Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
[QUOTE=StaT;32604845]Lucky bastard , once i make something big it just collapses under its own weight :v:[/QUOTE]
That's what the one I posted a few pages back did:
[img]http://dl.dropbox.com/u/2668640/hi.jpg[/img]
[QUOTE=StaT;32604845]Lucky bastard , once i make something big it just collapses under its own weight :v:[/QUOTE]
Heavy Struts! Use the heavy struts, their power is maximum.
Stops modules flicking the entire craft into the air, and general funkiness.
All thats left is the ever so slight bending, which isn't a problem if you launch within a few seconds.
No build for monday
i guess harvy runed in to some probs ...
[QUOTE=StaT;32607863]No build for monday
i guess harvy runed in to some probs ...[/QUOTE]
According to his profile on the forums, it's not even noon wherever he is.
We need:
A solid booster which is using seperate fuel tanks. Much like liquid engines, but then no adjustable strength.
Latest from HarvesteR:
[quote]Well, here's what's been going on lately:
The map and orbit views are quite decent enough now for an experimental release. There are still some details to add/fix, but it should be good for testing purposes.
Currently we're waiting on the RCS module/tank and new SAS models to be completed, and in the meantime I'm rigging up the splashdown effect.
About the splashdown, I want to have a simple buoyancy simulation here, so the splash isn't just a visual thing. That raises some issues with needing to define buoyancy values for all parts and such, which are making this process a little more complicated than I expected. But, having a simple buoyancy model here can be quite useful, because it will enable us to remove the ocean collision meshes, which means less physical objects and better performance.
The new space skybox is nearly ready, but I doubt it will be added to the first experimental release. We'll have to add it later this week.
Also, for the RCS system I want to add a key or button somewhere to enable toggling it on and off. That is to prevent half your RCS reserves being spent uselessly while launching (you could use winglets for that).
Well, things are coming along here... If all goes well we can have an experimental up by the end of the day.
Cheers
[/quote]
I hope your shuttle survives landing in water if it doesn't hit the bottom at a high speed. Makes it easier to land without a parachute without slowing down your rocket to less than 5-3m/s.
set parts to buoancy under 0
submarines
Or just buoyancy so that it's unaffected by water.
Then water would be like space.
[QUOTE=DrasarSalman;32608874]I hope your shuttle survives landing in water if it doesn't hit the bottom at a high speed. Makes it easier to land without a parachute without slowing down your rocket to less than 5-3m/s.[/QUOTE]
Skim the surface, Kerbal Hydrofoil program?
[QUOTE=dije;32606201]Maybe he wants the actual OS and not the UI?[/QUOTE]
As far I remember some features in Windows 7 only works with Aero enabled. And anyway, he's still got a GUI so what you're saying is kinda bullshit.
Anyhow, I'm excited about the update, it'll probably get me playing again.
Someone PLEASE make an engine like this (pointing at the side-mounted thrusters)
[img]http://i.imgur.com/z8c1L.jpg[/img]
Yeah, the same for stages (or groups of stages). That way you'd be able to have an actual flight-abort system.
[QUOTE=GoDong-DK;32609055]As far I remember som[B]e[/B] features in Windows 7 only works with Aero enabled. And anyway, he's still got a GUI so what you're saying is kinda bullshit.[/QUOTE]
Oh, yes, that's right. I forgot all about that, it is just like the time I failed at installing a theme and broke Aero.
[QUOTE=Oicani Gonzales;32609132]Ah, if only we could bind keys to a group of thrusters...[/QUOTE]
Yeah it'd honestly be better if it was more like GMod, easier controls with thrusters bound to whatever key you like, aswell as setting it so your ship can start off vertically or horizontally and knowing which direction it's facing on the launch pad.
[QUOTE=scratch (nl);32609013]set parts to buoancy under 0
submarines[/QUOTE]
This is from a few weeks ago
[QUOTE=bobsmit;32130700][QUOTE=RayvenQ;32127843]What I'd like to see: KSSP, Kerbal Sea/Sub Program, will they sink or float, or break apart in rough sea conditions and be able to take the stresses of moving underwater.[/QUOTE]I want to see Kerbal Everything Program. I will not be satisfied until I can launch a rocket submarine from a base on the moon to a base at the bottom of the ocean.[/QUOTE]
I'm pretty sure this game is about to become the best game ever.
More from HarvesteR:
[quote]Well, more news:
I've added a simple buoyancy model, which should be good for now, since all it really needs to do at this point is make objects look like they're floating.
I'm working on improving the visual effects now, and recording some sounds for the splashes. (Man, sound recording brings back memories of my heavy metal band days )
To make the partially submerged parts look better, I made some changes to the parts shader, and got some more improvements out of that. Now, during flight the part shader doesn't grab the frame buffer, which means it's lighter. Also, parts can now cast shadows on themselves.
Also, when a part hits the water, it can be destroyed just as if it hit dirt. At high speeds water can be quite solid
But, I've given all parts a 20% impact resistance boost when they crash against water (shouldn't help most parts, but it seemed fair to give them a chance).
Now I'm tweaking the splash effect itself, to make it look better. It's nearly good now, and throwing things into the water is quite a lot of fun
Cheers
[/quote]
See, even the experts make mistakes sometimes :v:
[media]http://www.youtube.com/watch?v=um55bIf1nAI&feature=related[/media]
[QUOTE=DrasarSalman;32609219]Oh, yes, that's right. I forgot all about that, it is just like the time I failed at installing a theme and broke Aero.[/QUOTE]
Sorry, typo.
More update:
[quote]Well, here's where we're at now:
The splash effect (and buoyancy) are decent enough for an X release now. The terrain is also in place and the RCS and SAS modules are coded. The map view is also working well enough for now I think.
Just waiting now on the new RCS module, tank and SAS module meshes, and we're good to go.
Cheers[/quote]
RCS?
[QUOTE=Dacheet;32613015]RCS?[/QUOTE]
Apparently it is a new control module that will make rockets handle more like a rocket and less like a sausage.
Should I go to bed or should I wait for the experimental release?
Reaction Control System, does what he said ^
[QUOTE=Winstonn;32613164]Reaction Control System, does what he said ^[/QUOTE]
Asks whether or not it should go to bed or not?
[QUOTE=Runar;32610674]See, even the experts make mistakes sometimes :v:
[media]http://www.youtube.com/watch?v=um55bIf1nAI&feature=related[/media][/QUOTE]
[media]http://www.youtube.com/watch?v=E1O8C5OYjxc[/media]
[QUOTE=Dacheet;32613180]Asks whether or not it should go to bed or not?[/QUOTE]
You know I didn't mean that.
I've always wondered something about Kerbel.
If you can build a ship that collapses under it's own weight on the launchpad...
then how the fuck do they get it out there in the first place?
v:v:v
Hey guys guess what!
The experimental isn't out yet.
[img]http://i.imgur.com/NsUf2.png[/img]
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