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  1. Hey guy\'s sorry I\'ve been gone for a long time. I\'ve been busy with GCSE and what not (England peeps say wut wut!) But I am back to talk 40k! Also in recent news: I had a major defeat the other day (Table-top side) I had a small regiment in just a single case with me, against... Well let\'s just say what seemed like a unstoppable Tyranid army. I had with my; 2x Guard Squads 1x HQ 1x Leman 1x Kasrkin squad I took heavy casualties, like wise the opponent\'s army. He won in the end because of a Hive Tyranid :\'( RIP 45st Regiment *Salutes* ;_;7
  2. I read a book about a month ago. In it the author said that teachers fail badly at their jobs. That their success rate is so low that if a police officer had that sort of crime prevention rate, he would be sacked. Now, I\'ll agree with the facts of the statement. But the author didn\'t say anything about the difficulty of teaching, or put any considerations into it. For instance, my English teacher is \'awesome\'. She\'s inventive, she\'s funny, and she once said a string of silly words to emphasize that all she could hear from the class was people constantly talking and saying swear words and laughing. A very good teacher. The flaw is the class. Ms.Trickey cannot teach, not because she has no ability, but because so many members of the class won\'t let her. When she is quiet, people talk. When she stares daggers at the class whilst quiet, the class stops talking. While she is talking, the class talks, and she has to go back to stage 2 just to get them to shut up again. I\'m not saying there aren\'t teachers who aren\'t \'awesome\', but seriously, the biggest problem is that so few people have respect for authority now.
  3. Actually, for me I\'ve found the best teachers are usually the oldest ones. I don\'t know why, but it just seems I get better grades and learn the material better with older teachers, and can also talk to them better.
  4. Tttthiiiiiissssss. I\'m taking 3 classes this semester, I\'ve stopped going to 2 of them because the professors just talk the entire time with no real interaction. My other course is MicroBiology and they teach it like a Pre-Med class, where real PhDs come in and lecture on certain material. It\'s talking non-stop, but there\'s true direction and organization to what they\'re presenting. Plus, there\'s no real other way to efficiently teach what they need to. I\'m fortunate to find this course very interesting. It\'s still one heck of a tough course though
  5. Teaching by talking non-stop is perhaps the worst method of doing so. Now, I\'m only 13, but I find I learn more from teachers who talk less, and actually interact with us during the lesson, instead of blaring on like some other teachers.
  6. hey guys, i had the game for about a month so far and all i gotta say is WTF!!!! i can't put this game down lol. i played untill 8am and i missed my college english class. this is not the first time but i gotta say i love this game. anyways i told all my friends about this game and they love it too. so i hope to see you guys around the forums because i have a few ????? i still haven\'t made it to the mun yet. talk to you guys later semper fi,
  7. Well yes, but you took that quote out of context. He was talking about our internal pressure, yes, but then he went on to talk about how the gravity of the Earth counteracts it. What say you to that, sir?
  8. It is extremely off topic. Here we are talking about astronauts and more specifically those who want to become one, and you talk about space marines.
  9. Kerbal Space Program Forum * Back to KSP Home Hello mincespy Show unread posts since last visit. Show new replies to your posts. April 08, 2012, 02:42:01 AM News: KSP 0.14.4 Released! Home Help Search Profile My Messages Members Logout Kerbal Space Program Forum - Shoutbox Unread Posts General No New Posts Announcements News and general ramblings from the KSP Team 1456 Posts 66 Topics Last post by aFlatRabbit in Re: Welcome our newest T... on April 07, 2012, 12:39:34 PM No New Posts Welcome Aboard A place for new kerbonauts to introduce themselves and ask for get-me-started tips 2613 Posts 449 Topics Last post by wired2thenet in Re: Yay! Finally! on Today at 12:22:36 AM New Posts General Discussion Anything and everything about Kerbal Space Program. 3747 Posts 160 Topics Last post by DonLorenzo in Re: Forum controlled KSP... on Today at 02:41:52 AM No New Posts How To... General Gameplay Tips, Tricks Questions and such Moderator: Moach 3616 Posts 380 Topics Last post by White Owl in Re: Orbital Rendezvous M... on Today at 01:36:04 AM New Posts Challenges Take on a KSP challenge, or submit one yourself. 6473 Posts 417 Topics Last post by randyrules711 in Destroy a space station on Today at 12:14:36 AM New Posts The Spacecraft Exchange Post and share your creations! 6795 Posts 670 Topics Last post by GroundHOG-2010 in Caproni Ca.60 Noviplano on Today at 02:08:05 AM No New Posts KSP Roleplaying For those wishing to dream a dream of world domination. Moderators: Radion Space Works, Ascensiam 6783 Posts 186 Topics Last post by StelarCF in Re: [Nation] Ghritz on Today at 02:26:36 AM - Unread Posts Development and Support No New Posts KSP Development Look here for all the goodness that is the Dev Team posting updates about KSP! 2909 Posts 177 Topics Last post by Psycho Society in Re: [suggestion] Locked ... on Today at 01:50:35 AM New Posts Support Problems? Maybe we can help 4178 Posts 724 Topics Last post by semininja in Re: vehicle gets ahead o... on Today at 12:06:00 AM No New Posts Experimental Testing Labs Where things are put to the test Moderator: N3X15 582 Posts 103 Topics Last post by Causeless in Re: [0.14x2 Major Graphi... on March 29, 2012, 05:18:47 PM Unread Posts Addon Making New Posts General Add-on Affairs A General Discussion Place for Talk of All User-Made Things Moderator: Moach 1182 Posts 36 Topics Last post by Tiberion in Re: Request for all addi... on Today at 02:18:33 AM New Posts Addon Requests and Support This is where you go to ask addon authors for tech support and to make requests 2974 Posts 412 Topics Last post by semininja in Re: [REQUEST] Radio Flie... on April 07, 2012, 08:48:18 PM New Posts Addon Releases and Projects Showcase This is where the new stuff comes in, be sure to check regularly! 12823 Posts 201 Topics Last post by madmat in Re: [v0.14+] Damned Aero... on Today at 02:27:14 AM Child Boards: Tools and Applications , Plugin-Powered Addon Releases New Posts Add-on Development Matters related to making Addons and ongoing project updates go here 1200 Posts 144 Topics Last post by Capt\'n Skunky in Re: Issues 'Creating a G... on April 07, 2012, 10:22:26 AM Child Boards: Modelling and Texturing Discussion , Plugin Development and Projects Unread Posts Other Forums No New Posts Off-Topic If it doesn\'t belong anywhere else, it belongs here. 15280 Posts 652 Topics Last post by Misterspork in Re: the control+v game on Today at 02:21:02 AM No New Posts The Archives The Archives hold the past. 6 Posts 1 Topics Last post by hpearson in MOVED: [bug 0.14.1] Fuel... on March 31, 2012, 05:02:27 PM Child Boards: Roleplaying Archives, Development Archives, General Discussion Archives New Posts International Non-English posts all go here. Moderator: Tosh 801 Posts 39 Topics Last post by Cykyrios in Re: Des Francophones sur... on April 07, 2012, 12:59:22 AM No New Posts The Wiki Forum A place to discuss the Wiki and it\'s contents. 290 Posts 30 Topics Last post by Caleb1 in Re: How can I help? (New... on March 31, 2012, 06:07:16 PM New Posts The Forum Forum A forum to discuss this forum 1190 Posts 137 Topics Last post by wired2thenet in Re: Forum Login status N... on Today at 02:24:18 AM New Posts No New Posts Redirect Board Mark ALL messages as read * Kerbal Space Program Forum - Info Center Forum Stats Forum Stats 146196 Posts in 9540 Topics by 21087 Members. Latest Member: Doctor145 Latest Post: 'Re: Forum controlled KSP...' ( Today at 02:41:52 AM ) View the most recent posts on the forum. [More Stats] Users Online Users Online 82 Guests, 50 Users (0 Buddies) Users active in past 15 minutes: mincespy, spike8760, devanmedrow, JellyCubes, Monkthespy, DonLorenzo, TheMunRules#1, Redneck, Rage, zeepal, Ascensiam, shikarirock, SBaL, khalidibn, Doctor145, Xunie, cteam, Damion Rayne, nccn12, Melfice, suika2344, Clockwerk, Mr. Fusion, kBarin, WeltraumAffe, hebdomad, r4m0n, Linchowlewy, Guekko, Shogun42, Psycho Society, Recel, CERVERUS, TheMattyPrince, vivaldi, cya1, C7Studios, meganekko, jgjiscool, eran100, dvc, eitan55, kongoman, StelarCF, Alchemist, madmat, penguin69, mathiasll, Freddy, Faceless Troll Most Online Today: 172. Most Online Ever: 368 (July 14, 2011, 02:25:26 PM) SMF 2.0 | SMF © 2011, Simple Machines XHTML RSS WAP2
  10. OKAY GUYS LET\'S TALK ABOUT TRAVELING TO OTHER PLANETS IN KSP MMKAY!? Personally, I would like to see a module added that lets you synthesize fuel when it is in contact with Munar soil. I would land one of those on the Mun with a docking module stuck to the top of it, launch a few more fuel tanks and attach it to the initial fuel generator, then use it to stock up on fuel when I make my trip to the next planet.
  11. With all the talk of planets and rendezvous on the solar scale, I thought I would give it a try! But I\'m running into a navigating issue! I nearly nailed the transfer to the craft I set in a farther out planet-like orbit, but I found the closer to syncing orbits to get closer, the orbit lines would vanish, making any more corrections impossible! Zooming out is the only option, and that far out I can\'t get very accurate. Has anyone run into this issue? Or how to work around it? Pictures included. Not a whole lot of navigational references out here
  12. When I told my mom and dad they didn\'t talk to me the whole week... Ah how peaceful that week was....
  13. This topic has been moved to The Forum Forum, where all the good talk about the forum goes! [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=10131.0[/iurl]
  14. There has been talk of it drawing ideas from Elite and Firefly....
  15. Talk about whatever you want - March was a good month for the forum: http://kerbalspaceprogram.com/forum/index.php?action=stats By far the most topic were made, by far the most new posts were posted and the highest number of new members that joined the community.
  16. I didn\'t talk about orbits, i don\'t know. I was just saying that time warping isn\'t a problem. I\'ll think about it anyway.
  17. So , my efforts to add to the Mun base were...less succesfull than planned After contemplating building a larger and more ambitious 'lunar outpost' , I decided to stick with what I knew and plumped for the 'Super Laika' variant of my 'Laika' class orbiter. This launcher-capsule was originally designed for simple orbital flights but the addition of some landing legs and a switch from the Kosmos RCS modules to stock (to reduce the number of mods used) extends its range into Cis-munar space. I has some strange problems with the persistance file refusing to load the last few missions , so I apologise in advance for glitches when I pass on the batton. Oh , and for those of you wondering about the name of the capsule I include a completely optional history lesson. Shortly after the launch of Sputnik in 1957 Premier Khrushchev demanded that the space program produce a 'Space Spectacular' to celebrate the 40th anniversary of the October revolution and one-up the Americans who were preparing to launch their own satellites. Deciding that the triumph of an animal in space would be sufficient , they cobbled together the Sputnik 2 spacecraft in a matter of weeks. As for its passenger , they chose a young mongrel stray called Laika that had been found wandering the streets of Moscow. On Nov 3rd 1957 she was lifted into orbit on an R-7 Launcher , becoming the first living creature to be launched into an orbit around the Earth. Though the mission made headlines at the time (Laika was lauded as 'Mutnik' in the American press) , the story was rapidly eclipsed by the race to put a man into space and the subsequent dash for the moon. Laika herself was destined to die in space , for the Russian engineers had neither the time nor the expertise to design a re-entry module. Within hours of launch the poorly designed systems began to fail and Laika died of heatstroke before the day was out. Despite this the mission must be considered highly successful , for it proved that creatures not unlike humans could Breath , sleep eat and talk (bark) in zero gravity. In recognition of this triumph , I named my humble lander after the dog. Mission Log 1. On the pad. As you can see , the Laika class is a small ship , and usually does not launch with a fairing. One was added for this mission for the sake of the delicate landing legs. The first stage is all liquid , but would normally include the addition of four small solid 'payload assist' rockets from Jordancox\'s pack. I ommited them believing that the lander could make the one way trip. 2. Shortly after 2nd stage separation. Here you can see the lander itself. The legs and large RCS units rather mess up the lines of this beautiful pack , and usually I fly with the smaller Kosmos RCS. This is where leaving out the Payload assist rockets came back to bite me , forcing me to use the capsules main engine to boost orbital speed and make the Trans-munar burn. Much valuable fuel was wasted 3. Munar Disasters! Firstly , I mistimed my TMB. I ended up in front of the mun and had to make an emergency course correction. Then , after correctly lining myself up and burning off velocity to come down manually on the base-site , it became apparent that I would run out of gas. I was forced to take an agonising decision and commit myself to landing on the Capsule rockets alone. That was pretty hair raising. I finally managed to get her down only a few dozen metres from the beacon...and was then mildly suprised to see the rover go rolling past the window! for some reason it decided to start moving when it loaded in range. I have no idea why. This is the view I got after I shifted it back into position manually In conclusion , ive had better missions. I include the Persistance file , I only hope my next crew take a spare jerry can [ftp=ftp://www.filedropper.com/persistent><img src=http://www.filedropper.com/download_button.png width=127 height=145 border=0/></a><br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> <a href=http://www.filedropper.com >online backup</a></div>] <a href=http://www.filedropper.com/persistent><img src=http://www.filedropper.com/download_button.png width=127 height=145 border=0/></a><br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> <a href=http://www.filedropper.com >online backup</a></div>[/ftp]
  18. Meteorite101 was banned :w00t: (no offence to him, but he wasn\'t my faverote person to talk to on a forum enviroment.
  19. Played back in 2007, game got terrible, devs got greedy, and I left the place before my IQ could be affected. Still play single player once in a while to blow shit up, and you MIGHT see me play online if I am in the mood to troll children. Also, my username is a fucking embarrassment, 'NUTTY555' holy shit what was I on when I was nine. EDIT: My place was actually pretty cool. I took fireworks from free models and attached them like boosters to a rocket. It exploded because I hadn\'t edited the script at all. Talk about being very Kerbal. Link if anyone wants to play: http://www.roblox.com/Pyrotecnic-Rockets-place?id=1644077
  20. Join the irc I showed further up and talk to me there. trbinsc is also there right now, if not sporadically AFK.
  21. [15:16] <@Capt_Skunky> <BrownFox> how would staging on interplanetary vessels work? [15:16] <@HarvesteR> but I like the idea of an expansion pack that adds new features [15:16] <@Sordid> Though I have to say, the idea of multiple players with their own separate space agencies and separate budgets pooling their resources to do something grand sounds really awesome. [15:16] <@HarvesteR> and new possibilities [15:18] <@HarvesteR> Oh, new announcement on the servers [15:18] <@HarvesteR> we\'ve ditched the mediafire idea, because it seems they don\'t really offer an option to have a private download [15:18] <@HarvesteR> we are now setting up a new, beefier server [15:19] <@HarvesteR> it should be up and running in a few hours, and we will eventually move the entire site there [15:19] <@HarvesteR> for the time being though, we will offload the downloadable files to it [15:19] <@HarvesteR> so the community and downloads will be separate [15:19] <@Capt_Skunky> <N3X15> Why is KSP not using a relational database like SQLite for persistance? Wouldn\'t it be more effective? [15:20] <@HarvesteR> for a save format you mean? [15:20] <@N3X15> Yeah [15:20] <@N3X15> A few other people asked about this. [15:20] <@HarvesteR> the SFS format was created to be as straightforward and robust as possible really [15:21] <@HarvesteR> we did think about using established formats, like XML or something, but in the end, it was just adding needless overhead [15:22] <@HarvesteR> the SFS is just what we need really [15:22] * @N3X15 nods [15:22] <@HarvesteR> it\'s easy to work with, human-readable, and so far, we\'ve been able to keep it organized I think [15:22] <@HarvesteR> also, you don\'t see it by looking at the file, but there is a system for saving and loading metadata [15:22] <@HarvesteR> parts use it to store part-specific data [15:23] <@HarvesteR> like the amount of fuel in a tank [15:23] <@HarvesteR> which wouldn\'t make sense to have in the definition of a SAS module [15:23] <@HarvesteR> we do have plans though, to create an upgraded format later, called SGS [15:23] <@HarvesteR> SFS = Saved Flight State [15:23] <@HarvesteR> SGS = Saved Game State [15:24] <@HarvesteR> but for now, we\'re good with that [15:24] <@Capt_Skunky> <Causeless>for 0.15, are you going back to the 4-week updates, or are you going to take the time to try and iron out as many bugs as possible? [15:25] <@HarvesteR> I\'m rethinking the way we do updates here, and we might possibly do some changes to our system [15:26] <@HarvesteR> the initial idea was to return to the 4-week cycle as before, and indeed, we are not going to do a .14 sized update again anytime soon [15:26] <@HarvesteR> we\'re not THAT crazy [15:26] <@HarvesteR> but, the 4-week cycle is lacking in some respects [15:26] <@HarvesteR> Lately, I\'ve been thinking of running a dual-3-week cycle [15:27] <@HarvesteR> 3 weeks to go crazy and take the game apart, 3 weeks to fix the mess [15:27] <@HarvesteR> and a release at the end of each 6 weeks [15:27] <@HarvesteR> but we still have to discuss that as a team really [15:27] <@HarvesteR> it\'s just an idea at this point [15:28] <@Capt_Skunky> <BrownFox> Harv, would it be a good idea to have a \'Lock Docks\' function, similar to staging? Will Assemblies have a way to jetison specific nodes at will? Perhaps a bank of dock actuator buttons? [15:28] <@HarvesteR> well, I had imagined that un-docking would work only from child-to-parent [15:29] <@HarvesteR> that is, you can undock the vessel you\'re commanding, but not undock others from it [15:29] <@HarvesteR> but, that would be a nice thing to have implemented as a contextual action for docking nodes [15:29] <@HarvesteR> which is an idea I\'ve been playing with for a while [15:29] <@HarvesteR> actually, now that we\'re on the subject, I\'ve been wanting to have a discussion on this [15:30] <@HarvesteR> the staging stack isn\'t enough to control everything a ship can do [15:30] <@Capt_Skunky> on that note [15:30] <@HarvesteR> so several systems are being placed in separate actions 'channels' [15:30] <@Capt_Skunky> <NovaSilisko>is a staging overhaul going to be required for docking? considering how much will change (multiple capsules per vessel, even at launch) it might be needed [15:30] <@HarvesteR> heh, just in time [15:30] <@Capt_Skunky> Yup [15:31] <@HarvesteR> well, what I want to do, and mind that this is not planned for 0.15 yet [15:31] <@HarvesteR> is to revise the staging system completely [15:31] <@HarvesteR> or at least add whatever is missing to it [15:31] <@HarvesteR> so I have a couple of ideas, some conflicting, that I wanted to talk about [15:31] <@HarvesteR> the first is the so-called \'hotbar\' [15:32] <@HarvesteR> it\'s a UI area where you can drag part icons to, to remove them from the staging sequence [15:32] <@HarvesteR> those would be mapped to number keys, and you could activate them manually there [15:32] <@HarvesteR> that\'s one idea [15:32] <@HarvesteR> then there is another concept I\'ve been going over, which I call \'action groups\' [15:32] <@HarvesteR> action groups are simpler really [15:33] <@HarvesteR> and already unwittingly partially implemented [15:33] <@HarvesteR> they\'re things like SAS, Gears and RCS [15:33] <@HarvesteR> only there would be more of them [15:33] <@HarvesteR> those control parts that do the same things, as a group [15:33] <@HarvesteR> both systems have pros and cons really [15:34] <@HarvesteR> because some part types are better fitted for action groups, others are better with hotbar-style mapping [15:34] <@HarvesteR> others though, should be controlled individually [15:34] <@HarvesteR> and lastly, others work best as part of a sequence [15:34] <@HarvesteR> as you can see, we have our work cut out for us [15:35] <@HarvesteR> I\'m not trying to think up a single unifying control scheme thoug [15:35] <@HarvesteR> but I don\'t want to have a lot of similar-but-not-the-same systems in either... that would just be confusing [15:36] <@HarvesteR> I would like to keep it as simple as possible though, without detracting from flexibility [15:37] <@Capt_Skunky> <Ascensiam> What environments are most likely for new planets, and are they going to follow the same size-to-gravity as Kerbin? [15:37] <@HarvesteR> well, we want to keep the entire Kerbal star system in more or less the same scale [15:37] <@HarvesteR> although it\'s not exactly a scale per se... it\'s more of a paradigm we\'re trying to follow [15:38] <@HarvesteR> radius is 1/11th of the original, G at surface is the same [15:38] <@HarvesteR> so far, that\'s been working well [15:38] <@HarvesteR> although we did break that with the Mun [15:38] <@HarvesteR> Most games exaggerate the size of the moon on the screen quite a lot [15:38] <@HarvesteR> because of the larger FOV on-screen, the moon would appear to be a speck [15:39] <@HarvesteR> you can see that in Orbiter, which makes no compromise [15:39] <@HarvesteR> but here, we wanted it to feel right, so the mun is much larger than the moon-earth relationship [15:39] <@HarvesteR> anyhow, about other planets, we want to keep going with the solar-system-spoof idea [15:40] <@HarvesteR> so there\'ll be an analogue for most \'popular\' celestial bodies [15:40] <@HarvesteR> and we\'ll get creative with the less known ones [15:41] <@Capt_Skunky> <witeken> 1) Will there come ever merchandise? If yes, what are the requirements? 2) How many times is KSP purchased? Can the devs live with the money they get from people buying the game/donating? [15:41] <@HarvesteR> Merchandise is planned for the near future, although there is no ETA on that atm [15:41] <@HarvesteR> but I can tell you this, I want a Kerbal plushie just as bad as you do [15:42] <@HarvesteR> := [15:42] <@Capt_Skunky> I think everyone does [15:42] <@HarvesteR> hehe [15:42] <@HarvesteR> we\'re looking at easier stuff first though, because things like bespoke plushies require quite the investment [15:43] <@HarvesteR> you can only make it feasible if you produce thousands of them, which means we need to be sure thousands of people would want one [15:43] <@HarvesteR> so we\'re probably going to get started with simpler things, like T-shirts and such [15:44] <@HarvesteR> but no estimates on that right now... [15:44] <@Capt_Skunky> <kHurtiZ>Please would you move the Nav ball to the right? The centre has the rocket, and the navball tends to obscure it, whereas there\'s masses of space over to the right. Other UI suggestions: the altimeter should be close to the velocity indicator (as you often need to see both figures at the same time); and also add Pe and Ap indicators in the main flight screen. [15:44] <@HarvesteR> The UI is in for some reworking, and pretty soon also [15:45] <@HarvesteR> I also dislike how the navball obscures the view, but at the same time, the navball is the most important instrument on the UI [15:45] <@HarvesteR> so we\'re thinking up some ideas to improve the general UI layout [15:46] <@HarvesteR> and more immediately, I want to add a UI Scale optino to the settings, because I do think the UI is too large right now, and also a UI transparency option [15:46] <@HarvesteR> as for moving it to the right, that\'s where the crew avatars are, and it\'s not a very immediate focus area [15:46] <@HarvesteR> the ADI on aircraft cockpits is centered for the same reason [15:47] <@HarvesteR> but most significantly, we will add a system we\'re calling UI Master Modes soon [15:48] <@HarvesteR> basically, the UI instruments would each have several modes in which they could operate [15:48] <@HarvesteR> the navball, for instance, would be toggleable between surface (current), orbit, and maybe something else [15:48] <@HarvesteR> the speed reading toggles between surface, orbit, and later target-relative [15:52] <@Capt_Skunky> <witeken> 3) HarvesteR, what do you like the most at KSP as a game? Building rockets, missions or finding bugs(xp?)? Or something else? 4) How many devs get full time paid for full time developing KSP? [15:52] <@Capt_Skunky> Trying to move things along.. quite a few questions in the queue [15:54] <@Capt_Skunky> I think Harv has stepped away from the PC... sit tight folks. [15:58] <@HarvesteR> sorry I was on the phone [15:58] <@HarvesteR> back now [15:58] <@Capt_Skunky> I figured as much [15:59] <@HarvesteR> well, just to finish up on the UI thing, the idea is that each piece of the UI would be configurable, and Master Modes then would act as a preset [15:59] <@HarvesteR> so you could quickly alternate between Flight mode and Docking mode, for instance [16:00] <@HarvesteR> If you\'re familiar with how Photoshop has its \'workspaces\', the idea is more or less the same [16:00] <@HarvesteR> now, about the other question [16:00] <@HarvesteR> the thing I like most is finding things that surprise me... things that weren\'t programmed explicitly [16:01] <@HarvesteR> like the wings flexing with C7 parts [16:01] <@HarvesteR> or how coming into the atmosphere too quickly can actually break a ship into pieces [16:01] <@HarvesteR> or names like 'Generick Kerman' [16:02] <@Capt_Skunky> <markodash> can we get a thick atmosphere monn/planet ahead of the full system release? it would be a change of pace from the normally airless bodies [16:02] <@HarvesteR> oh [16:03] <@HarvesteR> well, yeah, I don\'t think we\'d be able to release the entire solar system in a single update [16:03] <@HarvesteR> because our terrain system still has no support for things like gas giants, or ring systems [16:03] <@HarvesteR> so we\'ll probably start with the rocky planets first [16:04] <@HarvesteR> and yeah, those will have several types of atmosphere [16:04] <@HarvesteR> the venus-like planet would have a thick atmosphere [16:04] <@HarvesteR> the mars-like one would have a very thin one [16:04] <@HarvesteR> should make for some pretty interesting flying there [16:05] <@Capt_Skunky> <NovaSilisko> is the ambient light going to stay as-is, or will it change depending on celestial body? (airless bodies have none, atmospheres have some) [16:05] <@HarvesteR> that\'s already more or less implemented actually [16:05] <@HarvesteR> there is already a system in place to vary the global ambient light based on the vacuum colour and the colour set for each celestial body [16:05] <@HarvesteR> right now though, it\'s very subtle [16:06] <@HarvesteR> but it should be cool to have a reddish-looking desert planet, or a purplish looking one [16:06] <@Capt_Skunky> <witeken> 5) Will there come a more interacting tutorial? [16:07] <@HarvesteR> we will add more tutorials later I think, as they become more necessary [16:07] <@HarvesteR> as far as more interacting, I\'m not quite sure what that means [16:07] <@HarvesteR> we do plan on having training missions though [16:07] <@HarvesteR> the SFS system allows for one-off instances, and those could be used along with a tutorial to create a training mission [16:08] <@HarvesteR> you could potentially start from orbit, with a ready-to-go spacecraft [16:08] <@Capt_Skunky> <Aegrim> Will they ever make a cool launch animations effect, with the smoke flying everywhere during ignition before the game takes over and the rocket flies off [16:09] <@HarvesteR> definitely. The smoke trails and particles system is long overdue for an overhaul [16:10] <@Capt_Skunky> <BrownFox> Harv, how are you planning on developing the in-game economy? Part prices already exist; how about ways of earning coins? Perhaps in-game \'X-Prizes\', asteroid mining challenges and things of that nature? [16:10] <@HarvesteR> well, the original idea was that you\'d earn money from doing flights [16:11] <@HarvesteR> but we do have other ideas too [16:11] <@HarvesteR> you could, instead of earning money and spending it directly, be assigned a periodic budget [16:11] <@HarvesteR> that would make more sense if KSP were a government program [16:11] <@HarvesteR> if you see it as a private program though, earning money through missions makes more sense [16:12] <@HarvesteR> but I think in the end we\'ll probably go with a middle-ground approach, where you\'d earn not just money from missions, but generate interest in the space program from achieving goals [16:13] <@HarvesteR> and interest could result in more money, through sponsorships possibly, or something of the sort [16:13] <@HarvesteR> all that remains to be decided though [16:14] <@HarvesteR> but the initial idea is that money will come from doing flights, and doing flights will cost money... if you do it right, they will make more money than they cost [16:14] <@Capt_Skunky> <cBBp> did you ever thing kerbal would get as popular as it has when you first started on it? [16:14] <@HarvesteR> it\'s a weird feeling really [16:14] <@HarvesteR> sometimes I felt good about it, and expected good things from the game [16:15] <@HarvesteR> other times I felt like I was working on something no one could possibly like [16:15] <@HarvesteR> it\'s been a roller-coaster ride of personal opinions about the game [16:16] <@HarvesteR> one thing I can say for sure though, I definitely didn\'t expect the game to get this big this fast. [16:16] <@HarvesteR> The state of the server is proof of that [16:16] <@Capt_Skunky> <witeken> the whole community knew what update 0.15 would be focused on. Can you give us an idea where 0.16 will go about? [16:16] <@HarvesteR> well, it depends a little on what we can actually achieve for 0.15 [16:17] <@HarvesteR> we know what we want to add for it, but from that to actually getting those features in, there\'s quite a lot of work [16:17] <@HarvesteR> but ideally, after flight planning and docking, the next big thing would be making the Kerbals themselves more present in the game [16:18] <@HarvesteR> so I\'d very much like to add EVAs then [16:18] <@HarvesteR> but we\'ll see [16:18] <@HarvesteR> it also depends quite a lot on which base features still need implementing to get there [16:18] <@HarvesteR> and we don\'t know that until we start planning the actual update. [16:18] <@Capt_Skunky> <Ascensiam> When will the sun become a solid object that can overheat ships and supply a small variety of dangers? [16:19] <@HarvesteR> pretty soon, if everything goes as planned [16:19] <@HarvesteR> but we are not planning on adding a physical surface to the sun though, only a visual one [16:20] <@HarvesteR> you\'ll be vaporized before you even get close to it, so there\'s no point in having a collidable surface [16:20] <@HarvesteR> I can say though, that I\'m pretty happy with how it\'s shaping up [16:20] <@Capt_Skunky> <Byter> how many moons will saturn (or katurn) have? you cant add so many of them...it would be a 'orbital mess' because the map view would change your orbit all the time...and: is there still a free-flight mode without credits and missions and that stuff? [16:21] <@HarvesteR> I can\'t say for sure just how many moons we will add... that is the kind of thing we judge by feel [16:21] <@HarvesteR> but we want to have a large enough amount that you can explore for quite a while [16:22] <@HarvesteR> at the same time though, there\'s no point in adding 300 bits of rock that look exactly the same [16:22] <@HarvesteR> we want each celestial body to be unique in its own way [16:23] <@HarvesteR> about the free-flight mode, that will never go away. Missions are not like game 'levels', they\'re more like quests. [16:23] <@Capt_Skunky> <NovaSilisko> is there any precedent or preferred 'backstory' for the game? alternate universe/dimension? alien construct like some have proposed? [16:24] <@HarvesteR> well, not in a very formal sense... The Kerbal universe is not in any way linked to the real one, and I wouldn\'t like to set down a very rigid storyline either [16:25] <@HarvesteR> games to me are not about telling stories... for that we have movies, books and tv [16:25] <@Capt_Skunky> And comics [16:25] <@HarvesteR> games to me are about creating worlds the player can experience [16:25] <@HarvesteR> and from that, he\'ll create his own stories [16:26] <@Capt_Skunky> <witeken> What do you do in the weekend? Do you read the forums? Typ a few lines of code? Or do you just do private stuff/play KSP yourself? [16:26] <@HarvesteR> hehe, I usually try as hard as I can to forget I have a job [16:26] <@Capt_Skunky> ROFL [16:27] <@HarvesteR> and I really need to check myself from going into the forums or doing game-related things... I could very easily get sucked into working through the weekend [16:27] <@HarvesteR> and then burning out the week after [16:27] <@HarvesteR> getting rest is as important as the work itself really. It\'s like braking before a corner [16:28] <@HarvesteR> you might crash if you don\'t [16:28] <@Capt_Skunky> <cBBp> any chance we will see a game supported animation system that works like sounds or effects and is universal between parts? [16:28] <@HarvesteR> yeah, we do want to add that as soon as we can [16:28] <@HarvesteR> for that, we will probably have to create our own animation system, and that\'s not a small task [16:28] <@HarvesteR> but it is something we want to do [16:29] <@Capt_Skunky> <Causeless> how about weather? how will any weather systems work, not just for Kerbin, but other planets? [16:29] <@HarvesteR> weather is another feature I\'d very much like to see [16:29] <@HarvesteR> although first, I\'d like to at least have a cloud system in [16:30] <@HarvesteR> the cloud system would allow us to have clouds over Kerbin, and possibly a basic form of weather, and if done right, it would also enable us to create gas giants [16:30] <@HarvesteR> or planets completely covered by clouds, like Titan
  22. The thread is unlocked and it wasn\'t your fault it was the lack to talk about that caused it.
  23. Don\'t feel bad, it really wasn\'t your fault. This is what happens when people converse. They go off topic. Not only that, but that thread should\'ve been locked the MINUTE the target release date was missed. The community already had nearly run out of stuff to talk about in relation to the update, and postponing the update with so little new news didn\'t really help.
  24. I\'ve made a irc channel on esper.net at #KSP_MPmod, everyone. I\'mma just going to haul my ass and start working on a roadmap of things we need doing, then we\'ll be able to start. I\'ll probably need to talk to trbinsc about the team, but don\'t worry - no-one will be removed. We just need a bit more organization if this is going to move forwards.
  25. You go to level 94, and you see several people on the same thread of the KSP RP Forum. Why they can\'t just talk to each other, I will never know.
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