• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
I made a missile boat [img]http://i.imgur.com/nLVKW.png[/img] Except I forgot the thrust... [img]http://i.imgur.com/ekgrg.png[/img] Torpedo boat** [img]http://i.imgur.com/QyVR5.png[/img] Target acquired [img]http://i.imgur.com/HYiVl.png[/img] Nudged harmlessly aside [img]http://i.imgur.com/EJWi2.png[/img] My military sucks :(
[QUOTE=NanoSquid;36435549]I wonder if Squad's next game will be Kerbal Brain Surgery[/QUOTE] Kerbal Evolution. Like that movie with David Duchovny.
It has been completed. mechjeb :D too bad top secret. but it will be neat :D
[QUOTE=CardBoardBox;36438835]It has been completed. mechjeb :D too bad top secret. but it will be neat :D[/QUOTE] When will we know???
[QUOTE=Paramud;36435158]Can't read shit.[/QUOTE] [t]http://img.gawkerassets.com/img/17qd5qfw6das2jpg/original.jpg[/t] Huge version. (click it to see full sized obviously)
Not sure if I like the look of the update content, everything looks like it comes from a generic modpack. The new legs are totes cool though.
Eh the new stuff looks [I]okay[/I]. Nothing more really. [editline]22nd June 2012[/editline] Not really worse than the old stuff though. I'm very interested to see how the new engines will work.
[QUOTE=CardBoardBox;36437733]can someone explain what nova means about engines...[/QUOTE] from Wikipedia: [QUOTE]Specific impulse (usually abbreviated Isp) is a way to describe the efficiency of rocket and jet engines. It represents the derivative of the impulse with respect to amount of propellant used, i.e., the thrust divided by the amount of propellant used per unit time.[/QUOTE] So basically you will assign a specific impulse and a thrust value to the engine and the game will calculate fuel consumption based off that instead of giving it a thrust and a burn rate separately. This should keep engine efficiencies consistent between mods.
i tried to make a full-fledged space station the thing fell apart once I put it on the launch pad :saddowns:
To extend on my previous point about the updated models, I just really think the new models are just lazy. The old models had plenty of warning symbols, little details like heat plating along with something to vary up the general texture of the model, while the new models just seem to be a tube with a fucking ring through it and more rivets than the eye can tolerate. There was something that bridged the gap between TF2's (when it didn't have headgear) simple texture style and KSP's somewhat slightly more complex style, and the new models/textures seem to completely crush and destroy that bridge along with filling the river with sand.
I like the old model for the fueltank. I had little ribs on the top and the bottom.
Alright. This is so far the project I am so far most fond of. I dare to say the idea is rather novel, and I have to pat myself over back, because it's true marvel of engineering. [B]Gentlemen, Behold.[/B] [h2]The Moonwalker[/h2] [SUB][SUB](ironically, it has nothing to do with moon, I haven't landed on moon, just yet, but I am quite sure it easily can do it, I just only now achieved first successful orbit and I have to boast without pulling it off)[/SUB][/SUB] The name, is more of a pun. Because. This thing soars through the lower atmosphere and when it's air breathing engines get winded in the thin air it turns 180 degrees and [I]moonwalks[/I] to the orbit [img_thumb]http://sinus.cz/~milan/moonwalker_assembly.png[/img_thumb] [img_thumb]http://sinus.cz/~milan/moonwalker_launchpad.png[/img_thumb] The retarded wheeled device serves one single purpose. To roll a tad bit away from the stupid tower so it doesn't crash into it. The launches are absolutely ridiculous. Wings are swept back. Atmospheric climb is very stable and nice, and the atmospheric engines eat very little fuel, so it's very efficient. Let me point out it has absolutely no boosters or jettisonable fuel tanks, except the launchpad wheeled device. [img_thumb]http://sinus.cz/~milan/moonwalker_atmospheric.png[/img_thumb] [img_thumb]http://sinus.cz/~milan/moonwalker_atmospheric1.png[/img_thumb] At about ~25kilometers, the jet engines lose power, they are deactivated, the whole vehicle does a turn, wing are swept back, and the rocket engine engaged. (very uncomfortable maneuver without being able to slow down time or automate it) [img_thumb]http://sinus.cz/~milan/moonwalker_orbit.png[/img_thumb] [img_thumb]http://sinus.cz/~milan/moonwalker_orbit1.png[/img_thumb] Craft easily achieves high orbit with plenty of fuel left. (for something that dropped nothing).
[QUOTE=Awesomecaek;36442341]Alright. This is so far the project I am so far most fond of. I dare to say the idea is rather novel, and I have to pat myself over back, because it's true marvel of engineering. [B]Gentlemen, Behold.[/B] [h2]The Moonwalker[/h2] [SUB][SUB](ironically, it has nothing to do with moon, I haven't landed on moon, just yet, but I am quite sure it easily can do it, I just only now achieved first successful orbit and I have to boast without pulling it off)[/SUB][/SUB] [b][sub]reduced due to size of post.[/sub][/b] [/QUOTE] why do none of my hilarious ships akin to this never work like this :(
[QUOTE=HarvesteR]I had an idea a couple days ago while I was implementing the ladder logic, and I got it working today. While holding on to a ladder, you can let go of it by pressing space. The idea I had was that letting go of the ladder/handhold would be much more useful if you could aim your pushoff. This would be particularly useful in orbit. So, I set up this 'ladder lean' system. It works like this: While on a ladder, holding shift will make you 'lean' with the WSAD keys, instead of climbing/descending. The Kerbal will lean in the direction you command, and pressing Space while leaning will make him push off in that direction. That means you don't really need to have a huge network of ladders and haldholds to get around the exterior of a space station, for instance. If you can see another handhold, you can push off in its direction, and when you're close enough you can grab it. I've been playing with this, and I have to say, it's a lot of fun. Cheers[/QUOTE]
untill you accidentally miss-click and jump a kerbal straight into space.
[QUOTE=scratch (nl);36445572]untill you accidentally miss-click and jump a kerbal straight into space.[/QUOTE] part of the fun
What do you do if your target is in front of you or behind you?
[QUOTE=cpt.armadillo;36446235]What do you do if your target is in front of you or behind you?[/QUOTE] Well if it's in front of you there will obviously be a ladder, and possibly a spacecraft, in the way. If it's behind you, you'll just press space without leaning. [editline]23rd June 2012[/editline] Alternatively if you mean up/down the ladder, press shift + W or S, then space. (From what I understand).
[QUOTE=LordCrypto;36446211]part of the fun[/QUOTE] [B]ALL[/B] of the fun. .16 is shaping up to be amazing. I remember in the infancy of this thread's progenitor, we were all pissing ourselves in excitement over symmetry.
finally built a good, functional space plane [img]http://i.imm.io/tE4u.png[/img] it takes a while to get in the air, but it works well. currently gonna see if it'll get into orbit. ---20 minutes later--- so i can't get it into orbit dang it
[QUOTE=bobsmit;36448102][B]ALL[/B] of the fun. .16 is shaping up to be amazing. I remember in the infancy of this thread's progenitor, we were all pissing ourselves in excitement over symmetry.[/QUOTE] I still remember before that when people were pissing themselves when they made into a [very unstable] orbit. We didn't have an orbital map, nor did we have time acceleration. We used Cheat Engine. Now get off my lawn!
[QUOTE=bobsmit;36448102][B]ALL[/B] of the fun. .16 is shaping up to be amazing. I remember in the infancy of this thread's progenitor, we were all pissing ourselves in excitement over symmetry.[/QUOTE] I still want grid lines or something. More symmetry options too
remember the overthrust light aaaah those were the days
All I want are reentry effects and docking.
[QUOTE=Dacheet;36448771]All I want are reentry effects and docking.[/QUOTE] I would have to agree :/ and one planet. is that too much to ask? haha
[video=youtube;xBkROtajijc]http://www.youtube.com/watch?v=xBkROtajijc&feature=g-u-u[/video]
[QUOTE=Dacheet;36448478]I still remember before that when people were pissing themselves when they made into a [very unstable] orbit. We didn't have an orbital map, nor did we have time acceleration. We used Cheat Engine. Now get off my lawn![/QUOTE] Ah yes, when the guide to getting into orbit was something like "Fly to 45km then tilt until you get to speed X at altitude Y and cross your little Kerbal mittened fingers." Also seconding/tripling/whatever the re-entry effects, the heat effects are already pretty kickass so it'd be nice to see them used a little more for something equally badass.
Just for fun, I recreated one of my past spaceplane designs in the Vehicle Assembly Building rather than the Spaceplane Hangar, so it launched vertically on the launchpad rather than on the runway. Due to technical difficulties, it wasn't attached to a rocket, so it was sitting with the nosecone pointed upright. Surprisingly, it worked a lot better than the runway. There's still a few problems, such as launching the wrong direction, flying upside down, and \ or crashing into the launch tower, but it works beautifully when pulled off correctly. I think this is how I'm going to launch everything now.
I remember getting into an almost perfectly circular orbit before the map. There was an altitude range of only about 200 meters. [t]https://dl.dropbox.com/u/13781308/KSP/Apoapsis.png[/t] [t]https://dl.dropbox.com/u/13781308/KSP/Periapsis.png[/t]
I only managed to get into orbit after the map came in and even then it was a shitty egg-shaped permanent one. [IMG]http://i.somethingawful.com/forumsystem/emoticons/emot-saddowns.gif[/IMG]
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