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Bottle Rocketeer
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
TyrannoFan replied to ferram4's topic in KSP1 Mod Releases
Just use the stock invisible struts feature while you wait for the KJR update. No more spaghetti rockets.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Ah man, I bought my copy 4 months too late! Oh well. At 1283 hours in, KSP's got the second best price/hour of any game in my library, at 3p per hour. So, I'm not really too upset about having to pay for DLC after years of free updates.
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- expansion
- kerbal space program
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I like to think of it as: If the Roman Empire had a space program
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It's a part of the abort system! SRBs can't be shut off, so the only way to cut thrust in case of an anomaly is to open up the other end. There's no smaller SRB with the same thrust, so I came up with a rather Kerbal solution of just slapping on a fuel tank and an upside down F-1. I believe in the real SLS (may be wrong here), in the event of an abort, they open up the top of the SRB, but there's no such thing in KSP with that capability unfortunately... Also, don't mind the parachutes and air-brakes; I'm in the process of making it mostly reusable (IMO, lack of reusability is one of the real SLS' main problems - why just throw away those shuttle engines? :/).
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The v1.2 Hype Train Thread - Prerelease is Out
TyrannoFan replied to Whirligig Girl's topic in KSP1 Discussion
Honestly this is one of the better KSP updates. So many quality of life changes and long requested stuff that has been added (plane and relay probe icons, splitting some of the categories etc). And I'm finding it to be a lot more stable than 1.1. And we also got a taste of Porkjet's parts (albeit in a separate mod folder)! I am way more satisfied with this update than I thought I would be.- 1,592 replies
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- experimentals
- not the patience ferry
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KSP desperately needs depth to it. Mainly depth in exploration. Right now, you land on a planet, you do your science, and leave. This is awesome for the first few times for sure (a first successful Mun landing is always a great experience), but I find that the more I play, the more I crave for something more interesting. Installing planet packs doesn't do it for me - they're just planets, you do the same thing for them as you would for stock planets. But if there was depth to the planets, like unique rocks and geological features, it would be so much cooler to explore planets. Everywhere on a planet looks pretty much the same right now. Imagine if you could find distinct sand dunes on Duna, or distinct volcanoes that you can climb up, with magma at the top. Imagine exploring the edge of a very tall cliff (maybe using Kerbal Attachment System you could make a rock-climbing rover), maybe with distinct layers of rock. Imagine ravines or canyons, small rivers and lakes on Kerbin/Laythe. Imagine dust-devils on the surface of Duna. What about small plants and more variety of flora on Kerbin? Imagine entire cave systems! What about ice sheets with some holes or cracks exposing water underneath? Yes I know that a lot of these are not really possible with the way the game is fundamentally, but there needs to really be SOME sort of depth added to planets that make them worth exploring. That would make the game more interesting for a much much longer time, considering how much stuff there would be to explore. I was playing on SSRSS, and I noticed when I landed on the Moon, that the craters were deeper than the Mun, with different textures on the sides of the crater than on the flatter areas. There was a real sense of scale, which the stock game doesn't have because of how flat and boring the terrain is. Even that was enough to make me go "Woah, that's really cool!".
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So what did you name your space program?
TyrannoFan replied to The Flame Cat's topic in KSP1 Discussion
I have various ones, most of them being Kerbalised versions of real space agencies. Album of flags, titles and descriptions: -
[WIP] Dangerously Shaded Stock Refresh
TyrannoFan replied to DangerouslyDave's topic in KSP1 Mod Development
Those are absolutely beautiful. Wow.- 90 replies
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TyrannoFan replied to Ven's topic in KSP1 Mod Development
It doesn't seem to be built for 1.1 yet. Some parts will be broken in 1.1, especially the original landing gear. It works well enough with most parts, but there's some that won't function properly. Use with caution. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TyrannoFan replied to Ven's topic in KSP1 Mod Development
https://github.com/VenVen/Stock-Revamp Ven updates this every now and then. It's in progress though. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
TyrannoFan replied to Ven's topic in KSP1 Mod Development
So I just downloaded the (I presume work-in-progress) 1.9.2 version and... wow. Ven, your part revamp is just absolutely beautiful. The tanks, the F9 landing legs, the optional tankbutts... the quality of the modelling, texture-work, attention to detail and overall aesthetics are unmatched. Seriously amazing work. My KSP experience would not be the same without your overhaul, so thank you for taking time out of your life to create this wonderful mod. -
KSP and light speed
TyrannoFan replied to Der Anfang's topic in KSP1 Gameplay Questions and Tutorials
There is no way you could legitimately reach lightspeed in stock KSP because of diminishing return. The larger you make your rocket, the less DeltaV you gain by making it any larger. You would need a gigantic (and I mean bloody huge) craft that would not be stable, would take years to accelerate to lightspeed and would not run on (almost) any computer. However, you can glitch the game out and reach light-speed. In fact, even faster (source): At the speeds achieved here, you would cross our Milky Way galaxy in ~6 seconds.