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Kerbal Space Program

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

  1. Prime Junta Arcane

    Prime Junta
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    What's Dutch for osprey?
     
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  2. Nutria Savant

    Nutria
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    Everything has to be vertical. Otherwise you're a heretic against Elon "Rocket Jesus" Musk.
     
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  3. Prime Junta Arcane

    Prime Junta
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    I've been having fun with offroad suspensions.

    The all-around best-performing one is a simple solid-axle setup, with bogies for the rear wheels if it's a six-wheeler. NASA's rocker-bogie suspension is wack but if the payload is at all tall it gets really wobbly PDQ. After I figured out you can use servos as springs they became tuneable on the road, too -- you can make them so stiff they might as not be there at all, or completely floppy, or anything in-between.

    [​IMG]
     
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  4. Prime Junta Arcane

    Prime Junta
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    Still tinkering with helicopters. The work has not been entirely without setbacks.

    [​IMG]

    On the other hand Jeb's gonna Jeb.

    [​IMG]
     
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  5. Nutria Savant

    Nutria
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    This is probably more of an expansion for people like Prime Junta who know what they're doing than me. I congratulate myself because every time there's a patch I can still make it to the Mun. But I like that there's now a 1.5-diameter set of rockets and fuel tanks. It really does fill a needed gap.

    If this was a bad game and they made a $10 DLC for it I would be mad. This is a game of the century and I'm not disappointed at what I got.
     
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  6. Drax Arcane

    Drax
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    The surface exploration part is a nice addition.
     
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  7. Prime Junta Arcane

    Prime Junta
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    Cool. I only just started a career so haven’t seen any of that yet.
     
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  8. Prime Junta Arcane

    Prime Junta
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    ... okay so I've expanded from choppers into submarines, and the combined the two. I built the Kalypso, a BAK-68 fitted to carry, deploy, and recover an electric one-kerbal mini-submarine, the Navtilvs. This was one massive project as it turns out subs are harder than spaceships ... much harder, harder than SSTO spaceplanes or helicopters even.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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  9. Prime Junta Arcane

    Prime Junta
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    I made a space copter. Because why not?

    [​IMG]
     
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  10. Nutria Savant

    Nutria
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    I've never seen anything so obscenely wasteful and impractical since the last time the Pentagon signed a contract.
     
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  11. Prime Junta Arcane

    Prime Junta
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    Thank you, that is high praise indeed. :salute:
     
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  12. Prime Junta Arcane

    Prime Junta
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    All right, I further refined the Kosmokopter. Now she's able to operate on Duna -- and she'll fly you there from the KSC.

    [​IMG]
     
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  13. Burning Bridges Enviado de meu SM-G3502T usando Tapatalk

    Burning Bridges
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    Looks very much like a phallus with the balls on top. Well Done
     
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  14. Burning Bridges Enviado de meu SM-G3502T usando Tapatalk

    Burning Bridges
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    And Kerbal Space program is so 2012 :lol:
     
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  15. Prime Junta Arcane

    Prime Junta
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    Yeah games have :incline:d so much since then
     
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  16. Prime Junta Arcane

    Prime Junta
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    Switched to playing career. It's fun, the new Breaking Ground surface activities actually give rovers something to do which is rad. Career also really pushes your craft designs to be more practical -- I took a contract to scan a baobab and figured a small helicopter would be just the thing for locating and scanning one, so I built a more primitive version of my BAK-50. Attempting to actually use it for something rather than just buzzing around KSC quickly showed that it's annoyingly slow and requires an annoying amount of control input to fly less slowly. Moreover, I had to make a rotor out of more primitive parts, and it turned out it actually behaves better than the fancier one I had made in sandbox mode. So I added adjustable tilt to the rotor and now the chopper cruises at 30 m/s with minimal input. It's really perfect for scouting out surface features on Kerbin, much nicer than a rover which will crash a lot if attempting to drive it over 20 m/s, plus you have visibility from the air.

    [​IMG]

    In my sandbox I made a solar-powered tilt rotor for Eve. It survives atmospheric entry, has unlimited daytime endurance, and cruises at 55 m/s (90 m/s on Kerbin). It'll carry a couple of kerbals and/or a probe/science payload. Once I unlock a few more nodes I fully intend to use that on a career mission.

    [​IMG]

    Really this DLC has unlocked the full potential of the game. There's finally a point to going places, and to building rovers and aircraft.
     
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  17. Prime Junta Arcane

    Prime Junta
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    All right, I made a fully reusable -- in theory -- orbital shuttle for Eve, capable of carrying one kerbal to orbit from Eve sea level. Holyfuckingshit was this hard.

    It's, you guessed it, a helicopter. It flies up to 26 km altitude on rotor power, then lights up its Vector to get onto a parabolic trajectory peaking at over 60 km. Then it releases the orbiter which flies to orbit. Do it quickly -- there is enough dV to waste a bit on a sub-optimal burn -- and you'll be able to switch back to the lifter, make a few adjustments, and watch it gently autorotate itself down to a soft landing.

    Then all you need to do is figure out how to refuel it, lift the orbiter back onto its nose, and do a second round.

    Going up:
    [​IMG]

    Payload delivered to orbit:
    [​IMG]

    Coming down:
    [​IMG]

    Landed:
    [​IMG]
     
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  18. Drax Arcane

    Drax
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    [​IMG]
     
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  19. Drax Arcane

    Drax
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    Oh nice, they're FINALLY adding text input to tweakables!!!one1!
    Goddamn took them long enough.
     
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  20. Riel Savant

    Riel
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    How's the last expansion? Does it add a healthy amount of content to Campaign mode?
     
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  21. Prime Junta Arcane

    Prime Junta
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    Hell yes. Surface features on every body, missions related to them, parts that make all kinds of wacky stuff possible. Rovers finally have real career uses, you can make aircraft that work on Eve plus have reasons to fly them, and so on. Bugs and various QoL warts and all, they hit it out of the park. I was pretty much done with KSP, but BG re-lit the fire.

    I made an Eve sea-level to orbit lifter for one kerbal with a take-off mass of less than 6 tons. All it took was some 60 hours of experimentation and tuning.
     
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  22. Drax Arcane

    Drax
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    Location:
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    Kerbal Space Program 1.7.3 is live!

    In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with!

    Check out this patch's Changelog for further details:

    Show Spoiler
    1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog)

    +++ Improvements
    * Added same vessel part collisions advanced tweakable.
    * Adjusted KerbalEVA Action messages to be above center screen.
    * Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y
    * Add ability to switch secondary docking ports (docked) to primary via the PAW.
    * Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking.
    * Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel.
    * Remove from symmetry functionality added to all parts.
    * Add capability for text entry on float fields in the Part Action Window.
    * Clear some references on returning to the main menu to release memory.
    * Add ExternalCmdSeat Ejection Force (advanced tweakable).
    * Add Leave Seat KSPAction.

    +++ Localization
    * Fix Contracts using Greek alphabet from failing to display when game set to Russian Language.
    +++ Bug Fixes
    * Fix maneuver node tabs being interactable in flight mode even when tabs are hidden.
    * Fix temperature renderer messing with child part renderer parameters.
    * Fix EVA portrait when launching a vessel with Kerbal in external command seat.
    * Fix kerbal highlighting during mouse over.
    * Fix radiator panels not rotating properly.
    * Fix loss of axis and extended action group data when copying parts in the editor.
    * Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled.
    * Fix part positioning errors on vessel spawning far from Unity Origin.

    +++ Mods
    * Part class now has isVesselEVA property which handles when vessel is null.
    * Add ability to override default flow mode on ModuleResource.
    * Add activeEditor attribute to BaseAction to allow these to be disabled.
    * Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW.
    * Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving.

    1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY

    +++ Improvements
    * Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station.
    * Add Seismic Science Screen Message even if in sandbox game mode.
    * Add grip pad Parts.
    * Add Propeller Parts.
    * Add LF/Air Rotors.
    * Add Nose Cones.
    * Changed compound part editor behavior to follow robotic parts.
    * Changed Rotor Torque to now affect strength and not RPM.
    * Re-balanced all rotors.
    * Add Extra animations for interacting with Deployed Science.
    * Add Surface Features VFX - apply forces.
    * Add Kerbal taking rock sample animation.
    * Add priority value to KAL - highest priority wins, equal priorities the values are averaged
    * Add ability to assign axes controls to KAL.
    * Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values.
    * Add resize/scale function to KAL.
    * Add play speed slider.
    * Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc.
    * Add shadows LOD settings on Surface Features.

    +++ Localization
    * Fix for piston showing variant names in English for all languages.
    * Fix Action Groups KSPedia page in Japanese.

    +++ Parts
    New Parts with Variants
    * GP-004 Grip Pad.
    * GP-036 Grip Pad.
    * GP-156 Grip Pad.
    * GPS-025 Grip Strip.
    * GPS-156 Grip Strip.
    * EM-16S Light Duty Rotor.
    * EM-32S Standard Rotor.
    * EM-64S Heavy Duty Rotor.
    * R121 Turboshaft Engine.
    * R7000 Turboshaft Engine.
    * Propeller Blade Type A.
    * Propeller Blade Type B.
    * Propeller Blade Type S.
    * Helicopter Blade Type A.
    * Helicopter Blade Type B.
    * Helicopter Blade Type S.
    * Tiny Nose Cone.
    * Very Small Nose Cone.
    * Fixed 36P Hydraulic Cylinder colliders.

    +++ Bug Fixes
    * Fix kerbal transfer being blocked by scanner arm.
    * Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation.
    * Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking.
    * Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation.
    * Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station.
    * Fix pistons not starting in correct position at launch when locked in the editor.
    * Fix collecting Surface Features failing due to kerbal movement caused by animation.
    * Fix excessive EC draw by scanner arm when time warping.
    * Fix hinge rotation when using mirror symmetry.
    * Fix piston drag not changing as extension changes.
    * Fix Deployed Science parts appearing too high above the surface in some situations.
    * Fix WCoM math of parts with servo rigidbodies.
    * Fix SAS cancelling angular velocity of rotors.
    * Fix Robotic Parts Resource information in extended tooltips.
    * Fix EVA kerbal speed when interacting with Deployed Science parts.
    * Fix default science display in Deployed Science Experiments in invalid experiment situation.
    * Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it.
    * Fix misspelled word in the description of the Grand Slam Passive Seismometer.
    * Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos.
    * Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer.
    * Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors.
    * Fix Geyser and Cryovolcano force is not synced with audio and particles.
    * Fix deployed science parts missing 3rd animation.
    * Fix Kerbals lose their ROC-hammer after quick loading.
    * Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on.
    * Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled.
    * Fix KAL controlling parts across vessel.
    * Fix KAL controller being affected by space bar.
    * Fix stage manager display having empty headers in Chinese.
    * Fix kerbal Ragdoll with future suits when they stumble.
    * Fix rotor joints when node attaching parts to rotors.

    +++ Miscellaneous
    * Added colliders to the Communotron Ground HG-48 dish.
    * Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech.

    +++ Modding
    * Changed servo current values (extension/position/angle) to be float fields for mod support.
     
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  23. Riel Savant

    Riel
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    Another question: Was something done about parts entering the atmosphere uncontrolled by player being destroyed automatically if the were to far from controlled ship? I.e. can you make reusable boosters etc.
     
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  24. Prime Junta Arcane

    Prime Junta
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    Nope, that's considered a feature not a bug as bloody annoying/limiting as it is. You still can't switch craft while flying in the atmosphere/moving across terrain either. I.e. you still need a mod for that, or to design your launch systems so the lower stages fly high enough you can switch back to them after the upper stages are safely in orbit.
     
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