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HarvesteR

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Everything posted by HarvesteR

  1. I believe that if both seller and buyer agree to the terms, there are no legal ramifications at all really... it's just a way of selling something. We're thinking of putting up a Pre-order page soon, where you'll be able to donate/pre-order the game. That remains to be seen though... the powers-that-be still have to have their say about this. Cheers
  2. Thanks everyone! 'will be the next Minecraft' is a really nice thing to hear About this game not having been made before, well, don't mind if I take that as a compliment I've always thought that you can spot a good idea when you wonder why no one's ever come up with it before. But it wasn't that simple actually... I can't tell you how many nights of sleep I lost fretting over whether the game would be well received or not. There were times when I thought myself insane for going ahead with this concept for a game... then there were others when I felt good about it... The whole time I felt like I was taking a huge gamble with it, and risking my job. I really had no idea how it would be received until we did release it, and I admit I was very very nervous when I posted the first thread about it. I guess this feeling of taking a huge gamble is what stops many developers from going forward with their crazy ideas... There is no shortage of completely new and insane ideas for games, but many don't go forward with it because they don't want to take that risk, so they stick to what is known to have worked in the past, and make yet another FPS. Cheers
  3. No... none of that has even been touched in the 0.8.2 fix... But there were a couple of changes in the .8.1 release, which could take a while to get used to. Cheers
  4. If the author of that image gives us permission to use it as a loading screen backdrop, I'd definitely add it. And we'd really appreciate it if someone did the kerbal smileys Cheers
  5. This right there... I have no words for it... Awesome doesn't cut it. This is a whole new level of WIN! And yes! we do need kerbal smileys! Cheers
  6. Thanks! I remember estimating when we were at 5000 that we should have 20000 by the end of the month. That wasn't even 5 days ago! If it continues at this rate (which seems to be incredibly exponential), we should be up at 50000 in just a few days now! (and the server will probably die again ) Cheers
  7. Hi, Just to tell everyone that we've released a hotfix (0.8.2) just now. It should cover the more serious bugs that were reported in these last few hours. Cheers
  8. I'm amazed. quite simply. 20,000 downloads in just over 11 days! [shadow=green,left][glow=green,2,300]Thank you all![/glow][/shadow] :thumbup: What more can I say? Cheers
  9. If you're still seeing version 0.8.0 at the downloads page, that's because your DNS server hasn't update itself to the new site. I put up instructions on how to switch to another DNS server, to solve that problem. Here are the instructions. And yes, the site is really slow today... man, we're getting pwned by the demand! About the game crashing and things like that, it might be related to 3rd party addons that might now be compatible with the new version. Or it might be related to ships created in previous versions. There have been a few changes to the .craft file format in this update, and it's possible that previously saved ships might not work. Cheers
  10. Yes, We’ve decided to release the 0.8.1 version sooner than we antecipated, to give us time to sort out bugs and test the update checker that was released in the last version. So the new update, with the Symmetry Mode and other VAB features is now up for grabs at the Downloads page. Happy flying! (I’m still a little concerned about the server here, so I would advise going for the mirror server, or the torrent option) Cheers
  11. If that isn't the definition of WIN, I don't know what is! That is just awesome!! :thumbup: Cheers
  12. Yeah, those nodes can be a problem to get right sometimes... What I did on most cases was to use a collider mesh that's slightly smaller than the visual mesh itself, so there is some clipthrough between connecting parts, and the node is still outside enough to allow good connections. As an alternative to disabling the collision detection, you can tweak the 2nd parameter of the offending attachment node. That's the Y position of the node, and you can tweak it to bring the node up or down. Cheers
  13. Yeah, the big thing is that we're still missing a good deal of orbital instrumentation... There will be eventually UI panels that are specifically geared towards orbital flight, so you can see exactly what's going on. Cheers
  14. I didn't say I was going to include them, but I've downloaded the parts pack to make sure the new features are compatible with them. But if I have your permission, we might just add them. (your name will still be in the Author field) BTW, while the cfg overview is still lacking from the wiki, I must tell you that there will be a new parameter for the cfg in version 0.8.1 This parameter is called stackSymmetry, and it's used to enfore a specific symmetry mode when stacking parts onto an existing one. So, if, for example, your 1-to-2 coupler has the bottom nodes equally spaced, you can use 2-sided symmetry to build both sides at the same time. Needless to say, this would only work with 2 sided symmetry, so I set up this stackSymmetry parameter to enforce n-sided symmetry on a per-part basis. This only applies to stacked parts, and if omitted or set to 0, it will enforce no symmetry when stacking. I tell you because I tested with the 1-to-3 couplers from the first parts pack, and they need this parameter now to be able to stack parts symmetrically under it. Cheers
  15. Yes, that's how it's done. The NavBall in the UI has 2 green icons. The one with the X on it represents your retrograde vector, that is, the direction opposite the one you're travelling to. So if you point the ship at that and give it a burn, you'll delecerate enough so that you're bound to hit the upper atmosphere, and from there on, it'll do the rest. Cheers
  16. Hi, First of all congrats on the parts! they're awesome! I want to tell you all about what I'm planning to once and for all control the wobbliness of parts, in the best way possible. My plan is to create a new type of part, called Strut Connector. This part is different from the others so far, because it is a compound part. That is, once you place it (it will attach to the surface), you immediately get a second part to attach. That is Connector B. So, once connectors A and B are in place, a truss will be created between them, allowing you to essentially strap any loose parts of your rocket. This part also will detect any controlled separations, and jettison the truss when that happens. If the stage breaks off in an uncontrolled manner, they won't separate. This could be in as soon as the update after this one. Also, Fairings are planned as an official feature as well. They're a special set of parts, with a new set of attachment options, that will enable pacing them onto exposed parts like liquid engines. They can even be activated to break apart when it's time to expose whatever's inside it. Cheers
  17. Tell me about it! Yesterday I was able to log in for 10 minutes, then the DNS reverted back to the old host again... Now I managed to get in again through a proxy server... not the best of solutions for getting into your own forum Well, at least I can post again. Cheers
  18. Finally, my DNS updated and I can get into the Forums again!! Cheers
  19. In what sense exactly? the game reads them, but it does not write to them. Cheers
  20. You've changed the module name into something that doesn't exist. To make a variant of a part you only need to change the name and whatever other values you want. The module parameter is the class of the part to use, and if you change it to something that doesn't exist, the game won't know what to do with it. Just change the module back to module = LiquidEngine and it should work. Cheers
  21. Ok, I've moved the files to a temporary location... it should (hopefully) hold out long enough for us to decide what to do. Again, sorry for this. Cheers
  22. Indeed it does. And that fuel also adds weight, which means you need even more fuel to lift that extra fuel. Welcome to rocket science! ;D Cheers
  23. New update! There was no time to rig up the new plan. We are about 2gigs away from a complete server stoppage, so I'm moving the downloadable files somewhere else. There might be some downtime, but I'll try to do it as quickly as possible. Cheers
  24. It is possible yes. Orbiting is basically falling forward so fast you miss the ground entirely and just keep on falling ;D So what you need is horizontal speed. Lots of it. And also, you need to be high up enough so that there is no atmosphere to slow you down, otherwise you just fall back to the ground. So the usual procedure for a proper launch into orbit is this: Launch straight up, and continue to climb up to about 10000 meters. Then, gradually start leveling off. You will start gaining horizontal speed. Now you're basically trading vertical speed for horizontal speed. The idea is to get to 0 vertical speed at about 40000 meters up, and be moving horizontally at about 2300m/s At this speed, the arc you would describe while falling on a ballistic trajectory is about the same curvature as the planet itself, ergo, you fall and miss the ground. At 40000 meters, the effect of air resistance is negligible, so there's essentially nothing to slow you down and you can cut the power and just coast your way through the orbit. It takes a bit of practice, but it is certainly possible :thumbup: Hope this helps Cheers
  25. An update on this matter... As it seems out current hosting service does offer an unlimited bandwidth plan. So we're probably just gonna switch to the new plan, and we don't have to move anything Good news then :thumbup: Cheers
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