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Tyko

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Everything posted by Tyko

  1. I tend to run concurrent missions and use KAC to keep me on track. I like some degree of role-playing and realize that, like NASA, my KSC team can manage multiple projects. I'll sometimes delay a critical long term mission until my best kerbonauts are available - relying on less experienced team members for more mundane missions. In my longest running game I had 2 "A team" crews and a cadre of other experienced kerbonauts. This limited me to 2 concurrent big missions. I'm currently using BARIS to account for rocket build time too. A combo of time needed to unlock technology, launch windows and BARIS build times seems to keep me on a fairly "realistic" (I use the term VERY loosely) schedule.
  2. GPP replaces all of the planets, so it's going to present problems for any craft you have built - on planet or off. Also you're science collected so far will be for biomes that no longer exist since Kerbin is replaced with Gael. I'd suggest creating a new KSP install, get it up and running with GPP, add in all your current mods and make sure the game runs with a new save. If everything runs properly, try copying over your existing save and seeing what happens.
  3. I thought I once saw a mod or config file that set Precision Control on by default. Anyone else seen this? I can't find it. Thanks
  4. Any word on if KAC and TWP will be supporting Kronometer at some point in the future? Seems like scaled systems are becoming pretty popular. Thanks for the great work
  5. I set up Integration processes and they add a deadline to KAC - awesome...but BARIS says I have a 1 day integration time and the alarm BARIS added to KAC is for 3 days in the future... Any idea why that's happening?
  6. MODERATORS - Is it possible to get this thread pinned in the forum? There's so much useful stuff here. Thanks!
  7. Thanks. I tried radial out after touching down. I'll have to try it prior to touchdown as you suggest.
  8. Every once in a while I'll land a lander and instead of sitting with all 4 legs on the ground it wants to tip and kind of wobble, but not fall over entirely - even with SAS on. It seems to happen more if its not landed on entirely level ground - the uphill legs will be on the ground, but the downhill legs will hang in mid-air and it'll keep tilting back and forth on the uphill legs. Anyone else seen this? Any suggestions? Thanks!
  9. TWP and KAC don't seem to work with Kronometer yet.
  10. yea, I went to the Boeing Museum in Seattle last weekend. They had a new 3D movie called Space Next that was supposed to talk about current and future space plans. The movie was so riddled with classic dumb movie errors that my buddy (who also plays KSP) and I were really disappointed. They showed a ship banking and swooping amongst an asteroid field while it's primary thrust engines stayed on full power the entire time - it never turned to use the engines to thrust different ways, it just kept banking and turning like an atmospheric fighter. Lots of other comparable mistakes too that I'd expect from Hollywood, but not from a pseudo-educational video at Boeing
  11. Ouch...sorry man...I've had that happen, but only backed me up a few missions, not the entire save. Hope you weren't too far along.
  12. @Xyphos thanks so much for creating and supporting those mods
  13. Thanks! One other thing I noted was that when I place a waypoint the point appears centered over where I click the mouse rather than having the point of the inverted teardrop located where I clicked my mouse. So, if I click my mouse to place a waypoint on the equator, the waypoint "teardrop" shape will point to a spot below the equator. Hope this makes sense. If not I'll make some screen shots. Appreciate your quick reply.
  14. I'm confused about how to use the new waypoint selector - it looks like the old green cross was deprecated from the new build. I've figured out how to place a waypoint, but once placed I can't figure out how to delete it or edit it. Once I've put one on the map and hit the "set" button I can't seem to affect it again. Are instructions somewhere online or could you provide some help? Thanks!
  15. Sure, I suspected you already did, but it's so valuable I thought it was worth it to make sure and also that others who read this would find it useful
  16. @eloquentJane, the rule of thumb is the DV multiplier is the square root of the scalar. So sqrt of 3.2 = 1.79. Atmosphere will throw this off, but it's a good starting point.
  17. When you're in map mode there's no indicator for Fine Control Mode. Change the color of the downward arrow on the "hide navball" button above the navball. Make it change to Orange in normal mode and Blue in Fine Control Mode - same colors as are used in the roll/yaw/pitch indicators. Seems pretty simple, I'm just not up to writing DLLs yet, so thought I'd throw it out there for someone else to try.
  18. Replacing Unity is something that would justify a sequel game to me and that would spawn all kinds of other ways to improve the game. It would also ensure many more years of Squad support because it would offer a new revenue stream.
  19. not sure about an audible alarm, but Better Burn Time has a readout that only comes up when it detects you're on a landing flight profile and tells time to impact and estimates your necessary burn time. I find it really useful.
  20. good points...I'd add that it depends on where you intend to play more - in the atmosphere or in space. If you're doing planes, Scatterer is great for the reasons @DrLicor mentions. For me, I spend most of my time viewing planets from orbit and clouds/cities really adds a lot to my experience.
  21. cool designs, nice work! The pod config should be really easy - take the closest pod you can find, change the part name, description and any other stats you deem appropriate. Just guessing, but it looks like a high tech two person pod. If so, you may want to look at borrowing code from @Nertea Near Future Spacecraft mod. He has a great 2 person high tech pod already created.
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