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Everything posted by TinfoilChef
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The thing I find most annoying about contracts is that it's offering me contracts to mine x amount of ore and deliver it to Y location (or refine it into fuel / oxydizer /monoprop and deliver that) yet I have not even gotten close to unlocking the needed technology to access the parts required. I'm in tier 4 of the tech tree and the parts needed for mining & refining are in tier 8. I get the idea that some contracts are of the "push your limits" type but still, it shouldn't ask me to do something that requires parts that i'm not even *close* to unlocking yet.
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Mod to auto-disable temperature guages
TinfoilChef replied to TinfoilChef's topic in KSP1 Mods Discussions
Awesome! Thanks for that! it's exactly what I was hoping for.! -
Since it's been confirmed that the temperature gauges (F10) has a memory leak I find that I keep forgetting to disable it. Not only that it seems to automatically re-enable itself with each new launch (from my observation, even just with scene changes). It'd be really great if there was a KSP Stock Tweaks kind of mod that would insure it starts disabled and stays that way.
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First there was Dynamic warp, then later there was Time Control. Both of which in their day provided the ability to slow down time. Is there a mod for 1.0.2 that can provide this ability? if not, what are the chances of one happening?
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Playing through a new 1.0.2 career and I get to the first moon landing. I decide to send Bob both to get him some xp and to try to maximize the science. Flight went fine, landing was a little bumpy but not bad. Bob goes EVA to get the surface sample and collect the data from the instruments outside the ship because they're not going to survive reentry. while reaching for the materials bay to collect data he slips and somehow manages to get himself jammed in the radial decoupler. THIS is when he chooses to go ragdoll and stop responding completely. Here he sits with less than six hours of life support left in his suit. If I could afford to send another mission I'd be sorely tempted to just fast forward time until his air runs out. Lucky for him I'll just revert to before the flight and try again.
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New Heat System causes memory leak
TinfoilChef replied to teraflops's topic in KSP1 Suggestions & Development Discussion
While I'm glad that disabling the temp gauges aleviates the problem I just have to ask, is there anything in settings.cfg that I can adjust to have that feature default to "disabled"? -
Addon to search parts in assembly by name?
TinfoilChef replied to guitarxe's topic in KSP1 Mods Discussions
Y'know, when they announced the ability to search, I expected a text search like this to be part of what they implemented. Definitely would love to see this happen as a mod or vanilla -
Mechjeb2 not working
TinfoilChef replied to bobray's topic in KSP1 Technical Support (PC, modded installs)
Actually Mechjeb is working in 1.0.2, the current dev version (2.5.0.0 build 444) can be found here: http://jenkins.mumech.com/job/MechJeb2/ I've been using it myself and it's working fine. I understand that it's going to be pushed to a full release soon-ish -
You could try the latest dev build which you can find here http://jenkins.mumech.com/job/MechJeb2/ there's been fairly regular new builds, sometimes two and three a day
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I'm using this in my MJpods.cfg in 1.0.2 @PART[*]:HAS[@MODULE[ModuleCommand]] { %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } }
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KSP Interstellar Extended Continued Development Thread
TinfoilChef replied to FreeThinker's topic in KSP1 Mod Development
Just tried installing this on a fresh copy of ksp 1.0.2. Starting up would hang when it got to AntimatterReactors. I tried removing those parts and then it'd hang on another part. over a series of trials, I ended up removing the following parts before ksp would finish starting: GameData\WarpPlugin\Parts\ electrical AntimatterReactors FissfussReactor LargeFusionReactor NuclearReactor1Sphere NuclearReactor3Sphere PFissionReactor SmallFusionReactor engines AluminumHybrid MagneticNozzle MethaneEngine MPD ThermalRocketNozzle Vista Each attempt would result in an entry like this at the end of output.log: PartLoader: Compiling Part 'WarpPlugin/Parts/Electrical/AntimatterReactors/AntimatterReactor/TweakableAntimatterReactor' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at FNPlugin.ReactorFuel..ctor (.ConfigNode node) [0x00000] in <filename unknown>:0 at FNPlugin.ReactorFuelMode.<.ctor>b__0 (.ConfigNode nd) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[ConfigNode,FNPlugin.ReactorFuel].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[FNPlugin.ReactorFuel].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[FNPlugin.ReactorFuel]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToList[ReactorFuel] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at FNPlugin.ReactorFuelMode..ctor (.ConfigNode node) [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarReactor.<GetInfo>b__13 (.ConfigNode node) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[ConfigNode,FNPlugin.ReactorFuelMode].MoveNext () [0x00000] in <filename unknown>:0 at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[FNPlugin.ReactorFuelMode].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[FNPlugin.ReactorFuelMode].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[FNPlugin.ReactorFuelMode]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToList[ReactorFuelMode] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarReactor.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [TechManager]: OnDestroy (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Hope this is useful -
In fact, from what I've been learning, you want to be pitched to 45 degrees or so by the time you get to 10km
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If you've got the current ModuleManager, All you need for that is to make a text file with the following in it: @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final { MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } name it something like MJpods.cfg and put it in the gamedata directory. This will add MJ functionality to all command pods & probe cores
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Thanks for the explanation. Makes sense now (mostly). more importantly, having an idea what the numbers mean I can do something with them.
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Thanks for doing this. I've never done well with aircraft. One possibly noob-ish question, what's a "CL"?
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My engine heating for no reason
TinfoilChef replied to bast63's topic in KSP1 Gameplay Questions and Tutorials
From what I've seen, solar panels aren't a really great solution. Fortunately such heat radiators now exist. [1.0.2] Heat Management - Heatsink and Radiator parts (0.20) is one such example. Looks TONS better than adding a mess of wing parts.