• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
It seems to me that the game wasn't really meant to handle big rockets or vast amounts of thrust. On large rockets the engine tends to kind of spazz out and slide around. Maybe it would be a good idea to scale the power with which parts are held to each other with the size of the parts, or maybe some kind of contacting area calculation?
[t]http://i.imgur.com/Cahaz.jpg[/t] [t]http://i.imgur.com/j6ZyF.jpg[/t] [t]http://i.imgur.com/6LcJK.jpg[/t] Memories on the mun~ First screenshot is the third lander that failed to drop off my munbuggy Next is some Chinese command pod with lander engines that ran out of fuel Third is both the second lander that failed to drop off my munbuggy and some American munlander without it's command pod.
Been playing for a while, have to go out on a long trip where I can't bring my desktop. It's 1 AM here and I decided that what the hoo haw, I'll try the game on my craptop. Son of a gun, it works. I only downloaded the demo as hotel Wi-Fi is <good, but the game runs at about 20-40 fps ingame, and 5 fps in the VAB. I actually made a moon rocket that worked and was able to land the sonuvagun. And did I mention that I landed it in the middle of a FUCKING TOTAL MUNAR ECLIPSE? [img]http://i.imgur.com/p5Gni.jpg[/img] Unfortunately the eclipse had passed by the time I got snipping tool and speccy out, but I'm still proud of myself, only my second mun landing ever and I did it on the gawdawful trackpad on this thing, too.
Well, after not playing for ages, all the new mods and features got me interested in the game again, so I finally broke down and bought it. Now I'm going to build a solar powered geosynchronous railgun to shoot at other things I launch.
Holy crap, the old Mun surface texture was so much better than our current one... Also, Trekintosh, you can use F1 to take screenshots in-game.
Preeeeeeesenting, by first ever purposeful model, (2nd ever relatively complete model) A lowpoly SR-71 Blackbird! [T]http://dl.dropbox.com/u/18418859/Models/SR-71-01.png[/T] [T]http://dl.dropbox.com/u/18418859/Models/SR-71-02.png[/T] And the parts that make it up. [T]http://dl.dropbox.com/u/18418859/Models/SR-71-03.png[/T] I hope to get this into the game soon. And when I do I intend to make it fast. Very, very fast.
Yes please.
[QUOTE=wootmonster;36588685]Yes please.[/QUOTE] Krail is also working on the Concorde. We plan to create Sanic Aerospace, constructing only super sonic aircraft. (Also neither of can texture worth a shit, anyone want to help? :v:)
textures pls
I forgot how much fun it was to watch your rocket try to flap itself into orbit.
[QUOTE=DireAvenger;36585131]NOW I realise what I've been seeing wrong with KSP since the very start. The anisotropic filter is GODAWFUL. [editline]2nd July 2012[/editline] Well, from a distance it looks fine, but when you're up close like in the first screenshot it's artifacts ahoy cap'n texture errors off the port bow[/QUOTE] [QUOTE=Oicani Gonzales;36585172][I]what[/I] anisotropic filter, more like :v:[/QUOTE] Force it in the NVidia Control Panel.
[QUOTE=WubWubWompWomp;36586519][IMG]http://cloud-2.steampowered.com/ugc/541805688020749902/B64018235BF18EA4691E676066E376523655AE5B/[/IMG][/QUOTE] What are these Horadric Rounded Cube parts I'm seeing?
Which side has anisotropic filtering/whatever and which side doesn't? [editline]2nd July 2012[/editline] And I [i]hate[/i] making textures. I can't make them not look like ass.
I wish the little overview of the KSC actually showed the realtime version so I could have a decent view of the steadily rising pile of trucks and the quickly rising pile of debris and broken crane parts next to them. And holy shit all these solar arrays what the fuck am I going to power with these
[QUOTE=Paramud;36588986]What are these Horadric Rounded Cube parts I'm seeing?[/QUOTE] Docking things from a sattelite mod.
[QUOTE=Pelf;36589438]Which side has anisotropic filtering/whatever and which side doesn't? [editline]2nd July 2012[/editline] And I [i]hate[/i] making textures. I can't make them not look like ass.[/QUOTE] anisotropic filtering has to do with how textures appear when viewed at an angle. So the blurry ass ones have no AF
Somehow knowing what's coming soon makes the game feel kind of incomplete...
[IMG]https://dl.dropbox.com/u/32047569/wHAT.png[/IMG] [IMG]https://dl.dropbox.com/u/32047569/PHYSICS.png[/IMG] PHYSICS
So I tried landing on the moon with my first rover/lander hybrid. I drove for a few KM then my rover slipped into some kind of terrain glitch which sent my pod flying into a mountain. Bill, Jeb, and Bob are dead :(
[QUOTE=HarvesteR]So, here are more news: I've been working on the low gravity walk system here for the past few days, and I think it's almost working as it should now. Walking under variable gravity levels is more complicated than just using a simple walk cycle animation like we do in the normal-gravity walk state. Here, the playback speed of the animation and the footfall points have to be dynamically adjusted to match the length of each step, which is being measured as the kerbal walks around, and compared to the "nominal" walk speed in the animation cycle. This system allows kerbals to walk in a believable manner, at just about any G level. If a step takes longer to complete, the animations start playing slower. If a step is shorter, the animations speed up. Also, between each step, the animations are adjusted manually so that the next step starts from the proper point in the cycle. [t]http://i.imgur.com/LwTjt.png[/t] My plan is to have this system kick in when the gravity level on the current celestial body is lower than a given threshold. Above that, the regular walk cycle will be used, possibly being blended with a lower-G variant if necessary. There is still some work to be done on it though... The transition from idle to low-G walk isn't very nice yet, and I think it can be done better. After this is working properly, though, we should be almost there with the EVA control system. Once this bit is done, there are still the EVAPack thruster effects and fuel system to add, and some other details with spawning EVAs in the flight scene. And after those are in, well, that should be it really, at least for the features planned for EVA on this update. Cheers[/QUOTE]
[url=http://postimage.org/image/g9h4gbwth/full/][img]http://s18.postimage.org/d2mkwpcdl/KSP_2012_07_01_23_36_53_67.jpg[/img][/url] [url=http://postimage.org/image/6dg1gor1h/full/][img]http://s18.postimage.org/qkth8zoix/KSP_2012_07_01_23_42_18_25.jpg[/img][/url] station keeping in LKO.. around 50KM altitude. It decays faster than a single orbit so you have to boost every 5-10 minutes. I wish the atmosphere extended further than 68km or whatever.
I just used MechJeb... i felt bad... and good... and then bad again.
[QUOTE=NanoSquid;36591571]Somehow knowing what's coming soon makes the game feel kind of incomplete...[/QUOTE] Well Its an alpha
Does the future update mean dead kerbals scattered all over the place after a failure?
[QUOTE=Swebonny;36599272]Does the future update mean dead kerbals scattered all over the place after a failure?[/QUOTE] Dude. ... Dude.
[B]C7 new dev-post[/B] [QUOTE]After staring long and hard at the screenshots of the new pod. I was wondering why the shadows were so inaccurate around the ridge of the docking ring. That led me on a quest to read through the fine details of the Unity shadow mapping manual. I finally hit paydirt and located the source of the issue. The shadow maps were being offset by approximately .1 meters! Not good at all! Well, that's fixed now. There should be much more accurate and nicer shadows at zero performance increase. Good times. Before [IMG]https://dl.dropbox.com/u/36240098/GameDev/KSP 0.16/ShadowsBefore.png[/IMG] After [IMG]https://dl.dropbox.com/u/36240098/GameDev/KSP 0.16/ShadowsAfter.png[/IMG] Edit: Oh, and I finished implementing the first version of the new IVA portraits. [IMG]https://dl.dropbox.com/u/36240098/GameDev/KSP 0.16/IVA Portraits.png[/IMG] [/QUOTE]
Docking ring? Docking? DOCKING? DOOOCKIIIINGG [img]http://images.wikia.com/spongebob/images/f/fb/CHOCOLATE.jpg[/img]
[QUOTE=Swebonny;36599272]Does the future update mean dead kerbals scattered all over the place after a failure?[/QUOTE] Are you kidding me my mun would turn into a fucking graveyard if that happened
How are they going to implement Kerbalnaut death via EVA? Will they explode like the rocket parts or what?
Jebidiah Kerman debris
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