[QUOTE=CardBoardBox;36242936]
[video=youtube;fY3rpM5dCJk]http://www.youtube.com/watch?v=fY3rpM5dCJk&feature=relmfu[/video]
[/QUOTE]
That mun base is awesome, I think I'll make something similar when I get home.
What are those arms and claw things from?
[QUOTE=Crimor;36244293]What are those arms and claw things from?[/QUOTE]
Damned Robotics pack
Dat faec.
So, these fixed cameras are pretty neat.
I did an entire rendezvous and "docking" mission only like this:
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot282.jpg[/IMG]
Only used map view to switch between the crafts after I got within 200m.
I also turned off vessel labels.
Other than that I stuck to the fixed cam.
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot284.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot287.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot288.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot289.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot290.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/2668640/OneViewDocking/screenshot291.jpg[/IMG]
[QUOTE=-Xemit-;36245194][img]https://danrpaulsen.files.wordpress.com/2012/06/evakerbal01.png[/img][img]https://danrpaulsen.files.wordpress.com/2012/06/evakerbal02.png[/img]
Lovely.[/QUOTE]
please tell me they'll have facial expressions that reflect their in-craft personalities
[editline]8th June 2012[/editline]
[QUOTE=OvB;36242683][img]http://i.imgur.com/13szr.jpg[/img][/QUOTE]
fuck, my childhood
[editline]8th June 2012[/editline]
the theme song is playing in my head :v:
does anyone know of a parachute part that can attach upside-down to a decoupler?
[QUOTE=wizard`;36246030]does anyone know of a parachute part that can attach upside-down to a decoupler?[/QUOTE]
[t]http://puu.sh/zyhJ[/t]
The regular one can do this
[QUOTE=Skwee;36246092][t]http://puu.sh/zyhJ[/t]
The regular one can do this[/QUOTE]
Sorry I wasn't clear what I meant. The parachute part has to have an attachment point at the top. IE i my command module is upside down on my ship and I need a parachute that lets me build from the top of it.
I'm trying to do the whole LEM/command module but because we dont have docking im sending it all up in one mission, the problem is I don't have a parachute I can attach in between my LEM and the mothership. basically I need a 0.5m parachute piece that can have attachments on both sides. I've already tried to COSMOS one it doesn't work.
[editline]asd[/editline]
to go where the airlock would be for the LEM. atm there is no parachute on the craft... :3
[img]http://puu.sh/zyrv[/img]
Landed my solar panel array craft at my arch base, here's the full trip. I used 3 cams, of which 1 could rotate and tilt forward/backwards
First stage
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot257.png[/t]
Near the engine
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot258.png[/t]
First stage ran out of fuel
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot260.png[/t]
Decoupling of the 2nd stage didn't go as smooth as planned, it got stuck on something and didn't want to go
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot262.png[/t]
After a while I did manage to wiggle it off, and took a last glimpse of it
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot263.png[/t]
Arms holding the solar panels are lowered
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot264.png[/t]
Getting into the right trajectory
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot268.png[/t]
Approaching base
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot272.png[/t]
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot274.png[/t]
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot276.png[/t]
Landed!
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot279.png[/t]
Deployment of the solar panels
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot281.png[/t]
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot282.png[/t]
There we go! You can also see a small part of the cargo module, another lander and the shadow of the camera onto the solar panel
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot284.png[/t]
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot286.png[/t]
The base as of now
[t]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot257 (2).png[/t]
It amuses me that Orbiter is actually easier to play than this game.
Nah, I find KSP much easier, yet challenging.
[QUOTE=blazingfly;36246756]It amuses me that Orbiter is actually easier to play than this game.[/QUOTE]
If you use RWarp lol.
Orbiter is a thousand times harder than this game.
The orbital paths glitch happened again!
[t]http://cloud.steampowered.com/ugc/559818104592040368/605E35A968E325F6172C03B9FC0DA551F0685A43/[/t]
Also, new KSP 0.16 devblog update:
[url]http://kerbalspaceprogram.com/forum/index.php?topic=13530.msg212679#msg212679[/url]
[quote]Time for another update:
Work continues on the EVA control system, and at least for basic surface movement, I would say we have reached a point where it could hold its own if it were to be released as is.
That means the next goal is to get the flight controls working now. That means new states to the control system FSM, possibly even new FSMs as well. Right now, I'm planning how to best implement the EVAPack™ logic.
The plan is that the EVAPack™ will contain all the basic necessities to keep a Kerbal astronaut alive outside his spacecraft and move around. Right now, what we want to do is implement this as an all-in-one EVA solution, which we can add in the limited time we have for the update, and later make it more customizable and hopefully also moddable. For now though, we just want to have it in the game working. Even if it means no customization options for EVAs on 0.16, we'll at least have the EVAs.
So, what I'm planning on doing for the EVA systems programming is to split each bit of functionality into separate module controllers. You'd have a main one that handles character controls, like walking, jumping, ragdolling and swimming, and other controllers for things that could be attached to him, like RCS thrusters for MMU-like maneuvering, headlamps for night operations, reentry survival systems (think MOOSE) and so on.
This idea ties in nicely with the modular parts system we have implemented already actually. Each one of those systems would be basically a part module, that adds another bit of functionality to the EVA Kerbals. This is another indication for me that the decision to implement EVA Kerbals as actual vessels was a very good one. The spacecrafty things just get done, without us having to reinvent the wheel.
I did run into a bit of a snag with the ragdolls here today tho. Because the ragdoll uses other rigidbodies than the main one used during animation control, the ragdoll colliders send their collision messages to those rigidbodies, and the EVA Vessel is unaware of whether the ragdoll is landed or not, because its own collider is disabled during ragdoll.
To fix that, I assigned each ragdoll rigidbody object a collision event handler component, that receives the collision events on each of the ragdoll colliders, and forwards them to the Part. The part then uses its already-implemented collision handling system to let the vessel know that it's landed. The solution worked, so now we can rely on the vessel situation detection system. That takes care of a lot of potentially complicated issues.
I guess that's about it for now. More news later (and hopefully a video as well).
Cheers[/quote]
I always find myself talking in a thick german accent and naming my rockets the "G1" or something as I send them into orbit.
Hans is pleased.
[media]http://www.youtube.com/watch?v=jvOQ8ZrOUnU[/media]
I should really get back to studying...
[editline]8th June 2012[/editline]
[B]GOD DAMMIT UMG YOU DON'T OWN THE APOLLO 11 AUDIO STOP ACTING LIKE IT[/B]
snip, accidental leak
I [I][U]didn't[/U][/I] see it!!
haven't played this in a while - got 3 mildly successful orbits
[img]http://i.imgur.com/w2rcQ.png[/img]
still need to make the height more consistent but eh
[QUOTE=-Xemit-;36251719]Now I'm intrigued.[/QUOTE]
It was absolutely amazing.
But I didn't see it.
I think that, when missions and stuff are added, Kerbals should talk like this:
Skip to 0:22
[video=youtube;-5_cAN8lrxg]http://www.youtube.com/watch?v=-5_cAN8lrxg#t=22s[/video]
It would also make voice acting and adding player-created missions a lot simpler. Yes, no, opinions?
[QUOTE=-Xemit-;36251719]Now I'm intrigued.[/QUOTE]
i saw it.
0.16 has docking, surprise!
is this cheating?
[IMG]https://dl.dropbox.com/u/1417259/kerbal/screen%20shots/MinmusDirect.png[/IMG]
-snip- I just read the thread.
[editline]e[/editline]
Wow, cameras are amazing. I wish I could share some vids but my internet connection blows.
[editline]8th June 2012[/editline]
[img]https://dl.dropbox.com/u/13781308/KSP/screenshot75.png[/img]
[QUOTE=Dacheet;36248938][media]http://www.youtube.com/watch?v=jvOQ8ZrOUnU[/media]
I should really get back to studying...
[editline]8th June 2012[/editline]
[B]GOD DAMMIT UMG YOU DON'T OWN THE APOLLO 11 AUDIO STOP ACTING LIKE IT[/B][/QUOTE]
your avatar with that music, just fits so well
[QUOTE=pip12345;36248342]If you use RWarp lol.
Orbiter is a thousand times harder than this game.[/QUOTE]
I 'unno.
With Orbiter I can get into an orbit easy as pie.
With this, I hit one wrong key and the whole spacecraft decides to play explosion jenga.
[editline]8th June 2012[/editline]
Also, I get drag in space from a 40k Apoapsis that can, in about thirty seconds, reduce my orbit to nothing on zero time acceleration.
That sort of funky shit doesn't happen in Orbiter!
[QUOTE=blazingfly;36252880]I 'unno.
With Orbiter I can get into an orbit easy as pie.
With this, I hit one wrong key and the whole spacecraft decides to play explosion jenga.
[editline]8th June 2012[/editline]
Also, I get drag in space from a 40k Apoapsis that can, in about thirty seconds, reduce my orbit to nothing on zero time acceleration.
That sort of funky shit doesn't happen in Orbiter![/QUOTE]
Earth != Kerbin.
and i think if you had 40km Ap in orbiter you should certainly have drag since SR-71 could almost fly at such height there must be plenty of atmosphere at 40 km.
[QUOTE=blazingfly;36252880]Also, I get drag in space from a 40k Apoapsis that can, in about thirty seconds, reduce my orbit to nothing on zero time acceleration.[/QUOTE]
Despite the indicator changing from surface to orbit at ~35km altitude, Kerbin's atmosphere ends at closer to 65km ASL.
Maybe MechJeb is broken. Trying to set Prograde just turns on all the RCSs and doesn't really point the ship anywhere.
Do you have to be at aPa to use it?
Ah, the closer you get to the top of your orbit the more it angles your ship.
However, this does not explain why, when I powered the engines up again, the whole ship exploded, ._.
[QUOTE=blazingfly;36252880]I 'unno.
With Orbiter I can get into an orbit easy as pie.
With this, I hit one wrong key and the whole spacecraft decides to play explosion jenga.
[editline]8th June 2012[/editline]
Also, I get drag in space from a 40k Apoapsis that can, in about thirty seconds, reduce my orbit to nothing on zero time acceleration.
That sort of funky shit doesn't happen in Orbiter![/QUOTE]
Kerbin's atmosphere ends at 68k.
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