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Tyko

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Everything posted by Tyko

  1. thanks, this is a new game and i'm testing with a Mk1 capsule and Jeb...The hab/home timers are stuck at 7 days, 3 hours. If I time warp it goes down one second (or whatever the smallest time unit measured is) and then click back to 7 days, 3 hours again.
  2. Would the Home Timer Reset Bug prevent my Hab and Home timers on all my ships from counting down? They're just stuck at the max time and never drop.
  3. @eddiew - I played around with a 3.2x GPP...you're right, it's a PITA - and not the warm tasty kind you dip in hummus Managed to collect enough science to build a craft that could achieve orbit, but wow what a challenge.
  4. I've seen engines do that before and never figured out why. Sometimes just detaching the part, leaving the VAB, then going back in has solved it. I'm not sure if it's a KER bug or Squad bug
  5. Up to you, but it does give you a way to improve parts using surplus science points...this was at least part of your ask above. As far as Goals...it there are still goals to complete, then you're not at the "end of the game" yet. Another option that I use is just to lower my science rewards so that I'm not completing the tree so early...
  6. yea, well most space-based modules have at least port holes to look out of and USI-LS gives a couple of really cool cupolas as well. Instead of changing the existing models, I was just thinking of a series of windows that would surface mount like the cupolas do. Think "bay windows" that snap on the sides. Much less modeling work. This pic below is where I got the idea from...check out the bay windows on the side of @Odonian's Tundra modules
  7. Have fun...be careful using autostrut on something that's already wobbling. The moment you trigger autostrut it locks the parts in their current position. If you trigger it in mid-wobble it would be like setting a broken bone poorly - you'll have a "permanent" kink in your ship
  8. Autostrut is part of Stock. you have to have struts unlocked in the tech tree. I think you need "advanced tweakables" enabled in the Settings menu also. After that the right-click menu on any part should have an Autostrut line. Clicking the button next to it will cycle through a couple of options in what you want the part to autostrut to - the heaviest part, the root part, and a couple of others.
  9. Thanks all! I'll look at using @dboi88's MM config. That base looks slick...wish there were surface mount window panels for the Tundra. the closest I've found are the observation domes from USI-LS.
  10. Before you claw onto the asteroid, set the claw and any heavy parts on your craft to "Autostrut heaviest part". As soon as the claw grabs the asteroid, the Autostruts will stiffen your connection with the it since it's now the heaviest part.
  11. I used to use fins and SRBs a lot more. Now I go almost exclusively with LRBs and, unlike many on here, I still use Fuel Lines to my center stack. I place the radial decoupler in the upper third and the fuel line in the lower third - which lets it also serve as a strut. I still use them because KER understands them and I like that my LRB engines burn out when their tanks are full rather than pulling fuel back from the core. It just makes the process of launching so much simpler.
  12. Yep, my point was that Steam auto-upgrade is actually not ideal ergo, it's better to buy from their website.
  13. The problem with Steam updates is that they happen whether you want them to or not. This becomes an issue if you decide to use mods since the mods won't be updated the same day as the game and your game could break.
  14. Speaking of which...this just came out https://www.amazon.com/Kerbal-Players-Guide-Easiest-Program/dp/1491913053/ref=sr_1_2?ie=UTF8&qid=1484860369&sr=8-2&keywords=kerbal
  15. In the upper picture you added windows to the side of the MKS agriculture module. What mod are those windows from? Also, the bottom picture looks like a giant gas grill
  16. The relative orbital periods of Gael/Thalia means you get frequent low DV transfers and it only takes a 100 or so days to get there. You should totally take a break and play in your awesome toy.
  17. I sent an unmanned probe out and it exploded. Adding 4 small radiators brought the core temp down to a cozy 225 degrees centigrade - which is a useful temperature for cooking a roast, but a bit much for kerbals. I did the testing in sandbox, but am about to start a career game. Not sure what I'll do about Thalia yet. In my GPP 1.x game Thalia gave me the first opportunity to do crewed interplanetary missions because it's so darned easy to get back and forth to. I did discover how to turn off the Curse. My current game used a modded GPP which still had Kerbin instead of Gael, so I'm not above doing a bit of re-arranging to suit my play-style >:)
  18. Cool! Thanks for explaining...it's still a pain in Bob's green butt. I'm trying to figure out if a Kerbal can even walk on the surface without getting crispied.
  19. So..."Thalia's Curse"...after rounds of dialog with Bob Kerman and his science team they're all scratching their heads as to why the environs around Thalia would be so hot...even hotter than Icarus which is a lot closer to Ciro. Is the GPP team planning on giving us any means of understanding it and maybe an explanation of why it's happening? I'm assuming you planet geeks have come up with an especially difficult challenge, it would just be more fun if we had some understanding of the mechanism behind it
  20. How do I use KSC Switcher? Looked for something in Settings and on the main game screen. I see it creates a button somewhere, but I'm not sure where. Also read through the Wiki and didn't see any mention of it. Thanks!
  21. GPP changes planetary characteristics, but doesn't touch parts at all, so you may have to tweak your designs to accommodate different planetary requirements, but won't have to start from scratch. Tellumo SSTO is considered a bit challenge. It sports 1.9G and 10x atmospheric density ASL. This makes it tougher than Eve - should be something for you to try your design skills against.
  22. On Delta-V, you can aerobrake on Mars, not on the Moon, so the Delta-V costs of send stuff to the surface are actually pretty similar. according the DV chart below. It costs ~13.1 DV to Mars with Aerobraking versus ~15.7 DV to Moon surface. On habitability, radiation is more of an issue for both humans and crops because the unfiltered solar radiation on the moon isn't good for crops. Also, harder to find water and many other necessary resources for survival meaning a lot more has to be carted in from Earth. You may want to read A Case for Mars by Zubrin. He's run the numbers and done the research and specifically addresses why the Moon would be a distraction rather than a stepping stone. Good read.
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