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KSP2 Release Notes
Everything posted by TinfoilChef
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
TinfoilChef replied to Qberticus's topic in KSP1 Mod Releases
Haystack take a page from the vanilla navball, leaving only a small tab showing when it's not in use. Click that tab to bring it up. Screenshots here: http://imgur.com/a/mxfFt -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
TinfoilChef replied to Qberticus's topic in KSP1 Mod Releases
Haystack is back ?!!?!! This is news I've wanted to see for a long time... thanks for doing this -
The way youtube operates is that if you use *ANY* copyrighted material you have to be able to show them that you have permission from whomever owns the rights to it, otherwise it's subject to being identified by their content id system. This could result in it being taken down, muted, or the copyright owner has the option to place ads on the video (for which THEY get paid, NOT you). That you purchased the original song means nothing in this context because what you NEED is legal permission to use someone else's copyrighted work and when you buy a song, be it on google play, itunes, or an old fashioned record store, what you're getting is the right to *listen* to it, not the right to USE it in any works. There is the matter of "Fair Use" (or "Fair Dealing" if you're in the UK) However that is a defense, not a form of "it's ok to use this for that", and can only be determined in court. Best solution is to use royalty free creative commons licensed music such as anything that uses the http://creativecommons.org/licenses/by-sa/4.0/ license. If you know of independent musicians perhaps you could get permissions from them to use their music in exchange for crediting them and a link to their website or some such.
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Just as we have numerical values showing for funds and science, the value for reputation should also be available as a number. Yes, I know that the mission report on recovery shows the number, however that is the ONLY place it's available and there has been plenty of times already that I've wanted to check it and didn't want to launch & recover something just to get a look at the number. and yeah, I'm one of "those people" that are obsessed with numbers. To me the numbers make things that much more fun.
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0.24 has arrived! Not only do we have science, we now have money, and reputation to think about as well. There's also contracts from mission control that can earn all three. Building ships is no longer free because we now have to watch the budget!
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Ok, I've managed to fall way behind in updating this thread so I'm going to get caught up in one post. Episode 38: Continuing the mission from the previous episode I've got to change the asteroid's orbit Episode 39: After finally getting the asteroid into the new lower orbit we finally get the EVA in gear. Of course, as you might expect, there are complications. Episode 40: Having finished the first EVA and dealt with the complications and the discovery that asteroid science apparently does not work quite the way I had thought, I've decided to abandon further asteroid work for now and get several interplanetary science vessels built and launched. Episode 41: with most of the new launches taken care of it's time to concentrate on finishing as many missions as possible and get as much science as I can back to Kerbin. I've got a mission planned but I need at least another 850 science or so before I can get started. Episode 42: 0.24 is coming soon and I'd like to get as much of the current flights done with as I can before then. I may add one or two more video(s) here later to finalize Season five. Season six (First Contract) begins in my next post
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Free camera by default
TinfoilChef replied to Kethevin's topic in KSP1 Gameplay Questions and Tutorials
I've wanted this for some time now. The best I've been able to do is add "set camera to free" to my pre-launch checklist, also making sure to set it when switching to active flights. -
Personally, I would prefer to have the numbers. In my experience "advisors" tend get really annoying really fast.
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The first thing I noticed about Gene Kerman is that he sounds almost exactly like a Minecraft villager.
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In a word, "Performance". I've a 400+ part behemoth of a heavy lifter that, in 0.23.5 experienced so much lag that it took 35 minutes of real time to go from launch pad to 70km (at which point the lag vanished completely) In 0.24 64bit I can launch this same ship and have zero lag, flying in real time (green MET clock) the entire flight.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
TinfoilChef replied to TriggerAu's topic in KSP1 Mod Releases
The Curse link is still pointing at the 2.7.6.0 version -
Simply put, when you try to load a ship that has "missing or invalid parts" the game now shows a popup with a list of parts that can't be used. I think it would be very useful if we could copy that list to the clipboard for pasting into a text file. This would make it a lot easier to both identify which tech tree nodes I need to unlock and which mods need to be installed in order for a part to be available. Also, this list needs to be able to grow a scrollbar. I've already seen one list that was so long the "Ok" button had been pushed off screen and the only fix was to kill KSP and re-start.
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What do you want to see in 0.25?
TinfoilChef replied to Sun's topic in KSP1 Suggestions & Development Discussion
what would I like for 0.25? Resources, mining and processing... ala Kethane but with more than just the one thing. I *know* they put it on the backburner a while back but I'd like to be certain that they're not just forgetting about it. -
Put Scott Manley on Wikipedia - A Community Project
TinfoilChef replied to Bigcheecho's topic in KSP Fan Works
Please. No. Almost anything but that. -
This *sounds* like a good idea and indeed it would look cool the first few times. However it would get seriously old really fast.
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Perhaps some civilization got careless while trying to produce large amounts of antimatter.
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With Orbiter the "fun" depends on what you do with it. Have you tried the KSC to Wideawake (8,200 km) speed run? http://www.orbiter-forum.com/showthread.php?t=32000 my personal best time is 22:35.. fastest on record is 16:35. Just getting there without burning up the XR-2 can be a challenge, doing it fast is even more so
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Given the success of the last flight, I've decided to send up a 5 Kerbal ship with the idea of maximizing the amount of science that can be had as the ship passes over different biomes. ]
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There's an easy way to prevent total catestrophic loss like this. Before each KSP session I make a backup copy of my save directory. I keep the three most recent backups If something goes catastrophically wrong I can restore the most recent backup. If that's corrupted I can try again with the two previous backups Given this procedure, I don't quicksave OR quickload. Ever. (except in "test saves" which don't count, only the main LP save counts) If said catastrophe is something that happened because of my design or piloting failure then it stands as is and I move on from there.
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After having some (unwanted) time off from KSP due to a dying computer I'm finally back at it on a new machine. Now to get down to business with that asteroid . . .
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There's another fan made Star Trek series worth looking at. Star Trek New Voyages. They've done 8 episodes and a few vignettes. The series picks up where the original left off with the beginning of the fourth year of the original five year mission. Not bad for a fan made production on a micro budget
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in all the time that I've been playing KSP things like launching to orbit and doing a rendezvous have become fairly ordinary, routine kinds of flights. Then this one comes along and I start making all manner of dumb mistakes.
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Now that the asteroid is in orbit it should be a simple matter to send up kerbals to get samples as it passes over each biome. This ought to be pretty easy. Yeah. right.