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Kerbal Space Program

Data4

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Sep 11, 2005
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Over there.
Or you can just go to settings and slide the Maximum Persistent Debris slider all the way to the left. The only "debris" I actually like is lander bases on moons/planets because it just looks cool with a planted flag nearby. I'll just bury a probe core in it somewhere with the offset controls.
 
Self-Ejected

Ulminati

Kamelåså!
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DiNMRK
Sprry. But less than 8GB RAM does not register as a PC in my book. Stop trying to play KSP on your phones
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Apr 21, 2006
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Tampon Bay
Typical smartass answer. To be honest no one gives a shit what you consider a PC, but from the lack of hype I assume that they did not fix those memory holes.

I read that if you disable thermal gauges by hitting F10 and PPFX edge highlighting, the problem is allegedly mostly gone. This appears worth trying because I did have crashes and garbage collection failure (too many heap sections) during long reentries.
 

potatojohn

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Jan 2, 2012
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2,646
wyT8z9w.jpg


After a dozen reloads I finally managed to land my incredibly poorly thought-out mun base without tipping over
 
Self-Ejected

Ulminati

Kamelåså!
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Have you tried KAS yet potatojohn?

It's quite handy for surface bases, since things connected via fuel pipes count as docked. (At least they did last time I tried it). That allows you to land a bunch of modules separately and connect them once landed, assuming they're close. It's a lot less fiddly than using infernal robotis (or worse, stock) to align docking ports on a surface that isn't 100% flat.
 

potatojohn

Arcane
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Jan 2, 2012
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I haven't, no. This is mostly vanilla career mode. After I finish it I might do another run with life support and colonization and all that, if I can figure out which mods to get.
 

potatojohn

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Jan 2, 2012
Messages
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sYhkbrI.png


I still don't understand how the science lab works. You can just have the 100 labs processing the same data into science? What determines the power cost?
 

Hellraiser

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Apr 22, 2007
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Danzig, Potato-Hitman Commonwealth
Finally some development progress updates other than Unity 5 porting, one of the features confirmed for 1.1 will be stock probe comms relays!

:yeah:

Aln8fAZ.png


The KSC's tracking station will provide a deep space network increasing range with every upgrade but on harder difficulties the range will be pitiful enough that you will need to establish relays.

Most cores (apart from the largest ones I guess) will need to communicate with a valid control point, that can be the KSC but it can also be a pilot Kerbal sitting in an orbiting mothership or space station with a proper antenna. So Pilot Kerbals finally get something to do besides being made redundant by robots.

The relay system will use "fuzzy" pathfinding. That basically means that while being on the far side of Duna will prevent you from communicating with a probe (unless you have relays set up around Duna to prevent that), a random minmus transit in front of Duna won't block comms (what are the odds of that anyway?).

SCIENCE will always need to relay all the way back to the KSC.

Also the conversion to Unity 5 may come as a separate update before 1.1, as that branch is mostly finished and ready for testing.

RoverDude is doing the comms relays. Arsonide and Porkjet are working on some other features. Rest of the team is stuck doing housekeeping and upgrades related to Unity 5, such as the UI overhaul, support for localizations and similar.
 

Data4

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Over there.
I hope it's optional. I've decided I'm too casual for extreme realism. RO, for example, was fun until they integrated that goddamned Ignition plugin. I've had a couple of false starts with Remote Tech, but decided it was too much of a PITA.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
c835b052306a475e7f1321fd515e638f.jpg


Unity 5 update is coming soon(tm), the content branches besides the stock remote tech/comm relays are not ready for experimental yet, but we'll get Unity 5, the relays and some new parts in 1.1 before those other currently unrevealed branches get finished.

Key changes:
- Multicore physics simulation for a single vessel. Yes, that means all that crazy 400 part shit is going to melt not one but all of your CPU cores now.
- Possibly stable 64-bit for Windows and OSX.
- The mentioned comm relays for probes and SCIENCE.
- a few new stock parts from Porkjet, including a spaceplane cargo-bay with a deployable rover ramp (oh how I longed for this part!), plus a remake of the jet (duh) engine art assets, the mk1 spaceplane cockpit, oh and probe-sized jet engines and jet fuel tanks plus a mk3 sized jet engine.
- contextual contracts (hey you have a space station with a docking port, why don't you build a lab module and attach it to it) - not sure if in 1.1 or they will be later.

Another one of the modders got assimilated into working on the game, NathanKell. He's currently tasked with fixing mod-support related bugs and optimizing that part of the code.

Meanwhile this is what Porkjet did that we'll have in 1.1:

8ovTcPv.gif


Yes, you can now kind of remake that ship from James Bond, which stole kwan and soviet spacecraft, with stock parts.



New fighter-like high agility vectoring jet. It has afterburner capability.

ALEAO8v.jpg


This is what Jeb flies to work nowadays, when he's out of rockets.

jRpgEBP.jpg


New mk1 cockpit and passenger cabin (finally!)

MXATRNw.jpg


New small engine with small intakes. Perfect for your Laythe drones and/or jet VTOL shenanigans.
 
Joined
Jul 4, 2014
Messages
1,563
Multiplayer KSP:
Capitalist Kerbals vs. Communist Kerbals in a space race. Who will plant their flag first on Mun? Shoot rockets to orbit and to your enemy's space center on the other side of Kerbin.
 

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.
I hope the next patch gives me performance boost in my laptop due to using both of my cores instead of just killing one and idling the other.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
So, how's combat in this game?

There is a WIP mod that adds combat missions to the game.

http://forum.kerbalspaceprogram.com...-on-Fire-Military-Contract-Pack-v0-1-07-27-15

Kerbin on Fire currently consists of 12 missions that occur within a ~120km radius of the KSC. Two of these missions are aerial combat, where you are approaching a target that is already in the air.

There are 2 types of aircraft with 3 and 6 variants for the player to use, if they are unable or unwilling to create their own in the space plane hangar.

The player is assumed to always be Team A. All enemies are Team B and will automatically fire at you if you are within their angle/range.

The current method used to spawn enemy aircraft above ground level is not perfect. They have no starting velocity, and there is currently no way to have them spawn with one.

Unless requested for future versions, the tech tree is unchanged. There is an additional optional mission offered to provide a boost of science and funds for a player.

Future updates/plans include:
-Polishing
-More contracts
-More in-air contracts
-Space (combat) contracts
-More "Kreigslist" vessels
-Reward balancing
-Tech Tree tweaks

Hoping it will get to the point of having "design a dropship and transport Kerbal Space Marines under heavy fire to x" contracts.

:kwafuckyeah:
 

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