Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
[QUOTE=ManningQB18;31033221]They'd have to change the scale a bit... you'd have to leave it running for a few years to get anywhere.[/QUOTE]
Well with obvious changes to the engine, times and what not, or as you can change the time scale from real time to something faster in US.
This game's catchphrase: "This can only end well."
(My buddy Gamegeneral said this :v:)
/me is dev ;)
Glad to see people are liking the game so far! You guys are coming up with some really cool designs.
I'm terribly sorry about the website being down... We were caught completely off-guard. We really didn't expect this much demand in such a short time.
About all the bugs that have been reported so far, we are well aware of them by now, and we're working to get rid of them.
Oh and BTW, that parts pack is also really cool. :)
Happy flying!
Cheers
[QUOTE=woolio1;31033079]I found something interesting. You can attach parachutes to *everything*, not just the pod.
I made a fully recoverable single-stage ship. Lovely.[/QUOTE]
okay remaking that ship
let's hope the crew doesn't die when the first stage ejects again
Why is Jebediah ALWAYS SMILING LIKE A MANIAC
[QUOTE=HarvesteR;31033309]/me is dev ;)
Glad to see people are liking the game so far! You guys are coming up with some really cool designs.
I'm terribly sorry about the website being down... We were caught completely off-guard. We really didn't expect this much demand in such a short time.
About all the bugs that have been reported so far, we are well aware of them by now, and we're working to get rid of them.
Oh and BTW, that parts pack is also really cool. :)
Happy flying!
Cheers[/QUOTE]
[QUOTE=Beetle179;31022427]I desperately hope we get rigidity beams. You click one placed piece, click another, and a rigid bit sticks between them, keeping them together while also making sure they don't get too close.
Right now, my ship is acting like jello.[/QUOTE]
Are there any plans for something like this? Also, what date do you predict the symmetry update will be released?
And thank you, this is a fantastic game.
This game really needs a cloudlayer to breach.
[QUOTE=HarvesteR;31033309]/me is dev ;)
Glad to see people are liking the game so far! You guys are coming up with some really cool designs.
I'm terribly sorry about the website being down... We were caught completely off-guard. We really didn't expect this much demand in such a short time.
About all the bugs that have been reported so far, we are well aware of them by now, and we're working to get rid of them.
Oh and BTW, that parts pack is also really cool. :)
Happy flying!
Cheers[/QUOTE]
You better prepare those servers, so far only FP and SA have taken notice. When /v/ finally finds out about this, your site will be HAMMERED especially since it's summer.
Keep up the good work though, this game is already addicting even with the limited parts :)
jesus FUCKING CHRIST
why cant i fucking save or do anything?
nothing works cant even launch my shit
And sound barrier effect
[QUOTE=Lyoko774;31033384]Why is Jebediah ALWAYS SMILING LIKE A MANIAC[/QUOTE]
I've Seen Jebediah Become Completely Scared...When the God-damned Command Pod Is Standing Still on the ground. OfCourse, When the Ship does 300 Turns Per Second with Engines and Whatnot Flipping from Side to side, He just got a big Grin On His Face.
The symmetry update is estimated for the 18th of this month. Along with it there will be also a number of bugfixes and tweaks.
About the beams, we hadn't planned it this far, but seeing the enormity of some of the designs, and how wobbly they get, I'm starting to kick the idea around in my head... I reckon there could be a special Part for that somehow.
Cheers
Pure speed!
[img]http://i.imgur.com/rcCis.png[/img]
[QUOTE=HarvesteR;31033309]/me is dev ;)
Glad to see people are liking the game so far! You guys are coming up with some really cool designs.
I'm terribly sorry about the website being down... We were caught completely off-guard. We really didn't expect this much demand in such a short time.
About all the bugs that have been reported so far, we are well aware of them by now, and we're working to get rid of them.
Oh and BTW, that parts pack is also really cool. :)
Happy flying!
Cheers[/QUOTE]
repostin' again (last time I promise)
[QUOTE=scout1;31014752]This this needs:
A way to place the same part multiple times without having to re-select (i.e. hold shift and each time you click it attaches a new one)
.
Automatic stage detachment (Perhaps a module?)
Some sort of automatic path system (i.e. mission control, AI will attempt to fly the rocket along that path using the guidance).
A way to attach things in the middle of the rocket without destroying the whole damn thing (Oh god i forgot to attach a decoupler between the pod and the last stage)
Some scenery. A city (Doesn't even have to be high-res!) around/surrounding/near the spaceport would be nice.
Some example rockets packaged with the game/sim, courtesy of the developers or community.
An easier way to attach things to the side of the rocket so it doesn't get horribly unbalanced.
Multiple rocket launch/multiplayer. Either timed or controlled/switch between controls by player, in accordance with the automatic launch/AI control detailed above.
More engines, parts, everything!
Looking forward to future versions of this game.
[editline]9th July 2011[/editline]
A time manipulation option. That one for sure.[/QUOTE]
Hey HarvesteR,
When do you think you will be added in other planets/moonbases, etc.?
Thanks for reading
[QUOTE=HarvesteR;31033309]/me is dev ;)
Glad to see people are liking the game so far! You guys are coming up with some really cool designs.
I'm terribly sorry about the website being down... We were caught completely off-guard. We really didn't expect this much demand in such a short time.
About all the bugs that have been reported so far, we are well aware of them by now, and we're working to get rid of them.
Oh and BTW, that parts pack is also really cool. :)
Happy flying!
Cheers[/QUOTE]
I've maybe got a new bug :downs:
[video=youtube;_9L4i7hezW4]http://www.youtube.com/watch?v=_9L4i7hezW4[/video]
Another bug is that the wings don't give forward power until you disconnect the pod, once I did with another winged part the part mentioned shot away.
I also think that I know why some spaceships in the mod pack lean to one side.
The large red fuel tank has a pipe on one side which seems to move the center of gravity slightly.
any plans on making fuel tanks attachable to side decouplers?
Hurr, jettisoned a still firing cluster engine attached to two of those orange fuel cells. It disconnected, jumped back a bit, and then proceeded to accelerate forward and obliterate the command module and it's engine >.>
duo-couplers would also be nice.
[editline]10th July 2011[/editline]
and a way to rotate tri-couplers.
[B]*A way to place the same part multiple times without having to re-select (i.e. hold shift and each time you click it attaches a new one)[/B]
The new Symmetry mode should cover that, in part. Also planned for later is an Alt+Drag copy feature, to duplicate a selection.
[B]*Automatic stage detachment (Perhaps a module?)[/B]
I'm not sure what this would be exactly, some kind of staging auto-pilot?
[B]*Some sort of automatic path system (i.e. mission control, AI will attempt to fly the rocket along that path using the guidance).[/B]
A Guidance Module is planned already, but it will require having some way to plot a flight plan first, so it might be a while still.
[B]*A way to attach things in the middle of the rocket without destroying the whole damn thing (Oh god i forgot to attach a decoupler between the pod and the last stage)[/B]
This is already planned and we hope to be able to get it in 0.8.1
[B]*Some scenery. A city (Doesn't even have to be high-res!) around/surrounding/near the spaceport would be nice.[/B]
Yes, scenery is lacking still. But that kind of addition is a lower priority than fixing bugs and adding the really important features that are still missing.
[B]*Some example rockets packaged with the game/sim, courtesy of the developers or community.[/B]
That's easy enough I think, We could include some ready-made rockets with the game.
[B]*An easier way to attach things to the side of the rocket so it doesn't get horribly unbalanced.[/B]
Symmetry and Angle-Snap should cover that.
[B]*Multiple rocket launch/multiplayer. Either timed or controlled/switch between controls by player, in accordance with the automatic launch/AI control detailed above.[/B]
We've been discussing multiplayer options here for quite a while now. It's certainly an interesting prospect, but we haven't settled on a nice solution for it yet.
[B]*More engines, parts, everything![/B]
Indeed. But since the game is still in a very early stage, it's preferrable to have as little content as possible, since at any time we might have to make a change that will require rebalancing every single part. And if we had hundreds of them already, that would be a major pain.
[B]*A time manipulation option. That one for sure.[/B]
We have a Skip-Ahead feature planned. Instead of just accelerating time, you'll be able to skip to any point in the predicted trajectory, which will be visible in a Map screen.
Cheers
Made by zombiedawg:
[video=youtube;4NMGfz1bz9M]http://www.youtube.com/watch?v=4NMGfz1bz9M[/video]
his stream:
[url]http://www.livestream.com/zombiedawgsbunker[/url]
[QUOTE=HarvesteR;31033769][B]*A way to place the same part multiple times without having to re-select (i.e. hold shift and each time you click it attaches a new one)[/B]
The new Symmetry mode should cover that, in part. Also planned for later is an Alt+Drag copy feature, to duplicate a selection.
[B]*Automatic stage detachment (Perhaps a module?)[/B]
I'm not sure what this would be exactly, some kind of staging auto-pilot?
[B]*Some sort of automatic path system (i.e. mission control, AI will attempt to fly the rocket along that path using the guidance).[/B]
A Guidance Module is planned already, but it will require having some way to plot a flight plan first, so it might be a while still.
[B]*A way to attach things in the middle of the rocket without destroying the whole damn thing (Oh god i forgot to attach a decoupler between the pod and the last stage)[/B]
This is already planned and we hope to be able to get it in 0.8.1
[B]*Some scenery. A city (Doesn't even have to be high-res!) around/surrounding/near the spaceport would be nice.[/B]
Yes, scenery is lacking still. But that kind of addition is a lower priority than fixing bugs and adding the really important features that are still missing.
[B]*Some example rockets packaged with the game/sim, courtesy of the developers or community.[/B]
That's easy enough I think, We could include some ready-made rockets with the game.
[B]*An easier way to attach things to the side of the rocket so it doesn't get horribly unbalanced.[/B]
Symmetry and Angle-Snap should cover that.
[B]*Multiple rocket launch/multiplayer. Either timed or controlled/switch between controls by player, in accordance with the automatic launch/AI control detailed above.[/B]
We've been discussing multiplayer options here for quite a while now. It's certainly an interesting prospect, but we haven't settled on a nice solution for it yet.
[B]*More engines, parts, everything![/B]
Indeed. But since the game is still in a very early stage, it's preferrable to have as little content as possible, since at any time we might have to make a change that will require rebalancing every single part. And if we had hundreds of them already, that would be a major pain.
[B]*A time manipulation option. That one for sure.[/B]
We have a Skip-Ahead feature planned. Instead of just accelerating time, you'll be able to skip to any point in the predicted trajectory, which will be visible in a Map screen.
Cheers[/QUOTE]
Sweet. Thank you for answering my concerns.
[QUOTE=HarvesteR;31033309]/me is dev ;)
Glad to see people are liking the game so far! You guys are coming up with some really cool designs.
I'm terribly sorry about the website being down... We were caught completely off-guard. We really didn't expect this much demand in such a short time.
About all the bugs that have been reported so far, we are well aware of them by now, and we're working to get rid of them.
Oh and BTW, that parts pack is also really cool. :)
Happy flying!
Cheers[/QUOTE]
I suggested it before, but could you guys add some screams to the game?
It'd be nice to hear them every time I fail to launch a rocket properly.
Also, when do we get a moon to travel too? :o
[QUOTE=HarvesteR;31033769][B]*A way to place the same part multiple times without having to re-select (i.e. hold shift and each time you click it attaches a new one)[/B]
The new Symmetry mode should cover that, in part. Also planned for later is an Alt+Drag copy feature, to duplicate a selection.
[B]*Automatic stage detachment (Perhaps a module?)[/B]
I'm not sure what this would be exactly, some kind of staging auto-pilot?
[B]*Some sort of automatic path system (i.e. mission control, AI will attempt to fly the rocket along that path using the guidance).[/B]
A Guidance Module is planned already, but it will require having some way to plot a flight plan first, so it might be a while still.
[B]*A way to attach things in the middle of the rocket without destroying the whole damn thing (Oh god i forgot to attach a decoupler between the pod and the last stage)[/B]
This is already planned and we hope to be able to get it in 0.8.1
[B]*Some scenery. A city (Doesn't even have to be high-res!) around/surrounding/near the spaceport would be nice.[/B]
Yes, scenery is lacking still. But that kind of addition is a lower priority than fixing bugs and adding the really important features that are still missing.
[B]*Some example rockets packaged with the game/sim, courtesy of the developers or community.[/B]
That's easy enough I think, We could include some ready-made rockets with the game.
[B]*An easier way to attach things to the side of the rocket so it doesn't get horribly unbalanced.[/B]
Symmetry and Angle-Snap should cover that.
[B]*Multiple rocket launch/multiplayer. Either timed or controlled/switch between controls by player, in accordance with the automatic launch/AI control detailed above.[/B]
We've been discussing multiplayer options here for quite a while now. It's certainly an interesting prospect, but we haven't settled on a nice solution for it yet.
[B]*More engines, parts, everything![/B]
Indeed. But since the game is still in a very early stage, it's preferrable to have as little content as possible, since at any time we might have to make a change that will require rebalancing every single part. And if we had hundreds of them already, that would be a major pain.
[B]*A time manipulation option. That one for sure.[/B]
We have a Skip-Ahead feature planned. Instead of just accelerating time, you'll be able to skip to any point in the predicted trajectory, which will be visible in a Map screen.
Cheers[/QUOTE]
Would a Toggle-SAS function be possible?
[QUOTE=Beetle179;31033867]Would a Toggle-SAS function be possible?[/QUOTE]
Hit T.
[QUOTE=Beetle179;31033867]Would a Toggle-SAS function be possible?[/QUOTE]
It is possible already (T Key).
Cheers
EDIT: Ninja'd! :smile:
[QUOTE=Wavenarra;31033858]Also, when do we get a moon to travel too? :o[/QUOTE]
The game is just a few weeks and you can't even land on the back of the planet yet! Patience.
[QUOTE=Wavenarra;31033858]Also, when do we get a moon to travel too? :o[/QUOTE]Quoting this because it needs answering
Edit:Damnit, ninja'd
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