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TinfoilChef

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Everything posted by TinfoilChef

  1. Continuing the recently started project to send unmanned science probes throughout the solar system, the ARM update is released and a class E asteroid is found to be on it's way to an encounter with Kerbin.
  2. Thanks for this mod! Ever since the lighting "fix" back in .17-.18 I've wanted some kind of "night vision" mode for when I'm recording my LP.. I totally get why it really *should* be dark when not in line of sight of the sun but such levels of darkness make for videos where people can't see what's going on at all... especially when combined with Youtube's long standing tendency to always make videos darker when they process 'em. This mod just made my list of "Must have mods"
  3. I've made up a custom "flight stats" window that displays all the data I want during flight but there's one item I'd like to be able to add and haven't found anywhere. "Throttle TWR" .. the TWR of the ship at the current throttle setting. I know KER has this available but I really don't want to add it to a ship that has MJ just for that one stat.
  4. yes to both. on checking I did notice that both the FerramAerospaceResearch and 000_Toolbar directories were marked as "read only". I changed that and tried again. this worked. thanks
  5. The FAR GUI is not showing in the VAB or flight. This is with a fresh vanilla install of 0.23 with FAR as the only mod, downloaded fresh a few minutes ago FerramAerospaceResearch_v0.12.2.zip I believe this is the relevant portion of output.log: Non platform assembly: C:\games\KSP 0.23 vanilla\GameData\ModuleManager_1_5.dll (this message is harmless) Non platform assembly: C:\games\KSP 0.23 vanilla\GameData\FerramAerospaceResearch\Plugins\FerramAerospaceResearch.dll (this message is harmless) Non platform assembly: C:\games\KSP 0.23 vanilla\GameData\FerramAerospaceResearch\Plugins\ferramGraph.dll (this message is harmless) AssemblyLoader: Exception loading 'FerramAerospaceResearch': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'ferram4.FARGlobalControlEditorObject' from assembly 'FerramAerospaceResearch, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'ferram4.FARGlobalControlFlightObject' from assembly 'FerramAerospaceResearch, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
  6. Y'know, I hear there is this small island nation in one of Kerbin's southern oceans . . . .
  7. I'd say it'd have to be getting a kethane ship all the way out to dres, landing with a whisper of fuel left, only to find out that my kethane drills were installed upside down Landing with almost no fuel & defective drills http://www.twitch.tv/tinfoilchef/c/3400270
  8. Yes it does, however what I'm looking for is to basically be able to set Free camera mode as the default INSTEAD of "Auto".
  9. something simple like an entry in settings.cfg such as FLT_CAMERA_AUTO = which can then be set to True / False. It could default to True to maintain the way it works now but those who wanted could change it to False to disable the automatic camera angle changes. Personally, If I want the camera angle to change then I will change it, automatic camera angle changes disorient me quite a lot and have ruined many a flight.
  10. My preference is resources. For all of the many reasons that so many have already expressed.
  11. My opinion on cutscenes: ok, as long as there is a line in settings.cfg that allows me to disable them entirely.
  12. Kerbals originate from Minecraft slime that's been exposed to high levels of gamma radiation
  13. An easy fix for this is to open your settings.cfg (located in your ksp directory). Find CONIC_PATCH_LIMIT and change it to a higher number. I typically use 5 or 6. this will show more future SOI changes
  14. I need to uninstall FAR from one of my KSP installs. Am I correct in assuming that the only two steps involved are to remove FAR from the gamedata directory and then replace the stock parts (basically the 'squad' directory) with copies from an un-modified KSP install?
  15. One of the recent changes is how the camera angle automatically changes. For example during ascent to orbit once the ship reaches a certain point (I believe around 70km or so) the camera angle changes, rotating a full 180 degrees around the vessel. I personally find this to be very disorienting and would like to disable this permanently. How can I do this? Edit: For that matter, the starting camera angle at the launch pad. it used to be straight on 90degrees (facing north), now it's about 45 degrees off to the left facing northeast and a bit down. Is there any way to change this back to what it used to be?
  16. That would be Docm77, a well known Minecrafter & member of the MindCrack server. That pic must have been taken at Minecon last year (I wasn't there but I saw a lot of the streams from there including the MindCrack panel where this is from.
  17. In the 1st & 2nd seasons of my KSP LP I was mostly doing things to be doing them however in my 3rd season I had something of a story in mind that I used as a guide for deciding what missions were flown and in what order etc. In my 4th season that's just getting started from scratch I've got a much more definite story in mind and I hope to achieve the end goal before game save compatibility breaks again. The kerbals have this "manifest destiny" to expand throughout their entire solar system. They'll start close to home and eventually send probes, manned ships to every body in the solar system. Bases and eventually permanent colonies will be built everywhere possible.
  18. I think that because of the topic there is a 99% probability that this thread will be locked before it hits 10 pages. In my experience things like this just end up turning into arguments.
  19. I'd start with the Hohmann transfer and then use the maneuver node editor to reduce the prograde Dv enough to turn it into a grazing flyby
  20. A while before the great crash of 4-13 I saw a thread with a challenge to lift a full jumbo 64 fuel tank to orbit. This was my entry. X-Ddrive mk2 (STOCK) craft file: http://pastebin.com/rPaKChAC Video of the proof flight: It can reliably deliver a full Jumbo-64 and a full FL-R1 to an 80 - 150 km orbit. (or the 60 ton payload of your choice if you replace the jumbo 64) along with a crew of two kerbals. I continued using it not only to deliver fuel to orbit but also as an interplanetary transfer stage. The launch stage has proven useful for lifting heavy payloads in general. Later I modified it some, adding solar panels, batteries, a second docking port for chaining multiple ships together, forward and aft facing lights for docking, Aviation Lights and Quantum Struts. Importing it to 0.21 I added reaction wheel units (possibly too many, I don't yet know how much force is needed per ton of ship). XDD mk6 (Modded) craft file: http://pastebin.com/9vuEcvRb
  21. Hi I'm the Tinfoil Chef. You can call me TFC or Ed, whichever. I'd been making a Minecraft LP since March 2011 and in August 2012 quite a few subscribers began telling me about this new game called Kerbal Space Program that I should check out. I got the 0.13.3 demo version and it didn't take more than a minute to realize that this was a game that I just had to have. I couldn't afford it just then (what can I say, I have a problem with being terminally broke on a pathetic scale.) so I started my KSP LP with the demo. While I'd seen a lot of KSP video by then time I still had a really rough time at first but it was still loads of fun. By the 5th episode I had bought the game (version 0.16 at the time). Since then I've done four full seasons with each one lasting through version updates until the gamesave was broken. Season 5 of the youtube LP started with a new gamesave in 0.22. I've learned a lot since I started back in 0.16 but there's still tons more to learn and even more to do. Season 5 will be an intense effort to fulfil the Kerbal destiny of a permanent presence throughout the entire Kerbal star system and eventually (when other systems are added to the game) beyond. I had some difficulties that made this season take way too long to make only 22 episodes thus far but things are improving and videos will be happening more often It now continues in 0.23.5 with the ARM update adding more possibilities. Season 5 will continue until the next time an update breaks previous gamesave compatibility, events reach a logical end of story or until the heat death of the universe. Starting with episode 23 I'll be posting each new video in this thread, which I should have been doing from the start. Thanks for watching, take it easy, I'm outta here. Mods in use (this list will be updated as it changes) Youtube Playlists:
  22. Fortunately age has nothing to do with one's ability to use the internet, web forums or enjoy a good game and even make an LP video series with it.
  23. I discovered the space program in time to watch the coverage of the Apollo 8 mission and followed it since. I was 10 when I watched the Eagle land on the moon and Armstrong do that first Lunar EVA. If it were not for politics (poli meaning "many", tics meaning "insect vermin") I'm certain that we'd have had a thriving permanent base there by the '80s.
  24. I solve the LV-N overheat problem by using two or more of them and instead of attaching them to a large tank I mount them on FLT-400 fuel tanks. They overheat but it stops at about 60%. Doing this I've never had one explode from overheating and I get thrust times symmetry. Granted they're heavy and this increases launch mass but IMO it's a worthwhile tradeoff. Edit: The FLT-400 + LV-N combo's are attached radially using 2x or more symmetry.
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