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? We'll be able to shift celestial object in their orbits if we provide enough thrust to do so. Yes, it will be a lot (even for Gilly), but the game engine will be able to handle it! note that there's no requirement the speculation be at all plausible
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# ? Apr 26, 2014 12:37 |
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# ? Jun 9, 2024 18:45 |
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Ground effect craft! I want an Ekranoplan!
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# ? Apr 26, 2014 12:39 |
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Platystemon posted:Except that you can? Hold shift and press W/A/S/D to rotate in I think 5° increments. Okay, did not know this. I will have to give it a try. Is there an official workbook or something with all the controls/building instructions? Just to get an idea of all the nifty tricks I can do.
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# ? Apr 26, 2014 12:55 |
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YF19pilot posted:Okay, did not know this. I will have to give it a try. Is there an official workbook or something with all the controls/building instructions? Just to get an idea of all the nifty tricks I can do. http://wiki.kerbalspaceprogram.com/wiki/Key_bindings
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# ? Apr 26, 2014 12:58 |
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SocketSeven posted:Ground effect craft! I want an Ekranoplan! I would really enjoy GEV physics. I totally want to skim across the ocean.
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# ? Apr 26, 2014 13:47 |
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Ratzap posted:Meh, C# is just microsoft pouting and mumbling 'we can make a java too!'. Heap + stack, runtime interpretation and a large dose of OO juice. I learnt it in a couple of evenings last year for the same reason as yourself - I felt like making something that was missing from KSP. It's not that bad at what it does but I wish there weren't so many silly variants all catered for at the same time. MS just can't help but play special snowflakes I suppose. trigger warning: I work with c# it's a lot more than being a special snowflake language, there's an awful lot of windows software that is written with it because it is a lot easier to learn than java. It also has a lot of niceties that java sorely needs, for example LINQ, properties, delegates and if you are using .net 4.5+, async/await. That and you can get the absolute godsend of a tool, resharper. Admittedly they also wrote Idea for Java. also it would appear that more and more of it is becoming open source, especially as they've open sourced the new compiler, rosyln and open sourced the specification for loading their new portable class libraries. That and mono is getting better all the time, There's a reason people are starting to use unity over other game engines. Admittedly unity's OO model leaves something to be desired, at least they didn't decide to implement their own strange programming language (I'm looking at you, Unreal). By using standard programming languages, Unity has definitely made itself a lot more appealing to programmers as they have a lot more transferable skills to other projects that aren't related to videogames. Java has a bad press for games; the virtual machine is badly optimized for it and the libraries are severely lacking. It's a pain in the rear end to make sure you have the right versions installed (Java 32 bit over java 64 bit) and its a pain in the rear end to get the user to install it correctly. A lot of the time the user ends up feeling burned because it has installed the loving toolbar it bundles with. Oh and all the press it gets around security exploits.
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# ? Apr 26, 2014 14:11 |
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I really, really, really hate Java. That is all. Oh, and something something Kerbals relevant
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# ? Apr 26, 2014 14:24 |
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Java is a piece of crap. Garbage collection is "automatic" and doesn't work, requiring you to do really arcane things to prevent it from wasting memory, it bundles with adware and constantly hassles you for updates (also bundled with adware) and doesn't even produce a good product! Look at minecraft's performance and imagine if it was written in ANY OTHER LANGUAGE.
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# ? Apr 26, 2014 14:38 |
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Too be fair to Java, Minecraft was coded by Notch. If Java Garbage Collection actually worked, it would dump itself from memory
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# ? Apr 26, 2014 16:15 |
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To be even more fair, the Minecraft team has spent the last year or so doing a complete rewrite of the game to get rid of all the "Notch code" and the game still performs like poo poo. It's just a tough game to make fast because of all the data it has to deal with, and choosing to implement it in Java made it even harder.
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# ? Apr 26, 2014 16:23 |
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Maxmaps posted:Yeah. They're in an awkward spot right now, but overall they need a strong pass. I enjoy mucking with spaceplanes because they actually represent something of a challenge.
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# ? Apr 26, 2014 16:27 |
After like 30 hours with the game, I'm only just now to the point of installing some mods (at least, ones more complicated than AlarmClock, like MechJeb/Kethane, etc). Is ScanSat up-to-date for the most current version of KSP, or is there something similar to it?
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# ? Apr 26, 2014 16:29 |
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Splode posted:Java is a piece of crap. Garbage collection is "automatic" and doesn't work, requiring you to do really arcane things to prevent it from wasting memory, it bundles with adware and constantly hassles you for updates (also bundled with adware) and doesn't even produce a good product! It would still run like poo poo because Notch is a terrible programmer and that entire game belongs in the coding horrors thread. That said, while Java can be very fast indeed with the right workload, games are definitely not that workload. And even if they were, the Java deployment scenario, at least on windows, is a complete clusterfuck. There's a reason I dread getting bltool bug reports from windows users.
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# ? Apr 26, 2014 16:48 |
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Drone posted:After like 30 hours with the game, I'm only just now to the point of installing some mods (at least, ones more complicated than AlarmClock, like MechJeb/Kethane, etc). Is ScanSat up-to-date for the most current version of KSP, or is there something similar to it? SCANSAT is up to date and I highly recommend it. It's well done and proves to be very useful for biome hopping, particularly on Minmus where the biomes are a scrambled mess. The mod also adds to my immersion. I guess it's not a Kerbal thing, but a human thing to expect that you'd scope out your landing spots before you send a manned mission there.
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# ? Apr 26, 2014 16:49 |
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Maxmaps posted:Yeah. They're in an awkward spot right now, but overall they need a strong pass. Any thought on rovers? I really liked the idea of a surface sample collection module. It would give less science than if a Kerbal brought the sample home, but it would be useful for worlds that are impractical to bring a Kerbal home from like Tylo or Eve. I suppose it would have to be transmitted and limited in use.
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# ? Apr 26, 2014 18:30 |
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Geemer posted:Speaking of which. I skipped out of the last thread for a while, what ever happened to that mod with the cardboard pods and upside down barbecue thrusters? Did it ever get finished? Yes it was finished and posted but it was never updated so it's slipped way down the mod forum in terms of page count - good luck finding it. Overwined posted:SCANSAT is up to date and I highly recommend it. It's well done and proves to be very useful for biome hopping, particularly on Minmus where the biomes are a scrambled mess. The mod also adds to my immersion. I guess it's not a Kerbal thing, but a human thing to expect that you'd scope out your landing spots before you send a manned mission there. It's fun the first save you use it but it's just a whole lot easier to use online maps or scans you saved last time after a while. Some mechanic to pick out landing sites should be in the stock game, maybe that's the super secret thing Dred_furst posted:trigger warning: I work with c# I was hoping you'd chip in. C# is fine for what it does but it suffers from the tie in to windows and the split off versions and IDEs. The special functions, LINQ and so on are great ideas but they seem to come with a lot of caveats (especially in conjugation with Unity). It's pretty pleasant and easy to get poo poo done in but could be better - particularly the memory use, GC and profiling side. Even a free coding tool needs a simple way to track down if it's leaking object instances (if you know any good free ones, please shout). Still, I wouldn't do java for hobby mod type stuff (I had to code java plugins for Oracle database XML handling at one point, never again) so it's a few steps up from there
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# ? Apr 26, 2014 18:33 |
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Ratzap posted:Yes it was finished and posted but it was never updated so it's slipped way down the mod forum in terms of page count - good luck finding it.
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# ? Apr 26, 2014 18:37 |
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Yay! Made an orbit around the moon and came back successfully! And with a sliver of fuel to spare, too! e: almost forgot the return landing shot CovfefeCatCafe fucked around with this message at 18:55 on Apr 26, 2014 |
# ? Apr 26, 2014 18:47 |
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Putting a station in orbit: Edit: I guess I had way more rocket than I needed. TomR fucked around with this message at 19:09 on Apr 26, 2014 |
# ? Apr 26, 2014 19:02 |
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Thanks! Gonna have some fun blasting cardboard boxes into space!
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# ? Apr 26, 2014 19:06 |
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Ratzap posted:It's fun the first save you use it but it's just a whole lot easier to use online maps or scans you saved last time after a while. Some mechanic to pick out landing sites should be in the stock game, maybe that's the super secret thing Yeah you're right, especially on places like the Mun where the biomes are very easy to know. Minmus is still a mess and I still need the map to biome hop efficiently. I'd say it'd be pretty awesome to have procedurally generated biomes, but that seems impractical.
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# ? Apr 26, 2014 19:11 |
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Is Infernal Robotics fairly necessary to make some of the cooler stations while still using FAR? I am trying to use procedural fairings and still having trouble getting things to look right - even with fairings they get drawn so wide I don't think they are helping.
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# ? Apr 26, 2014 19:22 |
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YF19pilot posted:Yay! Made an orbit around the moon and came back successfully! And with a sliver of fuel to spare, too! First orbit and landing is pretty good, although I still just land wherever the gently caress rather than trying some of those trick landings back at the space station. Also, I just built and tested a rover design. I put some landing gear on the front to act as a bumper of sorts in case I get too fast and don't want to destroy something due to running into some boulder. Well, due to mounting position, turns out it extends into the ground. Naturally I looked for this as some sort of emergency braking system, and what better way to test something like that than a full speed test on Kerbin? At about ~40m/s with a pair of ion drives, I turned on the landing gear/braking system. The rover did a frontflip and destroyed both ion drives and a solar panel. It stopped really fast though!
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# ? Apr 26, 2014 19:23 |
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Ratzap posted:I was hoping you'd chip in. C# is fine for what it does but it suffers from the tie in to windows and the split off versions and IDEs. The special functions, LINQ and so on are great ideas but they seem to come with a lot of caveats (especially in conjugation with Unity). It's pretty pleasant and easy to get poo poo done in but could be better - particularly the memory use, GC and profiling side. Even a free coding tool needs a simple way to track down if it's leaking object instances (if you know any good free ones, please shout). Still, I wouldn't do java for hobby mod type stuff (I had to code java plugins for Oracle database XML handling at one point, never again) so it's a few steps up from there memory profiling tools aren't usually free. There's one in VS2013 update 2 in the pro versions and up. There's also the jetbrains one which looks excellent. Otherwise you are stuck with free ones such the microsoft one written in GDI which is a trainwreck.
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# ? Apr 26, 2014 19:30 |
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Are they ever going to make internals with for the MK 2 and 3 cockpits?
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# ? Apr 26, 2014 20:24 |
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I've run into one bizarre and one relatively serious bug. The serious bug is that, if I switch craft too many times (2, 3 times but with irregular intervals) when switching craft the game will "load" centered on the central star, but with Kerbin's model loaded. The game universe still seems to run (planets and satellites still move along their orbits) but I'm unable to interact with anything (incapable of switching). Going to the space centre works but the exit button there doesn't function. I wish I could say what causes it for a proper reproducible report. The second is that this satellite is flying higher than both its periapsis and apoapsis. What the hell??!
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# ? Apr 26, 2014 20:53 |
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T___A posted:Are they ever going to make internals with for the MK 2 and 3 cockpits? Also while I was searching for "internals" on spaceport to get those links I just saw this which is amazingly good looking. I didn't think a 3m capsule was something I wanted until I saw that.
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# ? Apr 26, 2014 20:56 |
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I've finally gotten some downtime so I started up a new copy and went to the Mun and Minmus. I'm pretty floored by all the new parts (the heavy lifting stuff looks super fun), but what's the next natural progression at this point? Do I just go to Mun's biomes as many times as necessary to unlock nearly everything?
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# ? Apr 26, 2014 21:18 |
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Cheekio posted:I've finally gotten some downtime so I started up a new copy and went to the Mun and Minmus. I'm pretty floored by all the new parts (the heavy lifting stuff looks super fun), but what's the next natural progression at this point? Do I just go to Mun's biomes as many times as necessary to unlock nearly everything? In terms of optimal gameplay, yes, that (or doing it on Minmus) is the next natural progression. But Career Mode still is much better as a toybox than as a game currently. You'll probably have more fun doing what sounds fun to you than doing what's optimal. So you could probably go for a Duna mission, or an Eve flyby at this point, if that sounds like more fun than Biome-hopping.
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# ? Apr 26, 2014 21:33 |
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If that's the case, my followup question is: how far along the tech tree should you be to attempt an asteroid mission? I think I'm pretty close to unlocking the claw and the super heavy lifters.
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# ? Apr 26, 2014 22:57 |
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double nine posted:I've run into one bizarre and one relatively serious bug. The serious bug is that, if I switch craft too many times (2, 3 times but with irregular intervals) when switching craft the game will "load" centered on the central star, but with Kerbin's model loaded. The game universe still seems to run (planets and satellites still move along their orbits) but I'm unable to interact with anything (incapable of switching). Going to the space centre works but the exit button there doesn't function. I wish I could say what causes it for a proper reproducible report. I've had the same problem a few times and have no idea what triggers it but I didn't rifle through the logs to find out either. Alt-F4 and continue. Sometimes it deposits the second one right on top of the initial craft. Both work but if you ever switch to one of them (and force it off rails) they explode very messily. I cleaned up last time by making a backup of my save then terminating dupes in the tracking centre.
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# ? Apr 26, 2014 23:00 |
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I just found a Microsoft Sidewinder Strategic Commander at goodwill for $5, and it's pretty baller with KSP. Just sayin'. It took a bit to get the keybindings correct, but I like it. It's a 4DOF device (sliding, twisting joystick), but like a mouse, with a ton of buttons. The thumb buttons (F1, F2, F3) can be held to change the "set" for the six top buttons, so you have 4 sets of six buttons. I have the top buttons set to do things like brakes, SAS, RCS, lights, and gears, and if I hold the top thumb button, it changes the six to be action groups 1 through 6 (Set F1), hitting the middle changes to action groups 7 through 0 plus quicksave/quickload (F2), and I haven't though of an F3 set yet. So, if I want to quicksave, I hold the middle button then hit 5 on top, which I've set for quicksave (though you can program everything about it, so you could set it to change F-sets without having to hold, or set it so that you can hit the F2 button and it'll accept n-more button presses before automatically swapping back to neutral/F0), +/- are for throttle, etc. It gets crazier, because there's that little switch by the REC button on the base, and that can change the entire mouse through another full set, so I can program it for three different game settings. (not my picture, but gives you an idea of the size - every face button and the REC button light up individually)
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# ? Apr 26, 2014 23:01 |
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I had one of those for a while, I eventually threw it away because I never found a use for it. At one point I modded the springs out of the base so it wouldn't return to center and tried to play Descent with it. That didn't go well.
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# ? Apr 26, 2014 23:03 |
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I am trying to build an unmanned duna lander I can save as sub assembly and then attach several to a larger spacecraft. Nothing I do will save as a subassembly. Any tips for making this work?
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# ? Apr 26, 2014 23:16 |
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Stregone posted:I am trying to build an unmanned duna lander I can save as sub assembly and then attach several to a larger spacecraft. Nothing I do will save as a subassembly. Any tips for making this work? Did you start with the probe core, or did you start with something else? I don't think the subassembly area will accept entire ships including the starting piece.
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# ? Apr 26, 2014 23:21 |
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To save a subassembly you have to be holding a part with a free attachment node. So if you started with a part with top and bottom nodes and then built in both directions, you can't pick up the whole thing to save it. The trick when building something specifically to save as a subassembly is to start with a decoupler and pretend that the rest of the ship is either above or below that point.Cheekio posted:If that's the case, my followup question is: how far along the tech tree should you be to attempt an asteroid mission? I think I'm pretty close to unlocking the claw and the super heavy lifters. Geirskogul posted:I just found a Microsoft Sidewinder Strategic Commander at goodwill for $5, and it's pretty baller with KSP. Just sayin'. I'd love to have a KSP analog controller that was small enough to keep on my desk more often. A joystick is just too big most of the time. I'm pissed because I used to have a SpaceNavigator but gave it back to the friend who gave it to me because they were useless.
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# ? Apr 26, 2014 23:35 |
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Klyith posted:I'd love to have a KSP analog controller that was small enough to keep on my desk more often. A joystick is just too big most of the time. A normal logitech analog controller or xbox controller works, but unless you set up the second joystick to control the camera, the lack of a mouse is felt very hard. And a second joystick is too good for translation maneuvers to give up. Klyith posted:I'm pissed because I used to have a SpaceNavigator but gave it back to the friend who gave it to me because they were useless. As I've said many times in this thread, make it so maneuver nodes can be directly controlled with a spacenavigator and I'll buy one the next day, and all.
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# ? Apr 26, 2014 23:52 |
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Klyith posted:
My Gravis Xterminator is ancient and less than perfect but it's a flight gamepad and I'm sure many others have been made since. Now I think of it I also have some old abortion of an MS gamepad which as the only analog control option as a terrible accelerometer which requires the gamepad to be held flat for centre. That would be ...interesting to play KSP with. Unrelated but I got monodevelop sorted and managed to compile a do-nothing plugin. Now I know how to do that it's getting set up in Linux.
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# ? Apr 26, 2014 23:56 |
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I got a pretty big rock.
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# ? Apr 27, 2014 01:06 |
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# ? Jun 9, 2024 18:45 |
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TomR posted:I got a pretty big rock. Holy toledo, nice work.
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# ? Apr 27, 2014 03:13 |