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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1500555 times)

RF

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #225 on: July 12, 2011, 12:09:45 pm »

Sordid: My max speed seems to be 2000m/s, I can't seem to do better than that. Currently cruising at 1100km at 1km/s. I'll have to try it on my own PC later. :p
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mattie2009

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #226 on: July 12, 2011, 12:16:26 pm »

I imagine shooting the three stupids to a distant star will become a hell of a lot easier (and faster) come the 0.8.1 update, when symmetrical parts become much easier to do.
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Jay

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #227 on: July 12, 2011, 12:27:52 pm »

Do you have fps problems? I couldn't figure out why it is that my computer has such trouble with it, because it runs absolutely smoothly for me. Then it occurred to me that maybe it's simply because the game has no fps cap. It's probably running at several hundred fps for me, which my monitor with its 60 Hz refresh rate can't display anyway, taxing the graphics card to 100% and then throwing most of the rendered frames away.
Quote from: Fake (Real content, though!) Changelog
New features in 0.8.1
...
-Framerate limiter, configurable in settings.cfg

Also, on stability:
Quote from: HarvesteR
My plan is to create a new type of part, called Strut Connector.

This part is different from the others so far, because it is a compound part. That is, once you place it (it will attach to the surface), you immediately get a second part to attach. That is Connector B.

So, once connectors A and B are in place, a truss will be created between them, allowing you to essentially strap any loose parts of your rocket.

This part also will detect any controlled separations, and jettison the truss when that happens. If the stage breaks off in an uncontrolled manner, they won't separate.

This could be in as soon as the update after this one.
[...on covering up engines on upper stages...]
Also, Fairings are planned as an official feature as well. They're a special set of parts, with a new set of attachment options, that will enable pacing them onto exposed parts like liquid engines. They can even be activated to break apart when it's time to expose whatever's inside it.

EDIT: Crossposting nifty numbers.
r_planet=600 000 m
m_planet=5.29e22 kg
g_planet=9.807 m/s^2 at surface.
Atmospheric effects negligible above 40 000 m
« Last Edit: July 12, 2011, 12:33:39 pm by Jay »
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BloodBeard

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #228 on: July 12, 2011, 12:36:00 pm »

That strut connector is definately what this needs. A stack of 3 fuel tanks and engine on a tri-coupler jiggles around like crazy, compounded by anything you add to the 3 stacks with decouplers.

Sordid

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #229 on: July 12, 2011, 12:38:25 pm »

Do you have fps problems? I couldn't figure out why it is that my computer has such trouble with it, because it runs absolutely smoothly for me. Then it occurred to me that maybe it's simply because the game has no fps cap. It's probably running at several hundred fps for me, which my monitor with its 60 Hz refresh rate can't display anyway, taxing the graphics card to 100% and then throwing most of the rendered frames away.
Quote from: Fake (Real content, though!) Changelog
New features in 0.8.1
...
-Framerate limiter, configurable in settings.cfg

Eh? Where are you getting that info from?

That strut connector is definately what this needs. A stack of 3 fuel tanks and engine on a tri-coupler jiggles around like crazy, compounded by anything you add to the 3 stacks with decouplers.

Sounds pretty complicated. A simpler part could be like a tri-coupler, but with 3 hardpoints on both sides. That'd anchor down the loose stacks.
« Last Edit: July 12, 2011, 12:40:55 pm by Sordid »
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Jay

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #230 on: July 12, 2011, 12:41:39 pm »

Eh? Where are you getting that info from?
Quote from: HarvesteR
Link
There is now a framerate cap in version 0.8.1

I'll add something to configure it through the settings.cfg as well.

Cheers
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Aklyon

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #231 on: July 12, 2011, 12:45:48 pm »

Quote
link
* It's now possible to set aside a part of group of parts. This enables adding parts in between others without deleting half the ship.
Woo.
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Sensei

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #232 on: July 12, 2011, 12:49:59 pm »

What're the radial couplers for? I can't seem to attach things to them.
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Sordid

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #233 on: July 12, 2011, 12:54:27 pm »

Eh? Where are you getting that info from?
Quote from: HarvesteR
Link
There is now a framerate cap in version 0.8.1

I'll add something to configure it through the settings.cfg as well.

Cheers

Ah, so the forums are back up. Nice to know.

Crossposting nifty numbers.
r_planet=600 000 m
m_planet=5.29e22 kg
g_planet=9.807 m/s^2 at surface.
Atmospheric effects negligible above 40 000 m

With those numbers, orbital velocity at 100 km altitude is 2245 m/s. At least now I know what to aim for. Trying to get into orbit just by eyeballing it is pretty damn hard.
« Last Edit: July 12, 2011, 01:26:07 pm by Sordid »
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Pnx

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #234 on: July 12, 2011, 12:56:20 pm »

I wish it were easier to do symmetrical designs. Maybe if you could orient the height of your positioning based on another part. It would also be nice if parts would position themselves centrally instead of having that little bit of side to side wiggle room.
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Aklyon

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #235 on: July 12, 2011, 01:00:17 pm »

Well, we only have six days of waiting for that left if the estimate isn't changed. :)
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Akura

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #236 on: July 12, 2011, 01:03:34 pm »

What're the radial couplers for? I can't seem to attach things to them.
You can attach stuff to them. Basically, they allow you to attach things to the side of other things(generally, fuel tanks and SRB). They function similarly to the stage decouplers; when triggered, they pop off whatever is attached to them. You don't need them to attach stuff, but without them, you can (more) easily throw off the balance, and stuff just attached to the other stuff doesn't arm in seperate stages by default.

I've found they're more reliable at detatching than the stage decouplers. Almost too reliable, they often come off even when I don't tell them too ;).
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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #237 on: July 12, 2011, 01:06:39 pm »

I would love if there was payloads like sattelites, space station modules and the like, and some kind of device mount thing for mounting devices such as radio antennaes and RMS's and such.
Also being able to do EVA. And instead of modules wich fuel flows through, you kind of put pipes, so i can have the orbiter's fuel tanks somewhere else. Also hydraulic fluid tanks and hydraulic stuff like thoose funny suspended legs the moon lander had, and flaps. Also i would wish items you sent into space, would stay there after you ended the mission, so you could fly up there, dock with some station you buildt, refuel and fly to the moon or something.

Also with that orange thing i buildt a hovercraft, basically i just added a LF rocket below, then i pushed the throttle to 0, turned on the LF rocket and carefully throttled up. Its really funny to fly hovercrafts, they are hard to maneuver, and funny to land.
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RF

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #238 on: July 12, 2011, 01:22:54 pm »

Finally got it to 5k. Awesome stuff, Sordid. :D

Also, my suggestion to you guys is that, when you get to a single rocket, put MASSIVE amounts of roll on.
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Fikes

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Re: Kerbal Space Program: now hiring more optimistic astronauts
« Reply #239 on: July 12, 2011, 01:35:43 pm »

I kept messing around with different designs last night. I have one now that works pretty well but I don't think it has quiet enough umpth to get me into orbit, I never hit the 2k speed mark. It could be because I am actually trying to launch a full liquid engine and tank into orbit so my Kerbs can make a return trip.

I have fond that no matter what I do, strapping a ton of SRBs on as my first stage always turns me into a cruise missile (Stop calling them ICBMs, those actually go into space and come back) unless I put a ton of SAS on as well.

At one point last night I went into full cruise missile mode but decided I wanted to try and save the crew. As soon as it was safe (after SRB burn out) I blew the couplers and turned on my liquid engine. I manged to get my rocket pointed straight up but I was still falling to the ground rapidly. 400m, 300, 200m, at about 150m my desent finally stopped and I started to gain altitude. I managed to get the rocket over water and gave the crew a safe splashdown.

I have high hopes for this game, very high. On the rocket design stage the most obvious thing they need is the symatery  addition, which is already coming. Other than that it would be really really nice if you could save chuncks of your ship and if there was an undo button. Finally, the ability to put a module inbetween two others is a must (FUUUU I forgot to add the decouplier between my command module and the final stage!).

In the future I hope they make it into a game that kind of follows the space race of humanity. You start with a goverment entity and have to figure out how to build rockets and how to get them into orbit. The better you do the more funding you get. At some point you get the option to agree to build a space station and then you have to manage launch manifests.
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