

tychochallenge
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Everything posted by tychochallenge
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When using this mod, pressing any of the main menu buttons has no effect, I'm using 32-bit osx Edit: nevermind, wasn't compatible with one of my 50+ mods
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I demand a PULSAR
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Contract Mining Around Jool
tychochallenge replied to Zorgoth1's topic in KSP1 Gameplay Questions and Tutorials
i think you mean Laythe and Tylo, but Tycho is in fact my name! -
i might have to go with Vall for this one. After all, Laythe is really just ocean with a couple of islands scattered around. And Jool in the sky, to remind you that you will die from radiation poisoning in a matter of minutes exposed. Vall has cool flats, mountain ranges, cool easter egg and the possibility of an ocean underneath all that ice. Pretty much reminds me of Europa, except Eeloo also reminds me of Europa… and Eeloo is alone in the cold…
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Need help picking out Mods, came to you experts.
tychochallenge replied to Bedlem's topic in KSP1 Mods Discussions
1. KSP Interstellar/kethane/extraplanetary launchpads/kerbal attachment system 2. Ferram Aerospace/procedural fairings/TAC lifesupport 3.procedural fairings/ one of these: kerbin shuttle orbiter system/component space shuttle/tiberdyne shuttles/shuttle engines/b9aerospace(with ATM) 4. once again, KSP interstellar/ or near future propulsion pack if you think KSP Int. is too complicated for you. 5. KSP Interstellar(sciencelab)/ some mod i forgot its name, but it adds a couple of station modules for experiments in space. if you go over the limit, install active texture management, it automatically reduces memory usage of textures, extremely useful when using b9aerospace. and yes mechjeb if you have trouble docking, but trust me, if you practice enough you will get the hang of it very easily. On my first docking, i didn't even know about the docking feature and how to use rcs. Now for me, its a piece of cake. And get kerbal alarm clock. It makes interplanetary transfers THAT much easier! Kethane and KSP interstellar go together, in kethane, you convert kethane into oxidizer, liq fuel, monop, or xenon. In ksp interstellar, you use science lab or refinery to mine aluminum on mun or ike and convert it into aluminum /oxidizer; collect lithium from oceans and convert it into tritium; collect antimatter and use it to power your largest reactors, etc. More info can be found here: https://github.com/FractalUK/KSPInterstellar/wiki#resources -
yeah, more music is what I've been really wanting 'and i didn't know till now'. Clouds isn't on the dev's plan sheet 'at least for now' but mods like environmental visual enhancements and better atmospheres add awesome clouds and auroras to atmospheric planets. Yeah, theres a mod for Kerbin City but i think it also allows you 'if you know how to program' to add your own stuff and in different places on Kerbin (a similar mod). To many player's dismay, mining was scrapped back in .19 cause the resource tree was too complex (and i understand that). But mods like Kethane and KSP interstellar allow for in situ resource gathering. But recovering parts from missions for money will be added in the next update! Also, I'm not sure if theres going to be a boss on one planet since the debs said no weapons and no aliens...
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unfortunately, the stock game doesn't have much use for satellites other than gaining science but there are a handful of mods that adds more functionality to the game Ex: RemoteTech 2, ScanSat, Kethane, Kethane Plus, KSP Interstellar, ProbeControlRoom, HullCamera, and a couple of telescope mods out there.
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when i try to open Unity Assets Explorer, it says there is no application to open the document...
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Where's KSP going?
tychochallenge replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
just letting you know, you're not the only person that feels that way. Last update that added planets was .18 with Eeloo and even it wasn't supposed to be permanent. The devs were just testing out the 3:2 resonance between Jool and a plutoid object. Eeloo was meant to be put around GP2 when it was first put in game yet its still there. Devs, I think its time for a change even if we only get one moon an update. If you're impatient like me, there are lots of custom (user-made) planet packs that add cool planets to go to, though if you're leaning more towards realism (again like me), unfortunately you should ignore most of them since they are just impossible. A second star closer in than Eeloo? A gas planet with moons orbiting moons orbiting moons? A black hole the size of Minmus with 2 stars orbiting it just 4 times the distance of Jool? A Tylo sized moon that barely skims the atmosphere of Jool? If you don't want to wait for many of the features you want to appear in stock game, mods, mods, mods are the way to go. Especially with 64-bit coming out in the next update, you can use as many mods as your computer itself can handle:) -
nuclear veapons
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I think i have to say that the Hercules system is a little too close to Jool, i mean, we know what happened with the real life Uranus and Neptune when they got too close. Also their close proximity makes it difficult to plan slingshot maneuvers with Jool and Hercules to further destinations. Maybe you can push the system back around 20-30 Gm further as well as Titan. Whether you want to do this or not is totally up to you.
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Alien/Calpamos planet pack alpha release.
tychochallenge replied to jackkymoon's topic in KSP1 Mod Releases
I just did a clean install of the original planetfactory CE and downloaded from my dropbox and installed both clouds and the calpamos folder. It worked fine for me, however I forgot to unzip the folders initially and that caused them to not show up. Look at the files and see if they still have a zipper on them. You might also just not be clicking the load calpamos system when the game starts up. The only other thing I can think of is that you are actually using planetfactory and not planetfactory CE, does your game give you the option to automatically load savegames without going through the welcome menu? -
Alien/Calpamos planet pack alpha release.
tychochallenge replied to jackkymoon's topic in KSP1 Mod Releases
Show me a picture of your planetfactory/calpamos folder contents please. -
Alien/Calpamos planet pack alpha release.
tychochallenge replied to jackkymoon's topic in KSP1 Mod Releases
one question: will there be SCIENCE on these new planets? ohh and another thing, i downloaded this pack like i did any other planet pack but the planets themselves do not show up:( -
Alien/Calpamos planet pack alpha release.
tychochallenge replied to jackkymoon's topic in KSP1 Mod Releases
i must say this looks amazing. now I'm gonna try recreating a scene from Alien! -
JoolPlus: Kopernicus Edition [ALPHA RELEASE!]
tychochallenge replied to Sylandro's topic in KSP1 Mod Development
this might be a load of a suggestion, but i have just gotta ask you if its possible if you can make this compatible with environmental visual enhancements (for planets w/ atmospheres). it will make it all the better:sticktongue: -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
tychochallenge replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Im on a Mac osx and the solar flare works when I'm staring at the sun straight in the face (very close to it) but when i look at it from a distance, its just the same,old yellow Kerbol… also, KSP crashes when i look at the clouds -
[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
tychochallenge replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Looks like Minecraft invaded the space center