• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
My latest spaceship: [IMG]http://i.imgur.com/tZuNE.png[/IMG] Another view: [IMG]http://i.imgur.com/zOQkZ.png[/IMG] And how I got up there: [IMG]http://i.imgur.com/zt6w8.png[/IMG]
Interesting launch vehicle.
Winston: [url]http://img828.imageshack.us/img828/2484/screenshot95l.jpg[/url] Winston: what CardBoardBoxprocessor: rosa parks CardBoardBoxprocessor: people make the dumbest shit for kerbal CardBoardBoxprocessor: says the guy that made a ferrari for it Winston: yeah what kind of idiot would make a car for ksp
A fucking bus... [editline]6th February 2012[/editline] Also the thread its in. [url]http://kerbalspaceprogram.com/forum/index.php?topic=6883.0[/url]
[QUOTE=MC3craze;34579929]Interesting launch vehicle.[/QUOTE] It's actually very stable with just one ASAS and no rcs
[img]http://i.imgur.com/MFYbQ.png[/img] CLOCKS
you are late. The other guy is making it. too late!
Clocks, I saw it on the forums.
[QUOTE=MC3craze;34580539]Clocks, I saw it on the forums.[/QUOTE] just made cause he ninja-ed you
wut [editline]6th February 2012[/editline] Why are you on IE6? [IMG]http://puu.sh/fYF5[/IMG]
[QUOTE=cwook;34580004]It's actually very stable with just one ASAS and no rcs[/QUOTE] I'm not sure what the dumb here is for, am I right in thinking: a) multiple asas has no affect anyway b) especially when your ship doesn't even have wings? Either way I really like the ship :v:
[img]http://i.imgur.com/pZI2W.png[/img]
[quote=Lunniy Korabl] [b]Sneak Preview[/b]: Weka lifeboat spaceplane! [img]http://i855.photobucket.com/albums/ab118/Leon_Walras/weka.png[/img] The Weka lifeboat spaceplane was intended as a cheap re-entry vessel for use in emergencies. Due to budget cuts and project cancellations, this manual flight only (no ASAS) budget spaceplane will soon be available for general use. Now that I've got my head around spaceplanes with wings that actually produce lift, the Kergin Galactic v0.1 with proper wings is also just around the corner. [/quote]
What's the best way to get into modelling for KSP with little experience? I have access to blender and every autodesk product, but only have very vague experience with 3ds max. I'm fluent with wings3d, which can export .obj but I can't imagine how collision meshes and such would work.
[QUOTE=MC3craze;34581126] [I]weka lifeboats[/I] [/QUOTE] Those remind me of farscape.
[QUOTE=Iziraider;34581585]Those remind me of farscape.[/QUOTE] they remind me of piles of dog shit after they have orange food.
Hey guys, I just unwrapped one of the MKK parts I've been working on and created a texture from the UV thing, and then re-wrapped it. This is what it looks like: [img]http://dl.dropbox.com/u/43321825/textured.png[/img] Problem is, it doesn't show up in game like this. Then I look at the Ausplane's body and see that its texture is a perfect square, compared to my web of triangles. What should I do? Edit: Now I made an odd mistake in Blender and the program is no longer cooperating with me. At all. In any case, I'm getting irritated at the fact that any time I post in this thread it goes dead for hours, it's like you guys are trying to make me paranoid. You know what? Screw it. Nobody's paid any attention to the MKK idea anyway. I'll just scrap the whole thing and find something else to do with my time.
this shit needs some epic Russian singing like in red October. [IMG]http://dl.dropbox.com/u/1417259/kerbal/temps/Mircore.png[/IMG]
[QUOTE=CardBoardBox;34583759]this shit needs some epic Russian singing like in red October.[/QUOTE] Ты доставать он Мистер Коробка! [media]http://www.youtube.com/watch?v=A8qakI4mDII&feature=related[/media] [editline]February 7th 2012[/editline] Welp, I just spent three minutes listening to soviet choirs and staring at a picture. That's the highlight of my day.
I told you Sega. KSp is not ready for space planes. and I know little about blender :/
[QUOTE=CardBoardBox;34583821]I told you Sega. KSp is not ready for space planes. and I know little about blender :/[/QUOTE] KSP isn't ready for docking either, but that hasn't stopped you and plenty of other from creating a universal docking system. (:v:)
[QUOTE=cwook;34584233]KSP isn't ready for docking either, but that hasn't stopped you and plenty of other from creating a universal docking system. (:v:)[/QUOTE] ah but KSp does support station like set ups. Thus there is a reason. as for controlling a plan well like advance not round ones like the x33. it just is not ready for. oh and blender sucks. [editline]7th February 2012[/editline] [IMG]http://dl.dropbox.com/u/1417259/kerbal/temps/screenshot79.png[/IMG]
[QUOTE=CardBoardBox;34584363]ah but KSp does support station like set ups. Thus there is a reason. as for controlling a plan well like advance not round ones like the x33. it just is not ready for. oh and blender sucks. -snip-[/QUOTE] Stop teasing us! And pardon my curiosity, but can you explain to me, a person with no modeling experience, why blender sucks?
[QUOTE=cwook;34584431]Stop teasing us! And pardon my curiosity, but can you explain to me, a person with no modeling experience, why blender sucks?[/QUOTE]No idea lol. not what i learned on so i have no idea how to use it. and sometimes you need python shit installed. and alot of stuff seems to generally work badly as compared to otherthings. then again 3ds max likes to randomly delete stuff sometimes and change my settings :D so.... as for the teases.. i am afraid since you asked I will have to stop. but gosh that Core module as the command pod really really makes it look nice :D
Meh Python is a decent scripting language and since im kinda used to blender now ( but still not able to make decent stuff) i prefer blender
Woot. [quote=HarvesteR] Hi, We're back. Yesterday was a holiday here (something about a Revolution, or a Constitution, I don't know, but it was a day off :) ), and we've long learned the importance of seizing every available break here. It's like braking before a corner... it will make you move faster overall. ;) Anyhow, this is where we stand with the persistence/multiple ships/multiple crews/game flow issue: As you can probably tell by the name of the issue, this feature has grown quite a bit from it's original specification, because quite frankly, we underestimated just how large an overhaul would be required to pull it off. Thankfully, we are now on the home stretch (I hope), and as I see it, we have these issues to deal with now: 1. Multiple Crews. That needs to be addressed on this update, even if in a limited way. That is, we might not add a recruiting station, but we need to add more crewmembers. My plan to keep the original three special is to create a new skin for the new guys, maybe give them a blue suit or something, so they will never be the same as Bill, Jeb and Bob. 2. Game Reflow: This is a (hopefully) straightforward tweak, but an important one nevertheless. Because the game is now saved and resumed, and launching things is actually adding a new ship to the already saved game, the game flow we have now has become rather meaningless. Most of all I'm talking about the 'Relaunch' button. It really lost it's meaning now, because the game isn't going to step back to relaunch anymore, unless we decide to add that in explicitly by loading a temp save made at the moment of launching, which, although a possibility, I don't think is the best option. We also need to think up a way to terminate a mission, be it in orbit or after landing, so we can have a way to get the crew back on the roster, and all that jazz. 3. Keeping it tidy: That means rigging up the automatic scene clean-up system I've explained last week... I've got the concept for it down, with the dynamic 'relevance' rating and deleting lowest-relevance first, but that hasn't been implemented yet. 4. Find a way to clear out the Launchpad: This may sound silly, but it has happened here quite a number of times. If you set a ship down at the launchpad, then exit flight and proceed to launch another one, both ships will be spawned at the same spot and at the same time, with obvious and very counterproductive results. But cleaning the launchpad is actually a tricky issue, because that ship you left at the pad might have been expensive, so we should probably pop a dialog giving you the option to either clear out the pad and proceed with the new launch, or cancel the current one so you can deal with it. This also implies ships need a way to know exactly where they are landed, so we can find the ones on the launchpad. 5. Unloaded ships crossing SOIs: This is another unforeseen issue that I saw happen here, and if left unchecked, might cause the game to crash, corrupt save files, or at the very least botch up the orbits of the affected objects. What happens is, once a vessel crosses into another body's sphere of influence, a method is called that recalculated the velocity and position values in relation to the new reference frame, so that the rails can continue running. The problem with that is that this method seems to be trying to access things that aren't there if the vessel is unloaded, so it will need to be tweaked to make that work. It shouldn't be difficult to fix, but it's another one of those issues that cropped up because the game wasn't expecting to have to deal with that sort of thing. 6. Set up the final vessel-switching system: Until now, we are switching from vessel to vessel on a very 'placeholder' way... It's just a quick hack I set up here to test the actual switching system, but now it needs a proper front-end. That is, setting up some interface device so we can select and switch to another vessel. I'm thinking double clicking vessels on the map view as a primary means of switching, and if we have time, also a quick-switch by pressing Tab (something like alt-tabbing in windows). The quickswitch would only list nearby controllable vessels, while the map would enable you to focus just about anything. 7. Rig up the autosaving: The actual persistence thing, that is. Right now, what we have is a game that saves and loads, but that doesn't make it persistent until we have something that is actively saving the current flight, and letting you load it again. Setting up the autosave isn't particularly difficult, now that the SFS is mostly finished, but it needs to get done nevertheless. 8. Setting up the tracking station: This then, is the final step in making the game persistence-complete. The tracking station would be basically a repeat of the map switching system, only it would be operating out of another scene, with the game unloaded. For now, the tracking station will show a paused game world, because time has no meaning on the space center yet. Later on, we'll probably have to move some things around, so we can have time flowing on the space center as well... But that can be left for a later update. That's about it I think... when I started writing, I had 4 items in mind... Then I went on remembering the other things that needed doing... But it's ok, it's not more than what we have already done here anyway. :) One thing that is worrying me, is that this is the first update where we've decided to not follow the 4-week convention... It needed to be done, because persistence is a huge feature, and we needed more time to get it presentable, but I worry that we might be heading into an endless 'still-not-done' spiral, avoiding which is precisely why we commit ourselves to a 4-week cycle, so I'd like to at least announce an estimated release date this week... I'll have to have a chat with the other guys first though, but hopefully by the end of this week we'll know when the release is due. :) All this is what's still in store for the persistence/multiship feature. That doesn't include the other unrelated features, like the update tool, but hopefully by the time the persistence is done, those other things will be as well. Cheers [/quote]
Can we have a giant Jebediah as a rocket. And Bill as a booster.
The booster wouldn't produce enough power.
and here come the flood of shit station parts. just retextured fuel tanks. [url]http://kerbalspaceprogram.com/forum/index.php?topic=6741.0[/url]
[img]http://i.imgur.com/riyJY.png[/img]
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