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Collateral Damage posted:I just had a weird bug with the radial parachutes where they didn't become part of the staging stack and I couldn't manually deploy them either. Of course I didn't notice this until I was already on a re-entry trajectory towards Kerbin. RIP Jebediah. Highly elliptical (read: high apoapsis, low periapsis) orbits, arranged so their orbits look like a flower when viewed overhead. The high elliptical orbit means that they'll spend most of their time on the apoapsis side of things, and if you have 5+ satellites they'll naturally overlap things--and you don't even have to worry about syncing their orbits up. OAquinas fucked around with this message at 10:49 on Apr 3, 2014 |
# ? Apr 3, 2014 10:45 |
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# ? Apr 26, 2024 00:06 |
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This is the post I made about Molniya-like orbits for RemoteTech or AntennaRange comms sats. There are better ways to do guaranteed coverage, but that's the best option for someone who never wants to fiddle with station-keeping their sats. Of course I kinda feel that the entire purpose of remotetech is to have a ton of things you have to fiddle with just to fly a ship, and I already get that by messing with mods and rebalance concepts. AntennaRange is a much better alternative if you want your Kuriosity rover to need a Duna Orbiter to relay science back home, but not deal with RT's considerable anti-fun downsides.
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# ? Apr 3, 2014 11:10 |
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Ship did not collapse or shiver its timbers, probably by grace of KAS struts that othertimes cause ships to explode. Morale is good! What's this? Oh. Sorry, 'bro. Forgotten, but not forgotten. This pod is feature rich. Displays can show cameraview, navball, and a variety of stats--if only I used them.
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# ? Apr 3, 2014 11:51 |
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For some reason no asteroid wants to even come near Kerbin for me. Bollocks.
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# ? Apr 3, 2014 12:04 |
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Loomer posted:For some reason no asteroid wants to even come near Kerbin for me. Bollocks. Me too. Also while I was waiting for a Dres intercept of which I got bored and gave up waiting, I started watching the asteroids. Not sure if it's a feature of warp, but countless asteroids were despawning as they got close to the Kerbin SOI. Can they actually make it in there?
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# ? Apr 3, 2014 12:47 |
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If you dont set the Tracking Station to track the asteroid they will despawn eventually when "signal" is lost to them. In the tracking station just choose a bunch of them and hit the blue track button in the bottom left, then they will stay active and you will be able to see their trajectory.
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# ? Apr 3, 2014 12:54 |
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Klyith posted:This is the post I made about Molniya-like orbits for RemoteTech or AntennaRange comms sats.
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# ? Apr 3, 2014 13:00 |
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Wow, Kerbin's orbit has become a shooting gallery: It's been fun to check each orbit as they appear - "ok... Kerbin encounter, and no periapsis - gently caress." My rule so far has been to ignore anything below a type-C that's not on an impacting orbit; if it's a C or above it gets renamed in the tracking center to '#{ASTEROID} - TORINO' so I can easily identify the rocks of concern later on - I didn't realize there'd be so many initially.
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# ? Apr 3, 2014 13:42 |
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While you've been playing with asteroids, I used lights to finally enact a real solution to the problem of ladder alignment on docking. I call it Project Disco Dock, because apparently I like puns based on novelty songs.
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# ? Apr 3, 2014 13:46 |
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Duna <Enter stage right> <A voice from The Cosmos interjects> Ablative posted:That's stage left. Duna Excursion Vehicle 2 <overshoot face, powered decent in shame> Better showcase of pods all glass cockpit. Disappointed in the lack of biomes. Corky Romanovsky fucked around with this message at 22:24 on Apr 3, 2014 |
# ? Apr 3, 2014 14:20 |
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I stopped playing this for a while and just restarted a new career mode. I have to say, everything is better. The last update was amazing. Like every thing is better. It looks nicer, it loads faster, it plays smoother. I'm totally excited about this game again.
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# ? Apr 3, 2014 14:55 |
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Maxmaps, please ask the team to include an option to break symmetry on objects placed in symmetry mode. I want my lamps to nicely aligned, but I want to change their colors individually.
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# ? Apr 3, 2014 16:00 |
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General Battuta posted:I totally get where you're coming from, I didn't mean to imply there was no oppression- just the opposite. I'm just pushing back against the narrative that says it's not realistic to have women or POC in historical fiction or fantasy, or any environment where oppression was a real powerful force - not realistic because, the argument goes, they were so oppressed they couldn't do anything; that's just How It Was, stop asking for more active women in your elf books, stop asking for black people in your rocket stories, they couldn't possibly have been there. Yep, thanks for the clrification!
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# ? Apr 3, 2014 16:05 |
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Geemer posted:Maxmaps, please ask the team to include an option to break symmetry on objects placed in symmetry mode. If that is difficult to code, maybe a vertical snap-to that could toggle between off, on, fine?
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# ? Apr 3, 2014 16:05 |
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Palicgofueniczekt posted:Duna <Enter stage right> That's stage left.
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# ? Apr 3, 2014 16:18 |
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Geemer posted:Maxmaps, please ask the team to include an option to break symmetry on objects placed in symmetry mode. I actually placed them in symmetry mode and then opened it in a text editor to change the colors. It works fine as long as you don't right click them in the VAB.
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# ? Apr 3, 2014 16:25 |
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Palicgofueniczekt posted:If that is difficult to code, maybe a vertical snap-to that could toggle between off, on, fine? God, I've wanted vertical snap-to since forever.
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# ? Apr 3, 2014 16:26 |
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Palicgofueniczekt posted:If that is difficult to code, maybe a vertical snap-to that could toggle between off, on, fine? Spanish Matlock posted:It looks nicer, it loads faster, it plays smoother.
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# ? Apr 3, 2014 16:28 |
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If they're going to work on symmetry they should fix how it gets so confused by parts rotated around a non-vertical axis.
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# ? Apr 3, 2014 16:29 |
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Toast Museum posted:God, I've wanted vertical snap-to since forever. Editor extensions.
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# ? Apr 3, 2014 16:44 |
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Geirskogul posted:Editor extensions. This, while wonderful, still has one notable limit. You can only snap to the vertical center-point on an object. That's still quite useful, but I'd prefer fractions of the whole length as snap points (like halves, quarters, eighths, and so on) that can be adjusted similarly to the degrees of separation on symmetrical placement. If that makes any sense?
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# ? Apr 3, 2014 16:51 |
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It makes perfect sense and I've wanted the same thing for a while now. Eyeballing vertical placement sucks rear end.
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# ? Apr 3, 2014 16:52 |
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Also V-Snap for objects. IE If placing a fin it would snap to snap to the same vpoint as a previously placed one if you bring it close.
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# ? Apr 3, 2014 16:54 |
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https://www.youtube.com/watch?v=fwxEHwQM8j0 What the heck was this? My lander exploded shortly after. I'd just been to Minmus and back so it shouldn't be a kraken. Also, I made a thing a while back but never finished it due to but might as well post these:
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# ? Apr 3, 2014 18:19 |
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zxqv8 posted:This, while wonderful, still has one notable limit. You can only snap to the vertical center-point on an object. That's still quite useful, but I'd prefer fractions of the whole length as snap points (like halves, quarters, eighths, and so on) that can be adjusted similarly to the degrees of separation on symmetrical placement. If that makes any sense? The author of editor extensions showed up again a couple of days ago and he said he intends working on it again. Put your suggestions in his forum thread and who knows, they may come true. Flagrant Abuse posted:Manoeuvre nodes persist through EVAs now. Nope, apparently it's stock because PreciseNode dropped the part which let you save maneuver nodes as the author stated 'it is now part of the game'.
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# ? Apr 3, 2014 18:56 |
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That's like some lovechild of "The Jetsons Meet the Flintstones" On the upside, you can land a castle on an asteroid and fulfill Jeb's desire to be the Little Prince.
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# ? Apr 3, 2014 18:57 |
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Are we always going to see updates go by the .23-.24 or will we see bigger jumps in the version number? It seems that we get real cool stuff in every .0X update, which is cool, but are we going to see great updates 76 more times?
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# ? Apr 3, 2014 19:55 |
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When it is feature complete, won't it go to version 1?
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# ? Apr 3, 2014 20:12 |
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Acquire Currency! posted:Are we always going to see updates go by the .23-.24 or will we see bigger jumps in the version number? It seems that we get real cool stuff in every .0X update, which is cool, but are we going to see great updates 76 more times? That's not how version numbers usually work. It's not a decimal number, or some kind of proportion of completeness. It's a major version number (0 in this case) and a minor version number, formatted with a period in between. The minor version number will probably just keep getting incremented by one (even into three digits if needed, but probably not), until they decide the game is "complete", and release major version 1. That could come after any minor version number.
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# ? Apr 3, 2014 20:15 |
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Metrication posted:When it is feature complete, won't it go to version 1? True! I'm just curious what the milestones are before the devs call it feature complete. In all honesty it doesn't seem like too much essential is missing.
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# ? Apr 3, 2014 20:16 |
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Acquire Currency! posted:True! I'm just curious what the milestones are before the devs call it feature complete. In all honesty it doesn't seem like too much essential is missing. I think once contracts and reputation are in, the game can reasonably be called feature complete, as at that point, it can actually be a game, instead of the sandbox toy it mostly is now (even in "Career" mode). But they'll still have a huge balancing task ahead of them before it'll be a good game, and suitable for a v1.0 release.
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# ? Apr 3, 2014 20:27 |
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Re: vertical snap-to, I recall that ages and ages ago, back when symmetry was a new thing, you could text-edit one of the config files to enable vertical snap, which, as mentioned, would only let you snap things to the exact middle of a part.
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# ? Apr 3, 2014 21:10 |
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eth0.n posted:I think once contracts and reputation are in, the game can reasonably be called feature complete, as at that point, it can actually be a game, instead of the sandbox toy it mostly is now (even in "Career" mode). But they'll still have a huge balancing task ahead of them before it'll be a good game, and suitable for a v1.0 release. There's still a ton they could add to that to make it feel more like a campaign. And other things to do, like resource extraction, base building, autopilot (Crew training), a deeper science and biome system, reasons to use rovers or planes... And of course more content, lots of planets, maybe even other solar systems? Not to mention a lot of engine improvements and multiplayer. There's so many possibilities. Mods help, but honestly I wouldn't mind paying for a DLC/expansion pack or two, as long as they keep developing it
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# ? Apr 3, 2014 21:25 |
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Elman posted:There's still a ton they could add to that to make it feel more like a campaign. And other things to do, like resource extraction, base building, autopilot (Crew training), a deeper science and biome system, reasons to use rovers or planes... And of course more content, lots of planets, maybe even other solar systems? Not to mention a lot of engine improvements and multiplayer. Pretty sure biomes for additional planets are on the list! Something that would make rovers actually useful might be nice.
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# ? Apr 3, 2014 21:27 |
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I've not delved into KSP modelling, but would snap-to-vertices be even halfway plausible as an editor option?
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# ? Apr 3, 2014 21:46 |
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Platonicsolid posted:Pretty sure biomes for additional planets are on the list! Something that would make rovers actually useful might be nice. Once base building is a thing rovers should see some use, both for Kerbal transport to mining / whatever sites and transport of resources to a central location where they can be blasted off planet back to Kerbin to feed the march of the space program juggernaut. Could be a good use for jets too if you can establish mining sites around kerbin, easier to ferry ore around in a plane than a rocket. Would also be a practical use of autopilot that isn't too cheaty, send Jeb off in a plane for a resource pickup and check in later after he lands / crashes horrifically.
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# ? Apr 3, 2014 22:05 |
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Spaceman Future! posted:Once base building is a thing rovers should see some use, both for Kerbal transport to mining / whatever sites and transport of resources to a central location where they can be blasted off planet back to Kerbin to feed the march of the space program juggernaut. Could be a good use for jets too if you can establish mining sites around kerbin, easier to ferry ore around in a plane than a rocket. Would also be a practical use of autopilot that isn't too cheaty, send Jeb off in a plane for a resource pickup and check in later after he lands / crashes horrifically. Interesting idea. You could choose to carry out your missions yourself, or send some Kerbals to do it for you with a percent chance (say 20% or so) to crash and you having to go fix their ship/rescue them. A possible use for the "stupidity" stat, haha.
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# ? Apr 3, 2014 22:09 |
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The Green Calx posted:Interesting idea. You could choose to carry out your missions yourself, or send some Kerbals to do it for you with a percent chance (say 20% or so) to crash and you having to go fix their ship/rescue them. A possible use for the "stupidity" stat, haha. Actually Maxmaps said that was exactly the plan in the last thread
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# ? Apr 3, 2014 22:15 |
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The Green Calx posted:Interesting idea. You could choose to carry out your missions yourself, or send some Kerbals to do it for you with a percent chance (say 20% or so) to crash and you having to go fix their ship/rescue them. A possible use for the "stupidity" stat, haha. Acquire Currency! posted:Actually Maxmaps said that was exactly the plan in the last thread Wait, really? This is clever and sounds excitingly fun.
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# ? Apr 3, 2014 22:24 |
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# ? Apr 26, 2024 00:06 |
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I just showed a coworker the promo video and noticed guy left hanging with no high five. Poor guy, at least his
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# ? Apr 3, 2014 22:31 |