Angelo Kerman Posted September 15, 2016 Share Posted September 15, 2016 (edited) 12 minutes ago, TopHeavy11 said: Yea, do a pork-alike mod! I'm no @Porkjet, @CobaltWolf or @Nertea, but I'm definitely intrigued by the concept sheet and I already have a mesh switching PartModule. Maybe I'll do an "artist's concept" for, say, the KR-1, and see how close I can get to Pork-alike. It might help me design a couple of engines of my own. Anyway, thanks for sharing that picture, it's pretty neat. Edited September 15, 2016 by Angel-125 Link to comment Share on other sites More sharing options...
TopHeavy11 Posted September 15, 2016 Share Posted September 15, 2016 (edited) 38 minutes ago, Angel-125 said: I'm no @Porkjet, @CobaltWolf or @Nertea, but I'm definitely intrigued by the concept sheet and I already have a mesh switching PartModule. Maybe I'll do an "artist's concept" for, say, the KR-1, and see how close I can get to Pork-alike. It might help me design a couple of engines of my own. Anyway, thanks for sharing that picture, it's pretty neat. Hey, no prob! Maybe you can actually work with @Porkjet, @CobaltWolf, or @Nertea on this project. Although, you might want to have the compact as a completely different part, because your going to have to make it radially attachable. Maybe the Boar could be an atmo-optimized second stage. Let me know if you decide do go through with this. If it succeeds, it might become stock in v. 1.3 or sooner! But anyways, glad I could help! Edited September 15, 2016 by TopHeavy11 Link to comment Share on other sites More sharing options...
CobaltWolf Posted September 15, 2016 Share Posted September 15, 2016 well I'm basically already making the Boar and Rhino right now... Since they're just an F1 and a J2, respectively. also, I believe the intent was for the stock model switch to also be capable of changing the attach parameters. Link to comment Share on other sites More sharing options...
Tyko Posted September 15, 2016 Share Posted September 15, 2016 I'm really liking the new PorkJet engines...if the cowlings in the Boat-tail versions are reducing drag I'm thinking it would also make sense for them to be a bit heavier. Not sure if this is already in the works, but it's worth considering. Link to comment Share on other sites More sharing options...
TwinKerbal Posted September 15, 2016 Share Posted September 15, 2016 17 hours ago, tjt said: Porkjet's new MK1 pod is great, but the bottom is so rounded and elongated that it extends through and past the 1.5M heat shield...Not sure the heat shield will provide any protection. There's a new command pod? Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 15, 2016 Share Posted September 15, 2016 (edited) 38 minutes ago, CobaltWolf said: also, I believe the intent was for the stock model switch to also be capable of changing the attach parameters. This I can do. I can set up the mesh switcher to allow/disallow surface attaching. I know we're getting a bit off-topic, but... non-IVA art project, squee! Also, this: And so appropriate: Ok, sorry for derailing the conversation, just excited about the new stuff in KSP 1.2! Edited September 15, 2016 by Angel-125 Link to comment Share on other sites More sharing options...
LiveHereNow Posted September 15, 2016 Share Posted September 15, 2016 In Steam it says I need a "beta access code" for 1.2. Where can I get this? I searched the forums a bunch and haven't found anything. Link to comment Share on other sites More sharing options...
Melfice Posted September 15, 2016 Share Posted September 15, 2016 (edited) 11 minutes ago, LiveHereNow said: In Steam it says I need a "beta access code" for 1.2. Where can I get this? I searched the forums a bunch and haven't found anything. You don't. Just select the pre-release from the dropdown menu, and you're good to go. EDIT: I am an Emergency Medical Hologram, Mark Ninja. Edited September 15, 2016 by Melfice Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 15, 2016 Share Posted September 15, 2016 (edited) 10 minutes ago, LiveHereNow said: In Steam it says I need a "beta access code" for 1.2. Where can I get this? I searched the forums a bunch and haven't found anything. Leave that field blank and select "prerelease" as the branch and it works fine. Edit: Ninja'd! Edited September 15, 2016 by Red Iron Crown Link to comment Share on other sites More sharing options...
SpaceastronautX Posted September 15, 2016 Share Posted September 15, 2016 21 hours ago, FullMetalMachinist said: It's an open beta, no password needed. OMG!! REALLY??!!! Link to comment Share on other sites More sharing options...
SpaceastronautX Posted September 16, 2016 Share Posted September 16, 2016 (edited) Did one of you couldn't get the 1.2 version? I had the solution! Is Remote tech! For those that want 1.2 but that wait for that LINK:http://google.com/remotetech-mod/. And I'm not kidding that the mod has some parts that are stock now in 1.2 Edited September 16, 2016 by SpaceastronautX Xd I put the URL to confirm when it ocurred a Error. Link to comment Share on other sites More sharing options...
CAKE99 Posted September 16, 2016 Share Posted September 16, 2016 (edited) On 9/14/2016 at 9:25 AM, Badie said: This ‘pre-release’ test build is for everyone to have a go before we officially released the update and you’ll be able to opt-in to get the Pre-release builds via the Steam betas, or, for the first time ever, through the KSP Store. YESYESYESYESYESYESYESYESYESYESYESYESYESYESYES. The first time I read the OP I missed the bit about the KSP store (I also rated this thread 1 star to see what the average score would be ) Edited September 16, 2016 by CAKE99 Link to comment Share on other sites More sharing options...
SpaceastronautX Posted September 16, 2016 Share Posted September 16, 2016 (edited) 1.2 IS VERY AWESOME FINALLY ANTENNAS ARE VERY IMPORTANT NOW WOOHOO!! I WILL SACRIFICE 20 KERBALS ABOARD A ROCKET!! .Ok XD Edited September 16, 2016 by SpaceastronautX YOLO Link to comment Share on other sites More sharing options...
tyler45455 Posted September 16, 2016 Share Posted September 16, 2016 anyone else having a problem with the signal network not working after the small update today? Link to comment Share on other sites More sharing options...
Bombaatu Posted September 16, 2016 Share Posted September 16, 2016 Just now, tyler45455 said: anyone else having a problem with the signal network not working after the small update today? Yes - known bug: http://bugs.kerbalspaceprogram.com/issues/11541 Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted September 16, 2016 Share Posted September 16, 2016 So when 1.2 comes out, how would I install the new porkjet parts? Link to comment Share on other sites More sharing options...
NathanKell Posted September 16, 2016 Share Posted September 16, 2016 Same way you can now. Check the OP. Link to comment Share on other sites More sharing options...
DerekL1963 Posted September 16, 2016 Share Posted September 16, 2016 5 hours ago, SpaceastronautX said: Did one of you couldn't get the 1.2 version? I had the solution! Is Remote tech! For those that want 1.2 but that wait for that LINK:http://google.com/remotetech-mod/. And I'm not kidding that the mod has some parts that are stock now in 1.2 No, RemoTech is not CommNet - there may be some parts in common, but they work *very* differently. Link to comment Share on other sites More sharing options...
SpartanJack17 Posted September 16, 2016 Share Posted September 16, 2016 On 15/09/2016 at 5:55 PM, Curveball Anders said: I tried me F: drive too, just for you my friend Copied my clean KSP_1_1_3 to F:\ Ran the downloaded KSPx64-Patch-1.1.3-To-1.2.exe Selected F:\KSP_1_1_3 and let it do it's thing. Ran F:\KSP_1_1_3\Launcher.exe and watched it download patcher.exe (it might work one day) Started a new career game and launched a basic flea hopper. No Issues. It's still not working for me. I guess it's not too much of issue, but it is annoying. Link to comment Share on other sites More sharing options...
JP76 Posted September 16, 2016 Share Posted September 16, 2016 I'm going to start a new install and career for 1.2. If I start a fresh game today In career mode (pre release 1.2) will my progress carry over into the full release of 1.2? Cheers, J Link to comment Share on other sites More sharing options...
TheEpicSquared Posted September 16, 2016 Share Posted September 16, 2016 4 minutes ago, JP76 said: I'm going to start a new install and career for 1.2. If I start a fresh game today In career mode (pre release 1.2) will my progress carry over into the full release of 1.2? Cheers, J I don't think so unfortunately Link to comment Share on other sites More sharing options...
KerbMav Posted September 16, 2016 Share Posted September 16, 2016 Quote Added new "Plane" and "Relay Satellite" vessel icons/types. Yeeha! Link to comment Share on other sites More sharing options...
Speadge Posted September 16, 2016 Share Posted September 16, 2016 22 minutes ago, JP76 said: I'm going to start a new install and career for 1.2. If I start a fresh game today In career mode (pre release 1.2) will my progress carry over into the full release of 1.2? Cheers, J the saves should be compatible once 1.2 is released. I dont think Squad will change the saves so dramatically. Link to comment Share on other sites More sharing options...
JP76 Posted September 16, 2016 Share Posted September 16, 2016 11 minutes ago, TheEpicSquared said: I don't think so unfortunately 1 minute ago, Speadge said: the saves should be compatible once 1.2 is released. I dont think Squad will change the saves so dramatically. Damn! Lol, this is all very confusing! I really don't know what to do now.......so if i continue in my current modded career there is the risk things will get complicated if i copy my save into 1.2 full release. So there is no point in starting a new game until 1.2 is out, or is there?.....gutted! i'm loving the game and i'm a new player and i don't want to stop playing, and i don't want to play sandbox as i look forward to career progress and unlocking new parts. Could a dev let us know whats going to happen with saves? ( pre 1.2 to 1.2 full release ) Link to comment Share on other sites More sharing options...
Speadge Posted September 16, 2016 Share Posted September 16, 2016 (edited) almost all old saves are compatible, even back from 0.9. There has almost never been "a big cut" (even if, the saves where "transformed" by the game afterwards) - and there wont be from a PRErelease -> release. Trust me Edited September 16, 2016 by Speadge Link to comment Share on other sites More sharing options...
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