• Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
    8,384 replies, posted
I am over Kenya, attempting another orbit.
Hey, HarvesteR, have you thought of moving this to other platforms? Just looking at the Humble Indie Bundle statistics, 1/4 of all purchases were for Linux, and Mac was about 1/6 of all purchases, and the average purchase price was highest for Linux and lowest for Windows.
Whenever i try to build a rocket, i set each stage how i like it, but a lot of the time it just switches back to the default when i try to fly it or go back to the building bit after flying.
No wait now I'm at Egypt.
[QUOTE=squids_eye;31051190]Whenever i try to build a rocket, i set each stage how i like it, but a lot of the time it just switches back to the default when i try to fly it or go back to the building bit after flying.[/QUOTE] Yeah, that's dodgy at best. I had to reset my order several times before it saved.
I need more Mods.
[QUOTE=Saza;31049622]I made it 55 fucking thousand meters (and still counting) on TWO stages. Aw yeah. And the first (liftoff) stage was 3 liquid fuel, second was a single solid.[/QUOTE] 100200K with 2 stages :smug:
When will the site be back online?
Oh it already is!
[QUOTE=AnoPem;31050884]How do you fly it like that ?[/QUOTE] Its just angling the rocket carefully, and no Wavenarra, its not full throttle, and I don't use a joystick. Its just adjusting the power up/down alot until you can narrow it down where the average power is to keep it level, then just slightly adjusting where neccessary.
Over Siberia right now. This is gonna take a while.
It appears automerge is removed.
This reminds me off what spore space stage should have been more like.
[QUOTE=shatteredwindow;31051318]This reminds me off what spore space stage should have been more like.[/QUOTE]Too bad, most of the creation post-animal stage was cosmetic.
Fuck I think I over shot it this time.
[QUOTE=Nr Dick;31051377]Too bad, most of the creation post-[B]cell[/B] stage was cosmetic.[/QUOTE] Fixed
Whenever I try to make anything big, the rocket just starts tipping to the side at around 200 metres. Tried making it symmetric, but that didn't work (well as symmetric as I can manage). Tried adding 15 SAS, but they weren't enough.
[QUOTE=shatteredwindow;31051419]Fuck I think I over shot it this time.[/QUOTE] Yup, Now I can't see the Kearth at all.
[QUOTE=acds;31051487]Whenever I try to make anything big, the rocket just starts tipping to the side at around 200 metres. Tried making it symmetric, but that didn't work (well as symmetric as I can manage). Tried adding 15 SAS, but they weren't enough.[/QUOTE] SAS works better the further out it is from the center. Just try to keep it symmetrical.
[QUOTE=KommradKommisar;31048853][video=youtube;7p2eBA-7OZE]http://www.youtube.com/watch?v=7p2eBA-7OZE&feature=related[/video] Thread/Game music?[/QUOTE] No this [video=youtube;qb9qnONhW78]http://www.youtube.com/watch?v=qb9qnONhW78[/video]
[QUOTE=Oicani Gonzales;31050840]I tweaked two engines. One's a strong, but fuel-thirsty engine, and the other one is a challenge: try to get it to full power. [url]http://dl.dropbox.com/u/33893957/Files/Parts.rar[/url][/QUOTE] Both of them break off if i increase throttle :P
[QUOTE=ASmellyOgre;31051189]Hey, HarvesteR, have you thought of moving this to other platforms? Just looking at the Humble Indie Bundle statistics, 1/4 of all purchases were for Linux, and Mac was about 1/6 of all purchases, and the average purchase price was highest for Linux and lowest for Windows.[/QUOTE] Yes, we are working on getting that Mac version working. Being a Unity-based game, we can build very easily for many different platforms (sadly, Linux isn't included). But we're having trouble with some shaders that don't want to cooperate under OSX... That's why it's a priority to get the new terrain engine working. It will solve a ton of problems, including the shader issue with Macs, and the farside collision problem. Cheers
How do you get the speed to just stay the same?
[QUOTE=Earthen;31051913]How do you get the speed to just stay the same?[/QUOTE] You have to be very precise with the throttle, angle, and altitude. Or just get far enough away from the planet that you stop (Noticeably) decelerating due to gravity.
[QUOTE=HarvesteR;31051825]Yes, we are working on getting that Mac version working. Being a Unity-based game, we can build very easily for many different platforms (sadly, Linux isn't included). But we're having trouble with some shaders that don't want to cooperate under OSX... That's why it's a priority to get the new terrain engine working. It will solve a ton of problems, including the shader issue with Macs, and the farside collision problem. Cheers[/QUOTE] Thanks! I really hope they finish [url=http://linuxgamingnews.org/2011/03/10/unity-gnulinux-exporter-in-development/]Unity for Linux[/url] soon, then!
[QUOTE=ASmellyOgre;31051531]SAS works better the further out it is from the center. Just try to keep it symmetrical.[/QUOTE] Well damn, that might be why (they were all at the perfect centre). Also is there any way to ding pieces together? When I have a tri-coupler with a lot of engines attached all the stacks start wobbling about until they break off.
can someone explain why my pod doesn't want to disconnect anymore? [img]http://gyazo.com/4fece41f183c304256b7a7d4848f2b2e.png[/img]
[QUOTE=scratch (nl);31052023]can someone explain why my pod doesn't want to disconnect anymore? [img]http://gyazo.com/4fece41f183c304256b7a7d4848f2b2e.png[/img][/QUOTE] It won't disconnect properly if the engine below it is still giving thrust.
How do you turn off engines?
[QUOTE=Aerkhan;31052156]How do you turn off engines?[/QUOTE] Use control to reduce throttle. For solid fuels, well, there isn't really a way to turn to them off.
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