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Kerbal Space Program

Discussion in 'Space Games' started by DarkUnderlord, Sep 21, 2012.

  1. Hellraiser Arcane

    Hellraiser
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    Pretty much, we've waited for contracts/money for a long time since september or october, releasing it at this state makes no sense if they need just a few more weeks to flesh it out.
     
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  2. Ulminati Kamelåså! Patron

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    Astronomer's pack makes KSP quite pretty

    [​IMG]
    [​IMG]
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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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  3. Data4 Arcane

    Data4
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    Fuck this game. Fuck it in the ass with a rusty pike.

    I bought it over Memorial Day weekend, spent all my waking hours on it making the 3 day weekend go by in a blink, and now I find myself daydreaming over what to build next while I'm at work. This is fucking game crack in the worst way.
     
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  4. Hellraiser Arcane

    Hellraiser
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    The best part of KSP is when you are on the crapper taking a dump, pondering what's the best way to build that thing you want to build in KSP.

    Also it looks like we're getting new parts in 0.24, that intern they've hired did two new engine models apparently. I think one of them may be a large diameter Ion or NTR engine, though it's hard to guess considering the name of it is the Vernier Engine (a VASIMR equivalent perhaps?). The other is a OMS Engine, so likely similar to the OMS of the space shuttle running on monopropellant.

    Oh and launching costs will change depending on how much (and maybe what kind of when they introduce more types) fuel or oxider you have in the tanks.
     
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  5. Yaar Podshipnik Arcane Patron

    Yaar Podshipnik
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    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Verniers are not VASIMR see wiki.
     
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  6. Hellraiser Arcane

    Hellraiser
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    Derp, didn't think of googling that. Go figure.

    EDIT:

    This is sounds pretty good.
     
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  7. Drax Arcane

    Drax
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    It does are sounds pretty good.
     
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  8. Oesophagus Arcane

    Oesophagus
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    Dat Duna sky
     
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  9. Hellraiser Arcane

    Hellraiser
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    If the aurorae on Laythe are also animated that would be also quite pretty.

    Proper weather effects would add a lot flavor to the planets and make them feel more dynamic despite being lifeless. Those and more enviromental features/hazards are what planets lack the most. I think only the Mun is currently in an acceptable state thanks to those procedural craters. Though it could use some more rocks/scatter.

    Also news is pretty slow this week, mostly polishing stuff. Though on the other hand that's good, since it means that the update isn't that far off.
     
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  10. Hellraiser Arcane

    Hellraiser
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    Usually part mods get broken, though not always, plugins are less likely to get broken. I have the same version of Kerbal Alarm Clock running since 0.22 with no problem for example. Depends what code they tinker on between updates.
     
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  11. Hellraiser Arcane

    Hellraiser
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    Hooray, some news for a change.

    A screenshot of the 0.24 KSC screen:

    [​IMG]

    Comes with new UI widgets. Cash available, reputation/prestige meter and of course the much needed science counter.

    And two new buttons for contracts and current missions (I think). Either way the UI has been confirmed to have gotten a cleanup so we'll see lots of prettier in-game windows that no longer use the default unity look.

    It wouldn't kill them to post a screenshot of a contract window just so we know how that looks and have an idea what we can expect from them.

    Also for some reason the art dudes made a golden jeb/kerbonaut model:

    [​IMG]

    Supposedly it is somehow supposed to be related to something ingame as it will need its own physics. Or the thing related to it will need its own physics. it's supposed to be a small silly surprise for the community so who knows what it will be.

    Besides that there's a dev blog from the lead dev on where/why the game development is going. Basically boils down to "implement frameworks of currently non-existing mechanics, fill them up with content and polish/revise later on after all the frameworks are done". In particular biomes were mentioned as an example of this, so we'll probably have to wait a while for new ones.

    Also it basically confirms the contract system is the most complicated code framework implemented into the game so far, beating out even the partmodule code that took them about half a year to develop back before 0.18.

    The intern started working on remaking some of the old parts, so probably the spaceplane ones. Also the guy who originally made those parts (as the spaceplane mod) has left the team to work on Universe Sandbox. He was also responsible for the code and models for the rover wheels, antennas, remade landing legs, tweakables and a bunch of other stuff over the two years he's been on the team.

    Overall the update is likely to go into experimentals soon. Two weeks at most I guess.
     
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  12. Ulminati Kamelåså! Patron

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    [​IMG]

    I'm jonesing bad for some KSP, but I don't want to go through the bother of updating all the addons only to have them broken in a week or two.
     
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  13. Hellraiser Arcane

    Hellraiser
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    And the small surprise is...

    [​IMG]

    Footballs, as part of an official mod, for a contest, hence the golden kerbals.

    One dude already started using them for lithobraking as airbags:

    [​IMG]

    :M
     
    Last edited: Jun 13, 2014
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  14. Hellraiser Arcane

    Hellraiser
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    Good news this week, after being in extensive QA last week and probably even earlier, they squashed most of the issues and moved into experimental builds, again. So I figure we'll see the release of 0.24 by the end of next week. There's actually a small contest for naming the update. Some guy suggested "First Contract" and that sounds like the best suggestion so far.

    Also the windows version will get a 64-bit client with 0.24., so the 32-bit RAM limitation will be a thing of the past. The only thing better would be an upgrade to Unity 5, which would include a much newer mutlithreaded version of physX, which would no doubt massively improve performance. But at this point Unity 5 isn't even done yet so that will have to wait (and the official word is "no" to the switch, but it was the same with multiplayer before the announcement so whatever).

    Hopefully we'll get to see streamers play the experimental builds (some get access to them) and thus get to know better how the contract and budget mechanics work before it is released.
     
    Last edited: Jun 25, 2014
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  15. Drax Arcane

    Drax
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    :yeah:
     
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  16. Ulminati Kamelåså! Patron

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    I could go all :smug: on you, but I'm busy being upset at the date. Now I'm going to be torn between kerbal space program and D:OS. :(
     
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  17. Hellraiser Arcane

    Hellraiser
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    xX| Kerbal Space Program MLG_PRO_SKILL | NO_MECHJEB | 360°_ORBITS |Xx

     
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  18. Hellraiser Arcane

    Hellraiser
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    In other news I have been experimenting with trying to pull of an Elon Musk and recover all stages, in preparation of the tyranny of capitalism in 0.24. Some observations so far:

    1) It is totally possible to do two stage to orbit rockets and switch between them to land the first stage safely for recovery. There is enough time and you can switch to vessels on a suborbital trajectory through atmo, but not while the current vessel itself is in atmo. Still, any usable 100% recovery 2-stage design has to get into vacuum on the first stage alone anyway.

    2) The ocean east of the KSC makes it a bitch to recover the first stage safely. You can splashdown intact, but as soon as the first stage tips over you'll lose something to placeholder trampoline water physics. Hence first stages that barely make it to vacuum aren't that good to pull off an Elon Musk, you need enough delta-v on it to fly over the damn thing and land on solid land. A solution would be to land the stage sideways, but you would need not only to balance parachutes, but also put extra thrusters properly and facing the side of the stage.

    3) While getting a one-man pod on top of a standard radius (medium? size 2?) liquid fuel first stage into space without boosters is rather difficult, but probably possible, the new Very Large (size 4) parts from 0.23.5 make it a cakewalk to put a 3-man pod into orbit. I used something along the lines of: 1st stage (3 largest tanks, the most powerful engine, or rather 4 engines bundled into one, in the game, large SAS, large probe core, large inline battery, Very Large to Large adapter), 2nd stage (3-man pod, the smallest of the large radius fuel tanks, four rockmax 24/7 radial engines). First stage gets you into orbit and then some easily. Just park it in a 100km circular LKO, separate the pod, lower your periapsis to land somewhere nice, flat and not that high above sea level sans the payload. The biggest problem is the lack of proper landing legs for something as big as that. But overall a SLS-esque part first stage with no boosters is the simplest SSTO design in the game.
     
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  19. Hellraiser Arcane

    Hellraiser
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    Alright I did it with the Very Large parts, the 100% reusable 3-man space taxi:

    The rocket:

    [​IMG]

    Apart from the landing legs at the bottom it looks fairly standard. Those wings give it a somewhat soviet rocket vibe for some reason.

    Just enough thrust to go above 1 TWR, barely.

    The 3-man pod:

    [​IMG]

    No rcs thrusters or extra batteries but the added mass would be miniscule, the pod already carries enough monopropellant for at least two docking manuvers. Overkill on the parachutes I guess, but I haven't landed with it yet.

    Got the pod into a 70x100km orbit, was aiming for an 88x90 orbit but messed up the insertion burn a bit.

    The SSTO lifter:

    [​IMG]

    The reusable lifter in all its glory. 8 radial parachutes, they actually slow it down alone to about 15 m/s when fully deployed at an about 1km altitude.

    Landed:

    [​IMG]

    Wasn't that difficult, although the risk of tipping over is quite big. Hence there are 8 large landing legs on this. Note the fuel still left.

    Simpler and faster than spaceplanes. Faster as in you spent less real time babysitting it while trying to get into orbit, compared to the 10 or so minutes one spends on climbing and gaining airspeed with a plane.

    EDIT:

    I decided to push the pod to the limit. It can most certainly enter Munar orbit and rendezvous with something there and get back to kerbin without refueling, so long as that something is in a nice (near) equatorial orbit*. It is about 300 m/s of delta-v short of being able to land on the Mun (let alone return from the surface).

    Parachutes are a bit too below the CoM and it tips upside down in atmo when those are deployed if left alone, but the reaction wheels of the pod are strong enough and can hold it oriented the right sight up anyway. You don't even have to use engines to land, but the pod could be used to retrieve a science jr. materials lab or other payload back to kerbin so the extra thrust and deceleration could come in handy.

    *although with a proper encounter trajectory and launch window you could do a very cheap polar orbit or whatever rendezvous around the Mun with it. It would require quite a bit of patience though.
     
    Last edited: Jun 28, 2014
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  20. Hellraiser Arcane

    Hellraiser
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    Oh god, I wish they do this with the mk2 spaceplane parts when they remake them:

    Spaceplane Plus Parts Mod

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    :incline:

    A fine replacement for the abandoned B9 Aerospace parts pack, also much more stock alike when compared to Bac9's excellent parts. Lacks Mk3 size parts but the Mk2 ones look really great, downloading.
     
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