[QUOTE=NanoSquid;36620072]Everyone complaining about lack of detail seems to have forgotten that there's going to be a decal tool[/QUOTE]
Which I'm waiting for [del]hopelessly[/del] gleefully btw.
[QUOTE=Pelf;36618831]To be honest, I was expecting something much worse; literal duct tape everywhere, tons of rust, that kind of crap. This actually looks decent.[/QUOTE]
An iron coffin is far more appealing than a cardboard box.
Why does my KSP slow to around 3fps on an i5-2500K and a GTX570 on minimum settings if my plane is too big? It's seriously unplayable because I can't land this shit using a slideshow
Then again it might just be the ridiculous amount of parts (although it should be getting better than 3fps)
[QUOTE=danRosas]In the last days I've been tweaking animations for the EVAs, and creating new ones for the Space Center. It was a bit though to create the low gravity cycles, but after hard work with Harvester its getting there. Now it's time to create some cool facial animations for the game.
Also, I've been working on a new texture for the EVA Kerbal, and here's a render so that you can see it in action
[t]http://danrpaulsen.files.wordpress.com/2012/07/spacekerbal.png[/t]
And, if by any means you come up with an awesome idea for an in game animation, feel free to post it in the disussion thread. Maybe you'll get to see it on any Kerbal character on the next release
D.[/QUOTE]
I love the ice.. It would be awesome if looking at the sun would melt it and so forth. Hell, even add radiation pressure so solar sails can be possible.
Just downloaded the demo an hour or so ago. Pretty awesome thus far.
EDIT: My Crius I Rocket successfully put the Kerbals in orbit and brought them back home safe. So that's two orbits with 1 successful landing thus far.
Oh god, us experimental group people when the experimentals get released, are going to have our work cut out for us with all these new features. I better remember to look for bugs, and hope that my hard drive does not crap out on me like last time.
Was going for my first airplane landing on the runway then -zzpt, hard drive died.
Question,
[t]http://dl.dropbox.com/u/18418859/Models/ss%20(2012-07-04%20at%2004.23.45).jpg[/t]
Which parameter do I change to lower the point at which the wings attach to the fuselage?
"node_attach = 0.0, 0.0, -0.8, 0.0, 0.0, 1.0, 1"
Man, I should start investing in some thrusters for my descents. All my landings turn out to be crapshoots.
Is there any other way to lower landing struts that isn't right-clicking on them?
[QUOTE=iLife_Aftermath;36628534]Is there any other way to lower landing struts that isn't right-clicking on them?[/QUOTE]
G, I think? been a while since I've played.
[QUOTE]After this discussion, I decided to see if there were any silly animations already in place...
[IMG]http://i.imgur.com/1D5Fw.png[/IMG]
-
[IMG]http://i.imgur.com/AahRm.png[/IMG]
[/QUOTE]
The speed of how they make progress on this game is impressive, its nice when Dev's feel obligated to work after taking your money.
[QUOTE=Saxon;36629492]The speed of how they make progress on this game is impressive, its nice when Dev's feel obligated to work after taking your money.[/QUOTE]
do I sense a hidden message?
notch :v:
[QUOTE=wizard`;36629808]do I sense a hidden message?
notch :v:[/QUOTE]
I'm sure vacations aren't a thing on Kerbin
Well, there's always the extremely popular travel package of 'being stranded on the Mun for eternity because lander legs are made of nitroglycerine and tissue paper'.
Of course, nothing can beat the one-way vacation trip of 'death by fiery explosion'.
Don't think this has been posted.
[img]http://danrpaulsen.files.wordpress.com/2012/07/scigif01.gif[/img]
[QUOTE]Good day everyone!!
We're getting there on the animated kerbal stuff. Alex and Harvester are doing an amazing job integrating the animations inside the game. So far, you've noticed the new members of the community, the scientist, the ground crew, mechanics, and astrounauts. I'm pretty sure you're going to like this folks running around building parts, supervising and guiding the spacecrafts (kinda).
There's still one more member that hasn't appeared in the production stills, (and maybe it won't appear in this next release). But it's going to be a part of the administration crew of Kerbal. That's all I can say so far about him (it?).
If you happen to have a question regarding the rig, or how the animations are planned, feel free to ask! I'll be more than glad to help you know more about the animated process withing kerbal.
By the way, I've rendered a new animated gif for the forum. Hope you enjoy watching a kerbal scientist in action!
*already posted image*[/QUOTE]
Edit: Fucking ninjas
he should be drawing rockets instead of writing words.
He's probably just writing "CATASTROPHIC FAILURE!" over and over again
He's probably just writing "NEEDS MORE BOOSTERS" over and over again
[QUOTE=gta-man12345;36635035]He's probably just writing "NEEDS MORE BOOSTERS" over and over again[/QUOTE]
"Test launch results:
1. Needs more boosters
2. Needs even more boosters than that
3. Needs additional boosters attached to the boosters
4. Needs additional boosters on top of the attached boosters"
additional: more struts
I'm finally starting to figure this shit out. Got a ship sitting in orbit now.
EDIT: And then on re-entry the winglet detaches and destroys my parachute :v:
You know your bad at this game when you land your rover and then a piece of your ship smashes it
[QUOTE=DesolateGrun;36636740]You know your bad at this game when you land your rover and then a piece of your ship smashes it[/QUOTE]
Actually, I think that's a sign you're doing it perfectly right!
[QUOTE=HarvesteR]Ok, time for a new update:
I've been working hard on getting the last details of EVA right. There's quite a lot of small but important details that need to get tweaked before we can call EVAs done here, and the only thing to do now is go through them one by one.
So, out of the 14 items on my to-do list, I've been able to take care of 7 so far. That's pretty alright I'd say.
I've also started looking into the parts rescaling thing here. I already had the auto-scaling system ready here, but it was set to 1x until now, meaning it didn't have any effect. Today, with Nova's new parts loaded alongside the old ones, I was able to find a nice default scale factor that make it all work together nicely.
The idea isn't to match the sizes of the old and the new parts. The new parts are supposed to be much larger, so what we want is to make those sizes proportional to one another, like this:
[t]http://i.imgur.com/E6eOC.jpg[/t]
As you can see, the old parts are nicely proportional to the new ones now. They're just wide enough to plausibly accommodate a single Kerbal in a size 1 pod, and the new parts are large enough to sit three in the new size 2 pod.
The rescaling works automatically and retroactively, so old mods will work just fine with the new update.
However, this tweak (among other things) means we have to break compatibility with craft files saved in previous versions (and save files as well, for the same reasons). That was expected though, and I think it'll be well worth it.
Cheers[/QUOTE]
[t]http://niggaupload.com/images/arjME.png[/t]
This happens when you don't pay attention during landing.
[QUOTE=Wave160;36638519][t]http://niggaupload.com/images/arjME.png[/t]
This happens when you don't pay attention during landing.[/QUOTE]
[img]http://img440.imageshack.us/img440/4980/20120705172930.png[/img]
one minute its there and the next its little flying debris
[URL="http://www.facepunch.com/showthread.php?t=1105753"]http://www.facepunch.com/showthread.php?t=1105753[/URL]
In 4 days its exactly a year ago the game got first posted.
Happy birthday FP Kerbal Space Program!
Aaaaaand heres your 0.8.0 link!
[URL="http://bit.ly/kspv08win"]http://bit.ly/kspv08win[/URL]
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