1. Post #1481
    provides mlp plot free of charge
    Oicani Gonzales's Avatar
    February 2011
    18,069 Posts


    new personal ground speed record
    come @ me ksp

    Edited:



    fuck lyfe
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  2. Post #1482
    MC3craze's Avatar
    April 2009
    6,187 Posts


    new personal ground speed record
    come @ me ksp
    *clears throat*

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  3. Post #1483
    provides mlp plot free of charge
    Oicani Gonzales's Avatar
    February 2011
    18,069 Posts
    yeah, someone got to 800m/s on ksp forums somehow

    i'm trying to get at least speed of sound on earth, but i just can't find a spot flat and long enough :(
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  4. Post #1484
    MC3craze's Avatar
    April 2009
    6,187 Posts
    yeah, someone got to 800m/s on ksp forums somehow

    i'm trying to get at least speed of sound on earth, but i just can't find a spot flat and long enough :(
    Try the mun. It's got more hills but less gravity.
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  5. Post #1485
    We're made of star-stuff
    LarparNar's Avatar
    February 2009
    10,263 Posts
    Try the mun. It's got more hills but less gravity.
    Is that supposed to be a good combination?
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  6. Post #1486
    MC3craze's Avatar
    April 2009
    6,187 Posts
    Is that supposed to be a good combination?
    No. Just easier to do "stunt jumps"

    Edited:

    Which are quite fun.
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  7. Post #1487
    OvB
    Facepunch resident scientist
    OvB's Avatar
    March 2007
    13,198 Posts
    Reminds me of a time when I landed on the mun, and my lander tipped over on its side and broke my RCS so I couldn't stand myself back up. I launched that thing balls to the wall off a hill to get back into space.
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  8. Post #1488
    provides mlp plot free of charge
    Oicani Gonzales's Avatar
    February 2011
    18,069 Posts
    No. Just easier to do "stunt jumps"

    Edited:

    Which are quite fun.
    That doesn't count. It's land speed

    and i should also say on kerbin just to make sure
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  9. Post #1489
    Gold Member
    meppers's Avatar
    April 2007
    9,471 Posts
    just from reading this thread i'm glad that i never went to the KSP forums

    not even once
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  10. Post #1490
    provides mlp plot free of charge
    Oicani Gonzales's Avatar
    February 2011
    18,069 Posts
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  11. Post #1491
    Gold Member
    Pelf's Avatar
    September 2007
    3,022 Posts
    I read the official development threads, except I only read Harv's posts.
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  12. Post #1492
    HUGE NERD
    Dacheet's Avatar
    November 2007
    6,304 Posts
    -- Massive Disclaimer --

    This isn't done. I still have a lot of work to do with it. But I think if squashed most of the (die horribly when landing) bugs.
    I am well aware of these issues.

    - The icon for the gear is missing
    - The gear is a tangled mess in the Vab, but works in the flight scene.
    - The wing versions are not done yet.
    - There are no textures or uv's for the model I slapped together for testing
    - The source code is a mess, but will be posted soon. So if you don't trust the dll. Don't use it.

    That said. Download this at your own risk, I can't guarantee anything as I'm still in the process of testing things out thoroughly....

    Hit B for brakes, gear extend and retract using the standard gear key. "G".

    http://dl.dropbox.com/u/36240098/Fli...GearOfDoom.zip


    Yes.
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  13. Post #1493
    MC3craze's Avatar
    April 2009
    6,187 Posts
    I can't wait until they're flush with the fuselages.
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  14. Post #1494
    MC3craze's Avatar
    April 2009
    6,187 Posts
    Sent cpt.armadillo a "gift"

    Edited:

    wtf automerge
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  15. Post #1495
    Captain Armed Dildo, Master of Ratings
    cpt.armadillo's Avatar
    February 2011
    5,543 Posts
    Thanks pal.

    Edited:

    15 mins
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  16. Post #1496

    March 2012
    227 Posts
    Teh, hell, why does everyone have so many problems downloading KSP.
    I just download the full big file at once and it works.......
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  17. Post #1497
    Captain Armed Dildo, Master of Ratings
    cpt.armadillo's Avatar
    February 2011
    5,543 Posts
    Servers overloaded, bad internet.
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  18. Post #1498
    Gold Member
    CardBoardBox's Avatar
    December 2006
    1,647 Posts
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  19. Post #1499
    Secure, Contain, Protect.
    Zombii's Avatar
    October 2008
    8,021 Posts
    Also, does anyone have a link to the Odyssey 2 image?

    Edited:

    Also, a question to all the modders we have here on FP, is there a good API repository for KSP? I'm trying to get started on making a module, but there doesn't seem to be any documentation.

    JavaDoc has spoiled me.
    Repost for new page.

    Also, CBB, is that a Kosmos NERVA?
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  20. Post #1500
    Gold Member
    CardBoardBox's Avatar
    December 2006
    1,647 Posts
    Repost for new page.

    Also, CBB, is that a Kosmos NERVA?
    Yes.
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  21. Post #1501
    Gold Member
    joshjet's Avatar
    February 2011
    3,404 Posts
    Sort of landed on the moon.

    http://imgur.com/a/FYFRT#0


    Still counts.
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  22. Post #1502
    MC3craze's Avatar
    April 2009
    6,187 Posts


    Mods being cunts as usual.

    Neato.
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  23. Post #1503
    Gold Member
    CardBoardBox's Avatar
    December 2006
    1,647 Posts
    SEGA please add Hot fixes to the main download. Check my second post in the kosmos thread on page 1 and add all that stuff :D thanks. various fixes and stuff that need to be added.

    released.

    http://kerbalspaceprogram.com/forum/...p?topic=7178.0

    Angara URM-1 booster is very reliable.






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  24. Post #1504
    Gold Member
    Pelf's Avatar
    September 2007
    3,022 Posts
    Thread is very slow.

    HarvesteR posted:
    Hi,

    I've been doing a lot of testing today, and I think I've found the exact cause of the bug people are calling the 'Deep Space Kraken'.


    This, as it turns out, is a bit of a misnomer, because the Kraken does not live in deep space, as legend goes. It actually affects objects that move too fast, regardless of where they are.

    The reason this was mostly noticeable in deep space is because Kerbin is actually orbiting at 8km/s around the Sun, so whenever you left Kerbin SOI for a sun-centered orbit, your physical velocity would increase by that much.

    Apparently, 9km/s is a little too much for PhysX to handle. It will usually tolerate it with a simple ship, but the effects are noticeable with a ship as small as a pod attached to a tank.

    So, what this means is that the Kraken isn't actually a bug. Not as far as coding mistakes go anyway. The Kraken is yet another PhysX limitation, and fixing it means we will have to set up some sort of workaround.

    Fortunately, this isn't new to us by now. We've already hit physx limitations with planetary movement, rotation, floating point issues, so velocity is just another one really. And it's one that already has a solution, in a way.

    Let me explain. Why is this problem not noticeable when you're orbiting Kerbin, if Kerbin is moving at 8km/s itself? The reason is that PhysX doesn't know Kerbin is moving. While you're orbiting Kerbin, the Sun is the one that's actually moving around the planet. So as far as physx is concerned, Kerbin is stationary, and its own velocity is just a number.

    This is what the concept of Reference Frames is all about. KSP already switches back and forth several different frames as you play, so we would only need to add yet another one to compensate for the velocity restriction.

    The plan is to create a speed limit, and check the main vessel's velocity against that. If it exceeds it, we clamp it down to the limit, and add the excess to the floating origin itself. This effectively creates a moving reference frame for the vessel, regardless of its orbiting body, and as far as physx is concerned, you will never actually exceed that velocity. It will stop increasing the ship's velocity, and start increasing the velocity of the universe around it.

    The concept might sound familiar to those who were around when we implemented planetary rotations. Stop moving the ship, start moving the universe around it. This time, we are doing it with velocity instead of position or rotations, but the concept is the same.


    Now, unfortunately, even though we know the cause, and have a plan to kill the Kraken bug, it's extremely unlikely we will be able to do this for the 14.2 release. There is simply no time, and the Kraken is a mild issue when compared to the much more serious problems we still have to deal with for this update. I just wanted to let everyone know that we are onto it, and I plan on fixing this as soon as we get to the 0.15 features.

    Cheers
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  25. Post #1505
    We're made of star-stuff
    LarparNar's Avatar
    February 2009
    10,263 Posts
    HarvesteR has some brilliant solutions to problems they run into.
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  26. Post #1506
    scratch (nl)'s Avatar
    January 2010
    9,764 Posts
    I love how they are like "oh, ANOTHER limitation...Alright we'll just work around it like all the others we had so far", it sounds as if it's very easy

    also, where does that WTF is... KSP stay?
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  27. Post #1507
    Gold Member
    GoDong-DK's Avatar
    November 2009
    14,888 Posts
    That sounds very much like the spaceship in Futurama.
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  28. Post #1508
    provides mlp plot free of charge
    Oicani Gonzales's Avatar
    February 2011
    18,069 Posts
    I don't know about you guys, but

    It will stop increasing the ship's velocity, and start increasing the velocity of the universe around it. The concept might sound familiar to those who were around when we implemented planetary rotations. Stop moving the ship, start moving the universe around it.
    sounded really cool to me
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  29. Post #1509
    HUGE NERD
    Dacheet's Avatar
    November 2007
    6,304 Posts
    Wouldn't that increase/decrease the velocity of other ships and objects?
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  30. Post #1510
    MC3craze's Avatar
    April 2009
    6,187 Posts
    Wouldn't that increase/decrease the velocity of other ships and objects?
    no
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  31. Post #1511
    Sounds like how Planet Express-ship works. (It moves the universe around it, while it remains stationary I need to start waching Futurama again)
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  32. Post #1512
    Gold Member
    CardBoardBox's Avatar
    December 2006
    1,647 Posts
    Sounds like how Planet Express-ship works. (It moves the universe around it, while it remains stationary I need to start waching Futurama again)
    i had the very same thought.

    Edited:

    why was this bug never found before.
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  33. Post #1513
    Gold Member
    joshjet's Avatar
    February 2011
    3,404 Posts
    What would be the legality of putting the kosmos pack on SVN? I think it would be a fairly good idea, a SVN for nightly updates and a normal download for the other users.
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  34. Post #1514
    MC3craze's Avatar
    April 2009
    6,187 Posts
    It won't work for any thing below .14 so I guess its legal.
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  35. Post #1515
    Gold Member
    joshjet's Avatar
    February 2011
    3,404 Posts
    So am I correct in thinking that SEGA and CardBoardBox are the devs of kosmos? Perhaps we could get the KSP community to use SVN, I think its just a better system.

    Edited:

    Especially when dealing with folders like we are here.
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  36. Post #1516
    Gold Member
    CardBoardBox's Avatar
    December 2006
    1,647 Posts
    NovaSilisko: for the love of god, never touch the 3ds max auto unwrapper ever again
    NovaSilisko just saw the kosmos textures
    CardBoardBoxprocessor: huh?
    NovaSilisko: http://i.imgur.com/q5hNJ.png
    NovaSilisko: this
    CardBoardBoxprocessor: and?
    NovaSilisko: that is the, frankly horrible, results of the 3ds max autounwrapper
    CardBoardBoxprocessor: and yet you see no porblem with it on the screen shots
    NovaSilisko: it's really, REALLY unoptimized, and leads to difficulties texturing
    NovaSilisko: well
    CardBoardBoxprocessor: perosnally i wish i had the time to unwrpa them by hand
    CardBoardBoxprocessor: but I don't
    NovaSilisko: if you want to ever give them textures that are more realistic (like i was going to try to, as an experiment) then they need to be unwrapped by hand...
    CardBoardBoxprocessor: lol
    CardBoardBoxprocessor: another reaosn why I do it like that'
    CardBoardBoxprocessor: no one can fuck with it
    NovaSilisko: why does that matter?
    CardBoardBoxprocessor: i knew this day would come
    CardBoardBoxprocessor: so i have a pre prehapred responce
    CardBoardBoxprocessor: http://kerbalspaceprogram.com/forum/...p?topic=3491.0
    CardBoardBoxprocessor: thre it is :D
    CardBoardBoxprocessor: that is the reason
    NovaSilisko: if someone makes a reskin without asking then you get up at them and tell them not to, rather than making the textures indecipherable to anyone who is willing to ask for permission
    CardBoardBoxprocessor: i will never have god damn pnoy reskins ever
    CardBoardBoxprocessor: but the real trick is
    CardBoardBoxprocessor: I can add textures of i want. and still ahve i jarbelled up haha
    NovaSilisko: that's very selfish, hoenstly
    CardBoardBoxprocessor: hardly
    NovaSilisko: well i wanted to make a reskin of the parts, based on real mir photos just to see if it'd work
    NovaSilisko: i'd ask you before releasing but it's clear i can't
    CardBoardBoxprocessor: if i was selfish i woudl ahve done it on purpose with different UV channles for wrapping and export.
    CardBoardBoxprocessor: but yeah
    CardBoardBoxprocessor: a good secondary to saving time is no reskins
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  37. Post #1517
    Baboo00's Avatar
    July 2009
    4,181 Posts
    Kerbin is about 1/10 of earth's gravity, right? Then why can the astronauts survive any amount of g-force? Their weak spines should snap with a relatively small amount of force.
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  38. Post #1518
    OvB
    Facepunch resident scientist
    OvB's Avatar
    March 2007
    13,198 Posts
    Has anyone ever recreated the flights of Gemini 6 and 7?

    I think it would be interesting to see.
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  39. Post #1519
    Gold Member
    joshjet's Avatar
    February 2011
    3,404 Posts
    Has anyone ever recreated the flights of Gemini 6 and 7?

    I think it would be interesting to see.

    Wouldn't that require an extremely accurate orbit?

    Edited:

    I don't know, perhaps somebody could pull it off. My SAS has stopped working since before I tried to get to the moon.
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  40. Post #1520
    MC3craze's Avatar
    April 2009
    6,187 Posts
    Wouldn't that require an extremely accurate orbit?

    Edited:

    I don't know, perhaps somebody could pull it off. My SAS has stopped working since before I tried to get to the moon.
    Orbital rendezvous is challenging, but is possible.

    I preformed a few myself.
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