[QUOTE=HarvesteR]Well, it took some doing, but I finally managed to get the Kerbals to save and load along with the persistent flight scene. Now, the game will resume a saved state with EVAs in it properly.
I also managed to make that happen using the PartModule system that we already had set up. Now, the EVA controller extends PartModule, which means we can use all its goodies, like automatic persistence management, and nice handy events to save and load EVA-specific data.
Next up is tweaking the Kerbal crewmember code a bit, so that it becomes an entry point for all crew features. The plan is to split the facial expression AI code into a separate component, and have a main Kerbal class to support the code for transitioning into EVA and IVA modes, as well as transfering crew from one vessel to another (EVAs are just another vessel).
Good progress today, even though there isn't much to show for it... A screenshot of a persistent Kerbal looks very much the same as a screenshot of a non-persistent one.
Cheers[/QUOTE]
[QUOTE=wizard`;36509219]I would love you forever if you could make a part that is something like this,
[img]http://www.madehow.com/images/hpm_0000_0001_0_img0176.jpg[/img]
I realise there are already dish parts in various packs but I would love to have a nice a big one on a ground mounting that I can deploy at my Mun base.
[/QUOTE]
I'll give it a try.
[QUOTE=wizard`;36509219]I would love you forever if you could make a part that is something like this,
-snip-
I realise there are already dish parts in various packs but I would love to have a nice a big one on a ground mounting that I can deploy at my Mun base.
[editline]asd[/editline]
Oh and I've been working on a skycrane for my rovers,
-snip-
those photos were taken over two landings, both were successful I just didn't get a chance to get a shot of the released skycrane on the first landing :c[/QUOTE]
as a pretty big fan of the NASA rover missions
holy fuck
thank you
One does not simply jump a minmus mountain by using the rover RDS...
Poor [B]Kermen[/B].
I just installed Kosmos and I have no idea what the fuck I'm doing. I watched the video on how to make the VA capsule, but there are so many parts that all look like they do different things and use different fuels and shrouds and connectors and classes ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I can probably figure out all of the engine parts and stuff eventually, but what do all of the science and utility parts do? Just for show, or roleplaying?
I am sorry but is "kerbals" the right word?
I always had the impression that saying "Kerman - Kermen" is more proper
Pretty sure Kerman is the last name of all Kerbals.
[QUOTE=Paramud;36511057]Pretty sure Kerman is the last name of all Kerbals.[/QUOTE]
Which sorta implies they are all, you know, Kermen.
If they are Kermen, you can call them collectively as Kermen.
I just have problem with Kerbals because I have irresistible urge to spell it Kerballs, then :v:
I wish 4-thruster assemblies didn't spin out of control for no reason in space.
You know what I mean if you've ever made a space VTOL.
[QUOTE=DireAvenger;36511628]I wish 4-thruster assemblies didn't spin out of control for no reason in space.
You know what I mean if you've ever made a space VTOL.[/QUOTE]
Your problem is your engines probably take your fuel unevenly. Either supply each engine with it's own isolated fuel supply which will be balanced with the rest, or link fuel in such a way that your engines will all be linked to one "proxy" tank and that will be linked to the rest through a webbing of tubes. I then got it to usually evenly eat the fuel from all the tanks and then the proxy tank.
Another thing is that once on orbit, you can try working with really little thrust, and balance the spin out using gyros/RCS.
[QUOTE=Awesomecaek;36511820]Your problem is your engines probably take your fuel unevenly[/QUOTE]
Are you serious UGHGHGHGHGH
God damnit KSP this isn't how physics happens
[QUOTE=DireAvenger;36511943]Are you serious UGHGHGHGHGH
God damnit KSP this isn't how physics happens[/QUOTE]
I mean, it can be the case, I don't know, it depends on your particular design.
Rick click the fuel tanks. It tells you how much fuel is in each. If there is one to the side emptying and some on the other side intact, you know your problem.
And KSP is usually TRYING to do a good job, because, usually, you WANT to empty the upmost tanks in a stack first, because it gets the center of weight closer to the thrusters - more stability. The "outer" fuel tanks also try to get emptied earlier - should you want to jettison them.
Problem is that in some cases it works JUST as you don't want to, and empties one where it should spread the consumption evenly, or it empties all of them when you plan to drain and jettison that particular one.
Try to experiment with your tubing placement. Link them, disconnect them, etc. I thought placement of them within the launch sequence had effect, but I couldn't get that to work efficiently.
I think they should add complex fuel management possibilities in the building phrase.
[QUOTE=Awesomecaek;36512008]I mean, it can be the case, I don't know, it depends on your particular design.
Rick click the fuel tanks. It tells you how much fuel is in each. If there is one to the side emptying and some on the other side intact, you know your problem.
And KSP is usually TRYING to do a good job, because, usually, you WANT to empty the upmost tanks in a stack first, because it gets the center of weight closer to the thrusters - more stability. The "outer" fuel tanks also try to get emptied earlier - should you want to jettison them.
Problem is that in some cases it works JUST as you don't want to, and empties one where it should spread the consumption evenly, or it empties all of them when you plan to drain and jettison that particular one.
Try to experiment with your tubing placement. Link them, disconnect them, etc. I thought placement of them within the launch sequence had effect, but I couldn't get that to work efficiently.
I think they should add complex fuel management possibilities in the building phrase.[/QUOTE]
I found the best way is to have a proxy tank as you said where they all drain from at the start, it doesn't have to last very long but it forces the individual tanks to be drained at precisely the same time. It's the same principle I used to get my skycrane to thrust evenly.
[img]http://puu.sh/E0ed[/img]
you can barely make out the slightly raised tank in the middle with fuel lines leading into the top of the individual tanks.
Finally managed to land and return from the mun, and from minmus. Now to fuck around with a few mods.
[IMG]http://i.imgur.com/Yjqa4.png[/IMG]
Could you upload that skycrane?
[img_thumb]http://sinus.cz/~milan/minmus_meeting.png[/img_thumb]
[h2]Base, we have found them. I repeat, contact with Oreo5LB is confirmed.
Engaging operation lowgrav party.[/h2]
[QUOTE=Crimor;36512748]Could you upload that skycrane?[/QUOTE]
[url=http://puu.sh/E1ir]Here you go![/url]
you will need Kosmos and whatever pack the truss part and command module comes out of..
enjoy :D
[QUOTE=Awesomecaek;36512903][img_thumb]http://sinus.cz/~milan/minmus_meeting.png[/img_thumb]
[h2]Base, we have found them. I repeat, contact with Oreo5LB is confirmed.
Engaging operation lowgrav party.[/h2][/QUOTE]
Why does your rover have a penis on it.
[QUOTE=Crimor;36512918]Why does your rover have a penis on it.[/QUOTE]
To penetrate the atmosphere better.
(it's a tad bit redundant stack of MechJeb with Advanced Avionics on top. I guess I like redundancy and I thought it looks cool, too)
[QUOTE=gta-man12345;36514991][img_thumb]http://i.imgur.com/34hIy.jpg[/img_thumb]
[B]Wanna Race?[/B][/QUOTE]
[img]http://puu.sh/DNx6[/img]
Count me in.
[IMG]http://sinus.cz/%7Emilan/Sun.png[/IMG]
[media]http://www.youtube.com/watch?v=nFi6KbsrGKw[/media]
(for those not techno hungry or impatient, skip to 2:55 for the two lines of narrative)
[QUOTE=HarvesteR][quote=Eldestish & Mr_Orion]
Are space EVAs locked upright? [in other words,] Is your view locked upright relative to the planet, or can you rotate freely on all axis?[/quote]
Your view in EVAs is exactly the same as when flying normal spacecraft. You rotate the camera around while holding RMB, and the C key will cycle through the different camera modes.
EVAs, however, use the camera's reference frame to orient themselves. That is, when you move a Kerbal in orbit, he will rotate to always face away and upright from the camera.
So in a nutshell, no, you're not going to be locked upright while EVA'ing, because you are the one who defines what 'upright' means in the first place. Also, we want to add direct axis controls as well, for those who have enough joystick axes to control all six degrees of freedom.
[quote=Cthulufaic]
Will there be restrictions o EVA like there are on Time Warp?
Because if you say... made an air balloon with a gondola or a platform on top, would you be able to EVA and get
onto the Gondola/platform while the Balloon is still in the air?[/quote]
I thought about it, but it's not really necessary to impose such restrictions. For one, it would make it impossible to bail out in an atmosphere (good luck with that anyhow ), and also, I think people will learn why jumping out of a ship under such conditions isn't such a wise idea very quickly. Currently, there aren't any personal parachute or reentry-survival systems for EVAs. That will require some extra EVA features, which in all likelihood will have to wait for a later update.
Cheers[/QUOTE]
[editline]27th June 2012[/editline]
[QUOTE=HarvesteR][quote=MrPwner]
Would it be possible to rendezvous with a station or other craft and 'swap' crews through EVA?
You know, just bring the crew from one craft into the station then moving the original stationcrew to the other craft? Or if space is restricted, bring them all out and then enter the other craft?[/quote]
This one's been asked quite a lot, so time to give it a proper answer.
In short, yes. Taking crew out of the ship on EVA will leave their seat available, and as long as there is a seat available on a part, any crewmember can board it.
Of course, this is a bit of a roundabout way of moving crew around, made necessary by the lack of support for docking and the complete IVA implementation. But it should prove useful even then, in cases like a rescue mission, sent to pick up the crew of a ship that doesn't have a docking port, for instance, or a mission to rescue a crashed or stranded vessel.
Cheers[/QUOTE]
[QUOTE]Today, I started work on the actual implementation for taking the crew out on EVA, and boarding the ship again. Up until now, I had a little placeholder bit of code that was rigged to spawn a kerbal next to the ship. Now, it's time to implement the real thing.
For that to happen, I decided to move bits of the original crew member code around, to make it more flexible and organized, and minimize cross-talk between components. The idea is that each component is responsible for doing its own job, nothing more and nothing less.
So, I split the facial expression AI code from the main Kerbal controller. Now, it is able to function independently of the crew member definition, and will only use the crewmember data if that is available. Why is that useful? Well, right now, it isn't... but later, this will make it much simpler to implement their facial expressions on the EVA models, and it also means we could modify and upgrade the AI code without ever risking losing the original, we could even have different versions of it running side by side (on different crew members, of course). But above all else, this is good because organized code means bug-free code.
With the Kerbal code nicely organized, we can use the main controller to handle things like drawing the crew portraits while in flight, and also handling the new UI bits we will need to let you take a kerbal out of the ship, and coordinate the transfer of the abstract objects that define a crew in a vessel.
For boarding a vessel, the plan is to use a system similar to the ladders. You enter and leave a vessel part by its airlock node, provided one exists. If there is no airlock, you can't leave (or enter) the ship through that part. All stock command pods and cockpits will have airlocks, of course. So, when the EVA controller detects you're in range of an airlock, it will give you the option to enter it, thus transitioning out of EVA mode and focusing the just-boarded vessel.
For leaving the vessel, this airlock node will be used to define the position and orientation the EVA object will spawn at.
I still have to decide how to handle seat assignment when boarding a part with multiple seats. The easiest way to do that would be to just assign seats by order of arrival, so the first guy to enter gets to seat in the first seat, and so on. But while simple, this lacks flexibility... I think a good solution is to pop up a little dialog or something, asking you [B]which seat to take[/B] (please refrain from breaking into song here).
Later, another option could be to transition from EVA into IVA, and let you find your seat manually from inside the ship. Of course, that's much more complicated, and possibly not what you want on all cases. I think we best leave that for when we get there.
That's about it for now I guess.
Cheers
[/QUOTE]
[IMG]http://i.imgur.com/ISaRQ.jpg[/IMG]
[img_thumb]http://sinus.cz/~milan/trucklander.png[/img_thumb]
[img_thumb]http://sinus.cz/~milan/trucklander1.png[/img_thumb]
Where does one apply to NASA?
[editline]27th June 2012[/editline]
Give me the budget and I get us to Mars within six months. I am the one capable of it, clearly.
Kerbal Space Program: Where an SUV gets strapped to a rocket with duct tape and good intentions.
[QUOTE=HarvesteR][QUOTE]I generally think tying crew to starting part (ie a pod) is a temporary measure. After all, both irl and here, people use autopilots and remote control. What I am expecting in the future (just speculation), are 2 arbitrary chosen starting parts, for payload and delivery vehicle, with certain modules adding crew capacity (and independence from comms relay network), and certain modules adding the comms capability (and independence from "crew alive" status, but with a comms delay).[/QUOTE]
That's quite right. The Command Pod just happens to be both the starting part and a crew-accessible one. Nothing says you have to have both tied together.
You could have, in theory, an unmanned guidance module, and attached to it, a passenger cabin where the occupants sit helplessly in, and hang on to dear life.
In practice though, we're a little far from that right now, but that's the goal we're working towards.
About seating assignments, while assigning seats by order of arrival is easy (and already implemented now), it is also quite wrong. If you EVA a kerbal that was on seat 0, then refocus the ship, everyone else still in the ship will have scooted one seat forward. Ideally, that spot should be left empty.
The seating logic then will most likely require some more work. We will need to properly have 'seats' in the internal space (instead of just an array of points), and flag which are taken and which are free. I also want to separate the crew portrait camera from the crew controller now, and attach them to the seats. That way, if you focus an empty ship, you'll see the empty seats there.
There is also quite a bit of work that needs to get done on the de-boarding aspect of EVAs now. We can already spawn the kerbal at the airlock position, but what happens if said airlock is turned against the ground? The de-boarding system needs to be smart enough to detect such situations, and either disallow EVAs then, or move them somewhere else, so they don't spawn into the ground.
Apart from all those details, things are looking good here. I think we can safely say we are closer to 'having' EVAs in the game now than to 'not having' them... if that makes any sense.
Cheers[/QUOTE]
[QUOTE=HarvesteR][QUOTE]Reading the recent update, I got a strange little idea. So, let's say you've got a damaged rocket or spaceplane that's hurtling towards the ground from space, and for whatever reason you designed it in a way that doesn't allow the capsule to separate (say, it's a Mk2 cockpit integrated into the hull), so you can't land in any survivable way, even with parachutes. If you had a decoupler part that has a ladder defined on it, and a parachute attached to it, would EVAing your crew onto this contraption and decoupling them be a feasible (and more importantly, survivable) maneuver?
I guess the crux of the issue is whether or not you can control staging when there is no crew in the craft, and how much of an impact can kerbals withstand.[/QUOTE]
If there's no crew in the craft, you can't control it. So I don't think it would be possible to do this in the way you described.
Also, kerbals don't have that strong a grip on the ladders. If things move too fast (and you're not focusing on them to make corrections), they will lose grip on the ladder and drift away.
It should be possible though, to detach such a ladder part as you mentioned, and then EVA to it and hold on.
Later, I would like to make it possible to tether yourself to other objects. That should keep them from flying off when things start moving. No promises yet though.
Cheers[/QUOTE]
[QUOTE=wizard`;36512914][url=http://puu.sh/E1ir]Here you go![/url]
you will need Kosmos and whatever pack the truss part and command module comes out of..
enjoy :D[/QUOTE]
[del]i really want to use this but i can't for the life of me find out what parts i'm missing and what they're from, other than kosmos.
:([/del]
found the command module part
[url]http://kerbalspaceprogram.com/forum/index.php?topic=13774.0[/url]
[QUOTE=mecaguy03;36480226]Doodled a kerbal (probably jeb)
[IMG]https://dl.dropbox.com/u/32047569/kerbal.png[/IMG]
Will do more with it but its late[/QUOTE]
Just to put my two cents in, all be it a bit late, but you should take his top lip and straighten it out instead of curve it downward. He'll look like he's smiling a lot more, rather than scared Kerbless
[quote]If there's no crew in the craft, you can't control it. So I don't think it would be possible to do this in the way you described.
[/quote]
But could we have one kerbal sacrifice himself for the sake of the other crew members?
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