• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
It is official. Pelf is god of Solar panels and Radiators.
[QUOTE=Dacheet;34685769][URL=http://www.kerbalcomics.com/2012/02/13/episode-two-the-revelation/][IMG]http://i.imgur.com/URFnw.png[/IMG][/URL] [editline]13th February 2012[/editline] [QUOTE]Well, I have some cool news here. I've decided to try my hand at a random naming system here, to generate Kerbal names on the fly, out of a set of syllables and sounds that are thrown together in any random combination. I've defined a list for first syllables and second syllables, and I set up a scheme to generate names by combining any two entries. What follows are a few random runs. I have to admit, I was pretty impressed by the results: SUDDENLY ALL THE NAMES Don't mind the repeats here... This is the output of a test run of a hundred and fifty purely random combinations. I like where this is going. There are a lot of real names that come out of this list, and the ones that aren't real are pretty funny. And interestingly enough, this system generates names that appear to come from any number of ethnic origins, which is pretty cool in it's own right. This should be good for a whole lot of combinations here, and later on we could add a three-syllable generator, and a middle name one as well, further increasing the amount of names that can come out of it. Cheers[/QUOTE][/QUOTE] Funny [B][I]and[/I][/B] informative. I must rate you as such: [IMG]http://puu.sh/gQJ3[/IMG]
Thanks to Xemit's amazing panel work Mir Core now looks like this [IMG]http://dl.dropbox.com/u/1417259/kerbal/Xemit%27sglory.png[/IMG]
[quote=HarvesteR] Actually, the Flight Director would be Gene Kerman. :) Well, I'm mostly happy with the names for now, so I can now get on with other things, like actually generating entire random Kerbals. What I'm planning on doing here is keeping a master crew roster list, that is globally accessible in any point of the game. The list will be initially populated with Jeb, Bob and Bill, so logically, these three will be the first to go up. If you then launch a secondary mission, the game will auto generate three new crewmembers, with random stats (for now), and automatically assign them to the new ship. That is because we don't have a proper astronaut complex yet, we have no proper way to let you assign crewmembers manually to a mission. So instead of doing a rush job to get that in now, it's best to make it minimally functional at this point, and then do a proper job of it on a dedicated update. With this solution in place, we can at least make sure no two kerbals with the same name will be generated at the same time. :) What I want to happen now is, if you terminate a mission with Bill, Jeb and Bob, they will again become available at the roster. But if you crash or otherwise unsuccessfully terminate a flight with any others, they will be deleted and new ones generated in their stead. I would also like to add a way for you to rename crewmembers, or in some way make them 'favorites'... IDK if it'll be possible to add that explicitly just now, so you'll probably have to make sure you don't kill the ones you like. Cheers [/quote] Thread is stagnant.
anyone who seriously wants to play the VA capsule and give serious feed back Pm me your email and i will add you to the DB if i trust you enough :P also, sega I need your email to add you so you can edit the text.
Cool shit about the names! Gene is an obvious name for flight director of course.
[QUOTE=CardBoardBox;34688100]It is official. Pelf is god of Solar panels and Radiators.[/QUOTE] What makes you say that? Also: [QUOTE=HarvesteR]Hi again, I've made a new development here, not so much in terms of coding, but in a conceptual level. I was having real trouble figuring out how to handle placement of the kerbal models in the scene, and organize all that in a sensible and coherent way. Then it hit me, and I think you guys are going to like this: I call it internal space, and in a nutshell it's another one of my scene-within-a-scene schemes. Here's how it's going to work: All crew-accessible vessel parts will define their own 'internal space'. Internal space is yet another reference frame, but this one is static (therefore relative to the ship), and centered on the root part of a vessel. Inside this space, parts can then define positions for crew seats, and those positions will be used to spawn the crew. The neat thing about this is, it not only solves the seating arrangement issue, it also makes way for internal views. Better yet, because each crew-accessible part will create it's own internal space, what we will actually be enabling here are dynamic internal views, that are as big as there are crew-able parts on your ship. What more, each internal space is essentially a cockpit module, so this paves a direct path into space stations you can actually move around in. Now, before we get ahead of ourselves, I want to make it perfectly clear that we are talking feature support only at this point. We don't have time to add internal views and interior models for this update, but now at least we can say we know how we are going to do it. Cheers [/QUOTE]
probably meant Xemit. but your stuff is nice too TBH :) [editline]14th February 2012[/editline] space x made the super draco :D [video=youtube;PUUnYgo1-lI]http://www.youtube.com/watch?v=PUUnYgo1-lI&list=PLF0D3A9748DC5E42D&index=1&feature=plcp[/video]
[QUOTE=Pelf;34697891]What makes you say that? Also:(HarvesteR stuff here)[/QUOTE] WOAH. Mind = blown. I am now so stoked for the future of KSP.
I really can't wait to control a rocket from inside the cockpit.
[QUOTE=MadCatMkII;34699628]I really can't wait to control a rocket from inside the cockpit.[/QUOTE] Play FSX or orbiter.
[QUOTE=MadCatMkII;34699628]I really can't wait to control a rocket from inside the cockpit.[/QUOTE] View from Jeb's POV [img]http://3.bp.blogspot.com/_z7YCBcHlPSc/TUsammZLlFI/AAAAAAAAARQ/mq01nw1RgWs/s1600/trippy-colorful-pattern.jpg[/img] Explains why he's so happy.
I modeled some detail into the 2x3m module to test. Good, bad, utter shit? [t]http://dl.dropbox.com/u/13781308/KSP/screenshot29-1.png[/t] [t]http://dl.dropbox.com/u/13781308/KSP/screenshot29-2.png[/t] Closeup: [t]http://dl.dropbox.com/u/13781308/KSP/screenshot29-3.png[/t]
[QUOTE=Pelf;34700049]I modeled some detail into the 2x3m module to test. Good, bad, utter shit? -snip-[/QUOTE] It's definitely better, but it still needs more detail.
Man it is me or are the forums down I keep getting the database error whenever i try to access forums
[QUOTE=cwook;34700187]It's definitely better, but it still needs more detail.[/QUOTE] What would you suggest? Keep in mind that little details and such can be added in the texture when they finally get textures.
[QUOTE=Pelf;34700361]What would you suggest? Keep in mind that little details and such can be added in the texture when they finally get textures.[/QUOTE] Rounded rectangles that line the top and bottom of the capsule, in between the railings
[quote] Well, some progress news here: I've been working on integrating the crew here with the SFS system, so that they get saved with the ship they are in, and then respawn later. Easier said than done though... to maintain consistency with the SFS system, the crew needs a complete SFS representation, so I'm having to write a whole lot more code than I initially expected. But that's ok, because if experience is any reference, this should be a very robust and flexible solution (because it follow the same logic as the ships and parts in the SFS system). The way I'm doing this is something like this: The vessels themselves will hold no crew. Their parts will. That is, a vessel definition will only provide convenience functions to manage crew, but what actually holds the crew references are the parts. That is because vessels are too generic to actually hold crew. If you carry a passenger cabin module into a suborbital joyride (which might be a possibility in the future) and then detach the module and fire yourself into a closed orbit, your passengers will now be on a very different trip than yours, and quite obviously in another spacecraft as well. So it's the parts that need to hold the crew in them. Ok, not too bad, but then we hit another problem. The crew will only actually exist on the active vessel. On the others, they are de-spawned, and exist only as abstract objects. The problem is, if we then generate a scene backup (as with autosaving), what do we use to build the crew backup? The parts exist, so they will be backed up fine, but the crew might not. Fortunately though, this isn't the first time we've faced this issue. The vessels themselves are doing something very similar with their in-flight unloading scheme. If a vessel is unloaded, it will return the reference to it's last generated backup. Trouble is, if a vessel is unloaded, it's own instance isn't quite dead... only it's parts are. So that means a vessel can hold it's own backup even if it's unloaded, as opposed to the crew, which will be completely removed from the game at that point. To solve this issue then, I think we might get away with storing the crew backups in the parts that contain them... It's a small inconsistency with the way vessels do things, but it should work just as well I think. Cheers[/quote]
Nice, does this mean that it will be possible to tell the kerbals to go to different parts of the ship, then eject them?
[img]http://i.imgur.com/vQTIo.png[/img] So that's cool. :)
[QUOTE=MC3craze;34718695]Goddamnit WE NEED AN UPDATE[/QUOTE] I thought I would be in complete agony by now since I haven't bought it; I find the situation humorous.
[QUOTE=cwook;34721715]I thought I would be in complete agony by now since I haven't bought it; I find the situation humorous.[/QUOTE] O ye how humorous will it be when it comes out and the rest of us can fly with Kirfurt Kerman and you cant?? :v:
So when will we get updates for decals? Its just a empty slot....
This, gentlemen, is how you build landers. [video=youtube;cT0GFYexSHg]http://www.youtube.com/watch?v=cT0GFYexSHg&feature=plcp&context=C32a2966UDOEgsToPDskImA3KrEen5PJbCDBbJdvcG[/video]
Aw, man. 0.14 looks so cool yet I won't be able to get it. :suicide:
Did we get a release date for 0.14? I'm sure Harv posted about announcing one.
[QUOTE=Chubbs;34731098]Did we get a release date for 0.14? I'm sure Harv posted about announcing one.[/QUOTE] [IMG]http://puu.sh/hbjP[/IMG]
[QUOTE=Pelf;34729478]This, gentlemen, is how you build landers. [video=youtube;cT0GFYexSHg]http://www.youtube.com/watch?v=cT0GFYexSHg&feature=plcp&context=C32a2966UDOEgsToPDskImA3KrEen5PJbCDBbJdvcG[/video][/QUOTE] Oh god the pad at the end. We went fifty meters... To the moon!
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