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KSP2 Release Notes
Everything posted by TinfoilChef
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[Website] Animated side ruler
TinfoilChef replied to Daid's topic in KSP1 Suggestions & Development Discussion
It reminds me of the floating menus or animated snow foregrounds that people used to add to websites back in 1997. It's cute the first time one sees it but it's distracting and eventually, annoying. -
Excrement occurs, thanks for the quick fix.
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I just downloaded the 5.5.1 zip and it's missing the plugins directory and it's contents
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Request for a Mission Control Only Game mode
TinfoilChef replied to ZooNamedGames's topic in KSP1 Mods Discussions
What I'd do for that is make a new save, do the science & unlock stuff, then make a copy of that persistence file Which I would then drop copies of into whatever new saves i wanted to create. -
[1.0.5] Heat Management (No longer supported)
TinfoilChef replied to Randazzo's topic in KSP1 Mod Releases
this. Very much this. Also, while 1.0.2 did tone the heat issue down I still think that dedicated heat radiator parts like these is a good idea. besides, the screenshot a few posts above, it'd be a shame not to use those awesome looking radiators. -
What he said and then some! I don't make much use of MJ's auto-piloting functions but the informational displays and Smart-A.S.S. are features that I choose not to play KSP without. Know that regardless of the occasional (or all too frequent) demanding / ungrateful post, there's a LOT of us out here who appreciate the work you do no end. Your work on MechJeb makes KSP playable for SO many.
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turned it off without even looking at it because I'm prone to motion sickness and I really dislike throwing up
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[DEVTHREAD] Deep Space Exploration Vessels
TinfoilChef replied to Angelo Kerman's topic in KSP1 Mod Development
This is just what KSP needs! would you be willing to make a separate mod that *just* implements the radiators ? -
I learned the hard way a long time ago. I *never* delete old versions. when either Minecraft or KSP has a new update, the old version is saved in an archive directory and occasionally backed up on DVD. I've got every version of both games that I've ever had, Minecraft back to Beta 1.3_01 and KSP back to 0.16
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IMO, it's more about having all this heat generation without any dedicated radiator parts to deal with it. Something like the heat radiators from KSPI, both the radial foldout variety and the inline types. I've flown plenty of missions that required extended Nerv burns (on the order of 30 to 60 minutes at full thrust) that will not be possible without radiator parts to get rid of that heat.
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Comprehensive Mod Compatibility List for KSP 1.0
TinfoilChef replied to Master Tao's topic in KSP1 Mods Discussions
MechJeb updated (still waiting official release but dev version is up for 1.0) http://forum.kerbalspaceprogram.com/threads/12384-PART-0-90-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-4-2?p=1869054&viewfull=1#post1869054 -
Do you think Sandbox Mode can still be rewarding?
TinfoilChef replied to Draconiator's topic in KSP1 Discussion
I find sandbox mode to be some of the best fun I've had. If I want to deal with a "budget" I can work something out myself and just role play it. The contracts (especially the stock ones) are mind numbingly grindy to the point where in order to unlock all of the tech in a modded game I seriously believe it's going to take doing hundreds of the bloody things flying missions I have zero interest in. I mean seriously, once I've got enough satellites for a good comms network I don't want to fly 50 or 90 more just to finance the stuff I actually want to do. It takes what? upwards of 9 or 10 mil just to upgrade all of the facilities, add another 150 mil to unlock all of the parts and the grind is insane. The same goes for part testing, visual surveys and rescue missions (which in my mind need to include some plausible explanation of how so-and-so got into that situation in the first place since they didn't launch from my facilities and mine is the only space program in the solar system. When I started in 0.16 sandbox was all there was and role play / story was all of the "career" that was needed. Grind free gameplay for the win. -
I got started with KSP originally with the 0.13.3 demo version and bought it a couple weeks later, not long after the 0.16 release
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When do you begin your gravity turn?
TinfoilChef replied to Brainlord Mesomorph's topic in KSP1 Discussion
Flying with FAR I've learned to start gravity turn as soon as I either hit 100 m/s or 1km altitude, whichever comes first. I've also found that to work reasonably in stock as well, -
Most foolish thing you heard in movie or tv series ? :-)
TinfoilChef replied to Pawelk198604's topic in The Lounge
Most foolish thing in movies or tv? The captain / commander of anything speaking to the weapons / gunnery officer: "prepare to fire" seems to me that given his position, he should always be prepared to fire. yeah, it's a small thing but still it grates my nerves every time I hear that phrase. -
what i've been doing is a plane change at the point on my orbit that is closest to matching either the AN or DN of the target orbit. I also include a bit of radial in or out either at that point or at periapsis to move apoapsis and periapsis to where they need to be to match the target orbit. That's how I handled couple of polar orbit contracts in this video:
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absolutely! For me, KSP is primarily about building & flying space vehicles of whatever description. The kerbals get included into the story but even if they weren't there, or if instead of kerbals it was hillbillies or politicians (providing they don't talK!!) then they'd still get worked into the story in some way. Bottom line: its about the space program, the crew could be anybody or any thing.. even self aware sentient machines
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Thanks for that explanation, it made things much more clear. Right now I'm at a point where the OX Stat is the only solar I have and even though I spammed 64 of them on a few satellites they weren't generating any waste heat. I'll be getting the 1x6 foldouts soon and will be watching the heat numbers.