[QUOTE=CardBoardBox;36209227]don't you red Dev news?
[URL]http://kerbalspaceprogram.com/forum/index.php?topic=13530.msg209930#msg209930[/URL][/QUOTE]
Doesn't sound like something to worry about.
I think we'd still say the pod is 1m in diameter, it's just the internal size units that will be different.
You shouldn't notice too much of it since evrything is 2.5 times bigger.
Fuck, that means every rocket has to be rebuilt...
[QUOTE=nomad1;36209804]Fuck, that means every rocket has to be rebuilt...[/QUOTE]
Parts will be scaled up as well (it might feel slightly different). It's just so that the Kerbals, who exist on a much smaller scale than your ship, won't run around like ants, and instead act like the little people they are. The planet/moons/solar system will be exactly the same size, although the KSC buildings will be more realistically sized. Masses and thrusts won't change, so it shouldn't force you to do anything too differently, depending on how the scale applies to SAS torque.
The scaling isn't something to be concerned over. It will just change the "feel" of the physics to be less twitchy. Things will react more like large objects during flight and impact.
All of the scaling is going to be handled internally, so a mod maker will not have to change their modelling process or their existing parts. If you wanted to be specific, you could change the name of a 1 meter part to be 2.5 meters. But its not strictly necessary.
Welp, time to start on interiors for my space station modules.
[QUOTE=HarvesteR's Dev Blog thing]Ladders are also interesting in that the ship doesn't need to be landed for them to work. You could also use them as handhold paths for orbital EVAs, so you could move around without having to use the EVA pack thrusters. Should be pretty interesting when space stations get added.[/QUOTE]
Now to separate the railings too.
Regarding the Enterprise photos at Vandenburg, that was likely a launch exercise to help astronauts and mission control rehearse a launch sequence. A shuttle-compatible pad was there because (as I understand it,) the shuttle program was originally meant to launch all missions from the base there, but the idea was canceled and the program stayed in Florida. Some huge neighborhoods were built in the nearby town of Lompoc, CA, to prepare for the shuttle program, which were left unoccupied and were very affordable compared to most locations. Since my dad worked on the AFB, my family lived in one of those houses for a number of years. :D
[QUOTE=Sega Saturn;36213397]Regarding the Enterprise photos at Vandenburg, that was likely a launch exercise to help astronauts and mission control rehearse a launch sequence. A shuttle-compatible pad was there because (as I understand it,) the shuttle program was originally meant to launch all missions from the base there, but the idea was canceled and the program stayed in Florida. Some huge neighborhoods were built in the nearby town of Lompoc, CA, to prepare for the shuttle program, which were left unoccupied and were very affordable compared to most locations. Since my dad worked on the AFB, my family lived in one of those houses for a number of years. :D[/QUOTE]
nope.avi Vandenburg was only for Polar Shuttle launches and the enterprise was there to test and make sure the building actually worked.
as for other things..
Dragon arrived in port :)
[URL]http://www.spaceflightnow.com/falcon9/003/120605port/[/URL]
[IMG]http://www.spaceflightnow.com/falcon9/003/120605port/06.jpg[/IMG]
This is not the proper way to deliver a priceless historic artifact... what the heck Weeks Marine. :/
[IMG]http://www.nypost.com/rw/nypost/2012/06/05/news/web_photos/vert045902.jpg[/IMG]
This sacrilege shall not remain unpunished.
in other news.
Zing. proves my point that Enterprise didn't have real heat tiles. just plastic and foam stand ins. They said i was wrong in KSP IRC last night. so fuck them.
[QUOTE=CardBoardBox;36199433]why is it a r4m0n video then?[/QUOTE]
Damnyoujapan creates the models and textures, and r4m0n codes the plugin for it.
[quote]Normak: as for right now, I'm pretty tired due to lack of sleep
Normak: I was up almost all night last night
CardBoardBoxprocessor: y?
Normak: eh, it's a little personal
Normak: I'd rather not get into it, but it wasn't a good night
CardBoardBoxprocessor: postmasturbation prostate problems?
Normak: lol
Normak: HOW DID YOU KNOW[/quote]
This is how the Kosmos packs are made.
-snip- ...This isn't Space general chat thread. I BLAME YOU! YOU CONFUSED ME!
[QUOTE=Nipa;36206383]I love when my game glitches and does this (orbital paths):
[t]http://cloud-2.steampowered.com/ugc/560943464343559885/5AF98B8E961B3F7DA169860CC66E294074E8A928/[/t][/QUOTE]
This needs to be a real, optional feature.
Rendezvous would have some sort of guide then without using mechjeb.
[QUOTE=PyromanDan;36217445]This needs to be a real, optional feature.
Rendezvous would have some sort of guide then without using mechjeb.[/QUOTE]
anyone got tips for getting to minmus? I cna get there but. it takes too many orbital manuvers lol.
Use the moon to slingshot yourself.
I will do a video sometime. [Valve time, sorry]
sling shot how? form the back or the front?
So it would seem that the rendezvous feature in Mechjeb doesn't work for me. I do the calibration launch, I think. After that I go into the ascension autopilot and select the rendezvous option but after the countdown finishes, the autopilot makes the ship do a 180 right into the ground. I'm tired of all the debris in my orbit, most of it from failed attempts at removing debris in my orbit.
[QUOTE=CardBoardBox;36219102]sling shot how? form the back or the front?[/QUOTE]
I once almost hit minmus just by barely passing the mun, just enough so it tosses you out into space. (or in this case, a minmus intercept) Be sure you do it at the right time or your kerbals will be doomed to orbit the sun. Unless you can retro into a large Kerbin orbit and burn it down to civilization.
[editline]6th June 2012[/editline]
I did this on accident while just messing around with the stock parts, trying to reminisce on the days in the demo when getting to 10,000m was an accomplishment. It turns out making rockets that horrible was an accomplishment in itself.
[QUOTE=theseltsamone;36219155]So it would seem that the rendezvous feature in Mechjeb doesn't work for me. I do the calibration launch, I think. After that I go into the ascension autopilot and select the rendezvous option but after the countdown finishes, the autopilot makes the ship do a 180 right into the ground. I'm tired of all the debris in my orbit, most of it from failed attempts at removing debris in my orbit.[/QUOTE]
Mine does that sometimes too. I don't know what causes it. Ascent autopilot works fine, rendezvous not so much. Best thing I do is when the countdown gets to 10, I just abort it, count to 10, do a regular ascent to the proper altitude. Gets you close enough to Chase/Follow manually if you even need to
My parts are no longer snapping to each other. Help?
And this may seem like a dumb question, but why in the dickfucking christ can I not place wing connectors onto each other lengthways?
So what will the actual purpose of EVAs be?
There is no use for them other than to just be outside.
The only real thing I can think of is walking around Mun/Kerbin/Minimus but even then you can't collect anything or build a base from cargo.
Flying around a station is cool and all but really what is the point?
[QUOTE=Webby2020;36221551]So what will the actual purpose of EVAs be?
There is no use for them other than to just be outside.
The only real thing I can think of is walking around Mun/Kerbin/Minimus but even then you can't collect anything or build a base from cargo.
Flying around a station is cool and all but really what is the point?[/QUOTE]
Keep in mind that a lot of the things they add in is something they need for things that will come later.
Stuff like EVA's will see more use later, and because the game is still in development, you'll just have to deal with a lot of stuff being in there just to be in there.
[QUOTE=Webby2020;36221551]So what will the actual purpose of EVAs be?
There is no use for them other than to just be outside.
The only real thing I can think of is walking around Mun/Kerbin/Minimus but even then you can't collect anything or build a base from cargo.
Flying around a station is cool and all but really what is the point?[/QUOTE]
I think it's really just for fun and to look cool right now. It would be really neat if we could use it to transfer between crafts (in the event of stranded Kerbals), but that would really need docking, and in that case an EVA shouldn't be necessary.
[editline]6th June 2012[/editline]
[QUOTE=CardBoardBox;36219086]anyone got tips for getting to minmus? I cna get there but. it takes too many orbital manuvers lol.[/QUOTE]
I didn't really have that many maneuvers, since I had a huge amount of luck and got caught by it on my first try. The new patched conics paths on the map really help, since you can see when you'll get near to it.
[t]http://i.imgur.com/ivAwr.png[/t]
I'm about to attempt a landing. Wish me luck?
[img]http://puu.sh/z9SI[/img]
I put this into a geostationary orbit.. All default parts, no config editing. I am sure someone else could do something smaller, or simpler, but I just built this in five seconds and then got it all the way out there, was pretty amazed that it only took a two stage rocket.
[t]http://i.imgur.com/QR0jF.png[/t]
And landed successfully. Now to make it back to Kerbin without getting sucked into the sun.
[QUOTE=Skwee;36222314][img]http://puu.sh/z9SI[/img]
I put this into a geostationary orbit.. All default parts, no config editing. I am sure someone else could do something smaller, or simpler, but I just built this in five seconds and then got it all the way out there, was pretty amazed that it only took a two stage rocket.[/QUOTE]
Listen Kanye, I'm real happy for you, I'm let you finish, but I made one of the simplest rockets that can get to geostationary orbit of all time! ALL TIME!
[img]https://dl.dropbox.com/u/2668640/kay.PNG[/img]
[img]https://dl.dropbox.com/u/2668640/screenshot249.png[/img]
[img]https://dl.dropbox.com/u/2668640/screenshot250.png[/img]
[img]https://dl.dropbox.com/u/2668640/screenshot252.png[/img]
[editline]6th June 2012[/editline]
But then again, my rocket can't carry shit to orbit (even adding an ASAS made it not reach geostationary) :v:
[QUOTE=LarparNar;36222984]Listen Kanye, I'm real happy for you, I'm let you finish, but I made one of the simplest rockets that can get to geostationary orbit of all time! ALL TIME!
[/QUOTE]
Figured it could be better
[QUOTE=HarvesteR]Time for a new update on EVA development I think. There are just so many questions about it on the dev board that I'm not even going to try to pick ones to answer right now. I'll just talk about our ideas for it in general:
So, currently EVAs are being developed on a little test scene, and so far the main focus has been on setting up the Kerbal character object in the game, so that it can be animated and moved around in the way we want it to. That's pretty much done I'd say.
The next step then is to set up the control logic for them. I'm working on a state machine system here, that will switch between the several behaviours based on your inputs and the current situation. It's not very simple, as you can imagine. Not only there are a few dozen animations already (and more are coming), Kerbals have a few overlapping states, which is somewhat difficult to manage, and several states will need to run their own logic as well, almost like sub-states.
What we have done so far though, is this: Kerbals are already able to walk and run around the surface of a spherical planet. They are handled by the flight model as a single-part vessel, so that means whatever parts do in the game, Kerbals can do also. They can be put into orbit, they have a heat exchange system, they can (in theory) attach to things physically, and most importantly, they're persistent. The Part and Vessel system lend themselves pretty nicely to an astronaut in EVA. Their spacesuits really are small, self-contained spacecraft.
Kerbals are also able to become ragdolls here. Not just when they die, they can seamlessly transition from animation-driven control to a physics-driven ragdoll, and once they tumble to a stop, they transition back to animation control and become controllable again. If you've played GTA IV, it works in the same way as when you crashed a motorbike and sent Niko tumbling down the road. If your Kerbal doesn't die from the tumbling, he can pick himself up and walk it off.
Kerbals will become ragdolls from several situations. If they are hit by another object fast enough, if they themselves slam into something, or if they're walking and lose their footing, which can happen if you decide you want to run down steep terrain, or if they start falling without you having commanded them to jump first. Those last two, of course, only apply if you're at the surface.
The ragdoll system is already implemented and working here. I've been having a lot of fun making them run around the test scene and stumble down. As was mentioned in that thread about how they should die, ragdolls are just the right blend between realism and cartoony deaths. We're just missing the 'pick yourself up' animations to call that part done.
What needs to be done next now is to continue implementing the movement logic for surface EVAs, and after that the plan is to work on the orbiting EVA controls. When Kerbals come off the ground, they will go into 'floating' mode, and use their EVA pack's maneuvering thrusters to move around. This mechanic is the primary means of moving around in orbit, but we want them to still be able to use the ladders as hand-holds there, as I can imagine moving outside a space station without being able to grab hold of something would be quite difficult.
There's a huge amount of work to do on EVAs still, but we don't plan on having it all in for this update. We'll add as much as we can of it, and continue developing this part of the game on later updates. Right now, we just want to have the essentials bits of it in the game.
Well, time to get back to work. More news later.
Cheers[/QUOTE]
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