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KSP2 Release Notes
Everything posted by nothke
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If anyone was wondering what the Horizon-3 SS will look like in the end, here is the current plan. The first line is the KTS flight code, so for example in case of "H3-2" it means Horizon-3 flight/mission 2. The other lines indicate modules to be added in that mission. Note that cupola and the dck-3 modules are not shown in the picture. This was the initial plan, The nodes in flight 9 and 10 are not finished as you can see so the modules that you see are just mockups. The nodes should actually be 6 way modules similar to the ISS nodes. Another change, in revision #2 I have replaced the spherical airlock with the "crew escape vehicle", which is just the mk1-2 pod with little fuel enough for deorbit in case of emergency, while attached to the station it will also serve as an airlock. After flight 10, the construction is not over, but there will be enough room for upgrading or continuing the construction so it will be planned along the way..
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SPACE STATIONS! Post your pictures here
nothke replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I started building Horizon-3 space station and it's pretty small comparing to the other's design, but that's cause my challenge is to construct it only using the Shuttle and it's robotic arm. I only had 2 missions so far and it looks like this: It will take around 10 missions to complete and in the end should look like this: I am streaming my missions and you can see the overviews here: http://forum.kerbalspaceprogram.com/threads/61240-KTS-39-Completed%21-Shuttle-Missions -
I really dedicated my time to it I think, in 0.18.. When docking was introduced. Before I've seen it thanks to Scott Manley, and just tried it.
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1. You can double the texture size and it will double in game too, without mapping issues (for a better resolution). At least this should be possible, I didn't actually try xD It works in any other game. 2. You can use the Firespitter texture switcher module to switch textures in VAB, so that not only you can have multiple textures, but you can also leave the stock ones so anyone could switch to them in game if they prefer them (example: https://www.dropbox.com/s/0t166bm0kvmoi9d/kom1.mp4)
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
This issue was present in build 1, if you have build 2 it should be a problem. At least not in my KSP -
According to KerbalMaps, Eastern Island should be at: -5.84 (south) -83.54 (east)
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
What?? I hear this for the first time.. So they are not listed in database? (alt+F12 > database > textures) -
KTS-39 Mission Completed! Check the OP for details and image overview! The song is called Thanks =) I actually made a special part with the name seen in this screen. Later I used the flag decal mod to place an image with the orbiter's name on it. But I don't stick the names on the orbiters anymore, I use the mission patches instead.
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Checklists and Launch in a few minutes!! Tune in: http://www.twitch.tv/nothke
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Starting a new mission this evening! KTS-39 flown by KTS Elegy, the return to Horizon-3 space station which core module we've deployed during KTS-37. It's now the time to power it up and board, as well as adding a few new "gadgets" to it. KTS-38 has proven that KAS is indeed reliable when being careful with it, and also proving KABOOM berthing system works as intended. The new modules delivered to the station will include the 6 way node that will provide the attachment point for future modules and the Theresa Power Module, a temporary module that will provide power to the station before the big solar panels arrive. While the temporarily attached impact docking DCK-2 module will provide clearance for shuttle docking in following missions. The mission will also include the first Scottish Kerbonaut Chrilkey O'Kerboman who will stay on the station together with Barker Kerman after the Elegy returns home. Check the OP for more info. To see the mission spreadsheet go here: https://docs.google.com/spreadsheet/ccc?key=0Aq-Kp1pObiWgdFRaYVBtOEhYeW8zWnktVFVlZEF2OGc&usp=sharing You can follow the preparations and the mission live here: http://www.twitch.tv/nothke
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Yeah, OR I could just make it compatible with KerbPaint, or maybe FS texture switcher. -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
No, this is a WIP texture, I have it darker to see the white scratches more clearly, I am still thinking on how to make them looking better. I will probably change textures of all parts. -
Mid-career mun/minmus rocket very easy to fly.
nothke replied to matirozen's topic in KSP1 The Spacecraft Exchange
This is very similar to how I design the landers in early game, although I tend to add the basic girder between the tanks and the landing gear to widen it improve stability and prevent it from tipping over if I accidentally land on uneven terrain. -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Hi all! ZodiusInfuser's IR model rework reminded me that I have some unused models that I was intending to put in the pack update. I just never finished the texture work. A little late but yeah, I'm working on them =) Here you can see the pitch joint, inline and at 90 degrees, and also an offset pitch joint inline and at full rotation. -
Hi, guys, I just wanted to say that Sarbian and me are working on the Particle Overhaul project, that will not only include pad smoke that I posted on reddit, but a bunch of other previously unseen features that are on our list. We will publish it as soon as we have a reliable and optimized enough plugin. Hope the wait will be well worth =)
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KTS-38 has been completed very successfully!! If you have missed it, you can see the stream footage: Stream footage: Launch, Obrital Ops, Deorbit and Reentry, Landing and Egress Or see the image overview: OP Changed
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I am going to start the KTS-38 mission soon! Joing the stream at: http://www.twitch.tv/nothke
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I got a strange bug right now, lets say I have 100 000, I launch my shuttle that costs 75 000 and recycle it after landing on the runway (I get back 60 000).. And.. Suddenly, looks like I never spent any money! I go to VAB and I have 160 000!!! If I go to ships log, the Shuttle is not there.. Like I never constructed it.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
nothke replied to Nereid's topic in KSP1 Mod Releases
Amazing mod! Using it right now. I would really like a more extensive Kerbal log, for example, on which mission they went (name of the launch vessel), mission flag, duration.. -
Ok, I just have to say that I love this mod. Much better and immersive than the stock science (I am playing in Sandbox). Here is a few suggestions that I would love to see in the mod in the future: - Mass Production - an ability to select one part (or two, or three) that will be mass produced, and therefore it's cost reduced. This will force the player to design smarter and reuse a single part several times for cost benefit. If player desires to change the mass production to another part, it would be possible, but at a price price due to change of manufacturing equipment, again making the player think better in the first place. Real world example: SpaceX is mass producing Merlin engine which they are using on both the first (9 of them) and second stage (single) so that they reduce the cost of manufacturing 2 different engines. - Actually reusable parts after recovery - Instead of automatically getting the money back after the debris has been unloaded-recovered (parachuting or powered landing), IMO, the recovered parts should be "stored" in a warehouse. Then, the next time when you build the ship with the parts that have been previously recovered (in the "warehouse"), the part should come free (or with minor price tag for refurbishing). This would make the player again design better and have in mind that launching the same rockets multiple time is more beneficial that designing new ones each time. Otherwise, if you wish to sell/scrap the recovered parts, you can, but you will get less money than when reusing it. Real world example: Well so far, only the Shuttle reused the orbiter and SRBs, if you don't count aviation in general. - Distance dependent recovery - (I don't know if this is already in the mod, I haven't checked yet) First, when unloaded, depending on where the debris' trajectory impact point is, see if it's falling on the water or land, and second, according to the distance from the KSC, add the recovery cost. Further it lands from KSC, higher the cost. If landing on the runway (or pad) the recovery should be basically full part price. Real world example: The Shuttle's SRBs had to be recovered by US Navy which added cost to the program, while recovery of orbiter from the runway needed refurbishing of TPS tiles. - Contracts, better missions - Right now, the missions are straightforward.. Select a single mission, do the job. There is not much variety than that. If you lose your money, you basically can't do anything. It would be much better to add another layer of mission types, for example contract signing, where you would get paid UP FRONT. For example.. Communication department could ask for 10 satellites to be deployed in orbit. So they give you some starting money and promise you more after you accomplish the first part (for example delivering 5), and then all the money when you deliver all of them. These are not straightforward 10 missions, but the end goal is to deploy 10 of them, you can launch as many rockets as you like. You could launch each satelite on a single rocket, or you might launch all of the 10 on the single rocket. But the moment when you have 10 satellites in orbit with certain parts (communotrons and such), is when you finish the contract. On the other hand, for example there could be "craft development" contracts, for example military gives you a contract to develop a reliable spaceplane. The requirements are that it, on 5 consequent missions, can launch into a certain orbit, and land on the KSC runway. If you run 2 missions successfully and fail on the third one, you still didn't fail, but you will have to improve the design and do it again until you manage to get 5 consequent missions. Then, there could be another advanced contract where not only you have to launch into certain orbit and land, but you also have to carry a certain weight.. And so on. - Manufacturer contracts - This is like a combination of mass production and "contracts" where a certain manufacturer (for example Rockomax) could give you a discount on their parts, or a requirement to use them to get a total price reduction (sort of like advertising xD). This would add more interesting design again. - Random events for random missions - Instead of chosing random missions or contract, you could get them at random time.. For example you get mail from Rockomax that they are offering a contract for reduced price of their parts.. That's it from me for now xD Hope you will think about these ideas EDIT: some more, - Technology research - The only reason I would get the technology research is the rocket powered landing. It doesn't really make sense that you just started the rocket age, and right at the beginning you already have rocket powered landing xD RPL is something that is no functional rockets are even possible today, but research is being done. Maybe RPL should come as an unlockable (with a big price) technology that you could research. - Balancing values - I know that you can modify values in MC, but it's just weird that propellants cost that much, I don't know if the solid fuel is expensive, but LOX and H2 are pretty low cost comparing to the rocket. That is why the rockets are better to be reusable cause the price of manufacturing is much much much higher than the propellant.
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Hi guys, I've been a participant of the Global Game Jam (GGJ) last weekend, and we all got a special Unity Pro trial that lasts until 9th February. I thought that the licences are connected to the GGJ accounts, but Sarbian tried the link yesterday, and it's not connected. Anyone can take the licence. Here is the link you should follow: https://unity3d.com/gamejams/ggj2014?utm_source=Twitter&utm_medium=social&utm_campaign=ggj14 This GGJ trial is NOT connected to the 30-day trial that Unity normally offers, you can still use the official trial after 9th February. And disclaimer for moderators: I hope I don't get punished for posting this, this is not a commercial, just a chance for everyone to try Unity Pro for a few more days. GGJ is officially supported by Unity. And KSP is already using the same software. And if you find this offensive, please tell me first!
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Absolutely sounds like a dream job! Unfortunately I just started software engineering studies and I'm not from US, but good luck to anyone applying! SpaceX FTW!