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Everything posted by TinfoilChef
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TinfoilChef replied to cybutek's topic in KSP1 Mod Releases
True, however RCS Build aid does not make updated information available in flight the way KER does and that's what I'm asking about. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TinfoilChef replied to cybutek's topic in KSP1 Mod Releases
Suggestion Many times I've had situations where knowing the RCS Delta V would have been very useful. Is there any chance this can be added Vessel Information in KER? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TinfoilChef replied to RoverDude's topic in KSP1 Mod Releases
As it turned out, I had not looked close enough before asking about it because there is a TAC-LS.cfg in the current distribution.:: -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TinfoilChef replied to RoverDude's topic in KSP1 Mod Releases
I guess maybe someone must have. I was just looking through the MKS_0.50.18.0.zip and it turns out there is a TAC-LS.cfg in it's GameData\UmbraSpaceIndustries\MKS directory. seems I should have looked there first before asking. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
TinfoilChef replied to RoverDude's topic in KSP1 Mod Releases
Around a year or more back this mod was basically plug n play compatible with TAC Life Support. Is this still the case? I've spent like 20 min searching the thread and haven't seen any mention one way or the other. -
Prevent Impossible Contracts
TinfoilChef replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
Pardon me for not being in the habit of using the claw at all. Also I don't recall any mention in changelogs of being able to transfer crew through a claw, especially since it's made to grab on to things, NOT serve as a conduit to transfer personnel through. That seems on the order of expecting me to consider the idea of transferring them through a large pair of pliers, so no, it never occurred to me. And by the way, I DID Post about it in the USI thread before starting this one. Roverdude made it clear that it was a Squad issue and suggested I post here. There was Insufficient time to send another flight with KIS/KAS gear. -
Prevent Impossible Contracts
TinfoilChef replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
I'll admit I didn't think of that one. far better if the "capsule" or whatever they're in was specified IN the contract so it would be possible to just decline it. -
Prevent Impossible Contracts
TinfoilChef replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
Nope. Mine is an early career and the claw is not available. Also I'm using TAC life support... soon as I approach within physics range there is only an hour or two in which to effect rescue or they die because they're out of life support. There is no time to launch another ship with other components to retrieve the entire module.. and I seriously doubt the MK-V Agricultural Module could survive re-entry. and as I said before, this is an early career, cargo bays & such to put it in and de-orbit are still far off. I'm also in the habit of avoiding any use of the claw other than asteroid missions, often not even bothering to unlock it at all. Finally, I posted this thread about contracts being impossible to complete. Your comment complaining about not being able to mark something as debris is, to say the least, irrelevant. -
Prevent Impossible Contracts
TinfoilChef replied to TinfoilChef's topic in KSP1 Suggestions & Development Discussion
HUH? How is that "worse" than not knowing a contract that is impossible to complete until it is too late for the kerbal stuck in something that has no life support . . . that they cannot EVA out of?? -
Prevent Impossible Contracts
TinfoilChef posted a topic in KSP1 Suggestions & Development Discussion
Could the contract system somehow be tweaked to prevent impossible contracts? Specifically I had what appeared to be a standard rescue contract: When I had matched orbits and closed to about 200 meters I switched to the other vessel to EVA the kerbal and have him fly over to the rescue ship. standard procedure for this type of thing. Except that in this case, the Kerbal was in a MK-V Agricultural Module (from USI Kolonization Systems), which by itself does not have a hatch from which the kerbal can EVA or a docking port that a ship could dock with for crew transfer. This, combined with the fact that I use TAC life support means that the stranded kerbal is guaranteed to die because as soon as I entered physics range the clock starts ticking on the fact that they have no life support. A simple test "does the part have an EVA hatch?", could be used to insure such impossible contracts are avoided. . P -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
TinfoilChef replied to TriggerAu's topic in KSP1 Mod Releases
Thanks for the progress update! Looking forward to the update. -
The "hack gravity" item on the ALT+F12 menu is often very handy for testing designs but it's usefulness could be expanded by including options to set the gravity to what you would encounter on other bodies. This would be especially useful for designs intended for Eve and Tylo
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TinfoilChef replied to cybutek's topic in KSP1 Mod Releases
Thanks for that. should have looked there first but i'm having an "off' day. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TinfoilChef replied to cybutek's topic in KSP1 Mod Releases
A few versions back I remember a setting that would allow KER function without having the part on a ship. Is this still possible in the 1.1 version? if so, how? -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
TinfoilChef replied to RoverDude's topic in KSP1 Mod Releases
the link to the catalog page in the OP is broken. it links to http://forum.kerbalspaceprogram.com/bobpalmer.github.io/UmbraSpaceIndustries when it should link to http://bobpalmer.github.io/UmbraSpaceIndustries -
[discontinued] Minimum Ambient Lighting v1.2.4
TinfoilChef replied to Red3Tango's topic in KSP1 Mod Releases
is there still a download available for the KSP 1.0.5 version of this mod? -
How can i turn off these Heat Bars?
TinfoilChef replied to CM2701's topic in KSP1 Gameplay Questions and Tutorials
There's also a mod for that which turns them off automatically because it's easy to forget ... and because there's a memory leak that goes with those temperature gauges that will crash the game. -
When I read the book I had him pictured kinda like Kurt Russel in "Big Trouble in Little China" as Jack Burton, (only six tons smarter than Burton of course) however I've got to admit that Downy would have been a great choice, The style of humor he portrayed as Tony Stark/Iron Man is right up Watney's isle.
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I've not seen anything official myself but I've been watching KSP's memory use since the temp gauge thing was known. windows task manager definitely shows the increase in memory use with every scene change and when it hits about 3.6 gb, wham.
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I hope they're also dealing with the memory leak that causes KSP to increase memory use by 40 to 60 MB with every scene change until it finally crashes on hitting the 3.6gb limit I agree with those saying that we should at least have a tweakable that allows clamshell fairings Waiting with baited breath No off-site backups?!? Wow.
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Mobile Launch Platform or train part mod
TinfoilChef replied to TeeGee's topic in KSP1 Suggestions & Development Discussion
For item 1 I'll point out the crawlerway. Granted, we don't see animation of a crawler in action but honestly, that would get tedious after a short time. For Item 2, Once upon a time there was a launch tower. It was a royal pain trying not to hit it on launch, especially with larger ships. It's removal was a great day. -
My initial introduction to KSP came from subscribers telling me I should try it. Not long after that I saw Kurtjmac's early KSP series followed by Winter Owl, Scott Manley, HOC Gaming & a few others. Bought it shortly after 0.16 came out and immediately realized it was one of the best gaming investments I've ever made. as for pewdiepie... that thing is . . . something I won't say in polite company. Certainly wouldn't have been my choice to associate KSP with. The only reason he's popular is because he's so good at pandering to the lowest forms of "humor".