• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
I modeled some detail into the 2x3m module to test. Good, bad, utter shit? [t]http://dl.dropbox.com/u/13781308/KSP/screenshot29-1.png[/t] [t]http://dl.dropbox.com/u/13781308/KSP/screenshot29-2.png[/t] Closeup: [t]http://dl.dropbox.com/u/13781308/KSP/screenshot29-3.png[/t]
[QUOTE=Pelf;34700049]I modeled some detail into the 2x3m module to test. Good, bad, utter shit? -snip-[/QUOTE] It's definitely better, but it still needs more detail.
Man it is me or are the forums down I keep getting the database error whenever i try to access forums
[QUOTE=cwook;34700187]It's definitely better, but it still needs more detail.[/QUOTE] What would you suggest? Keep in mind that little details and such can be added in the texture when they finally get textures.
[QUOTE=Pelf;34700361]What would you suggest? Keep in mind that little details and such can be added in the texture when they finally get textures.[/QUOTE] Rounded rectangles that line the top and bottom of the capsule, in between the railings
[quote] Well, some progress news here: I've been working on integrating the crew here with the SFS system, so that they get saved with the ship they are in, and then respawn later. Easier said than done though... to maintain consistency with the SFS system, the crew needs a complete SFS representation, so I'm having to write a whole lot more code than I initially expected. But that's ok, because if experience is any reference, this should be a very robust and flexible solution (because it follow the same logic as the ships and parts in the SFS system). The way I'm doing this is something like this: The vessels themselves will hold no crew. Their parts will. That is, a vessel definition will only provide convenience functions to manage crew, but what actually holds the crew references are the parts. That is because vessels are too generic to actually hold crew. If you carry a passenger cabin module into a suborbital joyride (which might be a possibility in the future) and then detach the module and fire yourself into a closed orbit, your passengers will now be on a very different trip than yours, and quite obviously in another spacecraft as well. So it's the parts that need to hold the crew in them. Ok, not too bad, but then we hit another problem. The crew will only actually exist on the active vessel. On the others, they are de-spawned, and exist only as abstract objects. The problem is, if we then generate a scene backup (as with autosaving), what do we use to build the crew backup? The parts exist, so they will be backed up fine, but the crew might not. Fortunately though, this isn't the first time we've faced this issue. The vessels themselves are doing something very similar with their in-flight unloading scheme. If a vessel is unloaded, it will return the reference to it's last generated backup. Trouble is, if a vessel is unloaded, it's own instance isn't quite dead... only it's parts are. So that means a vessel can hold it's own backup even if it's unloaded, as opposed to the crew, which will be completely removed from the game at that point. To solve this issue then, I think we might get away with storing the crew backups in the parts that contain them... It's a small inconsistency with the way vessels do things, but it should work just as well I think. Cheers[/quote]
Nice, does this mean that it will be possible to tell the kerbals to go to different parts of the ship, then eject them?
[img]http://i.imgur.com/vQTIo.png[/img] So that's cool. :)
Goddamnit WE NEED AN UPDATE
[QUOTE=MC3craze;34718695]Goddamnit WE NEED AN UPDATE[/QUOTE] I thought I would be in complete agony by now since I haven't bought it; I find the situation humorous.
[QUOTE=cwook;34721715]I thought I would be in complete agony by now since I haven't bought it; I find the situation humorous.[/QUOTE] O ye how humorous will it be when it comes out and the rest of us can fly with Kirfurt Kerman and you cant?? :v:
So when will we get updates for decals? Its just a empty slot....
This, gentlemen, is how you build landers. [video=youtube;cT0GFYexSHg]http://www.youtube.com/watch?v=cT0GFYexSHg&feature=plcp&context=C32a2966UDOEgsToPDskImA3KrEen5PJbCDBbJdvcG[/video]
Aw, man. 0.14 looks so cool yet I won't be able to get it. :suicide:
Did we get a release date for 0.14? I'm sure Harv posted about announcing one.
[QUOTE=Chubbs;34731098]Did we get a release date for 0.14? I'm sure Harv posted about announcing one.[/QUOTE] [IMG]http://puu.sh/hbjP[/IMG]
[QUOTE=Pelf;34729478]This, gentlemen, is how you build landers. [video=youtube;cT0GFYexSHg]http://www.youtube.com/watch?v=cT0GFYexSHg&feature=plcp&context=C32a2966UDOEgsToPDskImA3KrEen5PJbCDBbJdvcG[/video][/QUOTE] Oh god the pad at the end. We went fifty meters... To the moon!
[IMG]http://dl.dropbox.com/u/1417259/kerbal/temps/screenshot104.png[/IMG]
[QUOTE=Gubru;34717415][img]http://i.imgur.com/vQTIo.png[/img] So that's cool. :)[/QUOTE] No Jeb, no go. I think it should be decreed that Jeb is a requirement to each and every flight.
[QUOTE=Edthefirst;34737293]No Jeb, no go. I think it should be decreed that Jeb is a requirement to each and every flight.[/QUOTE] It'd be fitting if the original crew became the main guys at mission control.
I think you can choose your crewmembers according to the tab in the VAB.
Are the bronies gone?
Airlock is done. [t]http://dl.dropbox.com/u/13781308/KSP/screenshot33.png[/t]
I think the way the ship flies should depend on the crew, Jebediah would be free, and the ship would be pretty much unflyable with him as pilot.
or like, not that
My internet has been slow today. At first, I only saw the 10 winners that CBB was rated, and I was like "egad, 0.14 must be out!" But then nawww, it's not.
40/15 master race
[QUOTE=MC3craze;34743755]40/15 master race[/QUOTE] 40/15?
[QUOTE=cwook;34744303]40/15?[/QUOTE] Download speed in megabit, 40 down 15 up.
Brb getting gigabit connection. [editline]17th February 2012[/editline] Then my hardware will bottleneck my internet
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