BTW Kosmos updates coming. nothing new really just some properly updated parts and animated solar panels :D plus the new LK package. and the surprise.
and whoa. they drive them to KSC 0__O
[IMG]http://www-pao.ksc.nasa.gov/kscpao/images/medium/2011-3175-m.jpg[/IMG]
haha. the old test version :D
[url]http://digitalvideo.8m.net/spacex/newdragon/DragonOnTheRoad.jpg[/url]
I would NOT want to drive a capsule down a public interstate on a flatbed truck, especially uncovered. Glad it was a test version
Just went to the mun and back in the free version, contemplating upgrading.
In other news, I'm applying to an EE position at SpaceX.
[QUOTE=TheTalon;36229755]I would NOT want to drive a capsule down a public interstate on a flatbed truck, especially uncovered. Glad it was a test version[/QUOTE]
the real one that launched to space only had a thin wind shielding box around it lol.
the booster itself has no box at all.
[editline]6th June 2012[/editline]
WTF is this shit!!
[video=youtube;6QoEEGySGm4]http://www.youtube.com/watch?v=6QoEEGySGm4[/video]
That doesn't feel very legitimate :v:
Huh, something's going on in this thread I wonder what it could be...
[url]http://kerbalspaceprogram.com/forum/index.php?topic=7178.0[/url]
[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]
Rescue missions too. I landed on Minmus awhile ago and accidentally bounced a bit and tipped over, so I sent a rover to Minmus to push the lander back upright.
Course if the lander had been damaged and unable to fly again a little ship to ship EVA would have been in order.
Really need docking so I can get that rover back to Kerbin though...
[QUOTE=Sega Saturn;36230361]Huh, something's going on in this thread I wonder what it could be...
[URL]http://kerbalspaceprogram.com/forum/index.php?topic=7178.0[/URL][/QUOTE]
Kosmos update check out the updated VA :) Now is proper shape and overhauled textures. hopefully will be getting them to OC to do more :D
[IMG]https://dl.dropbox.com/u/1417259/kerbal/screen shots/VAOverHaul.png[/IMG]
[img]https://dl.dropbox.com/u/16349584/ur.PNG[/img]
Too lazy to compile overnight, sorry.
Edit: I have a lisp so hopefully that is okay...
[QUOTE=CardBoardBox;36230562]Kosmos update check out the updated VA :) Now is proper shape and overhauled textures. hopefully will be getting them to OC to do more :D
[/QUOTE]
Is there a shroud that I am not seeing for the RD-0146
More spaceplanes.
[Img_thumb]http://puu.sh/zmbr[/Img_thumb]
[Img_thumb]http://puu.sh/zmbA[/Img_thumb]
Just finished my impression of Kerbin 4bn years ago. I might put it in the fan art section.
[img_thumb]http://puu.sh/zm73[/img_thumb]
[editline]asd[/editline]
*thumbed
[editline]asd[/editline]
[quote=HarvesteR]
Another update here:
Yesterday I spent the entire day completely focused on the EVA control system, and it was a really good day. It's been a while since I was able to dedicate an entire day to doing just one thing.
Anyhow, I've made some progress with the control system. It's nowhere near complete yet, but it's starting to look like something.
I'm getting the hang of my new FSM system I concocted here, and the more I get used to it, the better I like working with it. It's very easy to add new states and events, and because it won't change states without a proper event, it's pretty easy to see if something is going wrong. You always know what was the cause of the last state change.
Most of the work on it so far was just to rewrite the old prototype code into the new format, but yesterday, I was finally able to start adding more stuff to it, and I figured out some conceptual issues I was struggling with.
For instance, how to make sure Kerbals walk properly under the different gravities of each world, was one question that was really bugging me. My original plan was to somehow do a controlled blend of the different walk cycles, based on the current gravity, but that approach had flaws. That idea worked ok to transition gradually from Earth-like gravity to Mun gravity, but what of the extreme cases, like Minmus? Animation cycles just aren't flexible enough to make that work across the entire range of situations.
What I decided on then, was to set up a threshold for the G force, below which walking normally is simply impossible (as it probably is IRL). Then, if the current body G force at surface is below that, we switch to a low-gravity surface walk system that isn't an animation that looks like jumping around, it IS actually jumping around. Kerbals are perfectly able to jump in all directions, and when they jump, they go into 'floating' state, where they basically wait for the ground to come up again, and then they land (or stumble and ragdoll).
With this system, if the gravity is low enough, each "step" is a sub-orbital trajectory, and you can use your EVA pack to help yourself along with its thrusters. Also, this system can work at any level of surface gravity, even at near-zero G. Of course, on such a situation, your first step would probably throw you into orbit.
I want to post a video the new EVA system soon, I think there is only so much I can convey by writing, and it's always fun to watch Kerbals tumbling out of control.
Cheers
[/quote]
[QUOTE=HarvesteR]Oh, and this question on the discussion thread looked kind of important to have answered:
[QUOTE]So there won't be any orbital EVAs on 16, or you're going to work on surface first, then orbit and then release them in the same update?[/QUOTE]
It doesn't quite work like that. There is no real difference between orbital and surface EVAs, as far as the game is concerned.
The EVA control system is being developed to work in all situations, and transition seamlessly from one to the other. What that means is that kerbals will walk around if they are in contact with the ground, and they'll use their EVA packs to propel themselves along otherwise. The transition from surface to orbital EVA actually is simply the transition from being grounded or not.
I am, however, working on the surface control system first, because it's probably the most complicated. Flight controls are something we have done before, so I decided to start by the area that was least developed, which was the ground-based character controls. Apart from animations though, Kerbals are already able to be put into orbit, because they're also vessels, like the rockets and spaceplanes. They're single-part vessels, but vessels nonetheless.
So in short, to the game, there is as much difference between surface and orbital EVAs as there is between an orbiting and a landed ship... It's the same thing, only that one case has a patch of ground nearby.
Also, I think it's time to talk about the actual EVA controls a bit. I've been thinking about them a lot, and I don't think they will be the same controls as the ones used on ships. Why? Because there is already a pre-established character control 'language' in games, and not following it would be worse than having different controls for ships and EVAs.
What is this language then? Well, for one, the WSAD keys are inextricably linked to walking around controls. That's where differences start, because walking around means translation controls, and for ships, WSAD control pitch and yaw, which are rotations.
What controls rotations then? Well, the answer to that isn't as straightforward. Rotations in most ground-based games is done somewhat implicitly, because being stuck to the ground means you can eliminate a few degrees of freedom from your problem, and the usual PC input devices are perfectly able to manage the remaining ones. The WSAD keys control your two linear degrees (fore/aft, left/right), and the mouse controls the two angular ones (pitch and yaw). Roll is limited because you'd need to stand on your head to do a complete roll, so that is usually handled by 'lean' commands, often mapped to Q and E.
So, that's the convention. It actually takes care of 5 of the 6 degrees of freedom, so we just need to find a way to add the missing one to complete the set.
Wait, so that means the mouse will control the EVA's rotation? In short, yes. But it's not as simple as that. There are a lot of things you need to do with that same mouse. Rotating the camera, for one, and actually using it as a pointing device as well. I don't want to compromise any of those controls. You should be able to rotate the camera freely around the Kerbal, without having him turn your back on you if you don't want him to, and you should still be able to use the mouse to point and click on things. Just how all that will get done is still to be defined, but I'm thinking there will probably be some way to toggle between free-look and EVA control mode.
I think this control system should be pretty nice and intuitive to use actually. It works in a very similar way to the usual FPS controls, and we can handle that last degree of freedom (up/down) with other keys, like Ctrl and Shift maybe. Of course, it would all be remappable on the settings, but it's important to have a good default.
Cheers[/QUOTE]
[video=youtube;6d816jlMazU]http://www.youtube.com/watch?v=6d816jlMazU&feature=plcp[/video]
[editline]7th June 2012[/editline]
My RCS fuel keeps draining from the top first, wtf.
What version is that? maybe i am subconsciously ignoring the explosions or something.
I am at the version which has the new fx by nova, like the srb burn, etc.
edit: disreagrd, i looked and its nova doing the test.
I am in love with normal maps :D as expected.
VA lockdown is completed a tad late but it is done. it now features an umbilical that stays once ejected. however it makes the RCS thusters about useless :P (mass figure doesn't update. ) so you need to go to space center and back agian and that removes this effect (if needed. during rentry it should not be a problem anyway so hardly a major issue ^^ ) it also fis the first part to feature the new KBS (Kosmos Berthing System) which will be the door between each station part (not docking)
New door is 6 polies with normal texture. so this will drastically reduce kosmos part poly counts.
[IMG]https://dl.dropbox.com/u/1417259/kerbal/screen shots/screenshot46.png[/IMG]
I found and landed at the second space center:
[t]https://dl.dropbox.com/u/13781308/KSP/KCS%202/screenshot53.png[/t]
[t]https://dl.dropbox.com/u/13781308/KSP/KCS%202/screenshot58.png[/t]
[t]https://dl.dropbox.com/u/13781308/KSP/KCS%202/screenshot59.png[/t]
[t]https://dl.dropbox.com/u/13781308/KSP/KCS%202/screenshot60.png[/t]
[t]https://dl.dropbox.com/u/13781308/KSP/KCS%202/screenshot62.png[/t]
[IMG]http://i.imgur.com/Qz8Fp.png[/IMG]
So I made a space station on the edge of Kerbin's SOI.
[IMG]http://i.imgur.com/xwDYl.png[/IMG]
Apparently reloading it does a bit of weird things to the solar panels
[IMG]http://i.imgur.com/lWAfQ.png[/IMG]
[QUOTE=-Xemit-;36238724]What altitude is the edge of Kerbin's SOI, by the way?[/QUOTE]
I don't know the exact figure off the top of my head, but I got an escape trajectory after 85,000 km
Christ, I think MechJeb is based on windows ME, I had all of the panels lock up and start flickering during a landing, I couldn't switch back to manual control either.
[QUOTE=Oicani Gonzales;36238444]holy shit where
also, why doesnt my game have trees :([/QUOTE]
They're off by default i think, you should be able to enable them in the options menu
[QUOTE=-Xemit-;36238293]Where's the runway?[/QUOTE]
I don't know. I thought there was going to be one but I guess it disappeared.
[QUOTE=wizard`;36234006]Just finished my impression of Kerbin 4bn years ago. I might put it in the fan art section.
[img_thumb]http://puu.sh/zm73[/img_thumb]
[editline]asd[/editline]
*thumbed
[editline]asd[/editline][/QUOTE]
Tone down the lens flare, seriously, it looks like mickey mouse got decapitated and his face burned off in space.
At first I had no fucking clue what you were saying but then I noticed you were right.
Got another video ready. Sadly I have to go [del]cram[/del] sleep heartily for my finals tomorrow before it's 100% edited.
a video a KOSMOS fan gave me :D
[video=youtube;fY3rpM5dCJk]http://www.youtube.com/watch?v=fY3rpM5dCJk&feature=relmfu[/video]
[video=youtube;F6y5BAYttO8]http://www.youtube.com/watch?v=F6y5BAYttO8&feature=plcp[/video]
ahha
[IMG]http://i.imgur.com/jpbNn.png[/IMG]
[url=http://postimage.org/image/5v9wlhh1n/full/][img]http://s9.postimage.org/43gxqkxov/KSP_2012_06_08_01_39_19_99.jpg[/img][/url]
[url=http://postimage.org/image/a5okh2m4r/full/][img]http://s9.postimage.org/mkbchedn3/KSP_2012_06_08_01_41_21_05.jpg[/img][/url]
[url=http://postimage.org/image/l6jpm3edn/full/][img]http://s9.postimage.org/82e59embz/KSP_2012_06_08_01_55_06_65.jpg[/img][/url]
Camera addon is excellent, already made a couple recordings which i'll put up soon, they're pretty cool. I made this craft for interplanetary travel and research, not for landing. The crew has to wait about 100+ days until kerbin returns to the launch position, where it intersects at 170 KM, where I will just push it into the atmosphere (which should kill everyone onboard..)
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