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Everything posted by Tyko
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Tyko replied to cybutek's topic in KSP1 Mod Releases
I tried this and went back to using fuel lines for a handful of reasons Backward feeding that you mention above No clear indication of when it's time to stage - it's really easy with fuel lines because your droppable engines cut out DV calculations are correct in KER - the point you're bringing up above. The yellow external fuel lines make it a lot easier for me to visualize how the staging will happen. Lastly though, crossfeeding from droptanks with their own engines is really complex - so much so that in real life it hasn't actually been used (IIRC). I don't mind the idea that Kerbals have mastered a technique that humans haven't, but I feel that having a special part and having to do special planning that enables the fuel transfer makes it more plausible. Just my 2 cents -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
Tyko replied to jfjohnny5's topic in KSP1 Mod Releases
Agreed. I've already modded mine to show up with the small lander can. They work really well together for early lunar landings with 2 person crews. -
Ha! you learn something new every day
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Can we talk about Life Support?
Tyko replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
I think the addition of the Sample Return Canister really made probes too OP. I liked that, before, if I wanted full science from Goo / Material Bay I had to either bring the whole thing home or send a kerbal to pull the experiments out. This felt a lot more balanced with a dramatic increase in science return from a crewed mission. With the Canister it's possible to collect most of the science from a biome without ever setting foot there. -
Cool design. Which mod enables you to see the cutaways of your crew compartments?
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I've played for many hours on end - even up to most of a weekend. It wasn't headaches that started to affect me, it was "mousing elbow" from holding my mouse too firmly for too long.
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On a side note, I am still watching through Season 1 and I keep getting really annoyed with stupid oversights...for example, in the most recent episode, I watched as the Roci departed Tycho Station. They used RCS to push about a ship-length from the station, turned tail toward the station and lit their fusion drive...They entire side of the station would have been destroyed.
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O Here's what Leviathan Wakes says: "Flying teakettle was naval slang for flying on maneuvering thrusters that used superheated steam for reaction mass." This is RCS, but instead of drawing from a tank of compressed gas or using a chemical reaction, they're superheating water. So, yes it's basically tiny NTRs or heating elements drawing power from a central point in the ship.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tyko replied to RoverDude's topic in KSP1 Mod Releases
ah...so I need one on each end...do I need KAS installed for them to work? (thanks for the help) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tyko replied to RoverDude's topic in KSP1 Mod Releases
How do I employ Flex-o-tubes? I have one on a Ranger module and I've tried both controlling from in the module and also by using an engineer. The Rover in the background is full of Materials Kits, so I know I have enough of those. I've tried it with and without KAS/KIS installed, but regardless of which I try I never get an option to expand the tube out. -
[1.1.2] K2 Command Pod: Two Kerbal stock-alike pod (v1.4)
Tyko replied to jfjohnny5's topic in KSP1 Mod Releases
Great news! I love this mod and it would be great to see it continue -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Tyko replied to RoverDude's topic in KSP1 Mod Releases
Just downloaded, completely new install with only the MKS modules. Two questions please: Where is the ORCA command pod? I thought it was part of MKS. is there a problem with the habitation ring expanding? I can control it in VAB, but not after launch. I made the simplest possible ship (below) and it doesn't give me expand options Thanks! -
Not that crazy...the RC heli community has some pretty incredible lightweight electronics at their disposal - gyros, GPS, etc. They're small and reliable even when used for high G acrobatics. Using that same equipment for something that's really just hovering and zipping around at sane speeds doesn't sound like that much of a challenge.
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Yea, I think the same thing..."tea-kettling" was described in the first book as using steam to push ships around (hence the tea kettle reference) and sounded like it's only usually used over short distances. I equated it to RCS. I'm not sure they ever said what heated the steam, but fusion plants seem to be the heater of choice for most things.
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you should be able to follow the steps that @Foxster suggested. You have to make sure that your lab has a scientist in it for the yellow flask to appear. There are two other ways to move experiments around: Use the new Sample Container part - right click on it and choose "collect all" You can always manually move science around by EVAing a kerbal. move the Kerbal close to the part with the data, right click and grab all the data. Next, move to the part that you want the data in and either right click and move the data or just enter that part using the hatch (if it has one)
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rotate mk 1-2 command pod
Tyko replied to omelaw's topic in KSP1 Suggestions & Development Discussion
My current 5 person crew transport is comprised of a Mk1-2 capsule with a 2 man lander can placed, inverted, directly below it. The heat shield goes below that. The Lander is a bit smaller in diameter than the heat shield. That appears to create a safe zone during re-entry in which you an place any RCS, Solar panels, etc. My other favorite benefit, the CoM is low enough to hold the heat shield towards retrograde - a big problem I had with hitchhikers. ...I should mention the I use the Community MM Patch that reduces the mass of both the Mk1-2 and the 2 man lander can to something more in line with the other command pods. -
Could a kerbal breathe in a 3.5% methane atmosphere?
Tyko replied to alex_1313's topic in KSP1 Discussion
wouldn't a 79% methane / 21% Oxygen atmosphere explode when the first spark was introduced? -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Tyko replied to Galileo's topic in KSP1 Mod Releases
Thanks! I'll have to give that a try. I think I was trying to get too fancy. I really wanted a fully re-usable crewed lander.- 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
Has anyone successfully landed a crewed craft on Tellumo and successfully returned to orbit? I spent a good part of the weekend in Sandbox mode just trying different combos out and I haven't found anything that can both A) survive re-entry and B) make it back to orbit. I'd really love to see how others are doing.- 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 landed on Thalia and the surface graphics don't looks right. Here's a pic of what I'm seeing...Is something loading wrong or is that what's expected?- 7,371 replies
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Docking and RCS and Monoprop to Weight ratio
Tyko replied to Carl's topic in KSP1 Gameplay Questions and Tutorials
Here's the MM script that will disable yaw/pitch/roll. Just make a new text file, paste in the text below and save it as a .cfg file (just give it a name and append .cfg to the end of the name). Drop that text file into your GameData folder and you're good to go. You do need Module Manager installed, but if you're using mods, you likely have that already. -
rotate mk 1-2 command pod
Tyko replied to omelaw's topic in KSP1 Suggestions & Development Discussion
I always found this to be annoying too since they don't worry about RCS placement with any other parts...I wish they'd fix that, but in the meantime Ven's Stock Revamp mod reskins with Mk1-2 with a really nice looking capsule