Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
I found a bug too, when you fast forward on the pad for a night launch; about mid-flight you start pitching over.
what else did he add?. how do you speed tiemup on launch pad? 0_O
[QUOTE=CardBoardBox;33711619]what else did he add?. how do you speed tiemup on launch pad? 0_O[/QUOTE]
Comma and Period
Also:
[quote=HarvesteR]
[b]Optimizations:
* Removed a lot of needless halts on the part processing routine during loading.
* Restructured the sound loading system so the main loading thread doesn't wait for it to finish before moving on.
* Deferred adding of several part components so they're only added when they're needed.
* Mesh tangents can now be loaded from file, instead of being recalculated every time.
* The mesh loader now ignores materials from file, because they were going to be replaced anyway later.
* Meshes are now saved to binary files (serialized) when loaded for the first time, and loaded from those files when they're available.
* Changed the rendering method for the part icons on the staging sequence. This can prevent thousands of objects from being created when flying large ships.
* Ship parts now have adjustable levels of physics, so small parts are not as deeply simulated as large ones. This reduces the amount of physics objects and joints to simulate.
* Reduced the amount of code components attached to each part, making for less calls on each frame.
New:
* The part loader will check if the saved optimized meshes are out-of-date, and update them when necessary.
* A new Fuel Line part, that allows fuel to be drained off external (side-mounted) tanks.
* It is now possible to warp time freely when the ship is landed.
* Added a progress bar for the loading screen.
Bug Fixes:
* Fixed the mission timer not getting started if the first stage was moved before launching.
* Liquid Fuel now flows from the "top" attachment node, instead of from the parent part (unless there is no top node, in which case it flows from the parent part).
* Parts now keep the references to the part attached in each attachment node. (makes top-node based fuel flow possible)
* Fixed a bug which prevented the ship selection dialogs from receiving double-click events. Now it is possible to select a ship file by double clicking on it.
* Improved rendering of hyperbolic (escape) orbits in the map view. The trajectory is now a constant size regardless of eccentricity, and isn't warped by the splines.
* The Map camera will now remember it's last position, and return to it when the map is reopened.[/b]
[/quote]
[QUOTE=CardBoardBox;33711619]what else did he add?. how do you speed tiemup on launch pad? 0_O[/QUOTE]
Same way you speed time up normally?
-automerge-
can someone explain? this is relivant to trunk module of Durgun.
Liquid Fuel now flows from the "top" attachment node, instead of from the parent part (unless there is no top node, in which case it flows from the parent part).
* Parts now keep the references to the part attached in each attachment node. (makes top-node based fuel flow possible)
if I am reading right trunk might not even need fuel lines 0__o
Parent part refers to the command pod.
irratating... in experimental dragon capsule leans for no damn reaons
We need christmas themed kerbals and snow
[QUOTE=CardBoardBox;33712508]irratating... in experimental dragon capsule leans for no damn reaons[/QUOTE]
Maybe it has something to do with the bug MC3Craze found:
[quote=MC3Craze]I found a bug too, when you fast forward on the pad for a night launch; about mid-flight you start pitching over.[/quote]
Oh man, and I was planning on getting some plasma cutting done today...
Oh well, rocket time.
on the other hand i am in love with fuel lines because it makes the trunk function as needed :D
also did I ever my .22 belt fed with the custom feed box I made for it?
[IMG]http://dl.dropbox.com/u/1417259/m22/mgthing/DSCN7480.JPG[/IMG]
[QUOTE=CardBoardBox;33712730]
I accidentally my .22 belt fed with the custom feed box
[/quote]
that's also awesome, btw
FUCK
[img]http://i.imgur.com/qsTV5.jpg[/img]
was trying to orbit since I didn't have the fuel to land and return home
Is it just me or does everything overheat faster in the 0.13 experimental release?
[QUOTE=CardBoardBox;33712730]on the other hand i am in love with fuel lines because it makes the trunk function as needed :D
also did I ever my .22 belt fed with the custom feed box I made for it?
[/QUOTE]
I ever my 22 too.
Oh awesome, we have the navball available in the map now. This pleases me.
does FP have gun thread?
[editline]14th December 2011[/editline]
damn it he did something to struts or collisions or something and now failcan9's bottom comes off.... wtf... it is fucking gmod all over again`1
I [B][I]always[/I][/B] sleep when new experimentals come out goddamn.
because america
I thought the maker is in mexico
[QUOTE=scratch (nl);33714069]because america[/QUOTE]
West coast master race
[QUOTE=LarparNar 'n peeps bein' all bawwwww;33703341]Yes Winstonn, when will you make some decouplers that fit your engines?[/QUOTE]
yeah alright FUCK ill make some
I was thinking of making one length for each engine width to keep the number of parts down. So they don't clip into the tank above and look like shit I was thinking of bulging them outwards a bit like this:
the green thing is the decouPLER OBVIOUsly GOOOODDD
[img]http://i.imgur.com/OyA4d.png[/img]
Thoughts?
looks like a good idea, much better than having 2 textures spazz around.
Am I doing something wrong or are fuel lines not actually working properly.
[QUOTE=LarparNar;33715074]Am I doing something wrong or are fuel lines not actually working properly.[/QUOTE]
They're bugged.
[QUOTE=MC3craze;33715454]They're bugged.[/QUOTE]
That may explain why this doesn't work:
[IMG]http://i640.photobucket.com/albums/uu121/DSH_01/screenshot3.png[/IMG]
[QUOTE=DrasarSalman;33715696]That may explain why this doesn't work:
[IMG]http://i640.photobucket.com/albums/uu121/DSH_01/screenshot3.png[/IMG][/QUOTE]
You need to use that design, ignite the rocket and see how the kerbals react.
Over-heating is already in the game, I think I killed the kerbals by doing something like that once... [B]time to experiment![/B]
[QUOTE=DrasarSalman;33716243]Over-heating is already in the game, I think I killed the kerbals by doing something like that once... [B]time to experiment![/B][/QUOTE]
Oh yeah. Well, time to get to it then!
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