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Arsonik

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Everything posted by Arsonik

  1. I think the similarities are quite strong in many instances... but the production value of the SC4 Rush Hour tracks are way better then anything in Kerbal. I'm not suggesting that SC4 was any sort of inspiration to Harv when producing the KSP music. I'm not knocking it either, I love the KSP OST so far. Anyways, not much to actually discuss kerbal related in this topic. But I did vibe with the OP because it was a feeling I got the first time I played Kerbal. The Diablo 2 and Sim City 4 Rush Hour soundtracks are the only games whose music I've enjoyed enough to listen to on youtube from time to time. And I've played hundreds of games. So thats kudos to the devs of KSP really for having music that is on par. I believe the soundtrack can really make or break a game in many aspects.
  2. I am inclined to agree with you. However, seeing as how MY OWN interest in this mod doesn't go beyond doing gimicky stuff with my room-mate near KSC and the launch pad, I have very little interest in "debugging" this mod until I can do that... This isn't mean't to be conceived as whiney, but it is where I stand with KMP PERSONALLY. I understand other people are more interested in racing to planets and building space stations and I respect that also. I just don't want the DEV to get the impression that no one is interested in this feature (simultaneous launches without 'the bubble' as it has been dubbed) and see it pushed back into the dev cycle further then necessary.
  3. You're not crazy. I made that connection when I first played the game as well many months ago. I never looked into it more though. It seemed like a nice nod of the head to a king of simulation. KSP OST: SC4+RH OST: Also this http://youtu.be/P03jShg-5Q4 Closest similarities are in these tracks IMHO.
  4. I must confess... Finding steep rock faces and base jumping kerbals with the Vanguard Tech EVA Parachutes is one of my favorite things to do.
  5. Not the Kerbol that the forums wanted, but the Kerbol that they deserved. ...... Where is the buy it now button? Also, can we keep KSC as a floating island base? I quite like that concept.
  6. The steep deep crater is still at the Munar south pole. I crash landed Bill in there to check after .22 launched. After checking if science at the munar arch gave increased science first
  7. The 3 Ladder1's are just the stock small ladders, they are on the opposite side of the rover. The telescopic is also the long stock retractable ladder. That is only on the file so you can reach the command chair from EVA on the launch pad. This particular ladder isn't even on the rover itself (the one I originally discovered the glitch with on Minmus) so that can't be related. The 3 Ladder1's are the possibly suspect but I find it unlikely..... My own personal hypothesis based on nothing but speculation is that the winch mod from KAS (the grappling hook shooter) is somehow coded around the same concepts as ladders? The winch itself only extends 50m and the ladder is infinite.... So I'm really not sure. Thats the best idea I could come up with, and also why I decided to ask here. =) Thanks for looking into it though. I really just want to find out how to replicate this onto another craft so that I can make a more function-specific space ladder craft. I'll be able to take a closer look at it myself over the weekend and I will be sure to update the OP with any details I can figure out.
  8. I think I might need another computer to test that theory, might take a week or two to climb that high lol.
  9. Unfortunately you can't time warp on a ladder, or quick save. So its highly unpractical. Like I said, it took 11 hours to climb to 28km. Anyways, I just took a few short clips. Nothing crazy just to prove I'm not making stuff up. Gonna upload and then I will edit the OP with the video.
  10. //edit Video Description //edit Video Description Craft File: http://www./download/9jexn9oz4831hxp/Sky+Ladder+Rover.craft First time poster here, I registered because I've encountered this bug of sorts and I'm looking for information on it. This post isn't meant to be a formal bug report. So heres the short form. I've made this rover and when I EVA from the command seat, I get to option to grab a ladder which is invisible. I didn't place it on the vessel myself and have no part pack that includes anything like it. If you grab it, you can climb it infinitely*. The orientation to the ladder is always the same relative to that of the rover... So I can position the rover however I want to make the ladder vertical, inclined, or horizontal. I tested this last night and this morning by wedging some paper into my W key to keep Shelcan Kerman climbing for 11 hours. I first discovered the bug on Minmus and thought it was a one in a million thing. But after repeating it several times on Minmus that got me interested enough to try and replicate it on Kerbin with a fresh load. Shelcan made it up to 27,000m and presumably the ladder became unstable and tumbled him to the ground. I was at work at the TOD so I'm not certain. When I tried to switch to the rover to inspect it for a cause of death, everything collided into the ground rapidly. My camera however was stuck to the invisible ladder and was sent flying into orbit at around 200m/s worth of acceleration. At the time of this post its up to 313,000m/s. This is all really hard to explain in text form. So my main question and point of the thread is to ask if anyone has had a similar experience? If this is actually something common (couldn't find anything on google) then I will just let it die and enjoy my new sky ladder rover in solitude. But if this is something unheard of I'm going to go ahead and make a video, get some screenshots, upload the craft file, etc. Looking forward to a response on this. Cheers. :cool:
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