Pointing the last stage of your ship in a direction and accidentally separating your command module really sucks
[QUOTE=KommradKommisar;34811606]Pointing the last stage of your ship in a direction and accidentally separating your command module really sucks[/QUOTE]
yes....
[QUOTE=finbe;34811217]Challenger, CardBoardBox's pack, Novapunch remix, Pelf's pack,and the probodobyne pack, Agree if this is a good list, and reply to the post for any suggestions for more packs, and other things.
[/QUOTE]
Updated the list. Agree if good, reply if not.
[QUOTE=finbe;34811217]Challenger, CardBoardBox's pack, Novapunch remix, DERP co (for the habitation modules), and the probodobyne pack, Agree if this is a good list, and reply to the post for any suggestions for more packs, and other things.
Edit: Also, the node.[/QUOTE]
Down Under pack!
[QUOTE=finbe;34811217]Challenger, Down Under Pack, CardBoardBox's pack, Novapunch remix, Pelf's pack,and the probodobyne pack, Agree if this is a good list, and reply to the post for any suggestions for more packs, and other things.
[/QUOTE]
Updated the list, added down under pack, removed DERP CO and the node, added pelf's space station pack.
Agree if this is good. Or respond for dissaproval and suggestions.
I made some inverter peices. This way you can turn the tapers forward or back words.
[img]http://dl.dropbox.com/u/1417259/kerbal/temps/screenshot15.png[/img]
[QUOTE=Dacheet;34810607][B]GUYS I GOT IT[/B]
Launch rockets with each little part on it
put them in orbit right next to each other.
I'll take my Nobel prize.[/QUOTE]
that's the first thing I thought about with persistance. Although it'll be a lot more fun and useful with docking implemented.
Gentlemen
[video=youtube;iccxbisVJu0]http://www.youtube.com/watch?v=iccxbisVJu0[/video]
[editline]22nd February 2012[/editline]
also, cannot into space currently but. (too big)
[IMG]http://dl.dropbox.com/u/1417259/kerbal/temps/screenshot18.png[/IMG]
I came CardBoardBox.
Mass Effect 3 better implement this in their game.
[QUOTE=CardBoardBox;34814169]also, cannot into space currently but. (too big)
[IMG]http://dl.dropbox.com/u/1417259/kerbal/temps/screenshot18.png[/IMG][/QUOTE]
Reminds me of the space needle for some vague reason.
K just tested the inverter items and UUi docking rings and nodes. thy are ready for deployment. uploading to the Drop box. it is all in Normak's hands now on when it is released :)
The KSP forums are really good at getting their hopes up at absolutely the tiniest bit of thing that could [I]possibly[/I] mean something is happening, and they keep letting themselves down.
I don't think they've ever had to wait for HL2: EP3
[QUOTE=LarparNar;34814759]The KSP forums are really good at getting their hopes up at absolutely the tiniest bit of thing that could [I]possibly[/I] mean something is happening, and they keep letting themselves down.
I don't think they've ever had to wait for HL2: EP3[/QUOTE]
Well, the game is definitely close to coming out, but HarvesteR will most likely announce when he does release it. Apparently HarvesteR is working very hard to reach some internal release date, so it's probably pretty close; I'd say by the end of this week.
[QUOTE=Tommyx50;34814858]Well, the game is definitely close to coming out, but HarvesteR will most likely announce when he does release it. Apparently HarvesteR is working very hard to reach some internal release date, so it's probably pretty close; I'd say by the end of this week.[/QUOTE]
I'd say its out when its out and everyone should be fucking happy about it.
[QUOTE=RayvenQ;34815599]I'd say its out when its out and everyone should be fucking happy about it.[/QUOTE]
You are forgetting that the KSP forums are almost entirely made up of self-entitled 13 year olds who have no concept of patience.
[QUOTE=Chubbs;34818666]You are forgetting that the KSP forums are almost entirely made up of self-entitled 13 year olds who have no concept of patience.[/QUOTE]
indeed. I am surprised more people arn't begging for the kosmos yet.
also, I think meteorite101 is like 4
HarvesteR made a new post on the forums, but because it's soon an hour ago, and MC3craze probably read it already, I won't post it here.
Actually I'm joking:
[quote]Well, more news here:
The tracking station scene is... I guess you could call it ready. It can definitely be improved, but for now, there isn't much more to add there. But most importantly, it does it's job, which is allowing you to select a ship and resume the flight.
So as far as persistence and multiple ships go, the only thing we are really missing now is a proper vessel-switching system.
Currently, what I'm doing is cycling through all vessels by pressing Tab, but that is an awkward and not very practical way of going from ship to ship.
Ideally, I would like to display a list of commandable vessels when you press Tab, and let you select from that... But we have to think in terms of time restrictions here, and what can be done with the least amount of complication. I think a good idea to get started with it is to add a double-click action to the vessels on the map... Then later we can see about the Tab key and what it'll do specifically.
Vessel switching also means we have to check if it's possible to save the game at the current situation. Switching to a far-away vessel actually reloads the scene, so the game must autosave before switching, and that means the restrictions for saving a game also apply for vessel switching.
After this is done, all there remains to do are a couple of details I want to add or improve. The SFS system needs to check if parts on a vessel exist before spawning it, and pop up a message if a part is missing (and remove the vessel). Also, the vessel labels thingy is working ok, but it needs to be revised a little. I want it to not show up for vessels that are too close to you, and finish setting up the game settings toggle for them, and maybe a hotkey as well.
That would pretty much complete all features related to persistence and multiple ships I think. And I'm hoping I can get all that done today here.
[B]After that, we have a couple of surprises we want to announce.[/B] [img]http://kerbalspaceprogram.com/forum/Smileys/SoLoSMiLeYS1/wink.gif[/img]
Cheers[/quote]
So when do I get crap for my money?
[QUOTE=CardBoardBox;34818768]indeed. I am surprised more people arn't begging for the kosmos yet.
also, I think meteorite101 is like 4[/QUOTE]
I just read some of that idiots posts. I think he has downs.
[QUOTE=Chubbs;34819407]I just read some of that idiots posts. I think he has downs.[/QUOTE]
I read a few of his posts as well.
I think I lost a few brain cells.
I did not read his posts.
I don't care.
This thread some times goes off topic, but it's really nothing compared to the "KSP 0.14 Features - Continued." thread on the KSP forums.
They are currently discussing whether a point is one-dimensional or zero-dimensional.
[QUOTE=LarparNar;34821317]This thread some times goes off topic, but it's really nothing compared to the "KSP 0.14 Features - Continued." thread on the KSP forums.
They are currently discussing whether a point is one-dimensional or zero-dimensional.[/QUOTE]
One-dimensional. Zero-dimensional doesn't exist other than as the theory
[QUOTE=Dacheet;34821500]One-dimensional. Zero-dimensional doesn't exist other than as the theory[/QUOTE]
Let's finish the discussion off with this:
[url]http://en.wikipedia.org/wiki/Point_(geometry)[/url]
[quote]In geometry, points are [B]zero-dimensional[/B]; i.e., they do not have volume, area, length, or any other higher-dimensional analogue.[/quote]
[editline]22nd February 2012[/editline]
In completely different news:
[url]http://kerbalspaceprogram.com/forum/index.php?topic=7453.0[/url]
[quote]Hi,
It's time to announce a feature we've added to the 0.14 version of KSP, that hopefully is going to allow some pretty cool things to be made.
What we are talking about here is an extension to the parts loading system, that allows runtime loading of C# assemblies (dlls) containing extensions of the Part class.
In other words, [B]this gives mod makers the ability to code their own part modules, in C#.[/B] Like this:
[img]http://i.imgur.com/LMfuk.png[/img]
Once built, all you need to do to add your new part modules to the game is drop the dll in the Plugins folder that comes with the game. Once there, you can set part.cfg files to use the classes in your module. Dlls, being class libraries, can hold any number of part modules, so as a mod maker, you only need a single dll for all your part modules, and a single code project too.
We have [B]N3X15[/B] to thank here, for offering us the source code for his assembly loader. [img]http://kerbalspaceprogram.com/forum/Smileys/SoLoSMiLeYS1/cheers.gif[/img]
We'll release some preliminary documentation for this soon, along with a few examples to help everyone get started.
I'm very excited to see what people will come up with using this.
Cheers
[/quote]
Just got home from school to find like 200 files updated in the dropbox, lol. Expect them by Friday night at the latest, tomorrow night at the earliest.
So we can mod in docking modules?
YES!
[QUOTE=Dacheet;34822641]So we can mod in docking modules?
YES![/QUOTE]
I wouldn't count on it.
It still seems a little unclear exactly how much is possible.
[QUOTE=LarparNar;34822796]I wouldn't count on it.
It still seems a little unclear exactly how much is possible.[/QUOTE]
Well we have all the spaceship parts of each ship, and we know how to decouple... so yeah.
Alternatively, create a gooey interface in visual basic.
[/no idea how programming works]
[QUOTE=Dacheet;34822873]
Alternatively, create a gooey interface in visual basic.
[/no idea how programming works][/QUOTE]
make sure you aren't using a 2 meg pipe though
[editline]22nd February 2012[/editline]
also I have the dropbox iirc but I don't know how to access it
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