• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
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]
Sorry, you need to Log In to post a reply to this thread.