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Everything posted by Tyko
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
Tyko replied to Galileo's topic in KSP1 Mod Releases
I sent a ship to Phobos, but when i got within a few clicks of it the moon started disappearing from view - the effect was the same as when you zoom your camera inside a ship part. I completed rendezvous, and the map mode says I'm there within a few hundred meter in map mode. When I switch to ship view though it looks like I'm floating in deep space with nothing near me. Further more, none of my science instruments registered that I'd entered Phobos local space. Eventually I pointed towards target and accelerated a bit. At about 1200m my ship collided with the invisible moon and exploded. I never did see the biome switch to Phobos. Log file can be found here: https://www.dropbox.com/s/nnvoaf0yaljg5uh/KSP.log?dl=0 I have rescaled the system to 2.5x, so it's possible i'm dealing with some issue related to how the moon got scaled? Any help would be appreciated. Map view showing me at Phobos Ship view zoomed in close Ship view zoomed out until the ship is not even visible, but Phobos starts to appear. if I keep zooming out eventually all of Phobos appears.- 598 replies
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The program lost two astronauts yesterday on the lunar surface at approximately 09:30 KST... During a tricky descent onto a hilly section of the Moon's Midlands the crew discovered their planned landing area was full of slopes in excess of 45 degrees. While attempting to divert to a different landing area the pilot, Wehrton Kerman, overestimated his craft's TWR. By the time he realized his mistake it was too late and the lander impacted with the lunar surface at ~50m/s. Both Wehrton and scientist Mac Kerman died on impact. KSC Director Tyko expressed his deepest sympathies to the families of the lost (assuming Kerbals have families and aren't hatched or something... ) Wehrton and Mac, you'll be missed: During the after incident review I discovered this great NASA PDF explaining in detail how the descent trajectories of the Apollo LEMs were planned. It's a pretty cool piece of history and has some great insights. Maybe I should have read this first. https://www.hq.nasa.gov/alsj/nasa58040.pdf
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Station parts go all wonky sometimes
Tyko replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
Good point in general. In this case almost every thing about this station is 'tried and true' from previous station designs. The HGR docking ports are the new addition, so more likely to be the culprit. -
Station parts go all wonky sometimes
Tyko replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
YES!!! So excited that HGR is still around ah...that darned probe...yea, I never use it, but maybe it loads with the probe extended sometimes??? What if you just disabled the probe animation entirely? Would that work? -
WOW!!! you're awesome man! Thanks so much..."now my plans for galactic domination are complete!"
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Any chance of making PM compatible with Kronometer? I think @Aelfhe1m was working on a project to add Kronometer support to TWP and KAC. Sadly I realized that my TWP times would no longer match Precise Maneuver's readouts
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
Tyko replied to Galileo's topic in KSP1 Mod Releases
You rock!!- 598 replies
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Station parts go all wonky sometimes
Tyko replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
Yea, i'm pretty comfortable modding parts and have a whole variety that I've tweaked for personal use. I haven't delved into actually modeling parts yet, so if the part model is broken I'm outa luck. I've found issues with colliders before and also sometimes engines whose thrust isn't centered, so they induce torque - those all have to get thrown out -
I'm trying to figure out what parts to use for a Venus lander. Tracking station says AGL atmospheric pressure is 107.6 atm or just shy of 10800 kpa - this is far in excess of the max pressure for most parts. What are others doing to overcome this? My guess is that I'll need to create a whole set of high pressure (probably heavy) parts just to use for Venus, but I imagine others have already solved this. Any advice would be appreciated!
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[KSP 1.3.1] Stock Size Real Solar System [0.0.3.1]
Tyko replied to Galileo's topic in KSP1 Mod Releases
Venus...108 atmospheres AGL = ~10800 kpa of pressure. None of the stock parts can survive that. Any advice on building a successful lander? I'm happy to use modded parts, just not sure if I need to create a whole set of extra tough, heavy, pressure resistant parts or if someone has already done that.- 598 replies
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
Tyko replied to Padishar's topic in KSP1 Mod Releases
This is so helpful! I'd been playing with Memgraph for a while, but didn't know about changing padheap.cfg. I have 32gigs of RAM, so set my padheap to 8192kb and things are running much smoother. -
Wow! This is awesome! Looks like you also fixed TWPs text formatting for KAC so that each data point is on one line again?
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Station parts go all wonky sometimes
Tyko replied to Tyko's topic in KSP1 Gameplay Questions and Tutorials
Thanks! The docking ports are something I found from HomeGrown Rockets. I think the mod is dead as the last supporter @Kerbas_ad_astra hasn't posted anything new in a while. The models are really great so I've been updating the parts. You raise a good point about colliders though. That's something I can't see / fix in a config file. -
Christmas Eve KSP Marathon!! Today our intrepid heroes designed, launched and assembled the parts of the first Moon Station. The station would be the Kerbal's base of operations for exploring the moon and collecting Science. When the first crew arrived and tried to fire up the research lab they discovered the solar array didn't provide sufficient power to recharge the batteries after each night cycle. A new array was designed and launched along with extra lander fuel. Full Album here: https://imgur.com/a/7qphY First crew arrives at newly built station. All the power is generated from the singe large solar array. New solar array arrives on the nose of the fuel tug. Since there are only two docking ports, the lander is temporarily parked about 100m away from the station. After dropping off fuel the tug backs away leaving the new solar array attached. Lander re-docks and the new solar array is deployed. Moon Station 1 is in business!!
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If I load my station from the Tracking Station, it loads just fine. Every time I load it by going to Map and clicking "Switch To" the parts all get thrown out of alignment. Going back to the Tracking Station and reloading it fixes it. Anyone seen this before? Any suggestions on how to fix (other than "don't load from Map" ) You can see the docking ports and neighboring parts are a mess.
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Looks like the one from Ven's Stock Revamp
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First crewed landing went well with Jeb doing flag and footprints with a 1 crew lander. Jeb was excited to make the trip, while he was there he walked 1/2 a kilometer to the site of the first robotic lander. On the way back he landed hard and sprained his ankle. He called back to KSC and said "hey guys, I don't think landing just one kerbal is very smart. What if the kerbal gets injured?" The engineering team decided for future missions they'd use 2 crew landers. Full Album: https://imgur.com/a/XkoqJ (Next up: Small Lunar Station, a 2 crew lander and more SCIENCE!!!)
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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
Does anyone know where the pathpatch for the HG-55 High Gain Antenna is? I'm trying to revert that part back to Stock, but just commenting out the info in the Utility.cfg file (below) isn't letting the part revert. //@PART[HighGainAntenna] { // !MODEL{} // MODEL { // model = VenStockRevamp/Squad/Parts/ScienceParts/HG-55 // } // %rescaleFactor = 1 // @MODULE[ModuleDeployableAntenna] { // @animationName = HighGainDeploy // @pivotName = Dish_002 // @secondaryTransformName = Reflector // } // @MODULE[ModuleDataTransmitter] { // // @ProgressFxModules = 2 // } // MODULE // { // name = ModuleAnimateGeneric // animationName = pulseEmitHighGainAntenna // isOneShot = false // startEventGUIName = Blink Lights // endEventGUIName = Blink Lights // allowManualControl = false // } //} -
Made progress in my 2.5x SSRSS game. The science team wanted samples from a deep crater on the Moon and the engineering team wanted to test returning anything from Moon in order to start working towards an eventual crewed landing. Developed a 2-stage lander with all the science experiments in the return portion (I'm not using science return boxes yet). After a number of test launches and a few glitches the engineers had to work out, we got the go to complete the mission. Best part was that 2.5x is pushing me to be really careful on DeltaV and, except for the lander, every stage had less than 50 DV left after it was used. Here are the highlights. The full album can be found here : https://imgur.com/a/J8muX
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Congrats! I ran out of "likes" today, but you deserve one Do you have a closeup of the lander?
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Yea, the first time I loaded the craft it was already halfway to Mars. I loaded it, big explosion happened and the engines were wrecked. I'm like what? so I reloaded thinking it was just a loading error and it happened again. After a couple more tries I accepted that this was my new reality and started brainstorming on what to do - (actually I quit the game, walked away for a week and THEN decided I had the patience to tackle an annoying bug)
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Recovering parts from the Munar surface
Tyko replied to Fearless Son's topic in KSP1 Gameplay Questions and Tutorials
Please post how your plan works. I'm wondering if a rover's wheels would get enough traction in the low-gravity environment. best of luck! -
Recovering parts from the Munar surface
Tyko replied to Fearless Son's topic in KSP1 Gameplay Questions and Tutorials
If you're using KIS/KAS you might be able to have a Kerbal attach a docking port to the object, then dock with it and take it home. Alternatively there are the winch/harpoon/magnet parts in KAS - I've not played with those enough to give a strong recommendation, but might be worth exploring. It''d be really cool if you could hover over it, harpoon it and sky crane it away - does this work? -
One option would be to scale down the Mk2 Spaceplane retracting dock and place your dock on the top or side of your spaceplane instead of on the nose. I think you'd have to actually copy the Mk2 part, rename it, scale it and then change the docking port size in the config. I don't think Tweakscale would adjust the docking port size in the config. If it doesn't, then the game will still think it's a 1.25 scale port and won't let you connect to another Jr. I'm not in front of my game machine now, so can't look up the exact syntax. Maybe someone else can post that.
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In one of the early Russian docking attempts they had an issue like that. https://en.wikipedia.org/wiki/Soyuz_3