I think finding life may somehow spoil the game. Life should remain a "mystery of the universe" of sorts.
Id rather find hints of advanced civilizations or some Space Odyssey type monoliths/pyramids hanging out on other planets.
[QUOTE=KommradKommisar;37054326]Id rather find hints of advanced civilizations or some Space Odyssey type monoliths/pyramids hanging out on other planets.[/QUOTE]
But in a way, you are finding life if you find those things are you not?
The Little Red Men don't have to be in the Kerbin system, but if they have another star to go to, they should be there. Or somewhere.
Highly inclined orbits are pretty challenging to rendezvous with, but I managed to do it. The inclination is around 32 degrees , so the station only passes near the space center every two days, kind of like the ISS with its launch windows.
[img]http://s9.postimage.org/8tsqswadb/KSP_2012_08_02_03_29_07_06.png[/img]
only 320 liters of fuel left, just enough to deorbit and glide to landing. A powered descent might not be possible. Actually, I have no fucking idea how this thing is going to get back.
[QUOTE=LarparNar;37048474]Yeah I made these images a while back:
[img]http://dl.dropbox.com/u/2668640/planets.jpg[/img][/QUOTE]
I made this one:
[img]http://i.imgur.com/HPJhB.jpg[/img]
[QUOTE=fox '09;37054870] Actually, I have no fucking idea how this thing is going to get back.[/QUOTE]
Very nice looking ship though.
I was sitting in bed thinking last night about how to approach the Kosmos pack after such a long hiatus, and I've concluded that simply updating the pack and its expansions isn't going to happen, it's probably not possible in any reasonable time frame, and beyond that, it's probably a bad idea. I'm thinking of rebuilding the pack for 1.6 onward, focusing on quality instead of quantity. Here's a few of the ideas for development.
1. We're going to need to start with the VA again- just like we did when we started the Kosmos project, the VA needs to be finished. As it sits right now, it's nicely modeled and textured and probably won't need work in that department, but it will likely need an interior view, the same as with other capsules.
2. We'll need to make a real LK- the LK pack introduced some goodies to the Kosmos parts that were intended to expand the capabilities of the current parts. While that was true for stations, the LK fuel tanks were awkward when used as an inline stage, and control of the craft was sluggish and heavy. Factor in that the VA itself doesn't look good on the Mun and it gets ridiculous. Taking space walks into account, we can create a craft that can be towed to the Mun, have a crew member or two transfer into it, and land it on the surface.
3. The Angara deserves more respect- seriously what are we doing if there's no payload farings? Every other major rocket pack has mastered farings. The textures need work too, and we'll take help from anywhere on that.
4. We have to stop carrying redundant parts- Cardboard caught onto this issue back during our last development push, complaining about all the nearly identical RCS tanks in our pack and decorative RCS radiators. The goal of the pack is to put stations in space, not make replicas of cool old space stuff, and we need to apply that logic in other areas. We have like, a dozen engines, and out of those, I run my Mun missions with 3. The Expedition series of parts we put into the SSPP are a huge source of headaches for me.
5. If it doesn't work, it doesn't work- Again, the LK fuel tanks are going to come up here. I just booted up the game in 1.52 to mess around with our parts, and it took me more than 5 minutes to get the LK's fuel tanks to attach to each other. There are some ideas that look great on paper, but are bad in practice, and the LK parts exemplify that maxim. We had some parts in the past which were supposed to have animation, but didn't work properly, and we rushed them out for release anyway. We should accept that some things are better if kept experimental.
Anyway, there's a lot more reevaluation that needs to be done, but the most important thing is to keep it useful. I see the next release from Kosmos team including the VA, Drotik, LK lander, and a reduced assortment of SSPP parts that are more useful and less aesthetic. Sure it was cool to build an entire Mir. But people don't need to use all those parts in literally every other circumstance. They need 1 meter parts in maybe three length options, 1.5 meter parts in similar number, and tapers between them. The truss parts and maybe Expedition parts might be released at a later time, but for now, they aren't needed. Inline rendezvous engines will probably be eliminated as well, but the radial engines were easy to use and very handy.
Angara will come next, and will feature farings for the first time, and improved textures. The engine lineup across the two packs will be reduced to the RD-191, the RD-180, the RD-862, and the RD-0124, which will all be rebalanced. The 191 and 180, our heavy-lifters, will be nerfed. Our parts went from being too hard to get into orbit to being way too easy. We'll likely increase fuel consumption. The 862, our landing engine, will have its power nerfed. It's too easy to stop a space station with these things. I'd like to limit the station landers by the weight/thrust ratio of the whole craft, which will require players to use more skill in building the craft and less in flight. Before, if you were a talented pilot, you could land pretty much anything you wanted. Real life doesn't work that way. The RD-0124, our 4-chambered second stage engine, will remain more or less the same. The other balances will make it more useful.
Wow, I ended up typing way more than I meant to, but it's good to get some of these things out of my head.
It should have this as its Main Theme
[video=youtube;E2D4PV42YRQ]http://www.youtube.com/watch?v=E2D4PV42YRQ[/video]
CREW CANNON ONLINE
[video=youtube;dVpBMz32ML4]http://www.youtube.com/watch?v=dVpBMz32ML4[/video]
I didn't make this but I'll be damned if it doesn't get posted here.
Welp, docked successfully with the station. First I tried actually docking the normal way, and maneuvering my way into the claw using the little ship, but every time I switched to the station (even if it takes 5 seconds) the ship would either end up flying off a ways or would be teleported somewhere else in the general vicinity. So, I just maneuvered the small ship close, and then killed as much relative velocity as I could. Then I switched to the station (which has a nasty habit of rotating on its own, I probably have a part inside another part somewhere on it) and just scooped up the ship.
[IMG]https://dl.dropbox.com/u/32047569/Docked.png[/IMG]
[QUOTE=Winstonn;37054946]I made this one:
[img]http://i.imgur.com/HPJhB.jpg[/img][/QUOTE]
would be sweet if we get planets that size and possibly bigger that have asteroid and moons orbiting them in later updates. a man can dream...
[QUOTE=wizard`;37051523]I reckon we should have one that is insanely rocky with shitloads of steep canyons with a REALLY thick gaseous atmosphere that you can't see through from orbit, so you have no fucking clue where to land on the first go, gives rovers an actual use.[/QUOTE]
Suggest this to Nova once the forums come back online.
[editline]edit[/editline]
And I need someone to make textures for my parts. I hate textures. Damn.
why do i get the feeling that the migration will not go as easy as hoped?
[QUOTE=cr2142;37056431]would be sweet if we get planets that size and possibly bigger that have asteroid and moons orbiting them in later updates. a man can dream...[/QUOTE]
Nova told me he hoped to make a gas planet precisely the size of Earth.
Can someone who's familiar with the novapunch pack explain to me how the sheath/wall things seperate?
I've tested them while on the pad, and nothing happens, and nothing happens when I'm in flight either.
[QUOTE=Sgt-NiallR;37057012]Can someone who's familiar with the novapunch pack explain to me how the sheath/wall things seperate?
I've tested them while on the pad, and nothing happens, and nothing happens when I'm in flight either.[/QUOTE]
I think you can't separate the fairings on the same stage your craft separates.
Wow, rendezvous are tough. At least I finally rescued Jeb from his orbit.
Any tips on how to get to the Mun with vanilla rocket parts or should I download some mods first?
[QUOTE=Pelf;37056434]Suggest this to Nova once the forums come back online.
[editline]edit[/editline]
And I need someone to make textures for my parts. I hate textures. Damn.[/QUOTE]
Awesome.
I can help with textures, I've never made model textures before (but back in the days when I did source mapping I made lots of environment textures) so I'm sure I would be able to figure it out fairly quick. PM me if your interested
[QUOTE=fox '09;37057104]I think you can't separate the fairings on the same stage your craft separates.[/QUOTE]
Now maybe I'm just super tired, but I have no idea what the fuck you just posted.
[QUOTE=Sgt-NiallR;37059195]Now maybe I'm just super tired, but I have no idea what the fuck you just posted.[/QUOTE]
He means you need to have the fairings on the stage before the craft (that is behind the fairings) is separated from your booster stage.
[QUOTE=ZombieWaffle;37058319]Any tips on how to get to the Mun with vanilla rocket parts or should I download some mods first?[/QUOTE]
It's actually not very difficult to get there with vanilla parts. Start making a lander, then add a few stages below it to get it into orbit, transfer to the Mun, burn retrograde to land, and descend.
Oh hi space dock.
[img]http://cloud-2.steampowered.com/ugc/560948983245093641/2BFDE2DFB7DDA2AFCB51B5B3A6432F124BB0F615/[/img]
i feel like an idiot... how to I radially attach a crewtank without the ladder facing inwards?
Shift + W|A|S|D|Q|E
came up with some ideas for long term bases. It also seems to work well as a lunar orbiter.. with enough fuel to land.
[url=http://postimage.org/image/9hgliyksx/full/][img]http://s16.postimage.org/nb4y80ded/KSP_2012_08_02_21_57_52_29.png[/img][/url]
[url=http://postimage.org/image/o4me005bb/full/][img]http://s7.postimage.org/he5wqki5n/KSP_2012_08_03_01_34_41_43.png[/img][/url]
I really like the Kosmos LK pack.
[url]http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts[/url]
Had a minion reformat my airlock tutorial write-up for the wiki. Go make airlocks!
[QUOTE=Damnyoujapan;37063111][URL]http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts[/URL]
Had a minion reformat my airlock tutorial write-up for the wiki. Go make airlocks![/QUOTE]
where does one download the things for this?
[editline]3rd August 2012[/editline]
[QUOTE=wizard`;37062888]Shift + W|A|S|D|Q|E[/QUOTE]
nah for whatever reason that doesn't rotate the tank about centre-mass, instead it rotates from where it's attaching, meaning if I turn it's actually going into the ship :v:
[QUOTE=krail9;37063223]nah for whatever reason that doesn't rotate the tank about centre-mass, instead it rotates from where it's attaching, meaning if I turn it's actually going into the ship :v:[/QUOTE]
Try putting a decoupler or something between the main rocket and the crew tank?
might be skitzing because of some node bullshit, you might end up having to do each one individually, I've noticed the radial placement is a little buggy in 0.16, some parts just don't centre properly.
[QUOTE=wizard`;37063303]Try putting a decoupler or something between the main rocket and the crew tank?
might be skitzing because of some node bullshit, you might end up having to do each one individually, I've noticed the radial placement is a little buggy in 0.16, some parts just don't centre properly.[/QUOTE]
there's a cfg fix a dozen pages back or so
[QUOTE=krail9;37063223]nah for whatever reason that doesn't rotate the tank about centre-mass, instead it rotates from where it's attaching, meaning if I turn it's actually going into the ship :v:[/QUOTE]
node_attach = -1.01, 0.0, 0.0, -1.0, 0.0, 0.0, 1
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