|
Sankis posted:Scott Manley has probably done more to get people into the game than anyone else. What a cool dude. I think in some of his other videos he mentions his dad being an aerospace engineer (with hilarious results when he shows his dad KSP and gets him to design a spaceplane) and he obviously has some familiarity with the subject. I'm sure he'll chime in here if he wants, he pops into the thread pretty often. Hulloooo!
|
| # ? May 19, 2013 04:07 |
|
|
| # ? May 20, 2013 06:15 |
|
Soctt Manley is illectro here. Hulooooo!
|
| # ? May 19, 2013 04:13 |
|
Chariot posted:Change your key bindings or possibly switch to docking mode. I don't have it on this comp to check, but I believe default keys for driving forwards/back are the same as for tilting forward/back. Switching to docking mode did the trick. Thanks!
|
| # ? May 19, 2013 04:27 |
|
DesperateDan posted:Ugh, came back to playing after a break and the garbled/missing text is back, only seems to affect mechjeb and dialogue boxes, but makes mechjeb unusable. The only thing I can do is restart my machine and hope the bug doesn't crop up on first load, simply restarting ksp always brings back the bug. I can't find mentions of it by searching. If the game loads okay, then it is fine for the rest of that instance, starting up the game again (say if I duck out to mess with some part files) pretty much guarantees the text bug to crop up. It's driving me insane, restarting my PC 3 or 4 times to get a usable game makes me not want to play. I have tried a fresh download of everything, no luck Are you forcing FXAA or something through your graphics card, because that can definitely happen when forcing some anti-aliasing techniques the application doesn't expect to be working with.
|
| # ? May 19, 2013 04:51 |
|
withak posted:Soctt Manley is illectro here. I never knew this, and I just now realized I both smarted off to him and talked to him, which warranted a response. I feel special. Anyways, how do you guys like the idea of a asteroid belt? Just playing around with hyper-edit and touching up on my C# I've managed to make a laughably bad asteroid belt between Kerbin and Duna. It's composed of 200 different bodies, all of which are cubes for the time being until I can find a good asteroid model. The collision mesh is perfect, however, and since there's no sphere of influence I can "land" on them perfectly. They are extremely far apart for now, considering the effect on performance it would have if its accurate. When a proper planet API is released I will surely make a mod that isn't poorly optimized that has both large asteroids treated as planets and small asteroids treated as ships.
|
| # ? May 19, 2013 04:55 |
|
Noose Induce posted:Anyways, how do you guys like the idea of a asteroid belt? Just playing around with hyper-edit and touching up on my C# I've managed to make a laughably bad asteroid belt between Kerbin and Duna. It's composed of 200 different bodies, all of which are cubes for the time being until I can find a good asteroid model. The collision mesh is perfect, however, and since there's no sphere of influence I can "land" on them perfectly. They are extremely far apart for now, considering the effect on performance it would have if its accurate. When a proper planet API is released I will surely make a mod that isn't poorly optimized that has both large asteroids treated as planets and small asteroids treated as ships. Why would you put it between Kerbin and Duna? The actual asteroid belt is between Mars and Jupiter, so if anything it should be between Duna and Jool. What do you mean "land on them perfectly" without the SOI? I realize this is coming off kind of negatively, but I don't mean it to. An asteroid field in KSP would be great, so definitely keep going with this!
|
| # ? May 19, 2013 05:06 |
|
Noose Induce posted:Anyways, how do you guys like the idea of a asteroid belt? Just playing around with hyper-edit and touching up on my C# I've managed to make a laughably bad asteroid belt between Kerbin and Duna. It's composed of 200 different bodies, all of which are cubes for the time being until I can find a good asteroid model. The collision mesh is perfect, however, and since there's no sphere of influence I can "land" on them perfectly. They are extremely far apart for now, considering the effect on performance it would have if its accurate. When a proper planet API is released I will surely make a mod that isn't poorly optimized that has both large asteroids treated as planets and small asteroids treated as ships. According to NASA the mean distance between asteroids in the belt is 600,000 miles. I know KSP is scaled down, but even then I don't think you'd have an issue with loading too many objects if you want to be realistic. To not be all
|
| # ? May 19, 2013 08:11 |
|
Sankis posted:Scott Manley has probably done more to get people into the game than anyone else. What a cool dude. He is a goon - "Illectro".
|
| # ? May 19, 2013 09:58 |
|
Noose Induce posted:I never knew this, and I just now realized I both smarted off to him and talked to him, which warranted a response. I feel special. I've always wanted to see an asteroid belt in KSP! There's already an existing mod that adds models/textures for asteroids, but they're just objects you have to hyper-edit into orbit: http://kerbalspaceport.com/draktec-asteroids/
|
| # ? May 19, 2013 10:57 |
|
Cross quoting this from the space flight thread:DeusExMachinima posted:In other media news, FreddieW and Corridor Digital on Youtube have a regular show called LAN Party... which is exactly what it sounds like. The latest episode is a four-way KSP race to the moon. Solid gold moment at 9 minutes, a launch failure so total that it makes SeaLaunch look like a good investment. http://www.youtube.com/watch?v=SEUPYutqvkA
|
| # ? May 19, 2013 13:15 |
|
I'd be thrilled to just have a couple of the most massive asteroids to land on. Like Seereez, Vestum, and Pollops, or however Kerbal language goes.
|
| # ? May 19, 2013 14:19 |
|
I would like to be able to do asteroid capture missions. I.E. pushing one back to kerbin orbit.
|
| # ? May 19, 2013 15:44 |
|
Noose must be creating objects (crafts basically) and using hyperedit to put them into orbit wherever because there is no way to make planets at the moment. It's neat, but essentially just debris in orbit. Not that I see any real problem with asteroids being nothing more then debris in orbit, Just trying to work out exactly what he's doing.
|
| # ? May 19, 2013 17:07 |
|
Trustworthy posted:I'd be thrilled to just have a couple of the most massive asteroids to land on. Like Seereez, Vestum, and Pollops, or however Kerbal language goes. Dres is a Ceres-analog. Previous dev chats have mentioned that it's intended as the king of the eventual Kerbin-system asteroid belt.
|
| # ? May 19, 2013 17:45 |
|
daveftw posted:That is a good point I hadn't thought of. Ideally, Steam would respect the "don't update automatically" choice and act appropriately for a single player game. You can. Right click on the game in your library and go into the properties.
|
| # ? May 19, 2013 18:34 |
|
oxbrain posted:You can. Right click on the game in your library and go into the properties. I was responding to: Elukka posted:...Normally I'd just wait a bit to install the patch but with Steam I can't because it enforces patches even if you tell it not to auto-update. (then it just doesn't let you play until you do) I started playing on 0.19 so I haven't seen how Steam/KSP handles patches yet.
|
| # ? May 19, 2013 18:45 |
|
![]()
|
| # ? May 19, 2013 19:44 |
|
I want a symmetry mode toggle so badly. Ie being bale to use spaceplane symmetry in the VAB and vice versa. Copypasting the file between the two is a lovely compromise. Last night symmetry struck again. I decided to make a big rover like the ones I see on here. Not paying attention to the mirror image and using VAB symmetry I ended up with a big swasticka shaped buggy. For shits and giggles I took it for a spin at the space centre. Handled surprisingly well considering. Strapped it to a rocket and it oscillated violently. Again no surprise. So here I am again fighting symmetry. At least this time it's more of a HH shape... but with 6 legs. Perhaps I could say a way of toggling symmetry on the X/Y/Z axis would be awesome.
|
| # ? May 19, 2013 21:02 |
|
General_Failure posted:I want a symmetry mode toggle so badly. Ie being bale to use spaceplane symmetry in the VAB and vice versa. Copypasting the file between the two is a lovely compromise. Use the EdTools plugin, it allows you to toggle to SPH symmetry in the VAB with Tab: http://www.4-7.us/KSP/EdTools.zip
|
| # ? May 19, 2013 21:09 |
|
DEADBEEF's Editor Tools plugin allows you to switch between VAB and SPH symmetry with the Tab key, as well as a host of other things. Unfortunately, its original official forum thread was eaten by the forum purge, and it never was uploaded to Spaceport. Edit, blast, beaten.
|
| # ? May 19, 2013 21:09 |
|
Can't test right now, but can you play with the symmetry level when attaching new parts to symmetrical ones? Say I have radial boosters attached at 6x. I'd like to be able to drop to 2x symmetry to connect fuel lines. Does EdTools do that?
|
| # ? May 19, 2013 22:50 |
|
daveftw posted:Can't test right now, but can you play with the symmetry level when attaching new parts to symmetrical ones? Say I have radial boosters attached at 6x. I'd like to be able to drop to 2x symmetry to connect fuel lines. Does EdTools do that? That's all I want from this game right now. It would help so much.
|
| # ? May 19, 2013 23:05 |
|
Yeah IMHO that should be a built in feature. You can drop to any evenly divisible symmetry level on symmetrical parts. (2x on 4x, 2x/3x on 6x, 2x/4x on 8x.)
|
| # ? May 19, 2013 23:12 |
|
What I don't like is if I have a central fuselage and put on struts at 6x symmetry, then attach 6 fuselages to the struts, it carries over the symmetry from the first connection. Now instead of giving me 6 pieces around my new outer fuselage, it puts one piece on each of the 6 external ones. I'd like each part to have its own applicable symmetry instead of ever being tied to anything.
|
| # ? May 19, 2013 23:17 |
|
Freudian posted:That's all I want from this game right now. It would help so much. Or just some sort of auto-asparagus tool. That's 99% of what we want anyway. Actually the generic solution to this I would love the most is some sort of 2D diagramatic view of the ship's modules and connections just for controlling fuel flow and activating parts. Hunting for individual parts can get pretty unwieldy.
|
| # ? May 19, 2013 23:33 |
|
Mr. Wynand posted:Or just some sort of auto-asparagus tool. That's 99% of what we want anyway. Oh god yes this.
|
| # ? May 19, 2013 23:44 |
|
Probably nothing to most people but I got a big rover to the Mun and landed it perfectly. in the dark no less.![]() Day shot of it with the pilot sitting in the middle on his seat. ![]() I have to figure out whether it's the editor or Kethane that's causing a no start now. Just did both at once like an idiot. Time to go file harvesting again. The mod resource tree rearrangement can't come soon enough. e: Damnit Kethane doesn't work in my Linux install of KSP. I can build something with the parts but the drill and the detector both crash the game when I try to test it. e again: On researching it Kethane apparently doesn't play well with Linux.
General_Failure fucked around with this message at May 20, 2013 around 01:48 |
| # ? May 20, 2013 00:37 |
|
|
| # ? May 20, 2013 06:15 |
|
Zero One posted:Having played this game for the past two years, watching the new Star Trek movie there was only one thing I could think during the climax: Orbits do not work that way! Something something antigrav thrusters warp field collapse.
|
| # ? May 20, 2013 06:03 |


























