior through the entire build process. Many space launches execute roll maneuvers to get them on the correct inclination. Early Russian Soyuz family rockets couldn't execute roll maneuvers so they had to be set up on the pad in the correct orientation. At Cape Canaveral the launch pads aren't even oriented to a cardinal direction. Instead their orientation is impacted by terrain issues at each site and a need for a Transporter road that doesn't have any tight direction changes. From looking at Google Earth it looks like only the two big launch platforms (39A and 39B) at Kennedy Space Center are actually oriented toward North. So....the mod is actually really helpful to builders and it's not breaking any sense of reality or immersion by giving players a choice of direction - just like real world designers had.
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This is great! any chance of adding an inline stack parachute that detaches anything above it? Tantares offers a couple, but the 0.625m chute doesn't have nearly enough drag to slow the Mk-2 down enough.