• Kerbal Space Program Kanuary Edition: von Braun ain't got nothing on this v2!
    1,694 replies, posted
The Saturn V is so sexy. I love it.
[QUOTE=LarparNar;34465117]The Saturn V is so sexy. I love it.[/QUOTE] Too bad the SLS is a big blob. No sexy tapers or anything.
[QUOTE=MC3craze;34465354]Too bad the SLS is a big blob. No sexy tapers or anything.[/QUOTE] The Ares V was cool :/ [editline]30th January 2012[/editline] [QUOTE=MC3craze;34465354]Too bad the SLS is a big blob. No sexy tapers or anything.[/QUOTE] The Ares V was cool :/ The Direct M3 version.
[QUOTE=MC3craze;34465354]Too bad the SLS is a big blob. No sexy tapers or anything.[/QUOTE] I like the SLS as well.
[QUOTE=LarparNar;34465117]The Saturn V is so sexy. I love it.[/QUOTE] why is it not in your avatar then?
[QUOTE=MC3craze;34465354]No sexy tapers or anything.[/QUOTE] [img]http://i.imgur.com/ggq2o.png[/img]
Winstonn, any ETA on the 0.4m docking port?
[QUOTE=Winstonn;34466662][img]http://i.imgur.com/ggq2o.png[/img][/QUOTE] [IMG]http://tvsurveillance.files.wordpress.com/2010/12/500px-burn_notice_logo-svg.png[/IMG]
I am announcing that I am suspending modelling efforts where I am right now until I can get my mojo going again. I tried to model the TKS but I ended up with a load of garbage, so we'll go ahead with Mir, Salyut 1, and Almaz for now.
Awelp. got a good bit of the nozzle outside done but now i get to go sit in class for 4 hours doing shit all with rockets :(
[QUOTE=CardBoardBox;34466634]why is it not in your avatar then?[/QUOTE] A rocket wouldn't make other people think I might be a girl (a guy actually asked once if it was me).
-snip-
ha. women on facepunch.... but why ever would you want men to think you are a female.... [editline]30th January 2012[/editline] Also, looking to make a nice big rocket. Cannot decide on Saturn Inspired or N-1 (would not be them exactly it but inspired) [editline]30th January 2012[/editline] BTW if anyone wants you cna model with gmax [url]http://www.turbosquid.com/RegisterGmax/Index.cfm[/url] it is free and registering is fake name and such. it's UV wrapped used to suck but if you need help on how to do something it is better than sketchup. [editline]30th January 2012[/editline] wait they got one into space? [url]http://www.youtube.com/watch?v=k4-CyIBlKNs&feature=endscreen&NR=1[/url]
[QUOTE=CardBoardBox;34467995]wait they got one into space? [url]http://www.youtube.com/watch?v=k4-CyIBlKNs&feature=endscreen&NR=1[/url][/QUOTE] That was the N1-3L Launch, which according to Wikipedia: "first launch attempt, engine fire, exploded at 12 km" Also, regarding the heavy launch concept, I'd recommend recreating the Energia-Polyus, which used the heavy lift rocket from the Buran shuttle program and combined it with a weapons platform that was designed to shoot Star Wars satellites out of orbit using a laser. I'm not even kidding. Once the Cold War ended, Energia proposed using them to launch station parts for Mir 2. That's about all I know about it. Here's a picture: [img]http://www.anigrand.com/images/items/AA5005_Polyus/AA5005_Polyus_real_4.GIF[/img]
also, people complain about failcan not being 1 meter in diameter. i think it is just perfect size wise. [IMG]http://dl.dropbox.com/u/1417259/notthatbig.png[/IMG] [editline]30th January 2012[/editline] I was thinking of making the Enrgia Ii RLV-SSTO but eh. I like how they don't use SRB. all liquids lol.
[QUOTE=LarparNar;34467378]A rocket wouldn't make other people think I might be a girl (a guy actually asked once if it was me).[/QUOTE] Regardless, I would still want to have sex with you.
[QUOTE=HarvestR]Well, time for a new update: Over the weekend I was pulling my hair out over a problem I noticed late on Friday, and had plenty of time to think it over, build it into a monster, and start preparing myself mentally to endure another re-coding marathon. Thankfully though, the problem was much easier to solve than antecipated, and after another day of work, this is what I have to show for myself: [t]http://i.imgur.com/sb34m.png[/t] It's a simple image, but it implies many things. That icon you see in the distance is nothing less than another ship, orbiting overhead. Here it is again, from the other end: [t]http://i.imgur.com/jQk9F.png[/t] This time, we see the icon for the landed ship. Yes, both ships are exactly the same. I've been spawning them from the auto-saved craft file. Different vessels are, of course, perfectly possible. What does this mean? Well, exactly what you might think it means. The game is now persistent. Things you put into orbit or leave landed will be there when you fly again. If you land under the path of an orbiting object, it will eventually rise, fly overhead and set on the other end of the horizon. Also, we can now switch control from one ship to another. Never mind that icon though, it's mostly a placeholder I set up to see where things were. Although I kinda like them now, and might leave them in as a toggleable feature. We're still far from completion though. There are loads of potential bugs to fix, and huge amounts of testing to do. We don't want to rush this release here, and deliver a buggy update that breaks ships and saves. We want this to work perfectly, so we're taking as long as it takes to get there. Trust me, with something as mission-critical as this, it's the wisest thing to do. So, what's missing? Well, other than lots of testing, I still have to see about saving hyperbolic trajectories. I haven't tested it very much, and there might be issues with that... Also, the multiple crew system isn't even started yet, and I have to check on the Tracking Station. It's already in the space center scene, but it does nothing right now. Lastly, but probably firstly in the list of things to do after this is proven to work, is actually rigging up the auto-save, quicksave/load, and all that. I'm still doing things manually here. So, that's the news for now. More as it develops. Cheers[/QUOTE] [QUOTE=HarvesteR]All planned here. As I said, this icon isn't anything more than a placeholder at this state, and there are lots of cool stuff we can do with them. Vessel names are visible already though, but you need to be within a certain range for it to show. As for the icon images themselves, I actually have four of them here, on the same texture map. Other than the diamond shape, there is a square, a circle and a hexagon, which I plan on using for different types/situations of vessels. And now more news: As I expected, there were still some issues with the system. Namely, hyperbolic orbits won't resume properly, because several of their parameters are not calculated in the same way. I have now changed some math on the orbit code to allow hyp orbits to properly initialize, but there are still a few errors here and there. But after all we've just gone through, this isn't the thing that will stop us. Cheers[/QUOTE]
First fuking think I am going to do is launch Durgun to Left, launch Durgun to the right. and get to 200kmorbit and watch the awesomeness from my ship :D 4000m/s closing speed :D
[QUOTE=CardBoardBox;34470350]First fuking think I am going to do is launch Durgun to Left, launch Durgun to the right. and get to 200kmorbit and watch the awesomeness from my ship :D 4000m/s closing speed :D[/QUOTE] Durgun Jousting!
[QUOTE=RayvenQ;34470390]Durgun Jousting![/QUOTE] Indeed. Special model will be needed for this.
I can't wait to pass by a space station I put up before as I burn in way too fast towards the surface. Eugh, need to change my pants again.
[QUOTE=CardBoardBox;34470541]Indeed. Special model will be needed for this.[/QUOTE] It needs an escape tower that looks like a jousting lance.
[QUOTE=HarvesteR]Well, I started doing some testing, and I think I haven't fully grasped just how big a game changer this update is going to be. Here's something I did just now, just to see how possible it would be (relatively straightforward, actually): [t]http://i.imgur.com/sBU7O.png[/t] Sadly, I crashed before I could nudge the other ship, thus proving the point that vessel-vessel contact is possible, even after thousands of miles of separation. But I did get there by de-orbiting the (now broken) lander, and I was surprised, because I thought it would have been much more difficult to land on a target like that. BTW, both vessels here were called Kerbal 11. The debris you see are from the current ship, not the one landed on the background. Had this been a proper lander craft, with ASAS and RCS to hold attitude, I think I could have plopped it down on the nose of the other ship. Well, this is probably enough work for one day. Cheers [/QUOTE]
Now I really hope he implements a docking module.
[QUOTE=CardBoardBox;34470541]Indeed. Special model will be needed for this.[/QUOTE] Make two. one is just a escape tower lance, and the other is a penis docking thing.
[QUOTE=Pelf;34470931][/QUOTE] Oh yeah moon bases :dance: also home-made cities on Kerbal.
Harvester is thinking of, some day, making large rocket crashes cause actual craters in terrain. [editline]wangstreef[/editline] I shall send a fleet of craft to etch a large wang onto the face of the moon.
I added some detail and a base coat to the outside. I feel like doing something else off the computer for a bit or something. I am getting bored. [IMG]http://dl.dropbox.com/u/1417259/all%20there.png[/IMG]
[QUOTE=CardBoardBox;34473629]I added some detail and a base coat to the outside. I feel like doing something else off the computer for a bit or something. I am getting bored. [IMG]http://dl.dropbox.com/u/1417259/all%20there.png[/IMG][/QUOTE] Looks amazing. Can't wait! Also; HarvesteR on warp engines: [quote=HarvesteR] Well, you'll be pleased to hear then that we are working on an FTL drive engine right now. In fact, it's mostly working already. It's not something we are planning on releasing on this update though. It can be potentially game-breaking in it's current state. I can, however, explain more or less how it will work: The warp drive is a part like any other, you add it to the ship as if it were a regular engine. However, it won't start running when it's activated. It will go into idle mode, and wait. To make it run, you need to first set the jump distance. The warp engine works in jumps, during which it cannot be stopped. The jump happens in the direction you are facing, so you'll need to be very precise on your aiming (We might add an aiming assist feature of some sort later), and you'll need to know fairly well the distance you want to travel. The engine also has a maximum jump distance limit, so for long journeys you'll probably need to do several jumps. There is also a minimum jump distance, so the warp engine is probably no good for orbital maneuvering. Once activated, the ship will accelerate up to the max speed your warp engine can sustain. On our test setup here, we have it set for 4x the speed of light. So, when lit, the engine will accelerate the ship up to the max speed, then coast until it starts reaching the end of the jump, at which point it will start decelerating the ship. The engine works by warping space around the ship, so the ship itself won't feel any kind of acceleration while it is inside the warp bubble. The bubble is quite unstable though, so the engine will lock down all controls until the warp is done. Now, a warp engine can only handle warping a given amount of mass. If the ship is heavier than a single engine can support, the warp will most likely fail when the amount of strain on it reaches the limit. More engines then means more mass you can warp. Warp engines also cannot be used inside an atmosphere, or even too close to a planet's surface for that matter. Make sure you're far away enough before warping, or the warp field might collapse on itself and destroy the engine (and ship, and everything on a sizeable radius). We're still deciding what other factors to add to this engine here... We haven't settled on a particular type of fuel it would use, or if it would have it's own power source built in, but either way it would also have a cooldown period before you can use it again. This is a top-of-the-tech-tree feature we're talking about here. It probably won't be released for a while yet, but I'm glad we took the time to implement it now, because it can be very useful as a dev tool, and it already proved the concept can work in the current space flight model. The idea behind having such an engine in the game is that by the time you get it, you'll have pretty much mastered space flight, and you'll be more worried about what you'll do once you get there than about getting there in the first place. Using the warp drive won't be very easy though, as you'll still have to launch into orbit in the old-fashion way, and once at the destination, you'll still have to re-enter. Cheers [/quote]
I Will never use the warp engine. that is just stupid. a game where you use chemical rockets to get into orbit but then you have warp engines. retarded.
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