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HarvesteR

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  1. KSP version 0.8.5 is now released as an official update! Here's the changelog: New: * Added copying of parts (and sets of parts) by holding Alt while clicking on them. * Replaced tricoupler textures and UV mapping (UV map by Dippeggs) * Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed) * Stage decouplers can now share fuel across stages. * Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling) * Added Keys to control the camera in flight (+/- for zooming) * Added some sound effects for the parachute opening * Added cfg-definable parameter for parachute autodeployment delay * Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C) * Right-clicking the Symmetry Button will now step the symmetry mode back. * It is no longer possible to select a part of the ship while the mouse is over any interface items. * Added toggle key to switch between precision or instant input modes (Caps Lock) * Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision) * Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules Bug Fixes: * Fixed the staging lock LED not turning purple after launch * Icons no longer show a transparent border floating around then mousing over disconnected parts. * Fixed a bug where deleting a symmetrical part would sometimes leave it's counterparts floating around. * Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors. * Fixed most sound volume decay over distance problems. * Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug) * The Flight camera will now remain always centered on the ship's center of mass. * The Screenshot function will now create a Screenshots directory if one isn't found. * The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on) * Fixed a bug that could cause large ships to explode at 5,000m altitude. Cheers
  2. Thanks everyone! It's now been 24 days since the very first public announcement of the game! I'm still amazed at how fast everything happened. Remember when I said that our best estimate for the first full month after release was 900 downloads? Who would have thought! Thank you all! We are happy beyond measure here! :cheers: Cheers
  3. A hundred thousand downloads!! :cheers: :thumbup: :w00t: [glow=green,2,300]THANK YOU ALL WHO DOWNLOADED![/glow] Cheers
  4. 98,500 now. We're very close Cheers
  5. I've been trying myself to put down a decent sounding theme for the Kerbals (before I was a game designer I wanted to be a rockstar ). I've had a theme ringing in my head for the last 6 months now So far Cubase has had the better of me. I get lost in the myriad of instruments available, and end up getting nothing done. But imagine, if you will, something of a cross between the Apollo 13 theme and the Worms theme Cheers
  6. Indeed they are! Orbiter FTW! :hailprobe: Cheers
  7. We've just reached 90,000 downloads now, I sense another major milestone approaching Cheers
  8. I graduated in Game Design... not a scientist either... just a space geek Cheers
  9. Thanks! BTW, it's 75k now Cheers
  10. Thanks! Here are the specs: Core i7 920 @2.66ghz 6GB DDR3 Ram Geforce GTX460 768MB Intel DX58SO Mobo Three LG 1952h LCD screens Matrox's TripleHead2Go Cyborg RAT 7 Mouse Sidewinder X6 keyboard Saitek X52 Pro Stick Saitek Pro-Flight Rudder Pedals TrackIR5 Wacom Intuos 3 Tablet 3D Connexion SpaceNavigator Logitech X-550 5.1 Surround system 640GB Seagate Barracuda HD 200GB Maxtor HD 1TB Toshiba External HD And a DeltaGlider paper model Cheers
  11. I think pictures of half the office don't really count (I should know I'm sitting next to you ) Cheers
  12. This is my rig: I call it BigRigMk7 (KSP is being made in it ) Cheers
  13. This forum is meant to be an official place for everyone to make posts and share their spacecraft designs. Please try to keep images to a reasonable size, and below 300KB One rule: If you post a .craft file that requires 3rd party addons, you must also specify what addons those are, so people can load your ship. Cheers
  14. As many as we can make it compatible with Windows and Mac are a given, pretty much, but building to consoles not only requires a special license, you also need to code special shaders (for Xbox at least) and some other stuff. That and changing the inputs to something that makes sense in all platforms. Cheers
  15. Y'know what? I think we could use fuel crossfeed capabilities between stage decouplers. The engines themselves are enough separation to keep fuel from flowing across different stage engines and fuel tanks. Adding now for 0.8.5 Cheers EDIT: Yep, added.
  16. It's now been roughly 12 hours since we hit 50,000, and there have been another 6,000 downloads I'm flabbergasted! Cheers
  17. I think it'd be possible to plot the number of downloads over time in a graph, and extrapolate to see where 100,000 would be. Anyone care to try? There are 3 data points already. The 5000 milestone, the 20,000 milestone and this one. Knowing also the game was initially released on the 1st of July http://xkcd.com/605/ Cheers
  18. Because it's the only part that went unnoticed when we were remodelling all of them. It's a placeholder asset I made in half an hour to test the multiple attachments, and it stayed. When we went over the parts again, creating better assets, we completely overlooked the tricoupler :-X Cheers EDIT: As requested, this new texture is now added to the 0.8.5 release (credits properly given)
  19. I seem to be in a daze right now... 50,000 downloads! Just this morning we were just topping 30,000... which means that at least 20,000 people have downloaded the new version. And this is just the number of downloads we can count! Since there are so many 3rd party mirrors out there, it's quite likely the real number is far higher! Thank you All! I'm a very happy guy right now! :cheers: :thumbup: :w00t: Cheers I took a screenshot of the download count report:
  20. It is now! took a completely disproportionate amount of effort to get right... that LED class is horribly coded But since it's a minor detail, it's probably not worth uploading a 0.8.5 patch and making everyone download again just for that. One botched release a day is all I can take : Cheers
  21. It should be fully tested, but as Murphy's Law would have it, there is a small but very disruptive bug that keeps engines from attaching to fuel tanks. 0.8.4 is uploading as we speak
  22. KSP 0.8.4 is released! here is the changelog: New: * Fixed a small but incredibly disruptive bug that prevented some parts from attaching to others * Added key to lock staging, to prevent accidental jettisoning (remember to set it off later). Set to Alt+L * Added a tooltip for the symmetry button Bug Fixes: * Fixed A TON of bugs with the symmetry and ship construction in general. Game is stable again. * Fixed a bug where parts would lose staging info and revert to default when returning from flight to the VAB. (the staging reset bug) It's likely that we will experience another slowdown due to increased traffic from people downloading the new version. Please bear with us as the server struggles Cheers
  23. It's not just XYZ, there's also orientation and size of the attachment node. The order is: Pos X, Pos Y, Pos Z, Up X, Up Y, Up Z, size Where XYZ are floating point values for position (in 3D model space), UpXYZ are the direction of the up-vector for the node, and size is an integer value ranging from 0 to 4 Hope this helps. We really gotta finish up the docs on the wiki... but it's a long, tedious process, and there are more pressing things right now. Cheers
  24. Thanks! Yeah, this project has been a pet project of mine for a long time now, and having been given the opportunity to go ahead and do it, I want it to be all it can be. Money come as a consequence of doing something the best you can is far sweeter than money gotten through a quick hack to sell fast. And players will notice where your true intention is, because it shows in the game. Cheers
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