XiaNaphryz said:So is it actually possible to get into a stable orbit in this game?
a-yes
http://www.youtube.com/watch?v=D98QvmeOisw
XiaNaphryz said:So is it actually possible to get into a stable orbit in this game?
domlolz said:
taoofjord said:I just want to stress again how awesome this game is. I love it. I think it will end up being pretty damn popular within the next couple months. Even though in the end it's still a niche title, it's got all the makings for being as big a hit as a niche indie sim game can be.
New
* Added copying of parts (and sets of parts) by holding Alt while clicking on them.
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)
* Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed)
* Stage decouplers can now share fuel across stages.
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling)
* Added Keys to control the camera in flight (+/- for zooming)
* Added some sound effects for the parachute opening
* Added cfg-definable parameter for parachute autodeployment delay
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)
* Right-clicking the Symmetry Button will now step the symmetry mode back.
* It is no longer possible to select a part of the ship while the mouse is over any interface items.
* Added toggle key to switch between precision or instant input modes (Caps Lock)
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision)
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules
Bug Fixes
* Fixed the staging lock LED not turning purple after launch
* Icons no longer show a transparent border floating around then mousing over disconnected parts.
* Fixed a bug where deleting a symmetrical part would sometimes leave its counterparts floating around.
* Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors.
* Fixed most sound volume decay over distance problems.
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug)
* The Flight camera will now remain always centered on the ships center of mass.
* The Screenshot function will now create a Screenshots directory if one isnt found.
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on)
* Fixed a bug that could cause large ships to explode at 5,000m altitude.
Rapstah said:I'm cancelling the trip right now, they'll reach 400 000 KM now and that's far enough. I can't remember if this took three or four days but imagine a couple of 24-hour periods added to the clock.
Beat that G-force record. I scrolled down to the bottom of both stat fields because the most interesting stuff happened there. I believe my second stage hit the ground around fourteen hours in which is very cool.
Rapstah said:I'm cancelling the trip right now, they'll reach 400 000 KM now and that's far enough. I can't remember if this took three or four days but imagine a couple of 24-hour periods added to the clock.
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r1chard said:Damn this game is fun. I'm looking forward to all the things the dev and community could add to it.
I so hope the dev adds time compression though. Sitting watching my computer for 4 days while the ship transits to the moon doesn't sound like fun
Alchemy said:I have become a bit addicted to trying to reach the highest possible speed when exiting Kearth's gravitational pull, or the ships final velocity once it has completely stopped decelerating.
So far my best is 3140.9 m/s. Its becoming very difficult to break, because I keep reaching a wall of 'oh god my ship explodes' when trying to add additional rockets and stages.
DeathCubeK said:That was one hell of a trip! Have you got any pictures of the ship?
Edit* Shit that rhymes!
Nah, I just felt like cropping it so it fit in any aspect ratio of viewing the forum and there wasn't too much information in that fourth.Interesting crop of the image. Did you lose your crew?
I am guessing you had the top engine ignite first so stuff below it will explode, lol.Alien Bob said:
Good symmetry, and SAM units on top of the solid fuel boosters I assume you're attaching. 6-way symmetry with a SAM on each booster lets me hold down 'F' for a very smooth ascent.PjotrStroganov said:How do you succesfully use the side decouplers without everything going wobbly?
You can press t to toggle on SAS permanently on and offOrayn said:Good symmetry, and SAM units on top of the solid fuel boosters I assume you're attaching. 6-way symmetry with a SAM on each booster lets me hold down 'F' for a very smooth ascent.
Ah. I don't think about it too much because favored rocket design loses its SAMs relatively early. Because I don't have a flight stick and the game doesn't seem to like my Xbox 360 controller, I actually wind up adjusting everything with an 8-way arcade stick and Xpadder. It actually works pretty darn well with instant mode rather than precision, just because it's so easy to trip each switch and adjust my vectors ever so slightly.slopeslider said:You can press t to toggle on SAS permanently on and off
Woorloog said:It feels like i'm better at building short range ballistic missiles than space rockets. Managed to fly up to 180,000 meters though. Then i got bored, landing was going to take foreever.
The vanilla game has very few parts though, and some, like the winglets, seem to be completly useless. But maybe this will get better. Certainly following it's development.
Orayn said:Good symmetry, and SAM units on top of the solid fuel boosters I assume you're attaching. 6-way symmetry with a SAM on each booster lets me hold down 'F' for a very smooth ascent.
SAS modules seem to be providing all the stability i need. Winglets are just extra weight...methane47 said:Winglets stablize the aircraft to a certain extent. They do not at this point provide lift.
plc268 said:Finally completed my first orbit!
Dakota47 said:Same, although I crashed right after. I caught the sunset though so it was all good.
plc268 said:You crashed because you weren't going fast enough.
Dakota47 said:Yup, maneuvering into a horizontal position proved to be the trickiest part. I went too high up so I wasted a lot of energy on vertical movement. But I was glad to see all of Kearth now.
One of the trickiest things you to learn is just how quickly you need to tip in order to strip off all the vertical momentum. Add to that the required minimum speed at your apogee, and the precise speed that's required to maintain a stable orbit... Yeah. There's a lot to keep track of.Dakota47 said:Yup, maneuvering into a horizontal position proved to be the trickiest part. I went too high up so I wasted a lot of energy on vertical movement. But I was glad to see all of Kearth now.
DrM said:Here is the list of planned features
PjotrStroganov said:Though, keeping it simple, parts wise, it does make more of a challenge to achieve certain goals. I've installed quite some modded parts and it is still more fun to use the old parts.
DrM said:Version 0.9 is up!
slopeslider said:Tried for a stable orbit, with NO input/corrections after I started taking pics
http://i662.photobucket.com/albums/uu345/slopeslider90/orbit1.png[IMG]
[IMG]http://i662.photobucket.com/albums/uu345/slopeslider90/orbit2.png[IMG]
[IMG]http://i662.photobucket.com/albums/uu345/slopeslider90/orbit3.png[IMG]
Ended up falling 2500m and gaining 8 meters/sec in ~12 minutes, I'll spend more time trying to perfect orbit before taking pics again
I think it was an elliptical orbit, I want a circular one.[/QUOTE]
What components did you use to create the sphere? I can't see any of that in my version, even 0.9 release that just came out.
Yes, that's the Orbital ViewMJLord said:If you download the BETA of the version your all using, if you press M you get an orbit calculator and it plots your orbit in real time !