• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
[QUOTE=fox '09;37687853]lower ISP - less efficient, more consumption higher ISP - more efficient, less consumption but I don't see why it matters, just set it to 2KN thrust, and the realistic ISP. 2KN is plenty of thrust is it not? 2kn is what those 3m 4 nozzle KW thrusters do. It also consumes a fuckton of fuel I imagine.. so just half the thrust and keep the ISP the same. If you want to find out how much thrust is used in an ISP range, just half the thrust and read the consumption on the engines (right click)[/QUOTE] Well because OP is boring. Sega wants to balance via engine power I prefer fuel consumption. I have a feeling he will probably leave over the debate lol. Edit: oh look i was right Back to OP I say :D !!
[QUOTE=CardBoardBox;37689319]I have a feeling he will probably leave over the debate lol. :Edit oh look i was right[/QUOTE] It's not a debate when you get pissed at me personally for attempting to finish a project I told you was trying to finish. Look, I've had more than enough of your shit lately. Yesterday I installed KSP on my laptop and synced up to the Dropbox because I needed a faster option than booting my desktop if I was expected to work on things while having a job and taking classes, but just like always, you assumed that just because I was at my computer that you could dominate my whole afternoon by whining and complaining about one thing or another about the rebalance, and no matter how many times I told you I wasn't finished, you kept acting like I was ruining everything. So at the first opportunity, I started up a livestream so I could talk directly with you and have a demonstration of the good and what needed to be fixed, but by the time I was finally able to sit down with you and fix this shit, you had grown too impatient and wanted to go off and play video games. I don't have a lot of free time any more, Cardboard; it's not like it used to be. But you've been treating me like shit for the past couple of days because I can't magically conjure up another summer vacation to sort out problems that are mostly solved through guesswork and testing. You obviously don't think you need me around for this anymore, and you demonstrated disregard for my involvement by cutting me off from the dropbox moments after I said I was done working with you, despite the fact that you're aware that I use the symbolic-link networking system I came up with to modify the parts in the dropbox [b]at your insistence[/b], and if it hadn't been for the fact that I backed up my parts moments before I quit the project, I'd be left with nothing except for the parts from the last release. So I don't know what you want, or how you intend to get it done. It's not the details of the project that are making me leave it, it's my overwhelming desire to not work with you anymore.
you realize it was not like that at all right? it is you that is always my way or the highway. I tried out the balancing. told you my thoughts on it. and you quit instead to attempting to change it in a more logical manner. In any case I am not going to argue with some one that gets upset and angry as can be at the drop of the hat. I am tired of your little teenager attitude. you didn't even tell me about your frustrations prior nor tell me about it 'in person' you just block me on steam and post in a forum? lol. That's sort of funny. As for Dropbox. Why does it matter? you don't want to work on it anymore. no need to have access. My best wishes to you on your anger and stress issues. Those sorts of things are terrible and I am glad i don;t feel such things anymore. I can only hope you are so blessed soon. Good luck. It was nice making such a nice pack with you that everyone enjoys. but then again.... KickAssKyle: you're a monstur
I'm surprised nobody has posted this yet. [url=http://kerbalspaceprogram.com/forum/entry.php/108-0-17-Status-Update-1]HarvesteR posted all the changelogs[/url] for each experimental release (I changed the order from earliest to more recent so you can more easily grasp the evolution of the game): [quote=HarvesteR's blog]So, it's been a while since the last post, and there's a good reason behind that. For the last two weeks, we've been on the experimental test phase for the 0.17 update. We're not done yet, but I thought it would be good to let everyone know how things are going, so here's a little update on the situation. Please keep in mind there is still no set release date. There's no point in setting a date only to miss it later. This post does not imply any sort of release time frame, and is meant only for informational purposes. Please do not speculate on this, as it will only create misinformation. Ok, moving on: We are now on experimental number 9, and so far, 78 issues have been resolved. An unprecedented amount, both of experimental versions and of the number of issues. Here is the full changelog, as of today: v0.17.0 x1 New: * Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activities) feature set. * Multiple Player Saves: You can now have multiple ongoing game sessions, as each save is kept in its own folder (instead of all using the saves/default one). * Quick Flight Scenarios: Start flights from pre-set conditions, without interfering with your persistent sandbox save, and also save your own scenarios from your main game. * Scenario Logic Modules: Like PartModules, but for scene logic (and defined on an SFS file instead of a part.cfg). * Training Scenarios: Hands-On tutorials to teach you everything from craft construction to orbital maneuvers. * Center of mass, thrust, lift and drag visual cues on the construction scenes. * Prebuilt ships included with the game, as examples and possible starting points. * Many new planets and moons throughout the Kerbal Solar System. * Physical Timewarp Modes: An alternate time-warp mode where you can accelerate time to 2x, 3x and 4x without putting the sim on rails. * Several new parts Bug Fixes and Tweaks: * Fixed an issue with numerical inaccuracy at very high velocities (the "Space Kraken" bug). * Fixed several issues with the fuel flow logic. * Tweaked the atmosphere rendering for Kerbin, for improved visuals. * Ships saved by one player are private to that player. Ships on the KSP/Ships folders are common to all players and non-overwritable (from inside the game) * Added a button on game loading dialog, to delete a saved game and all its contents (prompts for confirmation). * Added a button on the ship loading dialog to delete saved ships (prompts for confirmation). * Added a button on the Tracking Station to terminate an ongong flight (prompts for confirmation). * Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G * Added a floating origin system to the Scaled Space subscene, eliminating the visual jittering when viewing distant objects in the map view. * Revised part titles and descriptions for the parts added in 0.16 v0.17.0 x2 Bug Fixes and Tweaks: * Fixed an issue with the terrain altitude detection, which could cause vessels (mostly debris) to fall through terrain. * Fixed the "cannot switch vessels" message appearing for every mouse click on the tutorials. * Fixed an issue where starting a new game after running a tutorial would not clear some game state values, and result in locked buttons and tutorials starting when they shouldn't * Fixed an issue with warping time after crashing. * Fixed an issue where flying through a Mun arch would destroy the vessel. * Fixed an issue with Launch Clamps at 2x warp and above. * Fixed an issue with the G force calculation for vessels, which could prevent saving or warping. * Improved the layout of the Start Game menu. * Fixed an issue when Kerbals became ragdolls when travelling very fast, and started displaying odd physics behaviour. * Fixed several issues with the orbit math while on solar escape trajectories. * Fixed an issue where some Celestial Bodies would lag behind when timewarping in a rotating reference frame. * Tweaked the orbital parameters of several celestial bodies on the system, to make it more interesting. v0.17.0 x3 Bug Fixes and Tweaks: * Fixed a small blunder that disabled auto-saving in X2. * Planet orbits changed again. * Fixed an issue with Krakensbane that could cause sub-optimal Kraken-banishment. * Smoke trails are now properly updated in moving reference frames. * Fixed the Sun flare effect jittering at high warp rates * Fixed the orbit lines and skysphere jittering when focusing rotating bodies at high warp rates. * Fixed the Universal Time being stepped incorrectly while P-warp was engaged. * Fixed the Kerbal EVA low-G walk system getting stuck at higher than 1x warp rates. * Added a smoothing pass to the vessel acceleration value, to minimize G force noise. * Added a warning about the compromised physics accuracy before engaging 3x warp. * Removed the automatic Time Warp mode switch when under acceleration. * Fixed an issue with P-warp rates persisting when reloading flight, even though the UI said otherwise. New: * Added new tree and boulder meshes for Kerbin (No more paper cutout trees) * Implemented new version of Laythe, should be less performance intensive as well as nicer looking. v0.17.0 x4 Bug Fixes and Tweaks: * Added smoothing to altimeter. * Fixed an issue with part initialization order which could cause a lot of trouble with physics and joints. * Fixed a bug with crossing SOIs at 1x warp. New: * Pressing backspace will now reset the map and internal view. * Middle mouse modifies the internal camera zoom by an additional 2x. * Double clicking middle mouse will reset the internal camera zoom. * Unlit/Transparent shader added to mu reader/writer. v0.17.0 x5 Bug Fixes and Tweaks: * Found and worked around a unity bug which caused several issues with parts colliding within the same vessel, and getting twitched out of place. * Fixed issues with the landing gear (will still need a rewrite, but should be better now) * Fix for advanced canard inversion of movement. * The Map Camera no longer rotates when in a rotating reference frame. * Disabled the Delete button when Stock craft files are selected. * The ship cache is now properly cleared when starting a new game. * The Simulate In Background setting no longer requires a game restart to take effect. * The orbit trajectory reframing maths are all done with double-precision now, to remove jitter from the orbit splines. New: * Added Nuclear-Thermal Engine part * Added focusable areas for internal views * Added Settings for Music and Voice Volume v0.17.0 x6 Bug Fixes and Tweaks: * Fuel tank parts no longer look into parent parts for fuel, unless connected to them by a fuel line. * Fixed an issue with the radar altimeter that could cause sunken parts to explode. * Set Duna's orbital inclination to 0.06° v0.17.0 x7 Bug Fixes and Tweaks: * Fixed an issue with celestial bodies updating in the wrong order, causing odd placement of planets at high warps. v0.17.0 x8 Bug Fixes and Tweaks: * Fixed an issue with PartModules not being initialized correctly if on a suborbital or hyperbolic trajectory. * Rewrote the LandingGear part as a PartModule, for a much more robust and stable implementation. * Tweaked the friction values for the landing gear wheels * Fixed an issue in Vessel that could cause a stream of nullref errors * Fixed an issue with Vessels not properly updating the positions of physicsless parts. New: * Double-tapping the wheel brakes key will now set parking brakes. v0.17.0 x9 Bug Fixes and Tweaks: * Added compatibility checking for game saves before loading. Mind that not all issues translate directly to a changelog entry... That's about it for now I guess. More news as they come. Cheers [/quote] They seem to have been doing a lot with time warp. It should be fun trying this out for myself.
[quote]Please keep in mind there is still no set release date. There's no point in setting a date only to miss it later. This post does not imply any sort of release time frame, and is meant only for informational purposes. [B]Please do not speculate on this, as it will only create misinformation.[/B] [/quote] Dammit :c
As for me, the best way I've found to use hogdrivers addon is to use it for the technical bits of docking eg the targets, the fuel transfer etc and use another one for actually holding the ships together (orignally I was using expi but damned robotic's claw works well too) [editline]16th September 2012[/editline] [QUOTE=Sega Saturn;37689531]:words[/QUOTE] blah blah blah blah [B][I][U]nobody cares![/U][/I][/B] [editline]16th September 2012[/editline] [QUOTE=CardBoardBox]:words:[/QUOTE] blah blah blah blah [B][I][U]nobody cares![/U][/I][/B]
[QUOTE]New: * Added Nuclear-Thermal Engine part[/QUOTE] interesting
[QUOTE=Eltro102;37689717]As for me, the best way I've found to use hogdrivers addon is to use it for the technical bits of docking eg the targets, the fuel transfer etc and use another one for actually holding the ships together (orignally I was using expi but damned robotic's claw works well too) [editline]16th September 2012[/editline] blah blah blah blah [B][I][U]nobody cares![/U][/I][/B] [editline]16th September 2012[/editline] blah blah blah blah [B][I][U]nobody cares![/U][/I][/B][/QUOTE] Theres a new docking addon out, it works fine and even in warp of what i know. Another allows fuel transfer through lasers(:iiam:) [url]http://kerbalspaceprogram.com/forum/showthread.php/20503-0-16-Erkle-Mods-Warp-Capable-Docking-Clamp[/url] [url]http://kerbalspaceprogram.com/forum/showthread.php/9923-PLUGIN-PARTS-0-16-Romfarer-Lazor-System[/url] Hope it helps. Oh.. and hi Facepunch.. or should i call it Spacepunch? :P
[QUOTE=Alcoholocaust;37689989]Theres a new docking addon out, it works fine and even in warp of what i know. Another allows fuel transfer through lasers(:iiam:) [url]http://kerbalspaceprogram.com/forum/showthread.php/20503-0-16-Erkle-Mods-Warp-Capable-Docking-Clamp[/url] [url]http://kerbalspaceprogram.com/forum/showthread.php/9923-PLUGIN-PARTS-0-16-Romfarer-Lazor-System[/url] Hope it helps. Oh.. and hi Facepunch.. or should i call it Spacepunch? :P[/QUOTE] comments on it say they drift apart too. neither of the docking mods right now are flawless it seems
Oh well :shrug:
Erkle fixed it, it now attempts to fix itself when it reloads in.
[QUOTE=kidwithsword;37689633]I'm surprised nobody has posted this yet. HarvesteR posted all the changelogs for each experimental release (I changed the order from earliest to more recent so you can more easily grasp the evolution of the game): They seem to have been doing a lot with time warp. It should be fun trying this out for myself.[/QUOTE] I told you. [I]I told you all but you wouldn't listen[/I]
[QUOTE=Rombishead;37687245] I wouldn't suggest using Hogdrivers addon to teleport whilst your still on the launch pad... [IMG_THUMB]http://i.imgur.com/5mk9Q.jpg[/IMG_THUMB][/QUOTE] I think what the most impressive thing in that image is that the altimeter seems to be capable of having exa- and zetta-meters.
[QUOTE=helpiminabox;37691817]I think what the most impressive thing in that image is that the altimeter seems to be capable of having exa- and zetta-meters.[/QUOTE] Though the question is now: What unit [I]doesn't[/I] it have? [editline]16th September 2012[/editline] Actually, since Yotta is the largest SI prefix, what happens at 999,999 Ym +1?
[QUOTE=Dacheet;37691892]Though the question is now: What unit [I]doesn't[/I] it have? [editline]16th September 2012[/editline] Actually, since Yotta is the largest SI prefix, what happens at 999,999 Ym +1?[/QUOTE] 9.99999 × 10^29 meters
Does anyone happen to have a list of 'must have' addons/mods? Sort of like what wiremod and stacker tools and whatnot are to gmod
What is kw?
Kyle and Winstonn Challenger pack.
Well jeez.. thank god for Drop box... somewhere along the lines my engines file corrupted and would not open right. and neither would the auto saves. but drop box had files form hours ago so one 50 minutes olf worked. but jeez almost lost the new RD-191 and RD-180 0__o which would have killed the RD-170 capabilities.
Released an update for my probes pack. I added aeroshells and ejectable heatsheild/backshell for the atmospheric probe. [t]https://dl.dropbox.com/u/13781308/KSP/ExPI/screenshot14.png[/t] Download [URL="http://www.kerbal.net/mod.php?id=7"]here[/URL].
[video=youtube;TwnmxO_LOK8]http://www.youtube.com/watch?v=TwnmxO_LOK8[/video] All of you people are now part of the Kosmos Angara beta test team. :D [URL]http://www.mediafire.com/?iy32155sa656p5c[/URL] Edit- and yes I know my voice cuts out when the engines are running in that video. OH WELL. :v:
trying to launch a similar space dock to the one used in the demonstration [img]https://dl.dropbox.com/u/11517902/careful.png[/img] :|
I am mad now That stupid docking system gets like 2 meters to the target, then BACKS THE FUCK UP because it made the wrong calculations. No matter how much I try. I just wanna dock :c
[QUOTE=Sega Saturn;37694381] All of you people are now part of the Kosmos Angara beta test team. :D [URL]http://www.mediafire.com/?iy32155sa656p5c[/URL] Edit- and yes I know my voice cuts out when the engines are running in that video. OH WELL. :v:[/QUOTE] hmmm. I see [don't see] what you did there. are you working on it or not? I am not understanding this. bootlegged version of kosmos? anyway. RD-180 is done and looking lovely next to it's younger brother, the RD-191 [IMG]https://dl.dropbox.com/u/1417259/kerbal/RD-180.png[/IMG]
[QUOTE=CardBoardBox;37694810]hmmm. I see [don't see] what you did there. are you working on it or not? I am not understanding this. bootlegged version of kosmos?[/QUOTE] How is it bootlegged if I made the parts? And yeah, I was surprised by how much I could get done when I can actually focus on my work.
[QUOTE=Sega Saturn;37695365]How is it bootlegged if I made the parts? And yeah, I was surprised by how much I could get done when I can actually focus on my work.[/QUOTE] you didn't make the parts. you edited the ones I gave you.
[QUOTE=CardBoardBox;37695399]you didn't make the parts. you edited the ones I gave you.[/QUOTE] And without my work, all of your models would be attached to generic part files and many wouldn't work properly. Since we created Kosmos together, we each own 50% of it. We both made the parts, and we can both distribute. I'd recommend trying the parts I just released. I'm probably going to release them on kerbalnet, and maybe make a thread on KSP if this keeps up.
do you honestly think I am retarded? you do recall I made mods before you. editing text is hardly worth 50%? all you contributed was minor descriptions of parts and changed some numbers around.
[QUOTE=Sega Saturn;37695441]And without my work, all of your models would be attached to generic part files and many wouldn't work properly. Since we created Kosmos together, we each own 50% of it. We both made the parts, and we can both distribute.[/QUOTE] I'm pretty sure he still owns the models for it.
I think you guys should take this to PM's, this isn't the place to dispute ownership rights. Respectfully Sega can you please take the link you posted down, until you guys come to a resolution at least.
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