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HarvesteR

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Everything posted by HarvesteR

  1. If all goes well, in a few hours there should be a full download of 0.16 at the Store, sans patcher (we\'re done with that one). Soonâ„¢, there should also be a new patch tool available, which the game will be able to download automatically, once it\'s ready. Cheers
  2. Hi, As most have noticed already, our server is having a hard time keeping up with the demand for this update, making it very difficult to get the latest update. We are working on this issue now, and we ask for your patience while we deal with it. We set the forums in read-only mode for the time being, to reduce server load and make it easier for us to post announcements and updates on the situation. Apart from that, the Mac version of the patcher had a few problems with it, which meant it wasn’t possible for Mac users to update to the latest version properly. We are going to address this by making the game available as a full download at the KSP Store, as soon as we can get the packages packed up and uploaded. In the meantime, we kindly ask that everyone be patient. We are working as hard as we can to fix everything here, and things should be working normally soon. We apologize for the inconvenience, and thank you for understanding. Sincerely, The KSP Dev Team.
  3. Hi, I\'m happy to announce that KSP 0.16 is finally released! You should be able to patch from 15.2 using the game updater. Here\'s the full changelog for this update: ==================================== v0.16.0 ====================================================== * Official Release Bug Fixes and Tweaks: * Fixed some issues with the patched conic solver not finding proper SOI transitions sometimes. ==================================== v0.16.0 x5 =================================================== New: * Added a Launch Clamp part. It holds the ship in place at the pad so it doesn\'t crumble to pieces before you get a chance to launch. Bug Fixes and Tweaks: * mbm texture files are now DXT compressed and cleared from RAM as soon as they\'re uploaded to the GPU. RAM usage is massively improved. ==================================== v0.16.0 x4 =================================================== Bug Fixes and Tweaks: * Increased the mk1 pod\'s rotation power back to 5.0. * It is no longer possible to warp time or switch to distant vessels while kerbals are on a ladder (temporary solution). * Fixed an issue that prevented the game from being saved while on a sub-orbital trajectory. * Fixed a velocity calculation for Kerbals on rotating ladders, which caused excessive slippage and made ladders very difficult to grab. * Fixed the crew capacity values on the part.cfg files. * Fixed the Orbit initialization routine, to prevent NaN errors on landed craft * Fixed parts that use the Part class having a 'Part Type not available' message on their descriptions at the VAB. ==================================== v0.16.0 x3 =================================================== Bug Fixes and Tweaks: * Fixed an issue where ending a flight through the pause menu wouldn\'t really end it, but would free the crew again for another mission. * Fixed an issue with the EVA low-gravity walk system failing under certain physics settings. * Fixed an issue where any parts exploding on the focused vessel would cause the Flight End dialog to appear. * Fixed an issue where empty vessels would sometimes be controllable after switching to them. * Fixed the Retractable Ladders not saving their states properly. * Landing Legs now use a much improved collision handling system, eliminating leg wobble on heavy ships. * PartTools can now serialize WheelCollider components. * Fixed an issue where RetractableLadders would be climbable while retracted if the ladder wasn\'t cycled once. * Fixed a problem where Kerbals would collide and crash against ladder triggers attached to parts. * Improved detection/response to vessels below terrain and much better terrain altitude detection for vessels. * It is no longer possible to save the game (or switch vessels) while very close to the ground and not landed (could cause terrain fallthrough). * Fixed an issue that could cause the game to crash when starting an EVA. * Kerbals on ladders no longer get teleported when packed (they just let go). * Retracting a ladder with a Kerbal on it while in orbit will no longer cause them to go on random trajectories. * Fixed an issue where older parts that still used direct DAE or OBJ model loading wouldn\'t have their collision meshes rescaled. * Fixed a problem with EVAs saving the fuel value, which sometimes caused a conflict that could lead to a game crash. * Fixed an issue where the crew list on the hatch dialog wouldn\'t scroll. ==================================== v0.16.0 x2 =================================================== Bug Fixes and Tweaks: * Kerbals now fall off ladders if they become disabled or are destroyed (can happen with retractable ones) * Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little. * Added separate control bindings for walking and jetpacking on EVAs. * Added 1:1 EVA rotation axes. Using them disables the automatic orientation system. * Tweaked the automatic orientation system to eliminate gimbal-lock situations, and flipped the X mouse axis input. * The NavBall and Staging Quadrant are no longer visible during EVA. * Fixed issues with saving/resuming EVAs while ragdolling. * Fixed RCS and SAS toggling on other vessels. * Fixed an issue that caused Kerbals to tumble in space forever. * Fixed command pod airlock node positioning, could cause violent crew ejections sometimes. * Fixed an issue with Kerbals crashing into things that could cause a stream of errors and a complete game crash. * Vessels take collision impact momentum into account whenever possible * FlightInputHandler now stops running while on EVA. * Fixed a problem where vessels would be stuck as \'Landed\' if boarding a part while in contact with another. * Fixed issues with the large Landing Leg colliders. * Added patcher auto-updater. Will redownload the patcher if a better version is available. * Tweaked Physics settings to reduce landed part wobble. * It is now possible to close the Flight End screen without leaving the flight scene (to switch vessels). * Tweaked part collision handling for better efficiency. * It is now possible to deploy/retract ladders from outside the ship, provided you\'re close enough to it. (while on EVA). ==================================== v0.16.0 x1 =================================================== New: * Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in orbit. * Kerbal scientists, mechanics and ground crew all around the Space Center Facilities. * New Internal Cockpit models, with full modding support. * New (Much lighter on performance) Particle Effects and Explosions * Several new, larger rocket parts. Bug Fixes and Tweaks: * Set all parts on the same vessel to ignore collisions with each other. Hopefully this will solve all part-to-part collision problems. * Reduced the minimum collider intersection threshold to much less than before. Should increase collision accuracy and hopefully solve issues like landing gear going through the ground. (all thanks to above fix) * [API Change] MemoryStream wrappers that were mistakenly not committed for 1.15.1 have been added to the code. * Packing/Unpacking ships is now done without affecting the ship\'s scene hierarchy. Now, vessels take care of keeping their own parts in place while packed, making for much more stable physics behavior when going in and out of time warp. * Improved vessel/part loading from persistence procedure, for more stable and accurate flight resuming. * Fixed a bug in the Tracking Station scene, which prevented scrolling the vessel list. * The Vessel Switching keys now only cycle between nearby vessels and won\'t cause the scene to reload anymore. To switch to far-away vessels, you must use the map view. Cheers!
  4. Damion is a modder, not a dev, but he follows the development process very closely, and usually has very up-to-date information. He\'s posted an update thread lately to give everyone the news, since we here are quite busy with the experimentals and all, and don\'t always have time to post progress updates. We\'re doing good progress though. Over 50 issues taken care of already. Cheers
  5. Kerbals like fireworks. If they\'re not a part of them, that is. They will usually smile when they see/hear an explosion in the distance. Cheers
  6. Mind though, that this doesn\'t translate into your final velocity following a launch. When launching, you 'lose' delta-V fighting gravity and atmospheric drag, so to reach the 2300m/s required for low Kerbin orbit, you\'ll actually need somewhere around 4000m/s of delta-v (you mileage may vary with launch heading, gravity turn rate and ship configuration). Cheers
  7. You can, it works just fine. The reason Crewmembers are saved instead of just randomly generated is because even though right now crew is automatically assigned to the ship when you launch, when Career mode is introduced, you\'ll have to hire, train, and assign your astronauts to your missions. Without having them saved somewhere, you\'d just have an endless parade of random guys. Also, for now (and later possibly as a difficulty option), dead crewmembers are put on a timer to respawn. That\'s why you usually see the same crews coming up again. New crewmembers will only be generated when there are none available in your current roster. Cheers
  8. I wouldn\'t call it my best, because it won\'t even reach orbit, but this little guy is certainly my favorite choice to buzz the launch tower with. It\'s called Aeris 3A: Cheers
  9. When I was little, I used to build model balsa-wood airplanes, and I learned some useful rules of thumb that might be worth sharing: One, if it looks like a plane, it will probably fly like a plane. Try a very conventional design before you go for the successor to the SR-71. The KRJ-100. Looks very much like a plane. It will glide without input. Two, the center of mass should be at the first third of the wings. Mentally divide your wing into three sections. The plane should be balanced at the first division threshold. (landing gear can be just aft of that, to provide a nice fulcrum) The KRJ-400 JetLiner, it\'s as heavy as it looks like. Three, vertical stabilizers should actually be pushing down, not up. Use the rotation feature in the SPH to pitch your elevators down a notch or two before placing. The wings alone will make the plane pitch down, while the stabilizers keep the nose up. Planes are stable when those forces even out. The Annihilator Mk1, the V tail acts as both rudder and elevator, and they\'re pitched down 10 degrees. Four, canards are like pushing on a rope. See rule 1. The Ravenspear Mk1 is much trickier to fly than the Annihilator. Pitch too aggressively, and it will tumble out of control. That\'s about it for now, hope this helps. Cheers
  10. ^^What he said. We haven\'t settled on a final release price, but you can rest assured it will NOT be anywhere near a hundred bucks. Cheers
  11. This maneuver is called a Free-Return trajectory, and it should be perfectly possible in KSP, however, it takes careful aiming and some setting changes to visualize properly. Also, that figure is using the Earth-Moon rotating frame, where both the Earth and Moon are static in relation to one another. In KSP\'s single-body reference frame, the figure eight will look different, because the Mun will be moving relative to Kerbin. To see that sort of trajectory on the map, you\'ll need to tweak the settings.cfg file and set these lines like this: CONIC_PATCH_DRAW_MODE = 3 CONIC_PATCH_LIMIT = 3 That puts the patched conic renderer in \'relative\' mode, and increases the patches-ahead draw limit to three, so you can see your exit trajectory after you leave the Mun\'s SOI. Should be easier to do a proper free-return with those settings. Cheers
  12. Well, since they\'re generated by syllables, the number of total names is actually the number of total combinations possible... Last I checked, it was able to generate some 5000+ names, but we\'ve added a couple more syllables lately, so there should be more now. Cheers
  13. HarvesteR

    Past 30k!

    :w00t: Hooray for 30k members! Right on cue also. KSP was first published the 24th of June, 2011. Here we are just over a year later. Perfect way to wrap up a year of KSP. Thanks a million, everyone! I\'m happy beyond words here. :thumbup: Cheers
  14. We decided against auto-rescaling because of several reasons. The complexity and risk of such a system being one of them, but also, and not in the least less importantly, we don\'t really want to rescale every single part. What we are doing is creating a new set of larger parts, which will be able to plausibly hold three Kerbals inside. That doesn\'t mean we\'re ditching all of the old parts though... only the ones we like the least. Some parts will be replaced by larger versions of themselves, while others will likely remain the same. In the end, it boils down to this: why should we replace content if we can add more instead? What this means for mods then, is that no updates will be necessary. Recommended, yes, in cases where the parts on the pack are meant to have specific sizes, but not mandatory. I think for the most part, this will just change the role in which parts are generally used. They\'ll still be useful, just not in the same way as before. A 1m diameter command pod that holds three kerbals is implausible, yes, but the game doesn\'t really care. Such a craft should be meant to carry only a single crewmember, and when we get around to adding crew management features, that will surely be possible. We will have to break craft (and SFS) compatiblity anyway though, since we are going to overhaul several of the stock parts. Cheers
  15. The Mun base was removed. The alternate KSC (on Kerbin) is still there. Cheers
  16. Canards and control surfaces on the upper parts of the ship are usually not a very good idea. In fact, it\'s a bit like trying to push a rope. Once you\'re going fast enough, the slightest deviation in angle of attack will create massive lift forces on those surfaces, and those will act to push the craft\'s nose into an even higher AoA, eventually flipping it over completely. This effect is called weathervaning, and it does happen in real life too. This is why most aircraft have their control surfaces aft of the center of mass. Cheers
  17. I can attest here that drawing a crew with a James, Adam and Luke Kerman is perfectly possible, although needless to say, quite a rare thing. Oh, and sorry but Razor Kerman isn\'t possible without manually editing names. I don\'t doubt you got him 5 times though, as they will respawn after they die, so it\'s quite likely you will see a previously assigned crewmember again eventually. Cheers
  18. Nice work on gathering that data. It seems the temperature model is working very much as expected. As with Earth, Kerbin\'s atmospheric temperature doesn\'t change in a steady curve with altitude. Instead, it\'s got layers where it gets cooler, layers where temperature is steady, and layers where it heats up again. Then, after you clear the 70km mark, another interesting thing happens. At those altitudes, you\'re pretty much in a perfect vacuum, so the temperature varies based on exposure to direct sunlight. That chart with the noisy data isn\'t noisy at all actually, it\'s just oscillating as the probe craft orbits the planet, and goes in and out of its shadow. Cheers
  19. Well, you can have a theoretically infinite number of randomly generated crewmembers... In practice though, that number is cut short because of the finite number of name combinations. With the current set of syllables on the name generation algorithm, I\'d say we have maybe some 5000+ possible names. Cheers
  20. Well, this here is an awesome project if I ever saw one. Have you considered using a SpaceNavigator for translation control? It\'s actually got 6 degrees of motion to it, so in theory, it could even take care of everything by itself (short of throttle). The latest driver version is able to report as a joystick to Windows, so you can map the axes in the game. IDK what your budget for the project is tho, the cheapest SpaceNavigator model is 99USD. For the rest, a HOTAS stick like an X52 would work just fine. The X52 right hand stick has a twist grip, so it\'s got the three rotational inputs you need there, and with the throttle || spacenavigator on the left hand, it should cover all bases. For buttons and switches, the most common approach used by simpit enthusiasts is to take apart a keyboard and have each button on the panel basically closing a key circuit on the keyboard PCB. Another option, which is more involved but much more customizable, is to use an Arduino controller to read switches and buttons on its pins. Or, you could look for a keyboard emulator board, which are made especially for simpit construction. It\'s basically keyboard hardware, but instead of keys, there are open pins to attach buttons and switches to. Anyhow, best of luck with this project! Cheers
  21. If you make them eligible for respawn, the crew auto-assigner will assign the first set of crew that is available for your next flight. If no existing Kerbals are available, a new set of random ones will be created. Kerbals are eligible to respawn based on how much time has elapsed since they died. The ToD parameter is the time at which that dead kerbal will respawn again. If it\'s lower than the UT value, that means he\'ll respawn next time a crew is picked. Alternatively, you can tweak the state value. States are: 0: Available 1: Assigned (to an ongoing flight) 2: Dead 3: Respawning (will become available again when UT reaches ToD) Just be careful poking around with those values. Weird things might happen. Cheers
  22. It would sound very much the same I think, excepting the accent... Kerbal is pronounced the same as an anglophone would pronounce the word \'Kerble\'. Cheers
  23. Hi, I\'m happy to announce, we\'ve released the 0.15.1 Revision Patch just now. It\'s available through the patcher system, so if you run the game, it should let you know that there is an update available. Note that this patch is meant for the 0.15.0 version, so make sure you have that version installed before trying to patch. You can get it as a full download from the KSP Store. You won\'t be able to update to 0.15.1 if you\'re on a version earlier than 0.15.0. Please make sure you\'re using the latest version, otherwise the patcher is almost certain to fail. This patch addresses a couple of bugs and tweaks a few details. Here\'s the changelog: Bug Fixes and Tweaks: * Fixed a couple of issues with the parts action UI popups and their code bindings. * Tweaked the time warp altitude limits. It is now possible to warp fast at low orbits around Minmus and the Mun. * Tweaked the rotating reference frame thresholds when nearing planets, to reduce terrain mesh jitter. * Fixed the \'Serpinski Terrain\' issue, where the terrain mesh would break up when approaching a planet after travelling very far. * Fixed an issue with the patched conic solver failing on some escape trajectories. * Fixed the normal maps on several parts. * It is now possible to set the persistent debris budget to zero, to disable saving debris completely. EDIT: We\'ve released a 15.2 hotfix revision today. It just fixes an issue with a physics setting, which could cause phantom forces and spontaneous disassembly when launching. If you\'re not patched already to 15.1, the patcher should take you directly to 15.2. Should be a quick update, as it\'s just a very minor tweak. Happy Launchings! Cheers
  24. Hi, I\'m happy to announce the addition of a new member to our team. He\'ll be helping out a lot in creating the content that KSP needs. Give a warm welcome to Content Designer, Jeff C, aka NovaSilisko I think he pretty much requires no introduction. He\'s been a very active member in the community, and he\'s made a lot of contributions to the game. I\'ll let him do his speech next. Cheers
  25. In KSP, the NavBall is driven by Quaternions, so yeah, it\'s got 4 gimbals. Cheers
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