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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 added the cfg to a test game in which I'd already designed ships using Ven's engines. When I attempted to load one of those previous craft files only a portion of the ship loaded and the VAB got all wonky. The Load Ships dialog box stayed on the screen and couldn't be canceled out. When I exited the VAB the Load Ships dialog still persisted. When I exited the save, the Load Ships dialog was still there. Only when I completely quit the game would it go away. I tried three times to reload the game and on each occasion I had the results above. I removed the cfg, repeated the steps and the ship loaded without problems. Just for fun I then tried to load a ship that was created with you cfg loaded. That ship failed to load properly and I experienced the issue stated above. I'm happy to share any more details you want, but you may want to see if you can replicate my experience. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
Quick Note - adding or removing your config file to an existing game will break existing craft files and crash the game -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
yep..that's what I've been doing up until now. I was hoping that there was a way to increase the shroud diameter when you changed node settings -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
Thanks, I tried your config. It lets me select the node size which is great, but it doesn't seem to have fixed the issue with fairings... -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Tyko replied to Galileo's topic in KSP1 Mod Releases
Haha..thanks for the update!- 7,371 replies
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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
You'll need Module Manager installed first. After that you paste the complete text I provided into a text document. You can use Notepad that comes with Windows or any other text editor. Save the text file into your KSP/Gamedata directory and give it a name that ends in .cfg - for example I called it VenParachuteFix.cfg There's a lot more ideas for simple changes and more info on them here -
Really happy with the new changes, balance feels right and I haven't run across any parts that feel over/under-powered. One thing I'm having a hard time with is building ships with the new Spacecraft parts because the "whiteness" and weathering of them, while gorgeous, doesn't match with Stock or most of the parts packs I've tried. The 1.2.x parts were a bit whiter than stock, but still close enough to work as part of a ship. Here are some screen shots showing the contrast I'm seeing. Again, the work is awesome, just unfortunate that the parts don't match up with common parts. Thanks!
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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
I saw 1.4 appear on Github with a full set of instructions for installing with KSP 1.3. Tried it and it doesn't work. I'm assuming you're still finalizing it since it hasn't been announced?- 7,371 replies
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Is there a way to add TweakScale to stock fairings and have the fairing sides scale too? I'm able to Scale the fairing bases using the code below, but the fairing sides don't scale. @PART[fairingSize2]:HAS[!MODULE[TweakScale]]:FINAL { %MODULE[TweakScale] { %name = TweakScale %type = free } }
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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
@Ven for your engine's adaptors - the magical conical part with all the greebles on it that allows you to attach a smaller engine to a larger stack size - is there a way to fix the shrouds so that the shroud resizes to match the stack size? If it's not possible to do it automatically, could you have a selector that lets you set the shroud size? -
[1.3.0] Procedural Parts - Starwaster Branch
Tyko replied to Starwaster's topic in KSP1 Mod Releases
Yes!!! Thanks so much! -
Whaaaa!?!?! Thanks guys!
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Fantastic! Great craft designs, skilled piloting and fun camera shots. Really love the re-usable booster with the giant cargo doors
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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
"Transcendent" ..that's a great way to describe it- 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
Watch it or i'll turn you into a newt! Thanks for the info!- 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
I've been playing GPP in 1.2.2 but I modified it by replacing Gael with Kerbin (heretical, I know) im thinking about starting a 1.3 career game in Stock and getting all of my LKO science and missions completed while I await GPP for 1.3. Will I still be able to swap out Gael for Kerbin in the next GPP build? Or will there be changes that will make that tougher? You may want to explore doing a retrograde flyby of Tellumo or one of the gas giants as a way to bleed off speed.- 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
@Pinchy a little more background on how I achieved Thalia and back without ISRU...found a pic of the ship. Front to back you've got NF command, Lab, PorkJet inflatable hab, USI-LS cans, docking facilities with USI-LS greenhouses above and below. The neck section with the reaction wheels, RCS and Senior docking ports - the craft was launched in two pieces and unfueled. The pieces were mated in orbit. Behind that you have a lot of liquid fuel, the 5m main tank plus the two conical tanks held ~25000 units of LF. The little red tanks were for spare LFO for landers (I left them empty for the Thalia trip). PorkJet's lightbulb engine has a vacuum ISP of 1500 giving the ship ~14000 d/v. This was more than enough to complete a round trip to Thalia. It was overbuilt because this ship was built to go just about anywhere in the solar system. Let me know if you need more ship design help. Feel free to PM me if you want. TJ- 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
I've gotten a crew to Thalia and back without ISRU and using NFT + stock parts. The most important thing was use of nuclear engines as their ISP is so high. I used an engine from PorkJet's Atomic Age mod. Another thing that helped me a lot is that I pre-positioned my lander and lander fuel plus extra life support Supplies in Thalia orbit using an unmanned craft. This saved a lot of mass on my crewed craft.- 7,371 replies
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Reading up on this mod. Sounds really cool. In the description it talks about reliability increasing in subsequent uses of the "same part". Does this mean reusing the exact same recovered part or simply the next time you build a rocket with the same part model (i.e. Another LVT-30 engine, for example)? thanks!
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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'm trying to add a attach node to the bottom of the RT-1 solid rocket booster so I can stack it above another booster like the early sounding rockets. I thought it was easy LOL...I added the following line to the .cfg file, but it doesn't work right. node_stack_bottom = 0.0, -0.92, 0.0, 0.0, 1.0, 0.0 I can now attach a decoupler to the bottom of it, but for some reason the decoupler's bottom node is disappearing so I can't attach a lower stage to it.Any idea why this would be happening? EDIT...for some crazy reason the decoupler (or other parts I try) is attaching via it's bottom node, so I can stack something on TOP of the decoupler, but not below it. -
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
Tyko replied to OtherBarry's topic in KSP1 Mod Releases
Happy to help keep you caffeinated! -
[1.1.3] Procedural Parts - Parts the way you want 'em - v1.2.5 July 3
Tyko replied to OtherBarry's topic in KSP1 Mod Releases
@Starwaster do you have a donation site? I'd love to send you some coffee/beer money for all your work. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
Thanks for the reply. I get a bit manic about torque, but it's easy enough for me to fix. Love your mod. The parts look so much more consistent and real. Thanks! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Tyko replied to Ven's topic in KSP1 Mod Development
The Mk1-2 and Mk1 pods both have a slight offset to the their CoMOffset. This induces torque into the craft as measured by Kerbal Engineer Redux. I zeroed out the bolded offset numbers shown below and the torque issues went away. Was this done intentionally to match the offset weight of the real Apollo capsules or is this an error? @PART[Mark1-2Pod] { @author = Ven !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Command/CommandPods/1-2 } %rescaleFactor = 1 %CoMOffset = 0, 0.0, 0.07 @PART[mk1pod] { @author = Ven !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Command/CommandPods/MK1 } %rescaleFactor = 1 @node_stack_bottom = 0.0, -0.3548837, 0.0, 0.0, -1.0, 0.0, 1 %CoMOffset = 0, 0.0, 0.006 -
1.3 restarting with Merkury program. After several unmanned test flights Valentina Kerbin launches on first sub-orbital flight. Single boost stage, 3117m/s DV, Flight AP 95km Primary Mods: Ven's Stock Revamp, FASA launch clamps (50% scale), SETI Probe Core