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KSP2 Release Notes
Everything posted by Tyko
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Love the new monoprop engines, but please keep the old LFO engines too.
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I changed surface mount batteries so that their mass affects weight trim. Now I can use batteries to balance. It's helped a lot. Also, solar panels can be attached asymmetrically. structural parts can add balancing weight too.
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Reviving the "Community Mods and Plugins Library"
Tyko replied to Gaarst's topic in KSP1 Mods Discussions
cool! It should be a fun project and hopefully you can find a format that simplifies updates -
Reviving the "Community Mods and Plugins Library"
Tyko replied to Gaarst's topic in KSP1 Mods Discussions
It's a cool idea, but there'd have to be a unique benefit over just going to SpaceDock because someone would have to copy all that info into a separate database (accurately) and maintain it on a daily basis so it didn't go out of date. -
Refueling station in LKO questions
Tyko replied to Biggen's topic in KSP1 Gameplay Questions and Tutorials
I tried this in my last game - shuttling tons of fuel to a central station. After it was loaded up, I realized that docking my big motherships with tons of parts and my big station with tons of parts put a real drag on my frame rates and required that my motherships had RCS so they could dock (more parts). Also, from an RP perspective, putting the two most expensive things in the solar system in close proximity was risky...So, I ended up just parking the mothership in orbit and flying tankers directly from my fuel sources to it and my station sits on a giant stock of unused fuel. This only works if you have plenty of time to fill your ship, but in the end it worked out better for me...just a though -
Engine for quicker circularization
Tyko replied to Biggen's topic in KSP1 Gameplay Questions and Tutorials
Building on what @renhanxue said...send smaller rockets.. I ended up sending my lander, lander fuel and extra LS as a separate launch. It was waiting in Moho orbit when my crew arrived. -
NIce, which mods are you using for the capsule, engines and station parts?
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Which part pack did that antenna come out of?
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I'm building a window and want to add a very small USI-LS Habitation bonus. 2 questions: Will the module still function if I remove INPUT-RESOURCE so there's no energy required? Since I'm not requiring power, can I have the Habitat turned on by default and remove the Start/Stop Habitat buttons? MODULE { name = ModuleHabitation BaseKerbalMonths = 0 CrewCapacity = 1 BaseHabMultiplier = 0.1 ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.0175 } }
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I love that it looks like a giant lawn dart
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Allow single part/module reloading
Tyko replied to /not/pol/'s topic in KSP1 Suggestions & Development Discussion
I've set up a separate ksp install in which I only place items I'm testing...this speeds up the load time a lot because it's only loading items I'm working on. Not exactly what you're asking for, but it's a decent workaround -
Where is the giant habitation ring from?
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Looks kool! Where are the tank / fairing textures from?
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I love how this mod makes docking fun. But, I feel like I spend more time looking at the DPAI interface than I spend looking at all my ships. Would it be possible to create a HUD option for DPAI? Essentially hide the frame, make the background invisible and center it on my screen. It may even be fun to replace the frame with something that looks like a fighter plane HUD.
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what's the best way to reach Jool?
Tyko replied to omelaw's topic in KSP1 Gameplay Questions and Tutorials
I'd suggest a rocket or a spaceplane -
Launched Kerbin's first orbital lab - roughly Gemini era - I don't have 2.5m engines yet, so I've been experimenting with clusters of 1.25m engines. It's working really well. Pix of the launch vehicle and engine cluster hidden below. Pix of the launch:
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New Mobile Processing Lab mechanics
Tyko replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
thanks...shoot...I'm pretty good with MM, but my DLL kung fu is weak... -
Not really efficiency as "how much fuel do you have to carry" which equals "how overbuilt does my ship have to be". With a bad transfer window you'll spend all your valuable playtime figuring out how to launch a behemoth of a ship into orbit because you need all that extra fuel.
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Sure, getting a good transfer window is also about fuel consumption. DV costs can easily double / triple, or even a lot more between a good Transfer Window and poor one.
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New Mobile Processing Lab mechanics
Tyko replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
is there a way using MM to change the way Science Rate works? I know I can lower the number from 7 to 6, or whatever. I'm asking about actually switching Science Rate from an exponential curve tied do how much data you have to a truly flat rate - i.e. base rate + location bonus + scientist bonus = X science generated per day regardless of whether you have 100 Data or 1000 Data. @RoverDude - if you have any advice I'd appreciate it. Since you appear to be the expert on this -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
Tyko replied to DMagic's topic in KSP1 Mod Releases
If I wanted to change the extending magnetometer so that it only worked in space (remove landed, keep multiple biomes at low orbit and high orbit). What would the correct config settings be? I was playing around with the biome & situation settings, but couldn't figure it out. Thanks! -
That is really amazing! I'd love to hear / see more about how you designed it.
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I suggest starting with the tutorials included in the game and also referencing tutorials on youtube. @Ohm is Futile just started a new series recently and it's really well done. Knowing how to use maneuver nodes is really important.