max_creative Posted April 19, 2016 Share Posted April 19, 2016 (edited) Will you go to Dres? I hear it's got asteroids, and it's super fun, and there's a giant canyon! It's the best planet ever! No? Ok. I'll go stand on the wall. Edited April 19, 2016 by max_creative P. S. 100 pages! Whoo! Quote Link to comment Share on other sites More sharing options...
Foxbat Posted April 19, 2016 Share Posted April 19, 2016 Ouch! The centurion takes writer's cramp to eleven... Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted April 19, 2016 Author Share Posted April 19, 2016 Ohmahgerd stop the presses--IT'S RELEASE DAAAAAAAY! So here's the plan for Kerbfleet: I'll keep plugging along in 1.0.5 until such time comes as I can safely run the game in 1.1, at which point Your Author will likely pass out from shock at being able to fly the Intrepid in real time. Just think, I might not even need that alternate reality "sound stage" I put in orbit around Minmus! I can do without a lot of mods, but unfortunately Intrepid won't load if all the parts aren't there. So to that end I need to make sure the following all work before I can safely cross over: USI: Life Support and Tools (fission reactors, kontainers) Kerbal Engineer (several bridge greelbles) Nebula (decals) Planetary Base Systems (lab and habs) Wild Blue Industries (awesome plasma screens) Texture Replacer nearly makes the 'required' list, because otherwise everyone has to go back to stock IVA suits As far as other things (Kopernicus, EVA, animator suite, etc.) I'll welcome them when they come but I can work around it if they're not available for a little while. And if push comes to shove I can maintain a 1.0.5 save for certain shots. Of course I am not going to ping any of these mods' creators for an update, and neither should anyone else. Just giving this as a status report. Woo hoo! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 20, 2016 Share Posted April 20, 2016 Expect WildBlueTools update later this week. Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted April 20, 2016 Share Posted April 20, 2016 9 hours ago, Kuzzter said: Ohmahgerd stop the presses--IT'S RELEASE DAAAAAAAY! As one of those who's been plugging away in the pre-release bug-stomping, I'd expect a passel of hotfixes over the coming weeks. Many things remained unfixed as of yesterday. 9 hours ago, Kuzzter said: I can do without a lot of mods, but unfortunately Intrepid won't load if all the parts aren't there. So to that end I need to make sure the following all work before I can safely cross over: USI: Life Support and Tools (fission reactors, kontainers) Kerbal Engineer (several bridge greelbles) Nebula (decals) Planetary Base Systems (lab and habs) Wild Blue Industries (awesome plasma screens) All USI stuff, KER, and PBS have been 1.1 compatible since pre-release started. Not to say 1.1 won't change in the near future, but they'll change with it. I'm sure @Angel-125 will have WBI up and running shortly, at least the Buffalo. That's been out in prototype form for a while and has behaved fairly well (better than stock in most cases). Still needs some tweaks, though. The rest, I have no idea. But there are quite a few mods already 1.1 compatible. See the 1.1 Pre-Release Branch Modding Discussion for a list. It's long. The one that will likely be the bottleneck for many folks is Kerbal Alarm Clock. TriggerAU won't do that until he gets some breathing room from his Squad duties. 9 hours ago, Kuzzter said: Texture Replacer nearly makes the 'required' list, because otherwise everyone has to go back to stock IVA suits As far as other things (Kopernicus, EVA, animator suite, etc.) I'll welcome them when they come but I can work around it if they're not available for a little while. And if push comes to shove I can maintain a 1.0.5 save for certain shots. Texture replacer is good already, as are the Star Trek suits you use. EVE and SVE are already going. I'm still waiting on Kopernicus myself. 9 hours ago, Kuzzter said: Of course I am not going to ping any of these mods' creators for an update, and neither should anyone else. Just giving this as a status report. Woo hoo! There are still quite a few issues with all things that contact the ground. Also the Klaw is quite wonky and while they've finally fixed being able to grab asteroids, aligning on their CoMs after grabbiing has issues. So like I said, expect some hotfixes. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 20, 2016 Share Posted April 20, 2016 (edited) @Kuzzter Wild Blue Tools is now ready for KSP 1.1. Get the latest here. And now to release DSEV and MOLE... Edited April 20, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Starhawk Posted April 20, 2016 Share Posted April 20, 2016 8 hours ago, Geschosskopf said: The one that will likely be the bottleneck for many folks is Kerbal Alarm Clock. TriggerAU won't do that until he gets some breathing room from his Squad duties. A user named @Fishbreath has forked KAC here. Seems to work fine, so far. 8 hours ago, Geschosskopf said: There are still quite a few issues with all things that contact the ground. Yeah, vertical landing is a bit more like sliding at the moment. I'm afraid to try horizontal landing. 8 hours ago, Geschosskopf said: So like I said, expect some hotfixes. Don't we always? Happy Concerned landings! Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted April 20, 2016 Share Posted April 20, 2016 14 minutes ago, Angel-125 said: @Kuzzter Wild Blue Tools is now ready for KSP 1.1. Get the latest here. And now to release DSEV and MOLE... All I see on that link are source code. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 20, 2016 Share Posted April 20, 2016 Should be here. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted April 20, 2016 Author Share Posted April 20, 2016 7 minutes ago, Starhawk said: Happy Concerned landings! I almost didn't recognize you! I'm afraid what some other avatars around here might look like as a rebus! Quote Link to comment Share on other sites More sharing options...
Starhawk Posted April 20, 2016 Share Posted April 20, 2016 1 minute ago, Kuzzter said: I almost didn't recognize you! It's a good thing I have my tagline to make me recognizable! I figured it was time for a change. 1 minute ago, Kuzzter said: I'm afraid what some other avatars around here might look like as a rebus! Now that's an interesting mental exercise! Happy Concerned landings! Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted April 20, 2016 Share Posted April 20, 2016 On 4/19/2016 at 4:07 PM, Kuzzter said: Ohmahgerd stop the presses--IT'S RELEASE DAAAAAAAY! So here's the plan for Kerbfleet: I'll keep plugging along in 1.0.5 until such time comes as I can safely run the game in 1.1, at which point Your Author will likely pass out from shock at being able to fly the Intrepid in real time. Just think, I might not even need that alternate reality "sound stage" I put in orbit around Minmus! I can do without a lot of mods, but unfortunately Intrepid won't load if all the parts aren't there. So to that end I need to make sure the following all work before I can safely cross over: USI: Life Support and Tools (fission reactors, kontainers) Kerbal Engineer (several bridge greelbles) Nebula (decals) Planetary Base Systems (lab and habs) Wild Blue Industries (awesome plasma screens) Texture Replacer nearly makes the 'required' list, because otherwise everyone has to go back to stock IVA suits As far as other things (Kopernicus, EVA, animator suite, etc.) I'll welcome them when they come but I can work around it if they're not available for a little while. And if push comes to shove I can maintain a 1.0.5 save for certain shots. Of course I am not going to ping any of these mods' creators for an update, and neither should anyone else. Just giving this as a status report. Woo hoo! Kerbulus should work with the new 1.1 version of Kopernicus. Quote Link to comment Share on other sites More sharing options...
Kobymaru Posted April 21, 2016 Share Posted April 21, 2016 On 19.4.2016 at 10:07 PM, Kuzzter said: Ohmahgerd stop the presses--IT'S RELEASE DAAAAAAAY! So here's the plan for Kerbfleet: I'll keep plugging along in 1.0.5 until such time comes as I can safely run the game in 1.1, at which point Your Author will likely pass out from shock at being able to fly the Intrepid in real time. Just think, I might not even need that alternate reality "sound stage" I put in orbit around Minmus! I can do without a lot of mods, but unfortunately Intrepid won't load if all the parts aren't there. So to that end I need to make sure the following all work before I can safely cross over: USI: Life Support and Tools (fission reactors, kontainers) Kerbal Engineer (several bridge greelbles) Nebula (decals) Planetary Base Systems (lab and habs) Wild Blue Industries (awesome plasma screens) For the DLL-based mods, you really have to wait. But if you only want your save files to load, then you can simply extract only the parts from the mod archives and dump them in your GameData folder. I had success with creating a "999_LegacyParts" folder, copying the old mod folders and removing the DLL's inside. I also do this if I want to move away from a mod, but still have parts of that mod on my crafts. Quote Link to comment Share on other sites More sharing options...
John JACK Posted April 21, 2016 Share Posted April 21, 2016 On 19.04.2016 at 4:56 AM, max_creative said: a ton of LV-N's and 2 nuclear fission reactors even near your Soi Actually it's safe (mostly). Even aerial nuclear explosions does not pollute atmosphere too much — most hot waste is not from reaction itself, but consists of irradiated ground. No ground near the epicentre means no fallout. In space nuclear explosion just bright flash (do not look at it without sunglasses), and everything radioactive will just be scattered as fine dust through millions of kilometres of nothing. Also kerbals are immune to radiation. They treat LV-Ns like they are not spewing plumes of hot radioactive death that best are placed at other and of a very long beam (pointing away of course), but like normal engines, and place them inside ships without any concerns. So kerbulans should think of nuclear bombs not as "slow ugly agonizing beard-falling-out mulching-yourself death", but as "very-very-very big pretty murderdeath explosions". If it didn't kill you right away, you will be fine. Quote Link to comment Share on other sites More sharing options...
max_creative Posted April 21, 2016 Share Posted April 21, 2016 They still have tons of Liquid Fuel and the debris would permanently create Kessler Syndrome around Kerbulus! Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted April 21, 2016 Author Share Posted April 21, 2016 (edited) 3 hours ago, John JACK said: Also kerbals are immune to radiation. They treat LV-Ns like they are not spewing plumes of hot radioactive death that best are placed at other and of a very long beam (pointing away of course), but like normal engines, and place them inside ships without any concerns. So kerbulans should think of nuclear bombs not as "slow ugly agonizing beard-falling-out mulching-yourself death", but as "very-very-very big pretty murderdeath explosions". If it didn't kill you right away, you will be fine. Love this analysis, and agree--if they weren't a lot more resistant to radiation than we are, then the'd have no business lollygagging around the solar system at all, let alone happily strapping themselves into an LV-N powered command chair for a joyride. But let's look in and see if Evil Bob shares your opinion... So just for those who aren't up on their Galactica canon (from the Battlestar Wiki) Condition One: Attack is present, or imminent. This alert places the ship at its highest state of readiness. All crews go to their combat posts. Bulkhead doors are closed in case of decompression. Additional Viper pilots are scrambled to supplement the Combat Air Patrol and the Alert Fighters, and flight support crews man their stations. The CIC is locked down and the ship's commander is on station. Condition Two: Threat probable, but not present. Crew readiness is somewhat more relaxed than full readiness. This is usually ordered directly after the end of a Condition One alert. Condition Three: This is the "all clear" alert, returning crews to their normal, day-to-day non-combat duties after Conditions One or Two. This is normal cruising during wartime. Weapons are partially manned, but the ship is at less than full readiness. Kerbfleet mirrors this with the obvious distinction that there aren't any weapons and combat is not foreseen. (not that the Kerbulans are aware of this) Note that not all craft are necessarily crewed at Condition One--Val would have to order at least one pilot (DIlsby or Kenlie, or herself) to leave the bridge for that to happen. I imagine the usual 'non-combat air patrol' pattern to be Jeb and Tedus taking out the two Gumdrops, though apparently in this particular drill Jeb went to the Skimmeroo. Edited April 21, 2016 by Kuzzter Quote Link to comment Share on other sites More sharing options...
max_creative Posted April 21, 2016 Share Posted April 21, 2016 Yay! Wait... What's the attack raptor? Is it a Kerbulan fighter? Quote Link to comment Share on other sites More sharing options...
Deddly Posted April 21, 2016 Share Posted April 21, 2016 Well well well, it appears that Kevil Enlie's abilities are less powerful than Kerbfleet Kenlie's. Quote Link to comment Share on other sites More sharing options...
Starhawk Posted April 21, 2016 Share Posted April 21, 2016 That was another excellent update. 'Keep writing, fool!' Lisa picking up Kenlie's k-pad in the last panel was excellent. I love the way that resolves one dilemma while creating a new source of anticipation. Thanks Kuzzter! 7 minutes ago, Deddly said: Well well well, it appears that Kevil Enlie's abilities are less powerful than Kerbfleet Kenlie's. Hmmm. What makes you say that? What am I missing? Happy Concerned Nervous Anxious landings! Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted April 21, 2016 Author Share Posted April 21, 2016 22 minutes ago, Deddly said: Well well well, it appears that Kevil Enlie's abilities are less powerful than Kerbfleet Kenlie's. I, too wonder why Deddly says this. I'm not saying he's wrong! Just wondering what differences he noticed. Quote Link to comment Share on other sites More sharing options...
Just Jim Posted April 21, 2016 Share Posted April 21, 2016 He left his k-pad lying around??? Oh, I can't wait to see what Lisa finds on it!!! Quote Link to comment Share on other sites More sharing options...
Parkaboy Posted April 21, 2016 Share Posted April 21, 2016 I guess there's a difference not of abilities, but of experience. Evil Kenlie, being from a warlike world, just makes wrong assumptions... Quote Link to comment Share on other sites More sharing options...
max_creative Posted April 21, 2016 Share Posted April 21, 2016 Yes, he thought the jool buster, which is a PROBE was a death weapon. I think that they will use one jool buster on jool, and do science from Kerbulus using the other, which they will do on they way back. If the Intrepid gets destroyed during this story, it will probably happen then. Quote Link to comment Share on other sites More sharing options...
Mister Dilsby Posted April 21, 2016 Author Share Posted April 21, 2016 4 minutes ago, Parkaboy said: I guess there's a difference not of abilities, but of experience. Evil Kenlie, being from a warlike world, just makes wrong assumptions... You know, I hadn't really thought of it that way, but you (and @Deddly) are right. What both Kenlies 'see' is very similar, but K. Kerman is able to recognize that it's a worldview very different from his own, and process it accordingly, while K. Kermulan cannot. Nor, for that matter, can Centurion Bob. I hadn't done this consciously, but it does evoke Spock's line at the end of "Mirror, Mirror": "It was far easier for you as civilized men to behave like barbarians, than it was for them to behave like civilized men." 2 minutes ago, max_creative said: Yes, he thought the jool buster, which is a PROBE was a death weapon. I think that they will use one jool buster on jool, and do science from Kerbulus using the other, which they will do on they way back. Goodness, Max with the insight! I'm pleasantly shocked And yes, that's exactly correct--had we been on the bridge in normal Kerbfleet POV for that bit, that's pretty much how the discussion would have gone: "Hey, we've got two Jooldivers--let's save one, and we can use it to study that new planet after we refuel!" But as others have noted, the Kerbulans can really only 'see' these things through his own warlike filter. You have all restored my faith in humanity, kerbalkind and the forums. Please don't blow it, or at the very least wait until I get through the next few updates Quote Link to comment Share on other sites More sharing options...
Starhawk Posted April 21, 2016 Share Posted April 21, 2016 2 minutes ago, Kuzzter said: K. Kerman is able to recognize that it's a worldview very different from his own, and process it accordingly, while K. Kermulan cannot. Nor, for that matter, can Centurion Bob. That's very interesting! Earlier I had been going to make the point that I thought it seemed as though Kenlie Kermulan was beginning to see a bit of a different perspective. Admittedly, he was cut off by Bad Bob, but that seemed to me to be where he was going when he said "But as a writer, I think you may be jumping to-". Happy Concerned landings! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.