what the fuck is going on in those last 0.14.2 pictures my god
Well the servers are up again now.
[QUOTE=CardBoardBox;35326254]finally scenery i can enjoy in a picture :D [/QUOTE]
How did you get that thing flying? Do you have working MechJeb?
So they include the patcher to make updates easier, then break the patcher on the next update, brilliant.
[QUOTE=LarparNar;35330969]Well the servers are up again now.[/QUOTE]
You damned dirty [i]liar[/i].
[QUOTE=MadCatMkII;35331766]You damned dirty [i]liar[/i].[/QUOTE]
I didn't lie, but they went down again.
Up again!
Guys, HarvesteR has given us a snippet of information in the irc after he was asked a question by me in a semi-random Q&A session:
[QUOTE]19:15 <@Capt_Skunky> <Causeless> Might sounds inpatient... but I'm sure we are all
excited for 0.15. What otehr features apart from
docking may there be?
19:15 <@HarvesteR> heh, I'm also impatient to get working on it
19:16 <@HarvesteR> the main focus of 0.15 is actually flight planning
19:17 <@HarvesteR> it's pretty much a required feature if you want to
launch and find the thing you wanted to dock with
19:18 <@Sordid> That sounds really awesome.
19:18 <@HarvesteR> I've started reading up on the theory for that
19:18 <@Capt_Skunky> <kHurtiZ>Will the Kraken bug be fixed in 0.15?
19:18 <@HarvesteR> the technique is called Patched Conics
19:18 <@HarvesteR> ah
19:19 <@HarvesteR> yeah, I want to try and fix the Kraken Issue on 0.15
19:19 <@Capt_Skunky> <cBBp>you say flight planning. this implies an automatic
piolet. will that mean you will be making your own Ap or
perhaps asking those who made ap plugins already for
assistance?
19:19 <@HarvesteR> especially because Flight Planning should be based on as
solid a base as possible
19:20 <@HarvesteR> Flight Planning and Autopilots are not directly related
19:20 <@HarvesteR> Autopilots will be made possible though, after having flight
plans implemented
19:20 <@HarvesteR> without an AP, a flight plan will guide you through a
flight-director of sorts on the navball
19:20 <@HarvesteR> to tell you where, and how much to thrust
19:21 <@Capt_Skunky> <cBBp>what does flight planning imply then?
19:21 <@HarvesteR> well, the idea is that you'll be able to set down Maneuver
Nodes on the Map view
19:22 <@HarvesteR> a Maneuver Node lets you tweak your own orbit, and create a
delta-v vector
19:22 <@HarvesteR> from that, the game calculates a hypothetical orbit were you
to execute that maneuver
19:25 <@Capt_Skunky> <Causeless> so what purpose will docking serve after you
manage to reach a vessel, and how will the physical act of
docking be performed?
19:27 <@HarvesteR> well, you'll need a docking node on both vessels, first of
all
19:28 <@HarvesteR> if you approach a docking node just right, not too fast, not
too crooked, a physical attachment will connect both vessels
19:28 <@HarvesteR> much in the same way parts are connected now, but without
actually merging the ships
19:28 <@HarvesteR> that's the "actuator" side of docking at least.
19:29 <@HarvesteR> after you dock, we want it to be possible to do these thing:
19:29 <@HarvesteR> transfer crew, fuel, power, and cargo
19:30 <@HarvesteR> the things you can transfer through a docking node, of
course, depend on the type of node being used, and it's
location
19:30 <@HarvesteR> if a node can't reach the crew space, there's no way for the
crew to get there
19:30 <@HarvesteR> I'm probably getting too far ahead by now though... these
things are the sort of decision we make after getting to
play with it for a while, and seeing how it feels
19:33 <@Sordid> Also, why is the Kerbal Space Center floating?
19:34 <@HarvesteR> it's not that KSC is floating
19:34 <@HarvesteR> the terrain below it seems to not be perfectly leveled
19:35 <@HarvesteR> when you're dealing with a planet 600km in radius, it gets
pretty hard to ensure objects fit on a millimeter scale
19:36 <@Capt_Skunky> <Aegrim> ask him if we'll be able to make ships in space
piece by piece using docking
19:36 <@HarvesteR> about that, we're looking at several different options
19:37 <@HarvesteR> it could be possible, in theory, to assemble a spacecraft
out of pieces in orbit, by docking the pieces together
19:37 <@Capt_Skunky> <cBBp>how do you plan on having dockign working? will it
allow use to basically merge ships and thus all rcs and
module sbecome avalible form one commpand pod? and will it
allow us to transfer fuel into on ship then undock and
return and leave a station refueled?
19:37 <@HarvesteR> but I think that would also be a pretty slow, tedious process
19:37 <@HarvesteR> this is the discussion I was having with the other guys a
few days ago
19:38 <@Capt_Skunky> <kHurtiZ> My d/l just died for the 3rd time ... 80mb this
time
19:38 <@HarvesteR> hmm
19:39 <@HarvesteR> ok, I just informed Alex, he was asking
19:39 <@HarvesteR> back to docking though, we concluded that there are
basically two ways to have docking in the game
19:39 <@HarvesteR> Vessel-level docking, as we call it, connected vessels
together, but keeps them as separate entities
19:40 <@HarvesteR> this makes sense for temporary dockings, like a shuttle
docking to a space station
19:40 <@HarvesteR> and enables things like crew transfers and such
19:40 <@HarvesteR> then, Part-level docking, would connect parts to other
parts, and merge them as a single vessel
19:40 <@Capt_Skunky> <markodash> is there any work going into a horizontial VAB
for aerospace?
19:41 <@HarvesteR> that makes more sense for more permanent docking, like
constructing a space station
19:41 <@HarvesteR> although we're not sure if we want to have part-level
docking yet, as there are other ways to do the same thing,
which are possibly less tedious in the long run
19:42 <@HarvesteR> about spaceplanes, hehe, 0.15 should be a nice update if
you're a fixed-wing man
19:43 <@Sordid> Oh? Any details?
19:43 <@HarvesteR> hehehe
19:43 <@HarvesteR> we are still going to make an official update thread for it
19:43 <@HarvesteR> so it's a little early to tell
19:43 <@HarvesteR> but there will be a new building at the space center soon
19:44 <@HarvesteR> and I have to say, it's looking pretty cool already
19:44 <@Sordid> Oh you tease. :P
19:44 <@HarvesteR> ;)
19:45 <@HarvesteR> I get to have my fun too XD
19:45 <@Capt_Skunky> <cBBp>I don't see much need for permenate docking as even
mir and ISS had to move modules around many times to
configure them right. thus it seems like a moot point and
would be quite unused. however I also want to ask will you
be adding docking IDs so modders will be ableto have only
their docking port dock with a set set of other ids? for
example it would look silly for a stock doking module to
doock with some mods 3 m
19:46 <@HarvesteR> ah yeah good thing you mentioned that
19:46 <@HarvesteR> docking nodes will have a "key", which is essentially a
string, that determines what type of node they are
19:46 <@Capt_Skunky> <Damnyoujapan1>Ask Harv if he want to elaborate on "cargo"
please
19:46 <@HarvesteR> nodes can only connect to the same type of node, or others
listed as compatible ones
19:47 <@HarvesteR> Cargo is a concept we're still thinking about
19:47 <@HarvesteR> but I think there will eventually be two types of cargo
19:47 <@HarvesteR> there would be a difference between 'cargo' and 'payload'
19:48 <@HarvesteR> 'payload' is composed of ship parts, like a space station
module or a sattelite
19:48 <@HarvesteR> 'cargo' is a more abstract thing
19:48 <@HarvesteR> like Mun rocks
19:48 <@HarvesteR> they're not part-derived things, and they go inside cargo
containers
19:49 <@Capt_Skunky> <BrownFox>Are consumables like oxygen planned?
19:49 <@HarvesteR> those are also the sort of thing you can transfer between
docked vessesl
19:49 <@HarvesteR> consumables are planned currently as 'life support' in
general
19:49 <@HarvesteR> we're not yet 100% certain on how exactly that will be
handled though
19:51 <@HarvesteR> but that's the fun part of the game... the part I'm itching
to get to after we finish up the stuff we're working on now
19:52 <@Capt_Skunky> <Byter|watchingLost>you said you add a new building. has
it something to do with the runway?
19:53 <@HarvesteR> the runway is in for an overhaul too on this update
19:53 <@HarvesteR> but yeah, they're related
19:53 <@HarvesteR> in a way
19:53 <@Capt_Skunky> <cBBp>life support is a touch thign because tempature and
oxygen comes into play. you sort of have to split it up
because o2 is refurbishable, food is not with out a green
house or something, and heat needs radiators ofsort. and
what about power?
19:55 <@HarvesteR> There are several ways we can think about life support. The
most involved would be to simulate all consumables
separately, and have them each have their own rules of how
they're used and renewed... The simplest, on the other hand,
would be to treat life support as a time limit for a crew in
space.. I'm not saying we're going for one or the other, but
we're still deciding what we want to
19:55 <@HarvesteR> see out of life support as a feature
19:55 <@HarvesteR> power, now, is planned as a separate system
19:55 <@Capt_Skunky> <BrownFox>Would it be a good idea to have 2 basic types of
docking nodes? One temporary for crew/fuel/consumable
transfers, and another more permanent type for large
station and deep space vessels?
19:56 <@HarvesteR> we did think about that
19:56 <@HarvesteR> but I'm not sure about that permanent docking node though
19:58 <@Capt_Skunky> <cBBp>even deep space ships need to lose stages. look at
the Boeing IMIS and a few other mars mission approches.
they mostly all jettison a tank or 2 or reconfigure along
the way. I still wonder if once docked you will have
control over both ships from one ship but can still
separate or not.
19:59 <@HarvesteR> once you're docked, you should still have control over your
current ship
19:59 <@HarvesteR> if you accidentally undock yourself from the docking port
though, your fault ;)
20:05 <+cBBp> wht about the other? if you dock to a large station and need to
correct some things you need to switch to the station to control
it. and if you chain several ships and make this large station
the control of the station from one ship drops dramatically. for
example. say you made a MIR replica and launched each module as
it's own ship. seperatly they are fine at manuvering
20:06 <+cBBp> but once docked and assembled you have 6 or 7 modules. if you
don't have contorl over all RCS modules attached to the station
and say you are piloting form mir core. you have all the other
modules as dead weight who's RCS and gyros arn't working and
controlling the station would be much harder. see what i mean?
20:06 <@HarvesteR> docked ships are going to be handled by a new component,
called an Assembly
20:06 <@HarvesteR> Assemblies will manage docked vessels in much the same way
vessels manage attached parts
20:07 <@HarvesteR> basically, once docked, one of the vessels will be seen as
the 'root', and the other as an attached child
20:07 <@HarvesteR> that then becomes a tree structure
20:07 <@HarvesteR> which we can manage pretty much like what we do with parts
20:08 <@HarvesteR> so an Assembly then has it's own orbit component, which is
used instead of the vessel orbits, once you go on-rails
while docked
20:08 <@HarvesteR> it also serves as a base for things like resource transfers
20:09 <@HarvesteR> and yea, it should be possible to have vessels docked to
docked vessels
20:09 <@HarvesteR> but the control system itself remains unchanged
20:09 <@HarvesteR> you can only control a single vessel at a time
20:09 <@HarvesteR> and you switch from vessel to vessel just the same,
regardless of whether they are docked or now
20:10 <@HarvesteR> *not
20:10 <@Capt_Skunky> <cBBp>if allowed "ah sounds good. all my concerns about
docking are now disminished thanks :D and thanks for
thinking things out so well"
20:10 <@HarvesteR> :)
20:10 <@Capt_Skunky> <Damnyoujapan1>will saved assemblies be accessable in the
Vab as subassemblies?
20:11 <@HarvesteR> yeah, that's where I was going next
20:11 <@HarvesteR> apart from docking, we will also need to revise the .craft
file format, so we can save pre-docked ships
20:11 <@HarvesteR> like a Saturn V rocket with a LEM attached
20:13 <@Capt_Skunky> <kHurtiZ>Are there any plans to implement (in v2 or v3 or
later) any kind of multiplayer mode? I'm thinking about
trading features down the line -- supplying goods to
permanent bases on e.g. Kuropa, Kanymede, Keimos, Khobos,
Katurn orbit, Mun etc.
20:13 <@HarvesteR> ahh
20:13 <@HarvesteR> well, the SFS system did make that a more plausible idea now
20:14 <@HarvesteR> there is even a player-made mod now that merges save files
together, and seeds them, to keep a persistent multi-world
synced up
20:14 <@HarvesteR> that's pretty cool, but it's not real-time MP yet
20:14 <@HarvesteR> but MP is not something we want to tack on as an afterthought
20:14 <@HarvesteR> we want to make a good job of it
20:15 <@HarvesteR> so it's probably going to be an expansion pack or something
of the sort
20:15 <@Capt_Skunky> Oh no! The dreaded DLC? ;)
20:15 <@HarvesteR> (not confirming anything at this point=
20:15 <@Sordid> Oh here we go.
20:15 <@HarvesteR> and no, not DLC
20:15 <@Capt_Skunky> Lookie Lookie!
20:15 <@HarvesteR> I don't believe in charging for extra static content
20:16 <@HarvesteR> that's what mods are for
20:16 <@Capt_Skunky> Yay!
20:16 <@Capt_Skunky> <BrownFox> how would staging on interplanetary vessels
work?
20:16 <@HarvesteR> but I like the idea of an expansion pack that adds new
features
20:16 <@Sordid> Though I have to say, the idea of multiple players with their
own separate space agencies and separate budgets pooling their
resources to do something grand sounds really awesome.
20:16 <@HarvesteR> and new possibilities
[/QUOTE]
Horizontal VAB! :D
There's more, but it'll probably be posted on the KSP forums in full soon.
what is VAB? :v
@__o
[QUOTE]<@HarvesteR> apart from docking, we will also need to revise the .craft file format, so we can save pre-docked ships
<@HarvesteR> like a Saturn V rocket with a LEM attached[/QUOTE]
[QUOTE=paul simon;35332856]what is VAB? :v[/QUOTE]
Vehicle Assembly Building, where you build your rocket.
All this cool stuff and i can't get any of it because i don't have a preorder :(
Why can't I talk in #ksp?
It's probably moderated (+m). One of the ops has to give you voice (+v) to speak.
it is in Q and A mode. ask questiosn to capt and he will pas them on.
[QUOTE=Tommyx50;35332205]Guys, HarvesteR has given us a snippet of information in the irc after he was asked a question by me in a semi-random Q&A session:
[QUOTE]<cBBp>I don't see much need for permenate docking as even
mir and ISS had to move modules around many times to
configure them right. thus it seems like a moot point and
would be quite unused.[/QUOTE]
[/QUOTE]
Permanent docking would be useful for building gigantic ships in-orbit.
[editline]29th March 2012[/editline]
Like imagine shipping tonnes of parts up there, you're going to get an ungodly mess of craft files up there otherwise.
Thanks, Box!
[QUOTE=krail9;35334138]Permanent docking would be useful for building gigantic ships in-orbit.
[editline]29th March 2012[/editline]
Like imagine shipping tonnes of parts up there, you're going to get an ungodly mess of craft files up there otherwise.[/QUOTE]
Yea, and when he adds more planets, we'll be able to create huge spacecraft in orbit for interplanetary missions.
With perma docking, you can build artifical planetary rings of doom ...
Horizontal VAB, does it mean, we can build things like futuristic huge spaceships instead of rocket like or it's just airplane style?
[QUOTE=cpt.armadillo;35335223]Thanks, Box![/QUOTE]
[IMG]http://dl.dropbox.com/u/1417259/kerbal/screen%20shots/screenshot115.png[/IMG]
[editline]28th March 2012[/editline]
[QUOTE=krail9;35334138]Permanent docking would be useful for building gigantic ships in-orbit.
[editline]29th March 2012[/editline]
Like imagine shipping tonnes of parts up there, you're going to get an ungodly mess of craft files up there otherwise.[/QUOTE]
imagine you want to change your configuration. oh wait cannot because permanent.
[QUOTE=CardBoardBox;35335458][IMG]http://dl.dropbox.com/u/1417259/kerbal/screen%20shots/screenshot115.png[/IMG]
[editline]28th March 2012[/editline]
Oh yeah!
Bout how much do it weigh?
imagine you want to change your configuration. oh wait cannot because permanent.[/QUOTE]
Oh god the new update broke my fps.
[QUOTE=Dacheet;35336623]Oh god the new update broke my fps.[/QUOTE]
Yep, also the loading times between VAB and launch pad ... is increased in like 8 times.
Explosions.... now these are real terror...for my PC o.O Before it didn't gave a shit about 30 components exploding at once...now... it screams in pain.
[QUOTE=Pilotguy97;35327315][I]Kosmonauts.[/I][/QUOTE]
set your moon base up quickly!
[editline]28th March 2012[/editline]
are the parts and saves compatible?
Have the particle effects changed? I thought I could see longer smoke trails in one of the screenshots.
Getting pics of Box's amazing pod up. Need to get the Angara chutes though.
[editline]28th March 2012[/editline]
[URL=http://cubeupload.com/im/rZfcUk.png][IMG]http://i.cubeupload.com/rZfcUk.png[/IMG][/URL]
[URL=http://cubeupload.com/im/umKSez.png][IMG]http://i.cubeupload.com/umKSez.png[/IMG][/URL]
[URL=http://cubeupload.com/im/aA0aP2.png][IMG]http://i.cubeupload.com/aA0aP2.png[/IMG][/URL]
[URL=http://cubeupload.com/im/fY6iKo.png][IMG]http://i.cubeupload.com/fY6iKo.png[/IMG][/URL]
[URL=http://cubeupload.com/im/Bs0YI3.png][IMG]http://i.cubeupload.com/Bs0YI3.png[/IMG][/URL]
[URL=http://cubeupload.com/im/C03nhV.png][IMG]http://i.cubeupload.com/C03nhV.png[/IMG][/URL]
[URL=http://cubeupload.com/im/6biNYr.png][IMG]http://i.cubeupload.com/6biNYr.png[/IMG][/URL]
[URL=http://cubeupload.com/im/M9WreM.png][IMG]http://i.cubeupload.com/M9WreM.png[/IMG][/URL]
Bic pics for a big capsule.
[editline]28th March 2012[/editline]
I have a Munman Kerman that I'm trying to get to the mun.
[QUOTE=Squeegy Mackoy;35337648]Have the particle effects changed? I thought I could see longer smoke trails in one of the screenshots.[/QUOTE]
There's been smoke trails for a while.
Guys with low FPS due to new terrain: Try doing PLANET_DETAIL_FACTOR = 0.7 in your settings.cfg, or possibly even lower. The lowest you can get before collision gets screwy is around about 0.5, but then you get trees at the launchpad (which can be removed by turning off PLANET_SCATTER), and some bugs with being able to zoom the camera at distances where you can see unloaded chunks.
Squad logo ruins it >:C
[img]http://i.imgur.com/GrRqo.png[/img]
[img]http://i.imgur.com/JYwcx.png[/img]
[img]http://i.imgur.com/OnQSZ.png[/img]
some poo came out
1.14.3 got released already
[QUOTE]* Fixed an issue with prevented unfocused ships from being saved.
* Removed the KSC on the Mun (don't ask).
* Tweaked the altitude of KSC to better match the terrain level.
* Tweaked Kerbin landclasses to raise ocean and remove the blue from the ice caps.
* Fixed the Sun flare not getting obscured by planets on the Tracking Station view.[/QUOTE]
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