• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
[QUOTE=Baboo00;35157729]Kerbin is about 1/10 of earth's gravity, right? Then why can the astronauts survive any amount of g-force? Their weak spines should snap with a relatively small amount of force. :v:[/QUOTE] No, gravity is identical to Earth, because both mass and size is reduced equally.
[QUOTE=CardBoardBox;35157849]hahah. and then get gets butt hurt.[/QUOTE] I hate it when people rag on others preferred methods, especially when it's undeserved considering the result. Kosmos looks great and the fact you did so much good work in such a short of amount of time is worthy of praise on it's own.
[QUOTE=Gubru;35159441]Looks sweet, Box... but I'm still awaiting the day that the KerbinStar will take flight! ;P[/QUOTE] get a dll coder to fix control surfaces so they work the same with node attachments and it just might :)
Launching planets... that sounds like it would be only code-able by a great problem solver like harvester. Stuffing an orbit in a orbit and in addition add the reverse orbiting thing for the moon sounds like it would cause a lot of issues especially if the planet is moving in any direction.
It actually wouldn't be very different to spaceships :v:
[QUOTE=OvB;35157756]Has anyone ever recreated the flights of Gemini 6 and 7? [img]http://i.imgur.com/ecd0B.jpg[/img] I think it would be interesting to see.[/QUOTE] This thing has no RCS which made it a bit tricky, but here you go: [img]http://i.imgur.com/Kzfkx.png[/img]
Guys, I've cooked up a plugin for you all (with modified code from Majir, and help from r4m0n). Remember those mun orbit changer pictures I posted earlier? I decided to take that guy's code, turn it into a part so you guys could use it, and opened up all the variables to the .cfg! [IMG]http://i.imgur.com/LfZkg.png[/IMG] [IMG]http://i.imgur.com/uoMWQ.png[/IMG] To use it, place the part which looks exactly the same as a normal RCS onto your ship. The part.cfg file can be modified at the bottom to change MunSemiMajorAxis (this is what it sounds like, comment this line out for default value) MunSemiMajorAxis (obvious, and again, comment out for default) MunSOI (How big the mun's soi is. Keep it at -1 for the mun's default value, but I have it set at 0 because otherwise you literally get dragged off into the mun) KerbinRotate (Does Kerbin rotate? -1 for no, anything else for yes) KerbinRotationSpeed (Keep this at -1 for the default value) And finally, the part and plugin: [url]http://www.mediafire.com/?2lzohgj3tjomf1w[/url]
What does the KerbinRotationSpeed variable set? Surface rotation speed? And is the SOI in meters?
[QUOTE=LarparNar;35163500]What does the KerbinRotationSpeed variable set? Surface rotation speed? And is the SOI in meters?[/QUOTE] I'm not actually too sure, to be honest. Those are just random values I found, I've not put any work into figuring out exactly what they are.
Also I don't think it works with 0.14.1
noo plane come back! [img]http://cloud.steampowered.com/ugc/470864495683068263/1AFE541DC8028DA9D5F58D1A43DDB4EF6FCF3ECF/[/img]
[QUOTE=LarparNar;35163557]Also I don't think it works with 0.14.1[/QUOTE] That's the version I tested it with. Make sure you put the part on - it looks like an RCS block, but isn't.
I'm modeling an upper stage engine cluster for my rocket. Are these bolts excessive with detail if there will be four of these engines? (They're also on the bottom) [t]http://dl.dropbox.com/u/13781308/KSP/temp1.png[/t] There's still a lot to do on the engine too.
[QUOTE=Pelf;35168122]I'm modeling an upper stage engine cluster for my rocket. Are these bolts excessive with detail if there will be four of these engines? (They're also on the bottom) [t]http://dl.dropbox.com/u/13781308/KSP/temp1.png[/t] There's still a lot to do on the engine too.[/QUOTE] It's probably not worth the polygons to have them. Anyways, C7 is apparently managing to implement normal maps, so wait for that: [quote=C7Studios] I think the biggest eureka moment is when I found out that Unity can parse a string of pure CgFX shader language at runtime.... To build shaders and materials. I tend to be a tinkerer, and I push the limits of what is possible. I haven't found the limits of the sandbox yet. So I'm still messing around with things to see how they work. I will say this however, you've never seen a c7 part, until you've seen one with a Normal map, baked out of a 6.1 million polygon mesh, oh yes sir. That is what I'm excited about. I've literally had my hands tied by being unable to use normal mapping and poly-painting techniques. Just as a taste, this an unfinished character sketch of some of my Z-Brush / normal mapping work. Sisters of battle anyone? [img]http://dl.dropbox.com/u/36240098/Programming/SistersOfBattle.png[/img] [/quote] Also, yeah, remember how CardBoardBoxProcessor wanted folding panels? Well, now, he can, through the magic of a plugin: [url]http://code.google.com/p/f13aerospace/[/url]
these solar arrays. animated you say? hmm coder i know says it is hand written animation script. so screw that. made a cute little fin for the system :D also, I edited the fuel tanks to stock tank specifications but with the weight and fuel amount based of volume of interior tanks. [img]http://dl.dropbox.com/u/1417259/kerbal/screen%20shots/screenshot10.png[/img] [editline]16th March 2012[/editline] and OMG new mechjeb pod is epic. portal Space core design was found in space and used for mech jeb pod. also some jeb braisn where integrated into it's design. At luanch eye always follows you. once given directions it looks to where it is heading. once it needs to be cooled it's areo shell ejects hahaha. [IMG]http://dl.dropbox.com/u/1417259/kerbal/screen%20shots/screenshot14.png[/IMG] [IMG]http://dl.dropbox.com/u/1417259/kerbal/screen%20shots/screenshot16.png[/IMG] [IMG]http://dl.dropbox.com/u/1417259/kerbal/screen%20shots/screenshot18.png[/IMG]
[QUOTE=CardBoardBox;35168597]these solar arrays. animated you say? hmm coder i know says it is hand written animation script. so screw that. made a cute little fin for the system :D also, I edited the fuel tanks to stock tank specifications but with the weight and fuel amount based of volume of interior tanks. [editline]16th March 2012[/editline] and OMG new mechjeb pod is epic. portal Space core design was found in space and used for mech jeb pod. also some jeb braisn where integrated into it's design. At luanch eye always follows you. once given directions it looks to where it is heading. once it needs to be cooled it's areo shell ejects hahaha. [/QUOTE] Well, yeah, it uses keyboard keys to extend and rotate. If you just want to extend fully, then rotate at all, and vice versa, you could easily code that in pretty simply. You could code it into the part.cfg, if I rip it open and look at it.
my solar panels "extend" and rotate with keyboard keys as well. have you updated your k0smos pack? [editline]16th March 2012[/editline] my god. [url]http://kerbalspaceprogram.com/forum/index.php?topic=8860.0[/url]
^^^ [IMG]http://sae.tweek.us/static/images/emoticons/emot-flashfap.gif[/IMG] [editline]16th March 2012[/editline] And now everyone is posting dumbass reaction images.
[QUOTE][t]http://i.imgur.com/3kgYu.png[/t][/QUOTE] Mother of god.
Can't wait. It will break a bunch of my plugins though... [editline]17th March 2012[/editline] The updates always do.
Oh wow, my kerbin-orbiting satellite that I put on the moon's path, managed to intercept the moon, and the resulting slingshot effect shot it out of my kearth-moon system and out of the known Kerbal solar system. Fucking moons.
[img]http://i.imgur.com/ou1sP.jpg[/img] Hope they brought some sun screen.
[QUOTE=Pelf;35170492]Mother of god.[/QUOTE] [img]http://i.imgur.com/GJYFn.jpg[/img]
I hope they make a way of removing the launch tower. It keeps stopping me from building ridiculously wide rockets.
[QUOTE=Rombishead;35173442]I hope they make a way of removing the launch tower. It keeps stopping me from building ridiculously wide rockets.[/QUOTE] Either that, or a way of moving your rocket to that little run-way nearby.
[quote] [img]http://i.imgur.com/GJYFn.jpg[/img] [img]http://i.imgur.com/3kgYu.png[/img] [/quote] Give.
I tried making some audio for my rocket engine. What do you guys think? [media]http://soundcloud.com/user3954297/rocket-engine-audio[/media]
[QUOTE=Pelf;35175540]I tried making some audio for my rocket engine. What do you guys think? [media]http://soundcloud.com/user3954297/rocket-engine-audio[/media][/QUOTE] A bit to jumpy for me......
[media]http://www.youtube.com/watch?v=06iBzsiCuWk[/media] Skip to 5 minutes. Good sound. [editline]17th March 2012[/editline] Sound really starts closer to 5:20/5:30
man you got to love how SRB sound like someone is tapping in some metal cookie sheets. and how that rocket launches and takes a good couple seconds to get to them. [editline]17th March 2012[/editline] [QUOTE=MC3craze;35114906] [B]HOW?[/B] How can [B]one[/B] person be so stupid?[/QUOTE] ...... [url]http://kerbalspaceprogram.com/forum/index.php?topic=8835.0[/url]
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