• Kerbal Space Program Kanuary Edition: von Braun ain't got nothing on this v2!
    1,694 replies, posted
[QUOTE=CardBoardBox;34390564]why so much love for ferrari? is not it's thing a horse? or large pony?[/QUOTE] Because its hilarious. [editline]25th January 2012[/editline] [QUOTE=Pelf;34390570]Is 2x12 meters too big?[/QUOTE] No
[QUOTE=Pelf;34390570]Is 2x12 meters too big?[/QUOTE] Sounds about right. Would be a pain to get into orbit though, seeing as they would probably hit the launch tower.
[QUOTE=Pelf;34390570]Is 2x12 meters too big?[/QUOTE] nah. ISS's are as big as football fields all together.
[QUOTE=Chubbs;34390693]Sounds about right. Would be a pain to get into orbit though, seeing as they would probably hit the launch tower.[/QUOTE] Orbital assembly and/or tall ass rocket.
[QUOTE=Chubbs;34390693]Sounds about right. Would be a pain to get into orbit though, seeing as they would probably hit the launch tower.[/QUOTE] This is why we need deployable parts. Like Soyuz-pack's parachute-panels
[QUOTE=CardBoardBox;34390730]nah. ISS's are as big as football fields all together.[/QUOTE] This is one panel. Anyway, KSP is at like 1/3 scale to reality.
[QUOTE=Dacheet;34390750]This is why we need deployable parts. Like Soyuz-pack's parachute-panels[/QUOTE] Those break when you move.
if custom launchpads are ever implemented I'm making Atomic Annie and/or an S-51.
I just realized I can't model for shit if the object isn't based on a cylinder.
[QUOTE=Saza;34390950]if custom launchpads are ever implemented I'm making Atomic Annie and/or an S-51.[/QUOTE] There are some launchpad mods.
[QUOTE=Saza;34390950]if custom launchpads are ever implemented I'm making Atomic Annie and/or an S-51.[/QUOTE] Someone managed to make one that sat on the normal pad's tower and worked like a decoupler.
[QUOTE=MC3craze;34390975]There are some launchpad mods.[/QUOTE] Thing is, the barrel would be 1m at the largest (maaaaaaybe 1.5) so really I'd use it only for certain things, etc. What if you had a 5x4m rocket, etc? That's why. [editline]25th January 2012[/editline] [QUOTE=Chubbs;34390982]Someone managed to make one that sat on the normal pad's tower and worked like a decoupler.[/QUOTE] Neato
[QUOTE=MC3craze;34390575]Because its hilarious. [/QUOTE] [IMG]http://dl.dropbox.com/u/1417259/JebsRid.png[/IMG]
[QUOTE=HarvesteR][QUOTE=RC1062]Yay! So space planes will, hopefully, be relaunchable?[/QUOTE] Not only space planes... this is supposed to affect everything that is landed. For instance, you have a command module orbiting the moon, and a lander module at the surface. You should be able to switch between them as you wish, and the game should allow that. Right now I have the vessel switching tied to the Tab key here, and I'm testing out switching between vessels without having to reload the scene. So far, it seems to be working, but if one vessel is landed, there is something going on that keep them from properly setting themselves as landed and creates weird results. This is what I'm working on right now. Later on, I think I will set the vessel switching system up in such a way that Tab switching will only be possible if the other vessel is part of the same flight. That is, active switching would only be possible, for instance, between a CSM and it's LEM. For the rest, you'd need to exit the flight and enter it again using the tracking station. That should reduce confusion, and the risk of moving a ship that was completely unrelated to the current flight out of whack. That should hopefully be straightforward to implement, by assigning a flight ID to each vessel as they are created. If a vessel is created from another one, as would be the case with a deploying LEM, for instance, it would be associated with the same flight, and therefore 'switchable' with the tab key. Another option, which I think is possibly more interesting, is to associate vessels not by flight IDs, but by crew members. That is, crew members would be assigned flight IDs, and you'd be able to Tab-switch into any vessel that contains a crewmember of the same flight. That would tie in nicely with the crew transfer system I want to add later. All this is still slightly in the future though. For now, I'm just trying to figure out how exactly the game should handle packed, landed vessels. I think the best idea is to have them parented to the planet itself, so that we can simply stop updating them. Hopefully they won't jitter out of place when the planet is very, very far away. And when we resume focus on them, we can unpack them by simply unparenting them again and resuming normal physics. All this means the current ship packing and unpacking implementation is fast becoming very outdated and inadequate for the new way the game handles ships. Up until now, there was an OrbitPhysicsManager class here, that was taking care of all the ship packing and unpacking logic, by distance, or by time warp... But that was meant to handle all parts as if they were part of the same vessel, and no longer works very well with the new multiple vessel system. I think all that code should be moved down to the vessel classes themselves, so we can let each ship deal with it's own situation. Persistence is quite a large job it seems, but we're getting there... I can at least say we're past the half-way point now. The game is more close to being multi-ship persistent than to being single-ship instance-based. That's how far we've come with this. [/QUOTE]
[QUOTE=CardBoardBox;34391012][IMG]http://dl.dropbox.com/u/1417259/JebsRid.png[/IMG][/QUOTE] That is epic.
What do you think would be a good command pod for long-distance/interplanetary flight?
[QUOTE=MC3craze;34391158]What do you think would be a good command pod for long-distance/interplanetary flight?[/QUOTE] ferrari.
[QUOTE=MC3craze;34391158]What do you think would be a good command pod for long-distance/interplanetary flight?[/QUOTE] Any as long as it had an attached habitation/service module.
[QUOTE=Chubbs;34390756]This is one panel. Anyway, KSP is at like 1/3 scale to reality.[/QUOTE] That sounds about right. [Img]http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/396990_346878278664736_240760572609841_1322001_773837973_n.jpg[/Img]
I'm going to be lazy on the launch vehicle and just use the SLS, I want to design the craft a lot more.
Still waiting for Reliant Robin shuttle from top gear
[QUOTE=MadCatMkII;34391365]Still waiting for Reliant Robin shuttle from top gear[/QUOTE] get to work.
[QUOTE=MadCatMkII;34391365]Still waiting for Reliant Robin shuttle from top gear[/QUOTE] [url]http://kerbalspaceprogram.com/forum/index.php?board=7.0[/url]
[QUOTE=MadCatMkII;34391365]Still waiting for Reliant Robin shuttle from top gear[/QUOTE] [QUOTE=cwook;34391460][url]http://kerbalspaceprogram.com/forum/index.php?board=7.0[/url][/QUOTE] I'll do you one better. [url]http://dl.dropbox.com/u/21315217/ot_robin.zip[/url]
[QUOTE=MC3craze;34391513]I'll do you one better. [url]http://dl.dropbox.com/u/21315217/ot_robin.zip[/url][/QUOTE] Wow. My school's web filter blocks dropbox for "Spyware and Adware"
Dowwnload link for jeb's Ride. Craft included. To eject Booster put engine to the max. [url]http://dl.dropbox.com/u/1417259/kerbal/Jebs%20Ride.rar[/url] [IMG]http://dl.dropbox.com/u/1417259/kerbal/JebsRid2.png[/IMG]
[QUOTE=cwook;34391626]Wow. My school's web filter blocks dropbox for "Spyware and Adware"[/QUOTE] My school blocks any forums/other forms of communication for some reason.
Wait, you guys are still in high school? I feel old.
[QUOTE=MC3craze;34391687]Wait, you guys are still in high school? I feel old.[/QUOTE] I graduated when I was 17 last school year (10-11). Birthday's in July. I feel young :v:
[QUOTE=Saza;34391707]I graduated when I was 17 last school year (10-11). Birthday's in July. I feel young :v:[/QUOTE] I graduated at 17 as well. I'm 21. (22 o the 28th)
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