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Kerbal Space Program - Page 15

Forum Index > General Games
Post a Reply
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felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
July 12 2014 20:37 GMT
#281
On July 13 2014 04:47 Epoxide wrote:
Show nested quote +
On July 13 2014 02:52 Spazer wrote:
Apparently Unity had some glaring issues with 64 bit in the past? Dunno if that's true or not though.

According to the comments I've read the 64 bit version of KSP seems to be working without any major issues.


The problem was that the Unity engine only just this latest version added 64bit support. So it was an engine issue - but that issue is taken care of.

And now, let the modsplosions begin.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 12 2014 22:49 GMT
#282
On July 13 2014 01:37 Epoxide wrote:
Show nested quote +
On July 13 2014 01:25 r.Evo wrote:
Holy shit that was worth the wait.

Modupdatespls.

Did you see the reddit post on additional solar systems :D? Really excited for that with interstellar and 64-bit

Ohmygod. - I don't see it, link?

Remotech, life support, interstellar and that. This is gonna be insane. Build bases everywhere, explore everywhere and never crash due to RAM restrictions. ;;;
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
July 12 2014 23:25 GMT
#283
On July 13 2014 07:49 r.Evo wrote:
Show nested quote +
On July 13 2014 01:37 Epoxide wrote:
On July 13 2014 01:25 r.Evo wrote:
Holy shit that was worth the wait.

Modupdatespls.

Did you see the reddit post on additional solar systems :D? Really excited for that with interstellar and 64-bit

Ohmygod. - I don't see it, link?

Remotech, life support, interstellar and that. This is gonna be insane. Build bases everywhere, explore everywhere and never crash due to RAM restrictions. ;;;

http://www.reddit.com/r/KerbalSpaceProgram/comments/2adfl2/multiple_star_systems_update/
^_^
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
July 14 2014 18:58 GMT
#284


The contracts looks really fun honestly
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
Last Edited: 2014-07-14 21:29:32
July 14 2014 21:29 GMT
#285


Quite excited about the no revert to launch/VAB, no cheating :D
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
July 14 2014 22:10 GMT
#286
On July 15 2014 06:29 Epoxide wrote:
Quite excited about the no revert to launch/VAB, no cheating :D


Hmm. That monoprop "engine" could be good for landers on very low gravity bodies and for those "get out and push" situations.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Rho_
Profile Blog Joined January 2009
United States971 Posts
July 15 2014 00:41 GMT
#287
I got this game during the steam sale. It seems really fun, but it is definitely not the easiest in terms of figuring out what is going (speaking mainly about earning science and the finer points of controlling your vehicle). Look forward to spending some time on it though
Simberto
Profile Blog Joined July 2010
Germany11774 Posts
July 15 2014 10:19 GMT
#288
Sciencing is pretty easy, but badly explained, probably due to the fact that there isn't really a tutorial of any kind yet.

Basically, go to place, use sciencing equipment, bring data back to kerbin. Stellar Objects(including Kerbin) have multiple Biomes, which are relevant for some sciencing (I think for most except for Crew reports). At the beginning, your only sciencings are EVA reports, crew reports while in capsule, and soil samples. Later you get more, but they all function more or less the same. Transmitting science is only a good idea if you have no way of getting your ship back to Kerbin and landing it safely, because you get a lot less science that way.

Also, F5 quicksaves, F9 loads.
Leporello
Profile Joined January 2011
United States2845 Posts
July 15 2014 11:12 GMT
#289
Can't wait for 64-bit.

The environmental mods really take the game to another level. Launching and flying through clouds is just awesome.

Unfortunately, it's also crash-tastic on 32-bit. Can't wait for the update.
Big water
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 16 2014 10:20 GMT
#290
On July 15 2014 06:29 Epoxide wrote:
https://www.youtube.com/watch?v=OtX3DljOKaI

Quite excited about the no revert to launch/VAB, no cheating :D

I'm a bit torn about this. I feel a huge part of the fun is trying to launch something which then results in UPS LOL THAT WASN'T PLANNED -> revert to VAB. Getting rid of that sounds so super srs.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
nimbim
Profile Blog Joined June 2009
Germany985 Posts
July 16 2014 11:54 GMT
#291
On July 16 2014 19:20 r.Evo wrote:
Show nested quote +
On July 15 2014 06:29 Epoxide wrote:
https://www.youtube.com/watch?v=OtX3DljOKaI

Quite excited about the no revert to launch/VAB, no cheating :D

I'm a bit torn about this. I feel a huge part of the fun is trying to launch something which then results in UPS LOL THAT WASN'T PLANNED -> revert to VAB. Getting rid of that sounds so super srs.


You can keep the default settings if you like I just wish the wait was over.

http://forum.kerbalspaceprogram.com/content/294-Kerbal-Space-Program-First-Contract-The-FAQ
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 17 2014 13:45 GMT
#292
On July 16 2014 20:54 nimbim wrote:
Show nested quote +
On July 16 2014 19:20 r.Evo wrote:
On July 15 2014 06:29 Epoxide wrote:
https://www.youtube.com/watch?v=OtX3DljOKaI

Quite excited about the no revert to launch/VAB, no cheating :D

I'm a bit torn about this. I feel a huge part of the fun is trying to launch something which then results in UPS LOL THAT WASN'T PLANNED -> revert to VAB. Getting rid of that sounds so super srs.


You can keep the default settings if you like I just wish the wait was over.

http://forum.kerbalspaceprogram.com/content/294-Kerbal-Space-Program-First-Contract-The-FAQ

I wish the wait after the wait was over! (mod updates ;

....and DF 2014 is in the same boat right now. SIGH.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
nimbim
Profile Blog Joined June 2009
Germany985 Posts
July 17 2014 21:20 GMT
#293
OMG IT'S OUT
Store page on overload but the patcher works.
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 17 2014 21:34 GMT
#294
Hmmmmmmm.... vanilla run or wait for mods?
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2014-07-17 21:45:41
July 17 2014 21:45 GMT
#295
Does this patch affect graphical mods as well? Or just parts and all that stuff?

I don't know how patching and mods works in this game yet. Basically I just want my visual mods lol
nimbim
Profile Blog Joined June 2009
Germany985 Posts
July 17 2014 22:08 GMT
#296
http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!?p=1276821&viewfull=1#post1276821
Looks like it works.

There is also already a new MechJeb build http://jenkins.mumech.com/job/MechJeb2/
r.Evo
Profile Joined August 2006
Germany14080 Posts
July 17 2014 22:44 GMT
#297
http://www.reddit.com/r/KerbalSpaceProgram/comments/2azola/024_broken_and_working_mods/

The thread to watch I assume!
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
July 18 2014 03:48 GMT
#298
So how do I set Steam to launch the 64-bit version of the game
EZ4ENCE
nimbim
Profile Blog Joined June 2009
Germany985 Posts
July 18 2014 13:08 GMT
#299
There is a 64-bit .exe in the ksp folder, check the properties in steam or launch manually.

ChangeLog:
+ Show Spoiler +

======= First Contract (v0.24.0) =====================

New:

* Currencies:
- Added Funds and Reputation as new Career Mode Currencies.
- Funds are required to launch vessels.
- Part Costs are now in use in Career Mode.
- Resources like Liquid Fuel and Mono Propellant now have costs of their own, which figure into the cost of a launch.
- Tweaking a part's resource sliders in the Editors will adjust the cost of the vessel accordingly.

* Mission Control:
- The Mission Control Facility is now active in Career Games.
- Mission Control allows you to select Contracts, review them, and either accept or decline them.
- Added Gene Kerman as advisor in the Mission Control screen, ready to give his opinion about what you're doing.
- The Mission Control screen also features an 'archives' tab, where you can review previously-completed contracts.

* Contracts:
- Contracts require you to complete objectives, in order to gain Funds, Science and Reputation
- Once accepted, contracts must be completed before the deadline expires.
- Contracts will fail if the deadline expires or if some critical parameter fails (like killing a Kerbal in a mission to rescue him).
- Added procedurally generated 'mission briefings' for contracts, which may even make sense sometimes.
- Contracts come in three levels of Prestige ("Trivial", "Significant" and "Exceptional"). Higher levels offer greater rewards and are usually more ambitious.
- Reputation regulates the amounts of each level of contracts on offer.

* Early 'Starter' Contracts:
- First Launch: Launch any vessel.
- Altitude Records: Set a new altitude record.
- Reach Space: Escape Kerbin's atmosphere
- Achieve Orbit: Achieve a stable orbit around Kerbin.

* Dynamically Generated Contracts:
- Part Test: Perform a test of a part in a specific location, situation and within given flight parameters (when applicable).
- Collect Science: Return or transmit any scientific data from a specific location.
- Rescue Kerbal: Rescue a Kerbal who is stuck in orbit.
- Plant Flag: Plant the Agency's flag on the surface of a given location.
- Explore: Complete several exploration goals for an unexplored location.

* Agencies:
- Added Agencies, which offer contracts.
- Each agency has its own personality traits, which affects the generation of the contracts they offer.
- Agency Logos added from the winners of the Community Logo Design Contest.
- Clicking the agency logo in the Mission Control screen will display extra info about the Agency.

* Vessel Recovery:
- Recovering vessels now refunds you for the value of recovered parts and resources.
- Recovered value varies based on distance from the Space Center. Land at the Runway for 100% value.

* Space Center:
- Added a universal time clock to the KSC scene UI.
- Added a Pause Menu to the KSC scene, instead of leaving to the main menu immediately on pressing the Quit button.
- The KSC Pause Menu allows saving and loading with a custom filename.

* UI:
- Added new UI Toolbar, which exists in all game scenes and is mod-friendly.
- Added new UI Widget to display state of ongoing Contracts in Flight, KSC and the Construction Facilities.
- Added new UI Widgets to display the current amount of Science, Reputation and Funds.
- Added Messages UI App, shows messages about contracts and such.
- Redesigned the Resources Panel from flight as a toolbar app, overhauled panel graphics.
- Overhauled the old 'Science Summary' dialog into a complete 'Mission Summary', displaying information about recovered Experiments, Parts and Crew.

* Parts:
- Added new "Vernor Engine", a very powerful RCS module powered by Liquid Fuel + Oxidizer.
- Added new O-10 Maneuvering Engine, a low-thrust main engine powered by Monopropellant.
- Gimballing Engines now respond to roll input.
- 4x Engine Cluster and RAPIER Engine have gimbal roll authority even if stacked over the centerline (due to multiple nozzles).

* Builds:
- Added Windows 64-bit executable.

* Tutorials:
- Added several new tutorials.

* Game:
- Added 'Science' Game Mode, where Science is the only currency and Mission Control is closed (as in pre-0.24 'Classic' Career).

Bug Fixes and Tweaks:

* Flight:
- Asteroids are now able to collide with other asteroids.
- New launches now start with throttle set to 50%, like in the old days.
- Saving restriction when throttled up removed.
- Timewarp restriction when throttled up removed. Engaging time warp now automatically cuts throttle.
- Improved logic for detecting a vessel in 'orbiting' situations.

* Editors:
- Fixed a bug in the editors where dragging a part off the ship and deleting it straight away would not generate an undo state.
- Fixed a bug where ctrl+clicking over a part in the build area would not reveal the part in the parts list.
- Orientation of VAB scenery rotated so spacecraft orientation is consistent at launchpad.
- VAB Flag moved to the opposite wall.
- Redesigned the Parts List UI 'Footer' section.

* Tracking Station:
- Fixed a bug where map objects were created but never removed, leaving dozens of 'leaked' objects behind.

* Space Center:
- Launchpad and Runway Launch Dialogs now show vessel costs.
- Added 'Edit' Button to Launch Dialogs, which takes you to the VAB or SPH to edit the selected vessel.
- Launch Dialogs and Craft Browser now allow selecting vessels with 'invalid parts' (for editing).
- Added new Pre-Flight Checks to prevent launching vessels containing invalid parts or with costs exceeding available Funds.

* Solar System:
- Kerbin's Solar Day is now exactly 6 hours long (sidereal day is now 59 seconds shorter).
- Slight optimization to Kerbin, Mun and Eve surface shaders.

* Parts:
- Resource flow mode can now be defined for each propellant on Engine, EngineFX and RCS Modules in the part config.
- Previously useless Engine Nacelle and Radial Engine Body parts repurposed as air intake + fuel tank combos.
- Tweaked Costs for almost every part.
- Tweaked Mass for several parts, especially spaceplane fuselage sections and structural components.
- Fixed a potentially gamebreaking issue when activating a Separator if it was the root part of a vessel.
- Fixed a bug where some particle FX (mainly on newer engines) would cause a stream of errors when the vessel was unloaded with the FX active.
- Fixed a bug where StrutConnectors could cause hierarchy issues if linked in certain configurations.
- ModuleRCS can now use multiple resources.

* Tech Tree:
- Revised R&D node layout so 'control' type nodes have a more logical progression.
- Moved basic RCS parts to tier 4 (from tier 5).
- Added more connections into aerodynamic parts from other nodes on tiers 5 and 6.

* Progress Tracking:
- Fixed an issue introduced in 0.23.5 where unowned vessels could complete progress nodes.
- Fixed AltitudeRecord progress node (now used for contract generation).

* Crews:
- Fixed crewmembers not being properly flagged as dead if their vessel was destroyed while unloaded.
- Crewmembers are now keyed by name in the roster, and can properly be added and removed.
- Added reputation reward and penalty for recovering and killing crewmembers.
- Added new unique names for Kerbals, suggested by the Community Logo Design Contest winners.

* Misc:
- Fixed issue with persistence when reverting to flight.
- Added rich text support to several UI text fields.
- Fixed several cases of texture point-filtering issues resulting in crooked text.
- Fixed potential crash related to reentry FX on Linux when no depthtexture hardware support is available.
- Overhauled all UI screens and text. All text fields using Arial font now use proper Calibri.
- Exposed Gameplay difficulty options to the Alt+F12 Debug Toolbar.
- Updated Credits Scene.
- Fixed permission issues with KSPLauncher which prevented it from properly launching the game on Linux.
- Messages displayed on the upper-right corner in flight are now displayed above the crew portraits instead.
- Removed a 'rogue' tooltip from the Staging Reset button at the VAB and SPH.


I already encountered a bug when I cancelled a part test contract, that huge ARM SRB is still available to me without unlocking. I just wonder how a bug like that could escape the testing lol.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
July 18 2014 20:49 GMT
#300
I'm still having fun with the free demo after all these years. Everytime I want some KSP I just play it for some hours and then I'm satisfied. I'm even afraid of the full game at this stage as it would add so many things I'm unfamiliar with. I like it simple.

Even with the barebones parts of the demo you can always try to succeed with completely different designs (mostly they fail horribly ^^)

Funnily enough my most successful rocket to this day is the giant RVR "Reichs Vergeltungs Rakete" with rows of rocketpods arranged as swastikas. Somehow the swastikas stabilized that big fat fucker in a "self-stabilizing rolling motion" and I could get pretty much everywhere with it.

(I was very drunk when I built the first draft and I was very ashamed when I found that design the next morning as I strongly oppose any fashism. But it was working so well that I had to stick with it then - sometimes you have to go to uncomfortable places to win)
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