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Kerbal Space Program - Page 16

Forum Index > General Games
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felisconcolori
Profile Blog Joined October 2011
United States6169 Posts
July 18 2014 22:45 GMT
#301
On July 18 2014 22:08 nimbim wrote:
There is a 64-bit .exe in the ksp folder, check the properties in steam or launch manually.

Show nested quote +
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.


Relatively minor bug compared to what they concentrate on pre-release of a new version - IE, game crashes, sun explodes, Jebediah gets scared, etc...

Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Amui
Profile Blog Joined August 2010
Canada10567 Posts
July 30 2014 07:21 GMT
#302
New KW rocketry and b9 being updated soonTM is going to be awesome.
Porouscloud - NA LoL
Daumen
Profile Joined July 2011
Germany1073 Posts
Last Edited: 2014-08-09 05:20:43
August 09 2014 05:01 GMT
#303
So I just started the 64bit Version and I noticed something rly annoying: Whenever I do something that requires right clicking an object, all the stuff that I want to do is slowed down, When I right click my goo experiment, do an experiment and then keep the data, I have to click 5 times to select another thing on my ship OR I have to wait 5 seconds im not sure what it is exactly.

This unresponsiveness is annoying the heck out of me :X
Not even sure if its just a 64 version problem but I hope the devs take a look at that.

any1 else have that problem? is there a fix?




Another Question:

In Scot Manleys Video Beating First Contact in 2 Missions he uses a Nuclear Engine and throttles it up to max without any problem.

However when I go Full Throttle on this thing the Nuclear Engine overheats and explodes after 18 Seconds of runtime (I actually counted)), how come? The only difference I see is that my NE is directly attached to the Orange Tank, is that it?

+ Show Spoiler +

[image loading]
President of the ReaL Fan Club.
Simberto
Profile Blog Joined July 2010
Germany11977 Posts
August 09 2014 09:05 GMT
#304
On August 09 2014 14:01 Daumen wrote:
So I just started the 64bit Version and I noticed something rly annoying: Whenever I do something that requires right clicking an object, all the stuff that I want to do is slowed down, When I right click my goo experiment, do an experiment and then keep the data, I have to click 5 times to select another thing on my ship OR I have to wait 5 seconds im not sure what it is exactly.

This unresponsiveness is annoying the heck out of me :X
Not even sure if its just a 64 version problem but I hope the devs take a look at that.

any1 else have that problem? is there a fix?




Another Question:

In Scot Manleys Video Beating First Contact in 2 Missions he uses a Nuclear Engine and throttles it up to max without any problem.

However when I go Full Throttle on this thing the Nuclear Engine overheats and explodes after 18 Seconds of runtime (I actually counted)), how come? The only difference I see is that my NE is directly attached to the Orange Tank, is that it?

+ Show Spoiler +

[image loading]


First question: That is a known bug with the 64bit version, sometimes rightclicking just doesn't work. It's very annoying. Until it is fixed, i'd suggest using the 32bit thing instead if you can. That one doesn't have that problem.

Are you sure the Nuclear engine is throttled to full? You can throttle it to ~90% without it exploding easily. Or maybe he uses some mods? I'm gonna watch that video now i guess.
nimbim
Profile Blog Joined June 2009
Germany986 Posts
Last Edited: 2014-08-09 09:12:08
August 09 2014 09:11 GMT
#305
On August 09 2014 18:05 Simberto wrote:
Show nested quote +
On August 09 2014 14:01 Daumen wrote:
So I just started the 64bit Version and I noticed something rly annoying: Whenever I do something that requires right clicking an object, all the stuff that I want to do is slowed down, When I right click my goo experiment, do an experiment and then keep the data, I have to click 5 times to select another thing on my ship OR I have to wait 5 seconds im not sure what it is exactly.

This unresponsiveness is annoying the heck out of me :X
Not even sure if its just a 64 version problem but I hope the devs take a look at that.

any1 else have that problem? is there a fix?




Another Question:

In Scot Manleys Video Beating First Contact in 2 Missions he uses a Nuclear Engine and throttles it up to max without any problem.

However when I go Full Throttle on this thing the Nuclear Engine overheats and explodes after 18 Seconds of runtime (I actually counted)), how come? The only difference I see is that my NE is directly attached to the Orange Tank, is that it?

+ Show Spoiler +

[image loading]


First question: That is a known bug with the 64bit version, sometimes rightclicking just doesn't work. It's very annoying. Until it is fixed, i'd suggest using the 32bit thing instead if you can. That one doesn't have that problem.

Are you sure the Nuclear engine is throttled to full? You can throttle it to ~90% without it exploding easily. Or maybe he uses some mods? I'm gonna watch that video now i guess.



Right clicking in 64bit is a problem with Unity, will probably take a long time to fix.

Overheating of engines depends on the part the engine is attached to. Orange fuel tanks have some weird anomaly due to their mass (a Unity problem iirc), which makes mainsail and nuke overheat. You can easily avoid that problem by attaching one of the smaller fuel tanks at the bottom of an orange one.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
August 09 2014 23:29 GMT
#306
yah the 64 bit bugs are on Unity's side T_T
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
stenole
Profile Blog Joined April 2004
Norway869 Posts
August 10 2014 00:06 GMT
#307
On August 09 2014 14:01 Daumen wrote:
In Scot Manleys Video (...) he uses a Nuclear Engine and throttles it up to max without any problem.

However when I go Full Throttle on this thing the Nuclear Engine overheats and explodes after 18 Seconds of runtime (I actually counted)), how come? The only difference I see is that my NE is directly attached to the Orange Tank, is that it?



I have the same issue. Is it possible that he changed the thrust limiter setting for the engine in the hangar? That's usually what I do when I want the nuclear engine to work with other engines without blowing up. It seems possible to increase it back to 100% without overheating once your vessel has lost some weight.
Mordanis
Profile Blog Joined January 2011
United States893 Posts
August 12 2014 07:11 GMT
#308
Another fix is to put another fuel tank below the orange tank (between the orange tank and the nuclear engine), might be a bit easier :D
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
Daumen
Profile Joined July 2011
Germany1073 Posts
August 17 2014 13:00 GMT
#309
goddamn it, I got a bug where I cant undock 1 of my docking ports. Saw this year old fix on google:
http://forum.kerbalspaceprogram.com/threads/35777-Can-t-Undock-Bug-How-To-Fix

Didnt work, cant find the port in question in the persistent.sfs (even though i disabled cross feed on the bugged port)

any1 know of another fix?
President of the ReaL Fan Club.
nimbim
Profile Blog Joined June 2009
Germany986 Posts
August 17 2014 18:50 GMT
#310
Let's say you dock part A with part B and then connect B to C, it is sometimes not possible to disconnect A from B again. It's a weird bug, but I thought it was fixed. You can solve the problem by undocking B from C, then A should be usable again.
Daumen
Profile Joined July 2011
Germany1073 Posts
Last Edited: 2014-08-18 06:47:34
August 18 2014 06:45 GMT
#311
On August 18 2014 03:50 nimbim wrote:
Let's say you dock part A with part B and then connect B to C, it is sometimes not possible to disconnect A from B again. It's a weird bug, but I thought it was fixed. You can solve the problem by undocking B from C, then A should be usable again.


[image loading]

Not sure wich ones are A B & C in my example but maybe If I describe the Situation better you can help me. This is the Craft in question. My Lander is connected with the Docking ports 2 & 3. If I right click #3, it just says "Control from here", Docking port #2 has the option "Undock" as usual, but it just doesnt work.

During Stage 1 I had 2 Landers on port #1 and on the Port that is on the opposite side of #1 (other side of the orange tank).
Also: During Launch there was nothing attached to docking port #2
1 of the Crafts undocked and flew away, I relocated the other to the tip of the Orange Tank to maneuver with it.

After flying to a Duna Orbit I tried to undock #2 but nothing happened, except the Docking port on the opposite side of the Orange Fuel Tank just fell off and slowly floated off °_°

So there are no docking ports that I can undock :X
President of the ReaL Fan Club.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
August 18 2014 17:51 GMT
#312
http://forum.kerbalspaceprogram.com/threads/86999-0-24-StarSystems-v0-2

It's out :D!
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Broetchenholer
Profile Joined March 2011
Germany1967 Posts
August 21 2014 13:55 GMT
#313
So, is the current career mode playable by people who know what they are doing? For me, it looks like the missions are so random, that most of them can only be done by very specific setups that are mostly more expensive then the reward for the mission. Like, staging something at 4500m and 400 m/s. Let it be a parachute as well, so that you can fling it directly into the fire. Or staging an engine when splashed down. I mean, it's possible to do those things, but the money i have to invest means i will be broke when i try. If it's pointless, i will just try science mode and feel less incompetent
Simberto
Profile Blog Joined July 2010
Germany11977 Posts
August 21 2014 15:43 GMT
#314
The career mode is playable, you just need to pick and choose the missions that actually make sense. Usually, money is not that much of a problem if you choose smartly, and the basic "explore xyz" missions bring in lots of cash too.

Great cash cows are anything involving the larger engine types, i think i made 1mio in one mission by testing one of the larger engines in flight over kerbin. You can also always cost efficiently save Kerbals from orbit, a mission to do that costs maybe 20k and brings in 60k. But generally speaking, money was never a problem in my playthrough so far. Just take a look at the missions and see which ones you can accomplish together, or together with something you already wanted to do. Test a detachment thingy in orbit? Sure, why not, i am flying to the moon anyways, might as well throw an additional one on there just to test it. Gather science data or plant a flag on X when i was going there anyways? Free science + money.

Remember that you don't have to do all missions, you can choose which ones fit what you want to do. I am not going to design a spacecraft to test a large solid fuel booster in orbit around duna for 80k. Or all those "Here, have 50 bucks for testing our shit splashed down" missions.

I think i currently have ~3million in the bank after unlocking the complete tech tree, most of that from 2 missions to test some really large rocket while flying at kerbin, which each gave me ~1M for 100k. Generally speaking, most of my missions were cost efficient anyways.
el_dawg
Profile Joined September 2011
United States164 Posts
August 21 2014 16:32 GMT
#315
On August 21 2014 22:55 Broetchenholer wrote:
So, is the current career mode playable by people who know what they are doing? For me, it looks like the missions are so random, that most of them can only be done by very specific setups that are mostly more expensive then the reward for the mission. Like, staging something at 4500m and 400 m/s. Let it be a parachute as well, so that you can fling it directly into the fire. Or staging an engine when splashed down. I mean, it's possible to do those things, but the money i have to invest means i will be broke when i try. If it's pointless, i will just try science mode and feel less incompetent


The career mode does seem like it would be challenging for new players, some of the velocity windows are especially narrow. My advice would be to build stuff as simply as possible, strap a bunch of SRB's around an empty small fuel tank along with your test item and a capsule and you should be good to go.
Leporello
Profile Joined January 2011
United States2845 Posts
Last Edited: 2014-08-21 16:57:59
August 21 2014 16:57 GMT
#316
You can make all the money and science you'll ever need without ever touching the "test part" contracts, and just do the science and exploration contracts.

Like, to break the career, easy mode, just keep a guy on the Mun, and take contracts to plant flags on the Mun. The guy can just hop out and plant a flag every time you need 75k.

So to be honest, they need to scale the economic difficulty up a bit, or at least make some sort of exemption from using vessels to repeatedly complete the same type of contract.
Big water
nimbim
Profile Blog Joined June 2009
Germany986 Posts
August 21 2014 17:11 GMT
#317
I agree, career mode is very easy if you take the extra minute to choose profitable contracts. You can also decline contracts until you get one with a big reward (you can't go below x available contracts). Also, when you visit a new planet, go to the space center as soon as you are in the SOI and get the "plant flag" etc contracts, so you won't need to go there a 2nd time.
Epoxide
Profile Blog Joined March 2011
Magic Woods9326 Posts
August 21 2014 17:27 GMT
#318
On August 22 2014 01:57 Leporello wrote:
You can make all the money and science you'll ever need without ever touching the "test part" contracts, and just do the science and exploration contracts.

Like, to break the career, easy mode, just keep a guy on the Mun, and take contracts to plant flags on the Mun. The guy can just hop out and plant a flag every time you need 75k.

So to be honest, they need to scale the economic difficulty up a bit, or at least make some sort of exemption from using vessels to repeatedly complete the same type of contract.

TAC Life Support
LiquipediaSouma: EU MM is just Russian Roulette. Literally.
Simberto
Profile Blog Joined July 2010
Germany11977 Posts
August 21 2014 17:31 GMT
#319
Yeah, because you totally can't fit 50 years of lifesupport onto a capsule that doesn't have to do anything except stand around on the mun.
Broetchenholer
Profile Joined March 2011
Germany1967 Posts
August 21 2014 22:41 GMT
#320
Okay, so i'll just have to cherry pick the test missions cause some of them are horrible and some of them are easy. I can do that. I tried to do them all and this bankrupted me several times now.
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