Angel-125 13,244 Posted November 25, 2020 Share Posted November 25, 2020 1 hour ago, Rocketology said: Can we get pipes, wenches, and connectors to go ahead and round out the KIS/ KAS replacement? @SQUAD@Maxsimal ^ These additions to the base game would be fantastic! Quote Link to post Share on other sites
Starseeker 100 Posted November 25, 2020 Share Posted November 25, 2020 Hooooo this is amazing!! Question though: is it possible to attach two collections of parts? Essentially connecting two craft without using a docking connector, so that they're aligned properly. Also, if we have multiple kerbals nearby, will they increase the part size/weight limit, as if they're helping out? Quote Link to post Share on other sites
KSPrynk 70 Posted November 25, 2020 Share Posted November 25, 2020 (edited) 3 hours ago, UomoCapra said: Kerbal mass & crewed parts have been adjusted to account for all of these changes. So what does this mean for crewed parts from mods? Do they get broken or have mismatched masses? Does the mass of a craft change if Kerbals transfer between stock and mod parts? If this functionality isn't automatically transferrable in previously existing mods, what are the changes that modders would have to add? I'm a bit concerned about older parts packs that don't have a patron, like LGG, to keep them going. P.S. - Same question for dV calculators and flight planners, like MJ, KER, and Astrogator - are they all going to have to be fixed for this? Edited November 25, 2020 by KSPrynk Quote Link to post Share on other sites
Cataclism 75 Posted November 25, 2020 Share Posted November 25, 2020 3 hours ago, UomoCapra said: (well, winter in some parts of the planet) Some really great news, sir! I mean, regarding the new update, not the winter stuff. Come on, KSP engineers! Time for extra field work. Quote Link to post Share on other sites
Gargamel 5,737 Posted November 25, 2020 Share Posted November 25, 2020 (edited) 3 hours ago, Rocketology said: Can we get ... wenches, and .... It's not that type of game. Really looking forward to this update guys! Thanks! Edited November 25, 2020 by Gargamel Fixed quote Quote Link to post Share on other sites
scottadges 730 Posted November 25, 2020 Share Posted November 25, 2020 2 hours ago, Kaerbanogue said: Quote Parachutes and EVA jetpacks are now inventory items, giving more flexibility on how you equip your Kerbals. If a Kerbal is not carrying the jetpack or the parachute, these won’t appear on their back. This Until I forget they're not carrying a jetpack and go EVA or jump out of plane without the parachute in their inventory... splat goes kerbal LOL Quote Link to post Share on other sites
IncompetentSpacer 40 Posted November 25, 2020 Share Posted November 25, 2020 1 hour ago, nestor said: Yes, you can also attach fuel lines. YES!!!!!! Quote Link to post Share on other sites
TriggerAu 3,660 Posted November 25, 2020 Share Posted November 25, 2020 54 minutes ago, Superfluous J said: Are the mass and distance (reach) limitations easily overridden in a config file? Amazing news, BTW. I hoped but never really expected this. I guess I'll need to up my expectations in the future! All the usual CFG goodness like existing features yes Quote Link to post Share on other sites
Mindeufair 3 Posted November 25, 2020 Share Posted November 25, 2020 One of the best updates of the game, thank you <3 Quote Link to post Share on other sites
The Aziz 1,927 Posted November 25, 2020 Share Posted November 25, 2020 5 minutes ago, scottadges said: Until I forget they're not carrying a jetpack and go EVA or jump out of plane without the parachute in their inventory... splat goes kerbal LOL Don't give this-should-be-optional-people ideas. also Quote Link to post Share on other sites
Rocketology 499 Posted November 25, 2020 Share Posted November 25, 2020 (edited) 1 hour ago, Gargamel said: It's not that type of game. Really looking forward to this update guys! Thanks! I take it you have never used KIS/ KAS - Kerbal is exactly that type of game! If you like to build your own recovery systems, reusable launch systems, rescues, etc.@Gargamel I apologize! I totally misunderstood and didn't realize I misspelled 'winches'....lul! Edited November 25, 2020 by Rocketology Quote Link to post Share on other sites
Angel-125 13,244 Posted November 25, 2020 Share Posted November 25, 2020 Oh yeah, imagine what EJ_SA could do with attachable winches and cables @nestor Quote Link to post Share on other sites
Superfluous J 15,163 Posted November 25, 2020 Share Posted November 25, 2020 (edited) 6 minutes ago, Rocketology said: Kerbal is exactly that type of game he's just having some fun with your typo. Of course winches would fit in the game. Wenches, however.... Edited November 25, 2020 by Superfluous J Quote Link to post Share on other sites
Maple Kerman 122 Posted November 25, 2020 Share Posted November 25, 2020 2 hours ago, nestor said: Yes, you can also detach parts and drop them. 2 hours ago, Maxsimal said: Kerbal weight is accounted for in dV now. There's some retuning this generally won't negatively impact craft Sweet! Really looking forward to 1.11! Quote Link to post Share on other sites
Vexillar 241 Posted November 25, 2020 Share Posted November 25, 2020 Wow!! I am so happy for this update. THANKS Squad! KIS and KAS have always been essentials for me - so a great big shout out and thanks to @IgorZ for creating and maintaining them. Nevertheless it is great to have this kind of capability now in stock. The same goes for the the new lights - another favourite mod of mine is Aviation Lights: shout outs and thanks to @Bignose and @MOARdV - I think Christmas is (likely) coming early! BTW - love the laser welder and visor . Quote Link to post Share on other sites
MechBFP 1,006 Posted November 25, 2020 Share Posted November 25, 2020 Cool stuff. This adds a lot of potential for newer players to help them save themselves instead of having to revert or load an old save when something isn't quite right. Quote Link to post Share on other sites
Superfluous J 15,163 Posted November 25, 2020 Share Posted November 25, 2020 8 minutes ago, Vexillar said: I think Christmas is (likely) coming early! Actually they said Winter, which mostly comes after Christmas. Quote Link to post Share on other sites
Gargamel 5,737 Posted November 25, 2020 Share Posted November 25, 2020 Just now, MechBFP said: Cool stuff. This adds a lot of potential for newer old veteran players who should know better but still always forget batteries to help them save themselves instead of having to revert or load an old save when something isn't quite right. FYP. Yeah, Having the ability to send up roadside orbitside assistance is a good thing. Quote Link to post Share on other sites
JPLRepo 4,559 Posted November 25, 2020 Share Posted November 25, 2020 3 minutes ago, Superfluous J said: Actually they said Winter, which mostly comes after Christmas. Which comes in June/July where I live. Quote Link to post Share on other sites
Rocket Farmer 101 Posted November 25, 2020 Share Posted November 25, 2020 4 minutes ago, Superfluous J said: Actually they said Winter, which mostly comes after Christmas. Depends where you live. I’ve been shoveling snow for almost a month now. Quote Link to post Share on other sites
MechBFP 1,006 Posted November 25, 2020 Share Posted November 25, 2020 (edited) 8 minutes ago, Superfluous J said: Actually they said Winter, which mostly comes after Christmas. "Winter 2020 in Northern Hemisphere will begin on Monday December 21, 2020 and ends on Saturday March 20, 2021" So somewhere in there. Edited November 25, 2020 by MechBFP Quote Link to post Share on other sites
JadeOfMaar 8,209 Posted November 25, 2020 Share Posted November 25, 2020 42 minutes ago, Superfluous J said: Wenches, however.... Well they do fit into KSP 2. Colony "boom" events... Quote Link to post Share on other sites
Maxsimal 935 Posted November 25, 2020 Share Posted November 25, 2020 1 hour ago, KSPrynk said: So what does this mean for crewed parts from mods? Do they get broken or have mismatched masses? Does the mass of a craft change if Kerbals transfer between stock and mod parts? If this functionality isn't automatically transferrable in previously existing mods, what are the changes that modders would have to add? I'm a bit concerned about older parts packs that don't have a patron, like LGG, to keep them going. P.S. - Same question for dV calculators and flight planners, like MJ, KER, and Astrogator - are they all going to have to be fixed for this? It automatically applies to all parts that can contain crew, with the option for modders to not have it apply. Quote Link to post Share on other sites
Daniel Prates 496 Posted November 25, 2020 Share Posted November 25, 2020 5 hours ago, UomoCapra said: well, winter in some parts of the planet In half the planet to be exact. Thanks for the heads up, we mod addicts still have time to backup our fully modded 1.10 and calmly see how our mod soup deals with the new version. Doesn't seem to be game-breaking tho. Quote Link to post Share on other sites
panzer1b 1,286 Posted November 25, 2020 Share Posted November 25, 2020 Ill be honest, this is byfar the best update that weve had in a while since it actually adds stock (even if limited since obviously noone will be able to lift a 5m tank on Eve) method to attach parts that were either missed on build (ive had this happen so many times that ive as of this point just given up and just teleported a new fixed ship while transfering crew and draining fuel to the same level to replace it in the same spot). Hopefully its not too limited as in vaccum im pretty sure it wouldnt be beyond a Kerbal's capability to push around a ton or 2, probably more limited on the ground as i doubt lifting over 200kg is going to be viable without a mech suit of some sort (still, it should probably be CFG tweakeable so if i personally feel its too little/much weight i can tweak it). Probably my first job with this will be to make a genuine authentic pirate vessel, the way they are supposed to be built in my universe, as in, manufactured from wreckage found floating around Kerbin (and then used to pillage defenseless freighters)... That, or more likely add struts to all my stations. I really hate autostruts (they are buggy and completely break immersion), so i might finally be able to ditch them entirely in my KSP game if i can bolt struts onto things after the fact (and even more critically strut asteroid fields together since those are really prone to wobbling even when using autostruts). Really, the only thing we need now is a method to recover a vessel on Kerbin and then save it to the VAB/SPH after it was "built" or modified in space so that we can work on our space built monsters while actually in space and then return them for further tweaks in the VAB/SPH. Quote Link to post Share on other sites
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