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Kerbal Space Program

Absalom

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Ah, meant that it was a bug in RT that caused that. I never had a single issue like that in my 0.24.2 game with RT, and I distinctly remember reading through RT's development progress and seeing your exact issue mentioned.
Eh they've said that they fixed it before. Maybe I'll try it again later I dunno.
 

Hellraiser

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Newest devnotes say they started testing Kerbal Experience and that the VAB/SPH editor will now feature customizable part filtering.

A dev blog on creating the upgradable KSC buildings is supposed to come out soon(tm).

One cool thing would be if researching new parts was also tied into having the proper facilities upgraded sufficiently. Or if you needed science and not just funds to upgrade buildings. It would put a new twist on tech and game progression.
 

Hellraiser

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The starting KSC:

6ubsNOE.jpg


Ntq9wt8.jpg


I am a bit disappointed by the quality of some of the models. The barns and farming equipment mostly look pretty good. The observatory could use some polish, mostly on the telescope's lens, the trailers are a bit too low poly and blocky. But that's mostly up close, considering how much you will be looking at those assets from a short distance before you upgrade the whole thing those assets probably weren't worth more effort.

I expected the starting VAB barn to be much smaller though.
 

Caim

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It's a fucking trailer park from which the space program is run.

Redneck Space Program. I refuse to believe that the developers do not watch Robbaz' videos.
 

Konjad

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
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6ubsNOE.jpg

fdaae322dad1d7126b93e98849f0b2b9.jpg



Kerbal Space Program: From Tractors to Space Stations


I hope for the new resource in the game: Potatoes.
 

Hellraiser

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Well, it seems I wasn't the only one who had some issues with the quality of the starting buildings. Though those were WIP in large parts supposedly. They're going to polish those up.

Meanwhile, besides testing Kerbal experience, implementing fine print into stock, implementing new biomes and new MK3 spaceplane parts a new part highlighting feature was added as part of the editor GUI overhaul:

cdNkfMZ.png


Much better than the old highlighting.
 

Hellraiser

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New dev notes:

Mike (Mu): Few final flourishes for experience systems including the all new pilot and engineer skill sets. Higher level engineers will now be required to repair the parts which can be repaired including wheels, legs and packing parachutes! Also the QA team got their hands on the experience branch so there has been plenty of fixes and feedback to implement.

Called it.

Also facility upgrade levels may or may not be tied to allowing vessels of a certain mass to be launched, amongst other things. But the rules defining what a level X VAB can do are supposed to be a bit more involved in gameplay than that.

And some details and what is currently being tested and likely to go into 0.90:

We’ve been testing out Fine Print still and have overseen its integration into the main QA branch, as well as doing the same for Marco’s BuildingTags branch.

Moving on, we’ve also begun further QA on Mike’s Kerbal Experience feature, going over the implementation of revised Roles and Effects as well as other miscellaneous changes. Additionally, I’ve implemented a handful of assets from Porkjet for the Mk3 partset and the QA team have been testing them out as well.

Experimentals seem to be pretty soon. Wouldn't be surprised if they want this update out before christmas.

Also the new MK3 spess plane parts:

zZajKBL.jpg


ZEcqcef.jpg


fXBrZu5.jpg


Notice the new mk3 passenger compartment part. Also it has proper adapters to large diameter (the one the mainsail and 3-man pod has) parts. You can integrate mainsails and tanks seamlessly with them.
 

Data4

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I am disappoint. All the Mk3 parts are very similar to the B9 HL parts. In fact, unless tank switching is implemented in the new parts, I dare say the B9 parts will be better.
 
Self-Ejected

Ulminati

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But B9 is discontinued and it's annoying having to wait for somoene to write a patch for the parts after every update. Sucks, because I really liked their RCS cluster models and the overview cockpit.

(Actually, the overview cockpit looks nice, but kind of sucks. If you dock anything in front if it, it shifts your centre of mass off-axis).
 
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Ulminati

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Oooh. They started up again? They were discontinued for a couple of KSP releases wher eother people patched them to work.
 
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Ulminati

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Will have to check that out.... in 2015, r00fles!

My gaming backlog is getting kind of clogged and I need a KSP break or I'll burn out.
 
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Drax

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Messages
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Silver City, Southern Lands
So, I started a new play-through to test all them new features, I've installed the following:

KW Rocketry, KSP-Interstellar, D-magic Orbital Science, Infernal Robotics, Deadly Reentry 2, Remote Tech 2, Fine Print, Universal Storage Cheese wedges, TAC Life support, TAC Fuel balancer, plus the obvious utilitarians (texture manager, toolbar, MM, etc..).

I'm thinking of trying one of those aerodynamic mods (like FAR), which one d'you guys recommend? Any other cool mod I may be missing?

Thanks.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
The only aerodynamic mods I know of are FAR and NEAR, and NEAR is just a stripped down version of FAR. NEAR lacks the mach effects and some other nuances that make it less overwhelming for players that aren't familiar with real life aerodynamics.

ScanSat's another good mod and it synergizes well with Remote Tech.
 

Drax

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ScanSat's another good mod and it synergizes well with Remote Tech.
Yeah, I have Scansat, forgot to put it in the list.

The only aerodynamic mods I know of are FAR and NEAR, and NEAR is just a stripped down version of FAR. NEAR lacks the mach effects and some other nuances that make it less overwhelming for players that aren't familiar with real life aerodynamics.
Have you tried both? Is FAR too much for normal people?
Thanks
 

Data4

Arcane
Joined
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Messages
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Location
Over there.
So, I started a new play-through to test all them new features, I've installed the following:

KW Rocketry, KSP-Interstellar, D-magic Orbital Science, Infernal Robotics, Deadly Reentry 2, Remote Tech 2, Fine Print, Universal Storage Cheese wedges, TAC Life support, TAC Fuel balancer, plus the obvious utilitarians (texture manager, toolbar, MM, etc..).

I'm thinking of trying one of those aerodynamic mods (like FAR), which one d'you guys recommend? Any other cool mod I may be missing?

Thanks.

B9 if you want to try your hand at space planes. All of Roverdude's stuff is good, and adds a bit of complexity to gameplay. Gives you resource mining, space and planetary colonization, and other nifty little things to support them.

EDIT - Also get Mechjeb. I know there are purists out there who swear by doing it themselves every time, all the time, but trust me when I say it starts to get tedious in the later stages of play. I mean, if you want to try your hand at manually plotting an interplanetary slingshot to rendezvous with an asteroid on your way to explore the Joolian system for the satisfaction of being able to do it yourself, go for it. But after the 100th launch you get to the point where you just say "fuck it" and let Mechjeb handle the ascent and circularization burn.
 
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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 Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. 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 Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Interstellar sucks, is too op and the models are ugly. Get Karbonite, and for your overpowered engine needs get Karbonite+. Also can get a stand alone Alcubierre drive by RoverDude, which works the same as KSPI one.
 
Last edited:

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
The only aerodynamic mods I know of are FAR and NEAR, and NEAR is just a stripped down version of FAR. NEAR lacks the mach effects and some other nuances that make it less overwhelming for players that aren't familiar with real life aerodynamics.
Have you tried both? Is FAR too much for normal people?
Thanks

I've only used FAR as that was the only option when I started playing and I picked it up just fine. The tools you have available in the VAB can be a bit overwhelming, but they're not, strictly speaking, a requirement for designing space planes. You will, however, end up reverting more flights without'em as design becomes a trial and error process. A bit like measuring dV requirements without KER.

Other than that, there's the mach effects that I mentioned. It mainly impacts space planes, but you'll notice rockets handling a bit differently as they break the sound barrier.

I'm sure the FAR thread does a more thorough job than this little post in explaining the differences.
 

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