Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Kerbal Space Program

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
In other news. 1.0.5. will be done soon, 1.1 will be done a bit later. One of the reasons for the delay is this:

CROZA1UUEAAdOpc.jpg:large


Thanks Obama!

Although granted only part of the team is going.

Did any other game developers ever get invited to the white house?
 

Berekän

A life wasted
Patron
Joined
Sep 2, 2009
Messages
3,115
There's also got to be time to eat some lobster snacks and get drunk with the president before watching the stars, of course.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
Turns out 1.05 is going fixing one thing which massively reeked of being a place holder. Buoyancy physics. It will totally be possible to design a lander that will sink after splashdown*. Also boats, seaplanes and stuff. Hopefully this will make sea-based surface bases and landings less prone to death by liquid physics. Also sea-based mining rigs.

Also the new loading bay ramp will have a slider for determining how open it is to be, which can also be tweaked in flight. So no worries about the ramp making your parked spaceplane's rear jump.

They will also add this setting to service bays.

*note that liquid rocket fuel is in fact less dense than water.
 
Last edited:

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
Watched bits from the 1.0.5 streams. Only thing of note I saw was the new water and tiny (0.65m?) jet parts.

Guy took the new stock sea plane for a spin. It uses the tiny jet fuel tanks for floatation. It is also powered by a single tiny jet engine.

He flew it to the ocean and glided down to a typical horizontal landing. It was a bit of a hard stop when he hit water, but the plane did not flip or explode into lots of tiny pieces.

He tried taking off and it actually looked as it should. That is it took a while before all of the plane finally rose out of the water, but it all looked fairly smooth and definitely not as dangerous as in the current version.

Sea planes have a bright future ahead of them on Laythe it seems. I crashed a ton of planes on those damn dunes and hills there, water landings seem like the sane thing to do there.

New tiny jet parts also give you more ways to build single kerbal jet planes or maybe even SSTO (on Laythe it should be easy). Not to mention SCIENCE drones. I just hope stock electric propellers in tiny size will also become available eventually.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
Or you could have just gotten it off the KSP store and never migrated to steam :M

Also:

changelog said:
* Save and load kerbal trait in save games, trait is generated from name hash only if not specified in the save

Fucking finally! It is now totally possible to recruit codexers with their chosen class into your space program. Without resorting to adding junk text characters to get the desired class.

* Jets now use a fuel mode that draws an equal percentage from all reachable parts (no-crossfeed parts will block crossfeed).

Another welcomed change.

* Docking ports now have gendered as an option, and support limited docking angles.
* Docking ports crossfeed state is now persistent and can be toggled in the editor and by action group.
* Docking ports can have their 'decouple' mode set to stageable.

I am not sure who actually wanted gendered docking ports. If limited docking angles means that you can now perfectly align modules without as much derping, that could be good.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
So they're finally rolling remotetech into vanilla? Nice. That's one less mandatory mod. I approve.

:thumbsup:
 
Joined
Jan 9, 2011
Messages
2,854
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
Remotetech lite from the looks of it. Which is fine by me, as the real thing is sometimes too hardcore for my tastes.
 

Data4

Arcane
Joined
Sep 11, 2005
Messages
5,584
Location
Over there.
I really hope the Unity 5 upgrade will address the performance issues. All these features are nice and all, but they're bogging down performance horribly. Especially heat modelling.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
Inflatable heatshields, coming to stock in 1.1:

HFrMERT.png


This one has a packed-up diameter of 2.5 meter, the cage structure is big enough to fit a small rover or something. Deployed it has a 10 meter diameter.

Should solve the problem of how do I aerocapture around Laythe/Jool when going from Kerbin after re-entry heat got added. If you can make a ship that uses it aerodynamically stable :M
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
1.1 in QA, fairings get a new addition, they now also act as structural reinforcement:

Dev Notes said:
While working on the fairings, Felipe also managed to code in a much requested feature: when the fairings are closed they now create an invisible physical joint (like a strut) that secures the payload inside to prevent the payload wobbling. Of course, once you deploy the fairing this structural support also vanishes and we’re already looking forward to all the rockets that fail as a result of this oversight. In case of interstage fairings, the joint is created against the interstage ‘cap’ part. That means fairings also get a new use as a stack-reinforcement strut of sorts. Which will eventually break off. And adds weight, and cost. But it does make stacks really solid.

Small landing gear gets redone (we still need one size smaller damn it!), new large landing gear added, the not-so-new-anymore larger landing gears got rescaled to reflect this and provide more middle ground for medium-sized planes.

mW4wjuP.gif


In other news, one of the plans for 1.2 and beyond is overhauling the old rocket parts. Although personally, I think its mostly the 3-man pod and a couple of other parts that really need new models. Most of the stuff is solid. I would rather see them do some new planetary assets and effects. Or a few more surface station parts.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom