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Everything posted by TinfoilChef
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When does waste heat production become something I have to be concerned with? I'm only four tiers into the tech tree and haven't yet used any Interstellar parts, however so far no vessel I've built has generated any waste heat at all. Or is it a non-issue until unlocking the first heat radiator parts in "Advanced Electrics"? Also, why are tanks for Lithium, Uranium Tetraflouride, Thorium Tetraflouride and Nitrogen available in the "start" node since at that point there isn't anything that can use those materials? (not a complaint, just curious.)
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What is the liquid fuel and oxidizer in KSP? And is it cryogenic?
TinfoilChef replied to TeeGee's topic in KSP1 Discussion
I've seen Scott Manley make the same assumption in a number of his videos, that "liquid fuel" is most likely Kerosene RP-1. As for things like Real Fuels, I once played with it off camera and found that I don't know near enough about the various fuel /oxidizer types to be able to make intelligent choices about what to use. I ended up dropping it because I didn't have the time to devote to learning enough about it. -
Personally I take a simple approach. I either call it "money" or bucks, dollars, samolians, lettuce, cash, greens, Etc. Mostly though I just call 'em dollars because that's what I use in real life.
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[0.90] KSP Interstellar port maintance thread
TinfoilChef replied to Boris-Barboris's topic in KSP1 Mod Development
At what point does production of waste heat actually happen? using version Version 0.13.6 with 0.90 (career save recently migrated from 0.25) I've noticed that there has never (in 0.90 or in 0.25) been any waste heat produced in this save, including when it was running in 0.25. Granted I've not gotten very far into the tech tree but I thought waste heat production was supposed to be a thing from the very start. In both installs, I checked and it's not disabled ... "ThermalMechanicsDisabled = False" -
How to make existing ship "built new"
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
Or if I had disabled RT2 without removing it's modulemanager configs. -
How to make existing ship "built new"
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
I've found the problem. Following up on your suggestion that mod interaction was the problem I started checking ModuleManager configs for RemoteTech. One of them contains in definitions for every antenna. I removed that line from the "@PART[longAntenna]:FOR[RemoteTech]" entry and now putting an Okto with a solar panel and communotron 16 on the pad fulfills the 1st part of contract requirements -
How to make existing ship "built new"
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
Absolutely. Requirements are unmanned satellite with power and an antenna. This is built around the stock Okto probe core, has batteries (4x stock z100's and 8x KW BX-L battery bank from KW Rocketry) and 64 stock OX Stat solar panels for power and One stock antenna (communotron 16) as well as FIVE RemoteTech antennas (see pics below) THis first shot is taken from the tracking station with the satellite selected and contract showing 2nd shot taken of satellite in orbit, also contract showing. For this one I rebuilt the whole thing from scratch, about 8 in game days AFTER accepting the contract. Craft file here: PolarSat-2B http://pastebin.com/TfNkrxUb - - - Updated - - - Yes. <s>This last attempt was 8 in game days after accepting contract.</s> Correction. Contract accepted year 1 day 27, ship launched year 1 day 30 Exactly. In all of my attempts, that has NEVER been checked. -
How to make existing ship "built new"
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
Ok, this is becoming rather annoying. I just went ahead and built a new probe from scratch. The same as described above. The probe core, one battery, one antenna and all solar panels are stock. I used a launcher that I'd saved as a subassembly because it makes zero sense not to, the satellite is the important part right? What does it matter if I have a standardized launcher? again I meet the orbit requirements easily. However the blasted thing STILL doesn't give me credit for having launched a new unmanned probe that has power and an antenna in spite of launching one that I just built from scratch. Broken contract is broken. -
How to make existing ship "built new"
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
Certainly... here it is: http://pastebin.com/6dQdwGZZ -
How to make existing ship "built new"
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
I just now tried this. I got the green checkmarks on the contract for "Reach the designated polar orbit around Kerbin within reasonable deviation" with no problem. Same for "Maintain stability for ten seconds" However "Launch a new unmanned probe that has power and an antenna" remains unchecked. This probe is a working design Ive used before. It was launched from the VAB, which should qualify as "newly built". The probe core is the Okto It's got 64 OX-Stat solar panels and 8 KW BX-L battery banks for a total of 2410 electric charge for antennas it's got 1x communotron 16, 1x Reflectron DP-10 and 4x Reflectron KR-7 Based on this result I can only conclude that I do, in fact, have to re-build this sucker from scratch after accepting the contract. Apparently "Please note that this must be a new unmanned probe built for the agency after the contract is accepted" means that even a valid working design that was created and saved beforehand, isn't good enough, even when launching a fresh copy from the VAB. Instead I have to grind by making the bloody thing from scratch every time. Thus I reiterate my question, what do I edit in the .craft file to make the otherwise perfectly useful design acceptable for the contract? I plan to do a lot of these and I do NOT want to build from scratch for every farking one of 'em. -
How should Reaction Wheels work?
TinfoilChef replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
Use this thread to discuss if and what changes you'd like to see to reaction wheels. -
So a fair number of contracts insist on the probe, satellite or what have you being a new design created *after* accepting the contract. Problem is, I've got existing designs that would easily fulfill all other contract requirements and after a short while I've grown wearing of having to basically re-invent the wheel for each new contract. Is there some edit I can do to the .craft file to make an existing design qualify as "new" so that I don't have to waste the time to re-invent the exact same design from scratch for every single bloody contract?
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Is there a way to bind keys to certain actions? For example I'd like to bind one key to have TC switch to normal time and another to 1/4 time. How do I go about this?
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[1.12] Extraplanetary Launchpads v6.99.3
TinfoilChef replied to taniwha's topic in KSP1 Mod Releases
I'm moving a save from 0.25 to 0.90 and have run into a problem with EL. The part "BG-MGN Magnetometer" does not appear in the scienceTech section of the tech tree. All other parts are showing up where they are supposed to, this one doesn't seem to show up anywhere even if I edit the .cfg to put it in "start". Edit:Solved.... in the .cfg file I changed "BG-MGN Magnetometer" to "BG-MGN Mag-netometer", and now it works. odd -
Leveling Up Kerbals -- The Training Program
TinfoilChef replied to Geschosskopf's topic in KSP1 Tutorials
Having just read through this entire thread I have to say that this entire subject has left me cold. Kerbal experience had done exactly what I was concerned might happen. KSP now requires a bunch of otherwise useless grinding to get kerbals that are able to do anything I might want them to do. Seriously not a fan of this. Time to look into mods that change the experience system into something that doesn't require grinding and making extra flights that I would otherwise not do. -
Bring Back the Barn!
TinfoilChef replied to pallyme's topic in KSP1 Suggestions & Development Discussion
the barn?? please. don't. that was too much wrong. -
Contract specifics
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
I'm thinking that it's got to be different, else why would "argument of periapsis" be included when AP and PE are already listed? Sounds like SpaceCars comment above is probably it, the location in the orbit where the PE is supposed to be, in the example I quoted, 288.3 degrees. This begs the next obvious question; 288.3 degrees from what? Without a reference point such a number is meaningless. -
Contract specifics
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
Somehow I doubt new players are going to know this and frankly, I would prefer to have numeric readouts... for all the things. It's one of the main reasons I use MJ's custom window functions. That and Smart A.S.S. -
Contract specifics
TinfoilChef replied to TinfoilChef's topic in KSP1 Gameplay Questions and Tutorials
Ok. so far so good. yet still there's no explanation of what "argument of periapsis" is and since it's now being given as a requirement for contracts in vanilla, shouldn't the vanilla game also explain ... it is and show how to measure it? I refuse to believe that Squad expects players to tab out of the game and google it -
Looking through the contracts I ran into some that ask for a new satellite to be launched into a specific orbit. The good part is that the contract specifies the orbital parameters (from an actual contract offer) Objective: Please note that this must be a new unmanned probe built for the agency after the contract is accepted. Apoapsis: 7,192,125 meters Periapsis: 5,310,959 meters Inclination: 0 degrees Longitude of Acending Node: Undefined Argument of periapsis: 288.3 degrees It also states that I need to "reach designated equatorial orbit around Kerbin within reasonable deviation. My questions: What is considered a "reasonable deviation"? Wouldn't it make more sense to list orbital altitudes in KM? If I'm expected to match orbit parameters within meters, then somebody is clearly insane. That is simply NOT going to happen. What in Finagle's name is "argument of periapsis" and how am I supposed to know what this is in stock KSP? In flight, especially in early tech levels when just reaching orbit is a flogging miracle, I am NOT going to attempt calculating this or any other value on the fly when it's not shown on the HUD
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Honestly, that one might actually be interesting. drop a lander on eve with little or no fuel and then use ISRU to load it with enough to get back to orbit. Getting it there from Kerbin would then take a lot less fuel because so many tanks would be empty on the outbound trip.
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Favorite place to get a burrito?
TinfoilChef replied to Capt.Joseph Kerbertson's topic in The Lounge
Best Burritos on the planet came from a small Mom & Pop joint out in East Tulsa, OK. Sadly it closed up forever in 1978