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Kerbal Space Program

Raapys

Arcane
Joined
Jun 7, 2007
Messages
5,005
I has a question.

I was trying to build a two-part ship where my actual space module had 4 engines on the bottom, and then I was supposed to have one of those huge engines below it for lift off. However, that required converting from four small engines to one large large, so to speak. So I did the logical thing and took the 'one large to four small' connector and just flipped it 180 degrees and placed it below the four engines. But it didn't stick! From what I could tell, it would only connect to one of the four engines, despite appearing to connect to all of them. Soon as I was on the pad, it became apparent that the thing was loose and everything was falling apart.

So what's the trick?
 

Drax

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Messages
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Location
Silver City, Southern Lands
Try attaching 4 small decouplers to the small engines, then put the 4to1 and then another, large, decoupler before your next stage.
Sometimes you have to rotate them (the 4to1) a couple of times until you can get them all connected.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
I has a question.

I was trying to build a two-part ship where my actual space module had 4 engines on the bottom, and then I was supposed to have one of those huge engines below it for lift off. However, that required converting from four small engines to one large large, so to speak. So I did the logical thing and took the 'one large to four small' connector and just flipped it 180 degrees and placed it below the four engines. But it didn't stick! From what I could tell, it would only connect to one of the four engines, despite appearing to connect to all of them. Soon as I was on the pad, it became apparent that the thing was loose and everything was falling apart.

So what's the trick?

You can't accomplish it in that manner due to how the game handles craft construction. Crafts start with the root module (The first piece you select) and branch out from there to form a tree, and once a branch leaves a trunk, it can't be merged back in. Struts and fuel lines are the only things that don't follow this behavior, so you can still accomplish this to some degree.
 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
5,005
Ah, I feared that might be the case. Oh well, scrapping that design.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
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Location
Danzig, Potato-Hitman Commonwealth
Hopefully one day they when they add VAB editor improvements, welding nodes that should connect together (like 1-to-4 adapters facing each other with the 4 connection side) will be an option. Currently the girders don't work well for scaffoldings as they could, because only one node per parts gets properly connected during part placement.

BTW, new SECRET FEATURE speculation, somebody noticed this in one of the screenshots from this week:

dmy3uo.jpg


That's not the admin building, it is something completely different as the admin building is present in that building but at a different known location. And:

The thing there is so that new feature can happen more often.

So it's official, straight from the Producer/PR guy, that the two are related.

Furthermore it is confirmed that the 0.25 SECRET FEATURE will be a framework that will be expanded further in 0.26.

Current bets, considering the "not done by a mod so far" and "less experienced players will run into it more", go to:
- emergency crews station (to handle all the botched launches/landing), possibly with destructible terrain
- weather radar/observation tower, because launching during a thunderstorm is not a good idea and it is a major consideration for a space program


The latter has more reasons to need further expanding upon in the next update and it ties into making planets and moons more fleshed-out.

Actually it seems that KSC building damage is the new feature. Considering what the producer said.
 
Last edited:

Hellraiser

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Oh, yeah, supposedly all three graphic artist dudes at SQUAD are working on something major, big, and necessary for the feature completion of the game, which is why there will be no CGI cinematic for 0.25.

New terrain scatter models/features? Cities? Weather? Different EVA suits? New Planet? Spaceplane parts are done so there are no major part additions that require that much artist manpower.
 

Drax

Arcane
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Apr 6, 2013
Messages
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Silver City, Southern Lands
Devnote Tuesday from yesterday:

Anthony (Rowsdower): As you can see, today’s devnotes are super, super short. Most of the staff has been out in celebration of Mexican Independence Day. Others have been working furiously through the final stretches of QA to bring us extremely close to being in experimentals, so their talk time has been rather limited. Expect an announcement soon. On another note, I’m pleased to announce the newest member of KSP-TV - DKlarations! He plays through what he likes to call “Iron Man” mode. Toss in a ton of mods and a bit of theatrical flair and you’ve got yourself an entertaining stream. Watch him every Thursday night at 7pm EDT.

Jim (Romfarer): This week i have updated all the prefabs and atlases use to run the EzGUI’s. This work has definitely decreased the size of the GUI atlases overall. They should all use slightly less memory now. The biggest benefit in this was probably the introduction of a new generic atlas which holds all of the standard gui elements. I also spent some time changing the way we spawn some of the GUI prefabs by removing some double instances of the same GUI. Specifically the crew management interface used in the launch dialog and the editors are now using the same prefab. Same thing goes for the Astronaut complex in space center and editors. Ideally it should have zero impact on gameplay but it removes the multiple maintenance problem of updating two copies of the same GUI.

Bob (Calisker): As we get closer to update 0.25, I’m starting to look at what’s coming and how we can share some of the more exciting elements with the press. We’re also working on a few marketing programs that are still in development, but each of them have me excited. I’m personally excited with how things are coming together for update 0.25. I’m still a relatively new part of the team but it’s remarkable to see the progress made in the game since I joined last summer.

Ted (Ted): This past week has been a very, very busy one. We’re in the run up to Experimentals, so it’s been all engines at full throttle. I’ve been taking care of last-minute issue triage to see if we can cram any more pre-0.25 issue fixes into 0.25. Furthermore, I’ve been helping out with the final week of QA that we’re doing on 0.25, giving the SP+ parts a good ol’ thrashing. Additionally, it’s been an exciting week running up to Experimentals, the new testers are looking forward to getting their hands mucky with the goo of many, many Kerbals. Right now, I’m making sure all our Experimental Testers are familiar with the 0.25 features that are going to require much testing and that QA is coming to an end nicely, with nothing left trailing that shouldn’t be. Overall, a pretty busy week, but I’d be lying if I said I didn’t enjoy it!


And today:

Milestone Reached - 0.25 is in Experimentals
tumblr_inline_nc1ys4egEs1rr2wit.png


We are pleased to announce the reaching of a new milestone in the development of KSP update 0.25. Experimentals!

Tests are being made and things are being tightened up in this final phase before release. Keep an eye out on Tumblr and all of our other official channels for further news.
 

Hellraiser

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So the BIG SECRET FEATURE is getting revealed next week on the Twitch stream.

Meanwhile, dun dun dun, NEW EXPLOSION EFFECTS:

2czhCAB.jpg


:michealbaysealofapproval:

EDIT:

In somewhat animated form:

sCZ5cTh.gif
 
Last edited:

Caim

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Aug 1, 2013
Messages
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Location
Dutchland
How long would it take to drive a Rover from the runway all the way to the North Pole? And should you build a big Rover that is resistant to tipping over when driving around the mountains of Kerbin, or a small one and avoid these rough patches?
 
Self-Ejected

Ulminati

Kamelåså!
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DiNMRK
That would depend on how fast your rover drives. Different rover wheels have different max speeds. I imagine it'd take pretty fucking long though. 3-4 hours at least, probably more.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
That would depend on how fast your rover drives. Different rover wheels have different max speeds. I imagine it'd take pretty fucking long though. 3-4 hours at least, probably more.

2*Pi*600/4=300*Pi=~942km assuming you are driving in a straight line, without accouting for extra distance due to detours or driving uphill and downhill rather than on flat terrain all the way.

If you travel at the standard rover velocity of 20 m/s that's 3,6*20=72 km/h.

About 14 hours, ideally. Practically at least two or four hours since there's the sea and mountains between your and the pole:

Kerbin_heightmap.jpg


My suggestions: attach SRBs for extra speed.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
I think at this point the new feature being building destruction, with the one for the next update that the art team is working on being building upgrading/KSC construction is very likely.

Either that or a major planet overhaul, nothing else would require as much work from the art team.
 

Drax

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Devnote Tuesdays: The “Walt Doesn’t Make Blue Keth” Edition


Felipe (HarvesteR): Experimentals is upon us again and things are moving at a very intense pace to make sure all the features we’ve added are stable and polished. The upgrades we did to the issue tracker last week are definitely showing their worth now though, as there have been several cases of issues that were technically low-priority and would have been dismissed earlier as unimportant, that rose to the top of the list after receiving several votes. Sometimes a very mild, small detail can have a major subjective impact on the way the game plays, and issue voting lets us finally measure this perceived importance for all issues.

Besides that, most of the work this week and the last was basically bugfixing and adding polish to the things we’ve implemented. The Strategy system and the Admin Facility were met with very positive responses overall, but I must say I’m very happy to see how the new spaceplane parts are turning out.

I must warn however, that several SP+ parts do replace old parts, and it’s very likely that some spaceplane designs can become weird or misaligned. This won’t actually break saves, but ships featuring those old parts won’t look their best until rebuilt in the editor. For most cases, simply detaching and reattaching the misplaced parts will do. We decided it was for the best to simply bite the bullet on this one, because there is no point in having old parts linger around, wasting our already cramped memory space, just for the sake of delaying this inevitable change.

If you want to start preparing your saves for the release, I recommend recovering all ongoing spaceplane missions. The parts that have been most changed are the C7 delta wing and triangular wing sections, standard and small control surfaces, and minor changes were done to the mk1 fuselages and cockpit, and the entire mk2 set. I know it’s a bit of a hassle to have to do this, but trust me when I say it’s going to be well worth it!

Alex (aLeXmOrA): Last week I took a 5 day vacation in Querétaro to celebrate Mexican Independence Day (September 16th - “Fiestas Patrias”). It was a really nice time of relaxation and fun with the family. I needed that a lot. When I came back to the office on Wednesday, I set everything for the Server Migration (second attempt) scheduled for Thursday night. Unfortunately, the migration failed and we had to suspend it and I set the sites back online. This week, I cleaned our databases and made some reports. Also, I’m testing the last tweaks to the KSP Store website.

Marco (Samssonart): Last week and also this one, we’ve been deep in QA and experimentals.Luckily not too many bugs have surfaced on my part and the ones that have were not that serious - the NavBall appearing in weird places and things like that. What has been keeping me busier than I expected is getting the arrow indicator for the maneuver vector on the IVA NavBall. Since all of the vectors share the same relative position to the center of the sphere and all is managed through rotations, it’s a whole different thing than for the staging NavBall. I’m taking the dust cover off my old math books for this one.

Daniel (danRosas): It’s been almost a month since we started working on the asset production. That task is going well, walking small steps to Kerbal kind. On the other hand, I helped prepare the Kerbals that are going to be advising your administrative actions on the Administration Building.

One of those Kerbals is MORTIMER KERMAN, which quoting @maehlum ‏is going to think "You spent the whole budget on SRBs and snacks?!". It was interesting to play with his face, since he’s the first Kerbal that has got wrinkles and some bags under the eyes. The FIRST ATTEMPT had grey hair (my main visual support was Mad Men’s Roger Sterling, which could be slightly biased by my effort of going through season 6), but talking with Felipe, it didn’t look well with the background and the environment. Then I added some facial spots and other details, but got a little CREEPY. A bit too old. On the other hand, there was an interesting discussion: How do Kerbals get old? What are their muscles in their face? So far, we haven’t seen Kerbals grow old. We know that they move their mouth, and that they can speak, smile and cry. But, since it’s mostly a toon character, grounded slightly on a human face, it was a tough call to make the wrinkles and to spot them in their proper place. There’s this other scientist guy, which is mostly Wernher’s intern, which overlooks Science and Research funds, since Wernher is too busy to be bothered with such small talk. WALT is the most intriguing Kerbal in the Admin Building (of course he’s got nothing to do with that other Walt, nor is he in the same line of business, though somewhere in the project folder I’ve got a blue extinguisher waiting to be used). He’s the PR and likes to wear a Hazmat Suit to the meetings. I’m not so sure if he’s got some sort of illness that could make Kerbalkind extinct (at least in his mind), or if he’s just preventive about his working environment. He’s wearing THIS NASA suit with a slight color variation. We don’t want the hazmat suit to be mistaken with the EVA suit, and be launched on a mission instead!

Jim (Romfarer): It’s been a week of modifying older GUI elements and fixing bugs. Among other things I added a feature so you can scale the ContractsApp while in vab and sph. I also added the Application Launcher to the tracking station. The ContractsApp, MessageSystem and all mods will be visible in there where applicable. As for bugs i fixed one bug that has been around for a long time in one form or another where parts are picked in vab/sph when you have the loading or flag menu right above the part.

Max (Maxmaps): Been spreading myself across tasks this time around. Keeping contact with you lovely people on the forums and offsite communities, making sure that the massive art project goes as planned, and also helping as much as I can to get the new update in your hands. Scripted the prerelease features video already, but you guys are gonna love what the media team is cooking up.

Ted (Ted): Now that we’re firmly in Experimentals, we’re racing through the issues and the builds (as those of you that lurk steamdb will know!). The new testers are settling in well and filling the tracker to the brim with some good and tasty issues for the developers to eat up. It’s been a very busy week to say the least, but I’ve managed to grab a few moments to make some improvements to the part folders. I’ve renamed almost all of the Squad part folders so that they’re both better organized in the editor part menu and so that they better reflect the part title in-game. Additionally, I’ve renamed the part config files to be the same as the part folder name, that should help a lot when having tabs of them open in Notepad++.

0.25 is shaping up nicely, though we still have a handful of areas to polish and refine so that they’re at their best when they arrive on your hard drives!

Anthony (Rowsdower): I can’t believe we’re almost at the end of the month already. Time’s flying by isn’t it? Not much for you all this week except to remind you that our Coub contest will be coming to an end on October 4. Also, by chance, would any of you modders out there be interested in showing off what you do on KSP-TV? Hit me up with a forum PM if interested.

Rogelio (Roger): I’ve been doing some changes to the assets I’ve been modeling along with Max and Felipe, I think we’ve finally gotten to the same visual style. This week, I went crazy fixing some Maya issues. Many of my models seem to have just disappeared. Later on, I noticed that they, in fact, didn’t disappear. They just weren’t assigned to a shader and it was really annoying to reassign shaders. On the other hand, I’m really happy with the new stuff we’re cooking for you guys. Today Dan put together some of the stuff we’re modeling and it really looks nice. We’ll keep polishing the models to make it look even better.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
The secret feature is indeed building destruction. Rebuilding supposedly costs a lot. Oh and buildings that are built out of individual pieces (antenna dishes, runway sections, tanks and towers) can be destroyed individually.

The big 0.26 feature will probably be KSC building construction with free placement, maybe cities on Kerbin.
 

Caim

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Aug 1, 2013
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Dutchland
but can i build a moon base by transporting building parts there?
Sure, all you need to do is build the base part and strap it to a big ol' rocket and shoot it at the Mun. It's difficult if you want to dock certain parts together, but it can be done.
 

Raapys

Arcane
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Jun 7, 2007
Messages
5,005
I'm a bit surprised that they haven't made more 'official support' for construction in space or on other celestial bodies. Adding raw materials, processing, factories, etc., sounds like it could have decent gameplay potential.
 

Drax

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Silver City, Southern Lands
but can i build a moon base by transporting building parts there?
There are a couple of mods that make space-based and planetary base building much better:

Kerbal Attachment System:
http://www.curse.com/ksp-mods/kerbal/223900-kerbal-attachment-system-kas

Modular Kolonization System:
http://www.curse.com/ksp-mods/kerbal/220668-modular-kolonization-system

Universal Storage (to avoid making your base/station look weird):
http://www.curse.com/ksp-mods/kerbal/220668-modular-kolonization-system

Kerbonite (for resource extraction and convertion):
http://forum.kerbalspaceprogram.com...urnable-and-Community-Driven-0-3-5-2014-09-12

Enjoy not seeing the sun for a couple of hours.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
I'm a bit surprised that they haven't made more 'official support' for construction in space or on other celestial bodies. Adding raw materials, processing, factories, etc., sounds like it could have decent gameplay potential.

They tried and then they decided the implementation was not fun. Which is probably their biggest mistake so far.

I mean FFS, you were supposed to be able to extract blutonium and rocket fuel out of Eve's oceans! Scoop up oxygen from atmospheres and turn it into oxidizer.

Still butthurt about that.
 

Drax

Arcane
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Messages
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Silver City, Southern Lands
Devnote Tuesdays: The Calm Before the Storm Edition


Felipe (HarvesteR): Experimentals continue at a solid pace, bugs are being squashed left and right, and things are moving along nicely. I’ve added two new Strategies after the first initial 6, so we now have 4 departments and 8 strategies. The two new strategies are: Aggressive Negotiations - lowers the cost of new missions at the cost of a reputation hit on each ‘discount’, and Recovery Transponder Fitting - Increases launch costs, but also boosts the recovery factor for vessels landed far from KSC. These are offered under the Operations dept, headed by Gus Kerman.

Other than that, I’ve mostly been working on bugfixing, but added a couple of features as well, and a couple of new stock vessels: The Learstar A1, a shuttle-like vessel that does, well, whatever a shuttle does; and the Stearwing D45, a two-stage, twin-engine spaceplane. I have to say, our flight model may not be the nicest piece of code in the game, but the revised tuning on the new SP parts does make a huge difference. Flying is a whole new level of fun now.

Alex (aLeXmOrA): Still working on the last test to the KSP Store website changes. That should be done by this week.

Mike (Mu): Its been a long week of fixing various bugs and implementing a few last-minute requests.

Marco (Samssonart): The experimentals phase for 0.25 is going well, and since the amount of bugs and feedback for the really important stuff is starting to run lower I think we’re close, so yeah, 0.25 is not too far away everyone, cheers!

Daniel (danRosas): After that Kerbal break from last week, I’m back into modeling and texturing. I can happily say that we’re nearing 50% of production, and we’re starting to see results! It’s been an interesting ride, since we’re three artists, with different techniques working on the task at hand, but we’re getting to good places.

Jim (Romfarer): This week, I have been concentrating on implementing input locks for all of our GUI elements and for that matter everything that can be controlled in the game. The way this work started up was due to a request to make the debug toolbar non-clickthrough. I quickly realized that this is a pretty big task and a few tests revealed that we have overlapping input locks. So when components start to listen to, and using these locks, unforeseen things happen. In the end i had to make a hard decision to stop locking down the debug toolbar awaiting the next release. However, it is a lot less click-through than it was.

Another side effect of this job was that i needed a reference from the EzGUI UIManager to the InputLockManager. The only way to do this was to move everything EzGUI over to our main library. If you are a modder, this means you don’t have to reference the firstpass library anymore.

Max (Maxmaps): Working on the by now traditional update features video. Should be done pretty soon. Also helping organize the media and stream groups for our usual preview vids. Happy to see things wrapping up in experimentals, even if there’s still a bit of work left to get through.

Bob (Calisker): While the development team keeps plugging away at 0.25, we’re working on getting the word out on this exciting update. Max revealed the danger Kerbals are now to their space center and we’re working on the finishing touches to what we’ll want to share in terms of details and content for 0.25 before it goes live (Soon™).

Ted (Ted): So over the past week we’ve been tidying things up for the Experimentals big push of bug fixing, feature refinement and all around polishing. Things are going really well and we’ve already had some great tuning done of the strategies feature. Not to mention the SP parts getting a fantastic amount of playtesting and feedback to ensure the fit seamlessly into the game. I’m not ashamed to say that I’ve spent a fair while of downtime playing with them and the now not-so-secret feature!

Overall, the improved experimental team have really being proving their worth with the sheer amount of bug tracker content they’re producing and the meticulousness with which they’re applying themselves to the features in 0.25.

Anthony (Rowsdower): I don’t know if you can tell, but things seem to be winding down on the 0.25 development front. Everyone’s got a few less rabbits to pull out of their hats this week. Let me see if I can find a few…oh, yes! How about an onslaught of 0.25 media? Get set for some of your favorite KSP Youtubers to unleash havoc on 0.25 this Saturday, October 4. If that’s not enough, KSP-TV’s going to be playing 0.25 live for you all weekend. Make sure to keep up with our programming SCHEDULE as it comes together.

While we’re at it, I must confess something to you all. As has been the standard with the last few updates, we’ve been thinking of a clever title to attach to 0.25. Problem is, we’re a bit stuck on what to call it. We already came up with several pages of names that we weren’t too thrilled with at the end of the day. We’ve come up with a little type-in SURVEY to hear your ideas on what nickname we should give to 0.25.

Before I go, what do you think of THIS PIC submitted by KasperVld?

Rogelio (Roger): This week has been hard since we’ve arrived to our first goal in our production calendar. Some models were missing and some textures had to be changed to get to the same art style, but I’m happy with the result we’ve achieved. We’re getting very nice stuff. I’ve also been making some render tests for some new images. I like to light scenes and get to nice render results little by little, but it’s really time consuming. I hope to finish this rendering thing asap. Some models are waiting to be done.
 

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