Javster Posted August 29, 2014 Share Posted August 29, 2014 Media team would find it. Especially Danny.Then don't give it to the media team! Link to comment Share on other sites More sharing options...
Red Iron Crown Posted August 30, 2014 Share Posted August 30, 2014 (edited) The 0.25 Plan.Admin BuildingNew EffectsSpaceplane PartsNavball EnhancementsKerbal ExperienceDifficulty PanelClassified FeatureNot a lot more than we already knew, really.Pic of new SP+ parts, hope they're just showing a subset: Edited August 30, 2014 by Red Iron Crown Link to comment Share on other sites More sharing options...
Wanderfound Posted August 30, 2014 Share Posted August 30, 2014 SP+ with yellow stripe: Monoprop tank? Link to comment Share on other sites More sharing options...
Red Iron Crown Posted August 30, 2014 Share Posted August 30, 2014 There's a lot more info released in the Squad cast, Avera9eJoe has good coverage here: http://forum.kerbalspaceprogram.com/threads/92372-KSP-TV-Squadcast-releases-Updating-as-information-comes-in! Link to comment Share on other sites More sharing options...
Climberfx Posted August 30, 2014 Share Posted August 30, 2014 SP+ with yellow stripe: Monoprop tank?If the yellow stripes don't put it obvious to you, then look, there is an "M" in there.Grey stripes LFO, but i don't know the diference in LFO and just Liquid by these pictures. Link to comment Share on other sites More sharing options...
EnderSpace Posted August 30, 2014 Author Share Posted August 30, 2014 The 0.25 Plan.Admin BuildingNew EffectsSpaceplane PartsNavball EnhancementsKerbal ExperienceDifficulty PanelClassified FeatureNot a lot more than we already knew, really.Pic of new SP+ parts, hope they're just showing a subset:http://i.imgur.com/8onJaH9.jpgWoW , i need to play it NOW! Link to comment Share on other sites More sharing options...
EnderSpace Posted August 30, 2014 Author Share Posted August 30, 2014 another update in 1st page ( http://forum.kerbalspaceprogram.com/threads/90612-0-25-Update%21 )you will take much longer time reading it Link to comment Share on other sites More sharing options...
Nemrav Posted August 31, 2014 Share Posted August 31, 2014 Just a few questions concerning 0.25 :1. Will we retain a mid-fuselage cocpit (a thing similar to the old mk2)2. Will we have any more parts with extra functions (cargo bays and others)3. How different will the new GUI be ? is it for this update or the next ? will it use the new unity 4.6 GUI systems ?4. Will Kerbal experience change their courage/stupidity rates or the B.A. flag or is it a pure career mode thing ?5. Along with the porkjet labs parts will we be getting other previously worked on systems, such as chad's airbrakes, helicopter routers large gear bays. that he made before leaving Squad ?Post ur own questions... Link to comment Share on other sites More sharing options...
TimePeriod Posted August 31, 2014 Share Posted August 31, 2014 6) Can we have a life-support based resource called 'snacks' ? Kerbals must consume at least x number of snacks pr day Link to comment Share on other sites More sharing options...
mike9606 Posted August 31, 2014 Share Posted August 31, 2014 As far as I know, here are my answers:1. I'm pretty sure we will. The Mk1 cockpit had a texture pass and looks better, but nothing has been said about the Mk2. I presume that means the Mk2 as of now, is unchanged atleast on the outside.2. Unknown3. Unknown4. Unknown5. Unknown Link to comment Share on other sites More sharing options...
mike9606 Posted August 31, 2014 Share Posted August 31, 2014 6) Can we have a life-support based resource called 'snacks' ? Kerbals must consume at least x number of snacks pr dayHonestly, I would prefer life support to stay in the realm of mods. Link to comment Share on other sites More sharing options...
Wanderfound Posted August 31, 2014 Share Posted August 31, 2014 SP+ includes an inline cockpit. No idea if they'll retain the old 1950's-esque Mk2. Link to comment Share on other sites More sharing options...
Captain Vlad Posted August 31, 2014 Share Posted August 31, 2014 SP+ includes an inline cockpit. No idea if they'll retain the old 1950's-esque Mk2.I hope so. I don't use it for planes much, but I love it for rovers. Link to comment Share on other sites More sharing options...
Renegrade Posted August 31, 2014 Share Posted August 31, 2014 Just a few questions concerning 0.25:1. Will we retain a mid-fuselage cocpit (a thing similar to the old mk2)Squad said that they're working on maintaining compatibility with legacy craft files, so there will either be the old inline cockpit, or a new, shinier one that has the same connections/approximate shape/stats.2. Will we have any more parts with extra functions (cargo bays and others)Both Squad and Porkjet have more-or-less confirmed that the SP+ cargo bay will eventually be in the game. There may be others too. It didn't sound like it would make it into 0.25 though.I have a question but I think it's against the rules to request release dates and such (or even loose timeframes), so I won't ask it~ Link to comment Share on other sites More sharing options...
Spacedweller Posted August 31, 2014 Share Posted August 31, 2014 Realy dont care 0.25 update, unless decoupler issues are fixed. This is game braking bug, and starts to hit when you need bigger rockets. Link to comment Share on other sites More sharing options...
Volcanix Posted August 31, 2014 Share Posted August 31, 2014 Honestly, I would prefer life support to stay in the realm of mods.I totally agree with you. Life support usage should be something where the player should decide about because it adds new difficulties and you need to resupply your ships. With it staying a mod, you can choose whether you want to use Life Support or not.To the questions:1) SpaceplanePlus brings an inline Mk2 cockpit which fits in between Mk2 fuselage.2) Yes, SpaceplanePlus will be added and it's likely to come with cargo bays.3) Sorry, no idea.4) No idea either.5) The Mk3 part line has been scrapped and was retextured as far as I know. Link to comment Share on other sites More sharing options...
EnderSpace Posted August 31, 2014 Author Share Posted August 31, 2014 Realy dont care 0.25 update, unless decoupler issues are fixed. This is game braking bug, and starts to hit when you need bigger rockets.The game is currently under heavy developmentand decoupler have no issue , if it , become bug tracker and report bugs not just a issue u will not care about huge update Link to comment Share on other sites More sharing options...
Wanderfound Posted August 31, 2014 Share Posted August 31, 2014 Honestly, I would prefer life support to stay in the realm of mods.Nah.Switchable difficulty option yes, so those who want to avoid it can, but it's too much a core part of space travel not to integrate into stock. Ditto for Deadly Reentry. Link to comment Share on other sites More sharing options...
Wanderfound Posted August 31, 2014 Share Posted August 31, 2014 The game is currently under heavy developmentand decoupler have no issue , if it , become bug tracker and report bugs not just a issue u will not care about huge updateThere is a known bug with the radial decouplers aiming their ejection kick too low, but it's trivial. A couple of Sepratrons can easily neutralise it until it gets fixed. "Game-breaking" is extreme hyperbole. Link to comment Share on other sites More sharing options...
Renegrade Posted August 31, 2014 Share Posted August 31, 2014 Realy dont care 0.25 update, unless decoupler issues are fixed. This is game braking bug, and starts to hit when you need bigger rockets.@PART[*]:HAS[@MODULE[ModuleAnchoredDecoupler]] { // XXX: Bugfix for 0.24 side decouplers being faulty: @MODULE[ModuleAnchoredDecoupler] { @ejectionForce = 0 }}That restores the behavior of decouplers in 0.23.5 and earlier when the booster is strutted to the core: they fall away vertically. Sepratrons recommended. Link to comment Share on other sites More sharing options...
Volcanix Posted August 31, 2014 Share Posted August 31, 2014 Nah.Switchable difficulty option yes, so those who want to avoid it can, but it's too much a core part of space travel not to integrate into stock. Ditto for Deadly Reentry.... or this. I think that would be the best solution.By the way, what is happening with your post count?? It seems like it's .. erm.. rising? with 40 posts per day o.o Link to comment Share on other sites More sharing options...
Xyrus Posted August 31, 2014 Share Posted August 31, 2014 Nah.Switchable difficulty option yes, so those who want to avoid it can, but it's too much a core part of space travel not to integrate into stock. Ditto for Deadly Reentry.That same argument could be made for many mods. I'd rather be able to tailor the game to exactly how I like to play rather than have Squad tell me what they think easy, normal, and hard mode should be. Link to comment Share on other sites More sharing options...
Xyrus Posted August 31, 2014 Share Posted August 31, 2014 Realy dont care 0.25 update, unless decoupler issues are fixed. This is game braking bug, and starts to hit when you need bigger rockets.What decoupler issue? I haven't noticed any issues with decouplers, even with my big Jool multi-mission rockets. Link to comment Share on other sites More sharing options...
Xyrus Posted August 31, 2014 Share Posted August 31, 2014 There is a known bug with the radial decouplers aiming their ejection kick too low, but it's trivial. A couple of Sepratrons can easily neutralise it until it gets fixed. "Game-breaking" is extreme hyperbole.Ah. I usually strut my boosters so haven't really noticed anything. It did seem the kick was a little off but didn't think much of it since the boosters still fall clear of the rocket. Link to comment Share on other sites More sharing options...
Vanamonde Posted August 31, 2014 Share Posted August 31, 2014 Questions about 25? Why not ask them in the handy 25 thread? (Merged.) Link to comment Share on other sites More sharing options...
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