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Everything posted by Tyko
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Asteroid Mining drills overheating in 1.2.2
Tyko replied to Tyko's topic in KSP1 Technical Support (PC, unmodded installs)
@OHara - following this instruction from the bug tracker fixed the overheating problem (thanks!): After changing the value to UseSpecialistBonus = false after entry TemperatureModifier{...} only fixed it already @Blaarkies - Here's a pic...I get wildly different results sometimes on Resources -> LF/OX conversions. In my Stock test using the equipment below 32 tons of Resources turned into 32 tons of LF/OX. This was with a robotic mining rig (no engineer bonuses). The system is very confusing. -
My drills continuously overheat when using 1.2.2 and I'm not sure why. Craft I built that work just fine in 1.2.1 are suddenly overheating after I upgrade to 1.2.2. I created an entirely new stock install and I'm still seeing it, so it's not mods. Is anyone else seeing this? I've linked my save file below if anyone else can take a look at it. Thanks! Dropbox link: https://www.dropbox.com/s/45ru3qhsgv6wmtl/Asteroid Mining Test Overheat.sfs?dl=0
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Couple of Radiation questions after reading the Wiki Can I turn Radiation off entirely? I see a setting to turn Storms off, but not Radiation In the Wiki under Default Profile it says " Radiation belts will have extremely high levels " and in the Environment section it explains that there are 2 belts (inner and outer) the outer belt encompasses much of planetary surroundings. Does this mean that all of that space encompassed by both the inner and outer belts are saturated with extremely high levels? How does radiation exposure actually work? what are the "safe" levels? Thanks
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Because it's not the SOL system. it's a completely different solar system. There are a lot of similarities between Kerbin and Earth, but Kerbin isn't just a 1/10th scale Earth. To answer your question about a 40km "orbit". Anywhere below 50km a craft encounters serious atmospheric drag. At 40km you're really "flying", nor "orbiting"
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wow! I've been tracking Kerbalism all year and really excited it's been updated. Will kerbalism work with @Galileo's Galilean Planet Pack? Thanks again!
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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 had an issue over the weekend where I got a series of CTD's when I was trying to use the bracket keys to switch between two ships within physics range of each other. I had the rendezvous panel open when this was happening. In the first 5 attempts I always loaded to the docking craft and then tried switching to the mothership. On the 6th try I loaded to the mothership from Tracking Station and after that I was able to switch back and forth using the brackets I believe I still have the crash reports if you need them -
can some kind soul please share the first Jeb papercraft with me? I have the rest, but missed the first day with the broken link issue.Feel free to PM me Thanks!
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Is there anything the game lets you do that you won't?
Tyko replied to Red Shirt's topic in KSP1 Discussion
I've modded the science lab to only give 1 science point per data point and an RP rule that only one Lab can EVER research a single piece of science. Combined this means that for all the work of getting a lab into place I can double my science from a particular experiment. Since i'm using USI Life Support, it's quite a bit of effort to establish and run the lab - enough so that doubling the points seems fair. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Tyko replied to Galileo's topic in KSP1 Mod Releases
My scientists are not getting experience credit of orbiting stellar bodies. They'll be in a ship that achieves orbit and all of the other crew will get "Orbit X" experience while scientists only get "Flyby X" experience. Is this something related to GPP?- 7,371 replies
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Wow, nice work
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Best Way Of Setting Astroid Capture Node?
Tyko replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
If you're open to mods - Precise Maneuver or Precise Node allow you to tweak your maneuver by as little as .01 DV. I've found this to be invaluable when you're plotting intercepts millions of kilometers away. -
Question about drilling and converting
Tyko replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
if everything is working right and you don't have any crossfeed limitations (decouplers, heatshields) then the different resource parts can be placed anywhere on the ship and don't have to be adjacent. here's my current mining rig - you'll see that the ISRU is separated from the ore tank by a half dozen parts. -
Rocket Part Revamp Discussion Thread
Tyko replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Style (IMHO) means that there's a some cohesive plan driving design. I'm not sure it really can be called a "style" when it's really a pile of parts made over several years by many different artists each with their own "style". -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Tyko replied to Galileo's topic in KSP1 Mod Releases
The spacing of the inner planets is so awesome! I'm looking at KAC and every 100 days or so I have a launch window to someplace interesting and with travel times of 100-300 days instead of over a year means that i'm getting to actually interact so much with these other bodies. I continue to be blown away by this mod...Thanks!- 7,371 replies
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If you needed to visit a planet to get basic info then we (real life) wouldn't know much about most bodies in our system. Scientists have gotten really good at working out the characteristics of other planets / moons, so unless you want to handicap KSP to be much lower tech than RL (which isn't consistent with the rest of the game) then blocking content doesn't make sense.
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These are amazing Which mod provides those lit domes and the half domes seen on the further tower?
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Like @katateochi I was also moving big rocks around. Moving Class E rocks is takes a lot of effort. Originally I was sending out a nuclear tug loaded with fuel to push the rock into a stable orbit, then would send up mining rigs to harvest the sweet LF/OX. This meant I had to launch fully fueled tugs which weighed in at over 300 metric tons. My new generation of tugs has mining capabilities built right in. I launched them with just enough fuel to get to their first asteroid. They then attach and create the fuel they need to wrangle the rock into orbit. The asteroid below massed 4 kilo-tons - the biggest thing I've moved yet. my longest burn (~450DV) was 53 minutes! The engine is from PorkJet's Atomic Age pack - not updated since 1.0.5, but it still works just fine Question for the group: is there a good explanation somewhere of the math behind the drilling/ISRU asteroid > ore > fuel conversion rates?
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Looks great! Is that station joined to both asteroids? I wasn't even sure that was possible without having it self destruct
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
where can I still download the 1.2.1 version of Kopernicus? If I understand it right, the 1.2.2 version won't work with KSP 1.2.1? or do I have that wrong? -
I've been trying to figure out if I could make a module that would enable Direct antennas to function as relays - you'd add the direct antennas, then also add this Relay Computer onto the ship. The Relay Computer would allow the Direct antennas to be included in the Relay antenna calculations. Under this model, all antenna's would be categorized as Direct and the Relay Computer would be unlocked in the tech tree after which any antenna can be used as Relay simply by adding the Relay Computer module. I could write a MM .cfg that would change all Antenna's to Relay type, but I can't figure out how trigger that change by the user adding the Relay Computer part. I'm not even sure if you can do it that way because I think all MM changes occur when the game is loaded, not when parts are attached. Has anyone else explored this?
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Fuel cell by-product
Tyko replied to Buzz light fear's topic in KSP1 Suggestions & Development Discussion
I believe there are some solar power plants today that use surplus daytime energy to electrolyze water for Hydrogen and then burn the hydrogen at night to continue supplying 'round-the-clock power. So, this would work in theory. I think the efficiencies of each step would make or break the idea. converting fuel to electricity involves some efficiency loss, converting the byproduct back into fuel would involve another efficiency loss. -
[Strawpoll] What visuals do you think needs the MOST improvement in KSP?
Tyko replied to HafCoJoe's topic in KSP1 Discussion
Yeah probably..unless they come up with a way to emulate your quality with lower system requirements I'd still be using your mods, would never see Stock clouds and...therefore..would still vote for improved parts -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Tyko replied to Thomas P.'s topic in KSP1 Mod Releases
Wow @Thomas P. awesome quick work! Thanks -
Mod idea - In-game antenna strength calculater
Tyko replied to Tyko's topic in KSP1 Mods Discussions
I hear ya..I haven't done anything more complicated than XML for many years. any C(ish) experience dates back to college... -
[Strawpoll] What visuals do you think needs the MOST improvement in KSP?
Tyko replied to HafCoJoe's topic in KSP1 Discussion
Clean up and standardize parts. I pick this because it will benefit all players, not just those with high horsepower gaming machines. I love Kopernicus, SVT, EVE, SVE, but only a portion of the community can use those.