[QUOTE=Saza;34822921]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[/QUOTE]
We could enhance the code
[QUOTE=Dacheet;34822994]We could enhance the code[/QUOTE]
Remember to increase the overall memory-throughput and maximize the dataforce.
[QUOTE=LarparNar;34823053]Remember to increase the overall memory-throughput and maximize the dataforce.[/QUOTE]
Facepunch is full of ~profeisonal prgramers~
[QUOTE=Sega Saturn;34822018]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.[/QUOTE]
need to make spektr panels first :) gonna do them tonight. - done
[editline]22nd February 2012[/editline]
Suborbital Stability testing complete. I put the TKS up the rear of it in this one. looks more mir like. However this shows how you can easily flip your whole station around using inverter pieces and docking rings lol
[IMG]http://dl.dropbox.com/u/1417259/kerbal/screenshot22.png[/IMG]
I always chuckle a bit seeing all of these screenshots of modules with their solar panels out being launched into space :v:
And the thread explosion did occur.
.14, here we come!
trying to get a damn MIR into space for a new video but it jsut keeps doing flips....
had to mod a failcan booster. might work now. God i cannot wait for saved games.
[QUOTE=CardBoardBox;34828796]trying to get a damn MIR into space for a new video but it jsut keeps doing flips....
had to mod a failcan booster. might work now. God i cannot wait for saved games.[/QUOTE]
So who gets the honour of creating the FP savefile?
[QUOTE=Pilotguy97;34829046]So who gets the honour of creating the FP savefile?[/QUOTE]
neat video of apollo vs orion [url]http://www.youtube.com/watch?v=dM87u5eIfGw&feature=related[/url]
Well since I have one already probably me :P but it might get broken once text is edited.
[IMG]http://dl.dropbox.com/u/1417259/kerbal/MirFailuresandsucesses.png[/IMG]
It'll be soooo cool to de-orbit space stations once atmospheric degradation is added.
[QUOTE=cwook;34829657]It'll be soooo cool to de-orbit space stations once atmospheric degradation is added.[/QUOTE]
Especially once to burning up entering the atmosphere and overspeeding are added.
Oh jesus, imagine being clipped by your own space debris.
Is anyone having trouble pre-ordering? Or have I just missed something?
I found a feww things where off about the MIR i made for the video so i adjusted them :)
[IMG]http://dl.dropbox.com/u/1417259/kerbal/meremirrorofmir.png[/IMG]
[url]http://kerbalspaceprogram.com/forum/index.php?topic=7440.0[/url]
my brain cells
they are dying
Didn't see it posted yet:
[QUOTE=HarvesteR]Hi again,
More news:
I've been fiddling with the last details on my list of things to do for persistence/multiple ships, and I've made some progress today:
I think I've fixed the orbit reversal issue for good this time. Having multiple ships made it possible to find the true cause of it: Vessels would 'wind back' a frame when switching SOIs, which looked like a simple stutter if you had no reference points nearby (like another ship), but was actually the ship twitching backwards. That was enough to sometimes put the ship back into the SOI it came from, and cause a bad velocity calculation, resulting in a reversed orbit. The solution was to add a frame's worth of time to the vessel orbit at the moment of SOI transition. That made the twitch go away.
Also, I've finished setting up the Vessel Labels here. I gave them a minimum drawing distance, so they don't pop up right after things are jettisoned away, for instance. I also fixed the label mouse-over thing to make mousing over a vessel label always add one extra level of identification (there are 3 levels, icon-only, icon-and-range and icon-range-and-vessel-name), and set up a key to toggle the labels on and off (F4).
I've also tweaked the orbital reference body detection system here, to make it possible for vessels to switch SOIs while on the tracking station. There are a few potential issues with the Tracking Station still, but we can deal with those in the future. For now, it does what it's supposed to do.
I've set up several keys as being mappable (things like quicksaving and loading, screenshots, ui toggles, and so on).
And I've fixed the decouplers and radial decouplers ejection forces here, to obey the second and third law of physics. Now, they will push the ship they eject from just as hard as they push themselves, and they take into account the mass of the things they push. That will probably make them less powerful, but several times people have complained that they were too overpowered anyway, so it should be a good thing.
And finally, I was doing some testing and found and fixed a bug here, where the persistence system would 'clean off' a vessel from KSC, but it would crash if that vessel was the focused one having it's flight terminated. Not anymore.
All this pretty much completed my list of things to do for persistence and multiple ships, and then some.
As far as persistence goes then, we are ready to go. But we still have to finish up the updater system here. I'll try to led Alex a hand on that one now that my bit is done, and do some more testing of my own here. I want to try and find all possible bugs before experimentals, to make the first X release as stable as possible. On an update this size, we better catch all the bugs we possibly can before even considering public testing.
Cheers[/QUOTE]
[QUOTE=Dacheet;34837198]ISS. Make it happen.[/QUOTE]
no. but get me nice pictures of the up coming new russian space station and I might.
I am planning to make the russian parts of the ISS. Zvezda and Zarya.
but first Almaz and some sort of delivery propulsion system that can be ejected.
[QUOTE=CardBoardBox;34837258]no. but get me nice pictures of the up coming new russian space station and I might.
I am planning to make the russian parts of the ISS. Zvezda and Zarya.
but first Almaz and some sort of delivery propulsion system that can be ejected.[/QUOTE]
OPSEK or LOS?
Aww.
Come on.
[QUOTE=Dacheet;34837332]OPSEK or LOS?[/QUOTE]
both?
This has probably been there for a while, but I just noticed it now:
[quote]
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)
* Decouplers now obey the third law of physics (every action has an equal and opposite reaction).
[/quote]
Can't wait to make a really powerful decoupler and shoot my pod out as a bullet.
[QUOTE=LarparNar;34845577]This has probably been there for a while, but I just noticed it now:
[quote]* Decouplers now obey the second law of physics (Acceleration = Force/Mass)
* Decouplers now obey the third law of physics (every action has an equal and opposite reaction)[/quote]
Can't wait to make a really powerful decoupler and shoot my pod out as a bullet.[/QUOTE]
Does anyone remember my video of a gimmicky part?
[video=youtube;rvpOEFmcSrY]http://www.youtube.com/watch?v=rvpOEFmcSrY[/video]
[QUOTE=Twistshock;34845796]Does anyone remember my video of a gimmicky part?
[video=youtube;rvpOEFmcSrY]http://www.youtube.com/watch?v=rvpOEFmcSrY[/video][/QUOTE]
And on the fifth day, Jeb created supercannons.
And it was good.
[QUOTE=LarparNar;34845577]This has probably been there for a while, but I just noticed it now:
Can't wait to make a really powerful decoupler and shoot my pod out as a bullet.[/QUOTE]
That was mostly my fault, I've designated my job as "Squad's Motivation Consultant". I just keep annoying HarvesteR until he adds the stuff. :suicide: It was only added a day ago, also.
I wonder how the auto-updater works.
[QUOTE=MC3craze;34846105]I wonder how the auto-updater works.[/QUOTE]
I think it auto-updates.
Just throwing out a random guess.
But seriously, HarvesteR has said that you can start up the game normally, and access the updater from within there, which will close the game and start up the updater program. That means we can access the game without annoying windows popping up beforehand (minecraft...).
'Cause I'm a ROCKET MAN~~...
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