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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1508052 times)

klingon13524

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #915 on: August 10, 2011, 02:08:48 am »

I've been playing for about a week before i saw this thread. 8)

PROTIP: Try installing a partpack or five once you get bored with the default components. Here's a load of them; http://www.kerbalspacerepository.com/
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

Urist Mcinternetuser

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #916 on: August 10, 2011, 02:49:47 am »

Anyone know how to mod things for this game?
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Rakonas

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #917 on: August 10, 2011, 07:00:55 am »

Has anyone modded in nuclear warheads yet?
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klingon13524

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #918 on: August 10, 2011, 11:01:44 am »

Anyone know how to mod things for this game?
If you mean as in installing custom parts, then It's quite simple. Download and extract the parts you want to add, then drag them (Not the entire folder, just the sub-folders.) into the parts folder in the KSP folder in the KSP folder. Folderception.
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

onyhow

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #919 on: August 10, 2011, 12:04:09 pm »

At what altitude does the parachute really works? I deploy it at 3km and the capsule crash-landed because it's landing on the mountain at 600m above sea level...damn...and that flight was a successful swingby in eliptical orbit too....
« Last Edit: August 10, 2011, 12:06:41 pm by onyhow »
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Jay

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #920 on: August 10, 2011, 12:12:26 pm »

At what altitude does the parachute really works? I deploy it at 3km and the capsule crash-landed because it's landing on the mountain at 600m above sea level...damn...and that flight was a successful swingby in eliptical orbit too....
500m above sea level.
In 0.9, it is upgraded to use a raytrace.
500m above ground level.
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Urist Mcinternetuser

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #921 on: August 10, 2011, 03:05:04 pm »

@Klingon, thanks but I was wondering how to make ship parts.
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Jay

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #922 on: August 10, 2011, 03:31:12 pm »

@Klingon, thanks but I was wondering how to make ship parts.
DAE or OBJ models + PNG textures + part.cfg (there's not really any documentation on that apart from what's in the existing stuff) + folder => part
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Micro102

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #923 on: August 10, 2011, 04:09:51 pm »

Seems I didn't quite grasp the tutorial. I have a detacher, a tri...thing that allows me to have 3 solid rockets, 3 more detachers connected to 3 more solid rockets, yet when I start the launch, after the first rockets are used up and I press space, instead of the first detachers working, it skips everything and goes to the detacher to the main pod.

It is built like this.

1) main pod and parachute

2) detacher and tri-thing

3) 3 rockets

4) 3 detachers

5) 3 more rockets.


All the rockets and detachers are in the right spots.
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Sensei

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #924 on: August 10, 2011, 04:32:33 pm »

The tri thing isn't a detacher.

There's also bugs in the experimental release, with stages going out of order.
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Micro102

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #925 on: August 10, 2011, 05:33:45 pm »

The tri thing isn't a detacher.

There's also bugs in the experimental release, with stages going out of order.

Yes, which is why it is attached to a detacher....
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Jay

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #926 on: August 10, 2011, 08:37:13 pm »

The tri thing isn't a detacher.

There's also bugs in the experimental release, with stages going out of order.
Those were far worse in 0.8.5.  And you can actually fix them now.
E: Different staging bugs, I suppose, but the ones in 0.8.5 were worse.
Just pay attention to where it stages your stuff, and you'll notice the problem, in 0.9.
In 0.8.5, it would completely randomly break the order without any sort of indication.

In other news, 0.9 X5
http://www.mediafire.com/?4rx1d9u3pxp2pp3
Quote
==================================== v0.9.0X5 ================================================

New:
* Parachutes can no longer deploy in a vaccuum (they wait until there is some atmosphere to open)
* Added staging stack scrolling through the Home and End keys
* Added key mappings for Zoom In/Out, Scroll View Up/Down (VAB) and Scroll Icons Up/Down
* Added key mappings to rotate the camera

Bug Fixes:
* Fixed the G meter spiking up towards infinity at large distances.
* Fixed some more details with the settings screen
* Changed the layout of the input mapping screen
* Fixed a problem with the sound loading system, that wouldn't load custom sounds
« Last Edit: August 10, 2011, 08:39:27 pm by Jay »
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Vertigon

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #927 on: August 10, 2011, 09:24:24 pm »



One of my best flights so far in terms of keeping it straight and speedy. I also just realized I'm still playing the old version :P

Update: My kerbals finally landed after an hour, I didn't want to keep them in space forever :<
Of course, they landed 300 km off course. Zoomed out all the way, I can't see any land. At all.
« Last Edit: August 10, 2011, 10:15:22 pm by Vertigon »
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onyhow

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #928 on: August 11, 2011, 02:03:22 am »

At what altitude does the parachute really works? I deploy it at 3km and the capsule crash-landed because it's landing on the mountain at 600m above sea level...damn...and that flight was a successful swingby in eliptical orbit too....
500m above sea level.
In 0.9, it is upgraded to use a raytrace.
500m above ground level.
Wait, what? I WAS playing .9x4...why didn't it work? Damnit...still means landing on a mountain is a very bad idea...
« Last Edit: August 11, 2011, 02:07:20 am by onyhow »
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Sean Mirrsen

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #929 on: August 11, 2011, 02:29:50 am »

Yes, landing on a mountain is a bad idea, but mostly because of the slope. For whatever reason, you're more likely to blow up when landing on a slope, just rolling down a slope may be enough to get you to blow up.

Btw, did anyone try using capsule-mobiles yet? The gyros on those capsules seem to be good enough to let them roll along the ground easily.
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