-
Posts
247 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TinfoilChef
-
Protractor - Rendezvous Plugin - Under New Management!
TinfoilChef replied to mrenigma03's topic in KSP1 Mod Releases
Actually it opened up that way the very first time I loaded a ship with it on the launch pad. I had not clicked on anything because I wait for physics to load before trying to do anything. Once it loaded and I saw only Moho listed, I did try clicking on the Moho entry to see if it would expand to show the whole list and no joy. Then trying again just a few minutes ago all planets/moons are showing like they should. Though it seems to default to being open when you first load a ship with it instead of closed until needed like it used to be. -
Protractor - Rendezvous Plugin - Under New Management!
TinfoilChef replied to mrenigma03's topic in KSP1 Mod Releases
I just downloaded and installed Protractor and it's only showing data for Moho. NONE of the other planets or any moons show up in it at all. -
[0.21.1] Maneuver Node Improvement v1.2b
TinfoilChef replied to voneiden's topic in KSP1 Mod Releases
That looks great! do you know if it'll work as is for 0.21.1 or is it stuck in 0.20? -
in .21 ? haven't even had it for 24 hours yet so Zero then again in my season 3 LP I only had 12 K.I.A. from .18 through .20.2
-
Engineer does work however when I selected a target on the rendezvous tab the entire UI disappeared and I was left with a single featureless grey bar. After this engineer was totally unavailable and useless for that flight.
-
Executing long burns?
TinfoilChef replied to duckyvengance's topic in KSP1 Gameplay Questions and Tutorials
Yes. With the launcher / boost vehicle that I dock to the ship before doing this maneuver I get an apoapsis out near the orbit of Minmus usually by the second or third burn depending on destination. Then I decouple the 'pusher' vehicle and proceed with the transfer stage. Later when the pusher reaches AP it only takes a little fuel to bring PE down low enough for Kerbin re-entry. -
Executing long burns?
TinfoilChef replied to duckyvengance's topic in KSP1 Gameplay Questions and Tutorials
That's pretty much the way I've been doing interplanetary departure burns lately. I work out the maneuver node, then burn from t-2:00 to t+2:00 which makes the orbit elliptical. Then I remove the maneuver and create a new one at the same spot (which is now the periapsis). From there it's just rinse and repeat until you get a Kerbin escape. This way I can take full advantage of the Olberth effect and have the periapsis of my departure orbit at 80km while the apoapsis gets higher each pass. -
Sir you must have the monster computer to end all. I used to think that my quad core phenom II was pretty good but when faced with flying this monster it feels like the oldest dinosaur in computing history. I just tried this ship and I got something under 1 FPS on the launchpad. It was so bad I had to slap a mechjeb onto it in order for it to be controllable at all. The first minute of the flight took just over half an hour realtime. I was hoping that I can build a Eve lander / return ship that I can actually fly but now I've serious doubts whether that's possible or not.
-
Am I "religious"? No. Religion is a creation of man, primarily to control the masses and gather wealth. Do I believe in God? Yes. I've been a Christian (defined as one who believes in and follows the teachings of Jesus the Christ) since I was nine. Will I debate the issue? No. That way lies madness.
-
I should add that after making the above video I've been routinely launching these into a 130km orbit with zero problems
-
Here's a ship I designed for a challenge thread "Best Stock Liquid Fuel Rocket Efficiency: 1 full Jumbo 64 + FL-R1 to 80 km orbit" http://forum.kerbalspaceprogram.com/showthread.php/46616-Best-Stock-Liquid-Fuel-Rocket-Efficiency-1-full-Jumbo-64-FL-R1-to-80-km-orbit (*Note* it's probably been lost in the great crash of 4/13*) The ship can lift a full Jumbo64 and a Full 750liter FL-R1 RCS tank to orbit without using any of the fuel it's lifting. The craft file is here: http://pastebin.com/rPaKChAC Video of the ship in flight: It's a bit laggy on liftoff but gets better quickly as stages are used. liftoff with 100% throttle and then cut back to about 90% when overheat warnings appear. Return to full throttle after separating the last asparagus stage. I find it a good idea to turn on stage lock after separating the final booster stage (the one with the poodle engine & rockomax 32 tank)
-
Knowing that the save will probably break in 0.20 I'm working on basic designs to implement once the needed resource gathering / processing parts are in. I'll probably also go with a "mostly resuseable" program to minimize space junk getting in the way of navigation.
-
Some VAB annoying issues that could be fixed.
TinfoilChef replied to RawChicken's topic in KSP1 Discussion
Somehow I doubt they're "forgetting" these things, I'm pretty sure they've got quite a lot planned. Yeah, things like assorted sizes of cargo bays with doors that open & such, that'd be great. I'll bet they're planned. In addition I'd like to see some kind of informational display that we could toggle on/off to show lots of flight/orbit info on the hud in ship view the way flight engineer or mechjeb does. This would be nice but not that important to me. From what i've seen on dev streams, they're working on that. I'd say pretty much guaranteed to come with the update that adds damage from re-entry heating. Fairings absolutely... especially if atmospheric drag physics get beefed up, they'll be mandatory. Deadbeef's mod should become stock Like the maneuver node improvement plugin? yeah, that and being able to say "burn at exactly periapsis/apoapis etc.." instead of guessing roughly where it is from the map view. I for one am very much looking forward to the resources system... It will open up many more storyline possibilities for my LP -
You can find the thread for MechJeb here: http://forum.kerbalspaceprogram.com/showthread.php/12384-PLUGIN-PART-0-19-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-0-6 in the first post is links to download both the 1.9.8 version and the 2.0.6 pre-release version
-
[Tutorial] Duna For Dummies: How to get there without math
TinfoilChef replied to Trebuchet-Launch's topic in KSP1 Tutorials
This is an excellent guide, in fact the best I've seen for missions to Duna. Definitely worth being stickied! -
Somebody help me
TinfoilChef replied to sneezedr424's topic in KSP1 Gameplay Questions and Tutorials
Wow. That's just enough to run XP, never mind much of anything else. I know, I used to play Minecraft on a XP machine -
I've found that just switching to ship view to make changes in time acceleration does the trick. Since I started making sure to change time acceleration in ship view instead of map view and do it gradually, I have not had a single ship fly apart.
-
I know they don't actually resemble it very much but every time I see one of those "arch" pictures it reminds me of the Guardian of Forever
-
He played Minecraft. (though I don't know if he did the PC version or the new xbox release)
-
I have to agree with this.. an onboard flight computer to help plan orbits, transfers, rendezvous, burn times & such. Something like the Transx MFD in Orbiter 2010. It helps plan the flight and show's you what direction to burn but you determine the goal of the maneuver in question and handle the actual flying yourself.
-
Yeah, that "onion" design seems to work pretty good for lifting heavier payloads but that's actually not the part I was asking about. I'm talking more about the design of the space station itself and what design tips that people can offer for something that can be built with stock parts and not look like total crap or be too big to lift. Once I've figured out a decent design, THEN I'll concern myself with figuring out how to lift it into orbit.
-
I don't know if this qualifies as "awesome" but *I* thought it was pretty cool how this turned out. E-19- Slingshot Return - Kerbal Space Program
-
Since I posted my question here I thought I'd post back with the solution. I thought it was a bit unusual but after reviewing a few more of Scott Manley's videos I decided that the best thing to do was "Absolutely nothing". Amazingly enough, it worked. The ship ended up landing safely back on Kerbin and the only two things I did was to jettison the lower stage and deploy the parachute. The rest was accomplished by gravity assist slingshots around "Mun" Here's the video of it.