>/kspg/'s modlist and FAQ.
>KSP mods and extra parts.
Many modders use better places to host mods, as Curse is awful.
>Party-approved rendezvous and docking tutorials.
>Some useful calculators.
>Hotkeys for operating your vessel that are never mentioned anywhere else.
>Official /kspg/ fan fiction
>List of IRL launches.
>View from the ISS:
>BARIS ・the best space race simulator:
Note: the general consensus at /kspg/ is that you should torrent the game, rather than purchasing it. The developer, Squad, is incompetent, extremely mismanaged, and is very resistant to all feedback or criticism. Furthermore, despite being poorly made, lacking a proper development team, years of unfixed bugs, and being in need of a serious physics and optimization overhaul, Squad has gone ahead and decided that they're just adding several new features, and jumping straight to version 1.0, without proper balancing and bugfixing, just to boost sales. With their performance to date, it's clear they do not deserve your shekels. If and when Squad begins developing KSP like the competent adults they like to play at being, and stops acting abusively and manipulatively towards their community, we'll remove the above disclaimer. Until then, we as a community have decided it stays.
>Understand that we here at /kspg/ don't hate KSP. We've simply grown bitter over the way Squad has dragged such a promising title into the mud, and hope that our input might help to keep this sinking ship afloat a bit longer. However, we cannot in good conscience recommend buying this game to anyone.
>Haven't played in a long while
>Start new science mode
>Having a blast, launch a mission to Minmus
>Get there without trouble, collect tons of sample
>FF to the landing
>Go to hit slowdown
>Hit faster speed by mistake
>Vehicle and all my Kerbs explode
>Whoops! Hit key to reload last autosave
>Game loads save from six hours ago
>Try to see if there are any other autosaves or quicksaves to load to
>All progress gone
>All missions need to be repeated
>All unlocked research relocked
Shameless repost to celebrate the new thread
Here's the upload of the "game":
Note that its my first "building" so i have no idea if it will work for others, and that you cant exit so just alt+tab and close it.
Controls are wasdqe for rotation and space for thrust, mouse for camera.
Here's the project folder that have everything used (some unitly lockey couldnt be zipped):
MS security essentials showd no virus, but im no stranger to shady pron, so at your own risk.
Now to wait for copyright or other stuff to rape my anus.
The modell and stuff would be no problem, but keeping things bareboned, the rest would boil down to around squads implemnation now.
I would have the the moon "magically" (wihtout aplpy any force or involving physics) circle around the planet, then have "bigger-than planet/moon" spehre colliders attached to each, then determine if the craft is "colliding" wiht/inside one of them, then apply a consant force, that points to the curent body center, on the craft.
For that i would have to figure out how to detect collisions, and how to reach other objects and their components from the scripts, rahter than adding it manually.
Next time i play around with it, i will try.
Game auto saves every like five minutes or so. But auto saves and quick saves aren't the same thing in KSP.
Quick saves are what KSP calls the conventional save feature where you hit a button, name a save file, and hit save. Quick saves are also separate from KSP's persistent profile save.
Auto saves update the persistent profile automatically but aren't actually logged in the game so there's no possible way to reload one except by immediately force quitting the game through Alt-F4 or closing the process through the task manager and forcing the persistent file to revert to the most recent auto save.
Absolutely NONE of which is remotely intuitive.
It's also worth mentioning that if you have a quick save from before the time of your current persistent profile, if you load that quick save it undoes all your progress and your only option to undo that is, again, to force the game to revert to the last auto save by force-quitting.
I've always been confused by the autosave and quicksave features.
Why doesnt pressing the key to load the last save just load the latest autosave? Why even have a manual save feature if the game does it automatically?
I guess the reason is that you cant actually access the autosave. The autosave should take precedence over the manual save. That's how video games have worked for a while. Games autosave, and have a manual save as a backup and allow you to revert to an even more specific point.
holding the load save key loads the last quick save, there's no button to load an autosave from, like another anon said, your only option if you fuck up and (like most normal people) aren't making a new quick save every five minutes, is to force quit and hope your autosave didn't overwrite.
Keep at it Anon. It seems that the main problem of KSP is the physics calculations resulting from having to account for parts getting destroyed in craft and the resulting changes in flying characteristics. That in addition to how ships are just a jumble of parts in close proximity instead of a centralized unit are major problem points in the game. If you can solve those issues, then you're more or less done with the hard stuff.
/kspg/ didn't lie, this game really does have everything
3/10 anime by the way typical pandering
>Playing a game on console
>Ah what the fuck my guy died and it's making me start from Level 1!
>Oh, you can load the last level, but you have to press A A B A B Up Down B Down Start, twirl the left analog stick four times counter clockwise and them turn the console off and on.
>What? That's stupid.
>There should be a better way, yes, but that's the current way, you could have done that
Just downloaded Waterfox. This shit's so much faster than regular Firefox, it's unreal. It's not even doubly fast; it's loading up in about 1/3 the time.
I fucking wish KSP had a non-shit 64-bit implementation. If Squad doesn't abandon KSP, they need to go Unity 5 and get some x64 up in here.
>They need to go Unity 5
Here's the thing - every time KSP gets updated to the newest Unity, nothing changes.
KSP 0.18.4 got updated to the latest Unity back then and it barely made any difference, and got worse by now.
The other guy was complaining about it as if it wasn't possible at all
I was telling him that it was, and how to do so
It's stupid, yes, there should be a button for it, but it's not impossible, just stupid
Planets in KSP aren't actually that big. The models you see of the planets in mapview and stuff are pretty small. Kerbin is only a few meters across, Gilly is less than a meter IIRC. That's why that bug with lights shining on planets from orbit exists.
What do you think returning from Eve will be like with new aero? Remember engine thrust scales with atmospheric pressure in 1.0, so it may end up literally impossible without aerospikes.
Probably still hard due to the gravity being the same, BUT there will be stock resources so your Kerbin launcher doesn't have to be the size of Eve itself.
Plan would be to send a large empty lander to Eve to save fuel on Kerbin launch.
Yes but since there's no where in any guide on the game available that indicates that's the only way to do it, why the fuck would anyone assume
>no, if you want to load the save whatever you do don't hit the load save button, no, quickly intentionally crash the game and reboot.
I doubt ions will be useful for anything atmospheric. The reason they don't have atmospheric ISP in 0.90 and earlier is because if they did, they would just end up drawing more power (to ridiculous levels) in atmosphere since the current ISP calculation is a bodge-job at best.
In 1.0 with proper pressure effecting thrust the Ion (or Dawn or whatever) should be shockingly poor in atmo. All those shitty ion gliders people make? Ded.
Definitely a whole new set of strategies that will make a new playthrough kind of fun.
Experimental anons - how is career mode now? Is it still a slow boring grindfest at the beginning?
Ions don't work the same as rockets
Rockets have low thrust in atmo because the gases can't expand or push as much when there's already existing ambient gases, ions just throw ionized particles, air pressure shouldn't make a difference
The particles don't need to expand, though, which is what hampers rockets in atmo
Not that this makes any difference, the ions should either be severely nerfed and allow timewarping while burning or just removed outright
Ven's stock revamp makes my dick hard.
It removed the stupid ugly fucking lip on the landing can, making it actually usable for an inline command pod without looking retarded.
Also, lights on the docking ports, and sexy rockomax tanks.
I don't really want to just echo what >>100918941 said, but damn
That fuel tank looks like shit, though
Here's another, with parts at full res.
It's the core of my space station.
This is at 8x.
>RCS tank actually looks like a tank instead of a ribbed whateverthefuck
That's a lander on Eeloo.
It never returned home.
look it's already ded
Today I went to winco with the gf and we bought stuff for caprese salad. We got back and felt like not cleaning anything so we ate it on the floor using a plastic bag as a plate.
We almost exclusively take l-lewd photos
>unwire my rig and take it off the desk for cleaning
>put the desk back
>desk is backwards
>no access to drawer with pens and paper and documents
>too lazy to fix it for the past 2 weeks
Of course I didn't lie you fuggin fagot :DDD
Have you completed the unwritten religious ritual? It's the most important part of the game.
How can you fucking eat a salad on a plastic bag?
The dressing would go fucking everywhere and you wouldn't even be able to mix it properly.
I hope you al least had a damn good tumble after that to balance out the salad bag disgrace
>he forgot to post his own goddamn picture in his shitposting
I feel you. Verizon deactivated my phone in favor of pre-activating my new one they're sending me so I'm just amped and autistically impatient for that, and also I can't receive calls or texts and it sucks asshole.
Holy shit, i spent half a day trying to draw a fucking curved line and i managed to crash unity in the proccess once.
It either originates from the ceneter of the planet no matter what, or skips drawing the "in between" segments and just draws a line to the final point i gave, or just does whatever it wants, mostly nothing.
Pic is non representative of the progress, just oen of the many variatons i tried.
Fucked up so many ships in my >career savefile it ain't even funny.
Forgot/deleted decouplers for my small jool satellites, so all the satellites are just neatly sitting welded to my interplanar inserter. I also confused decouplers with docking nodes so my asteroid capturing ship had lugged 2 extra useless NERVAs to a highly eccentric polar orbit. - plan was to test TWR/mobility with the reduced weight. Also managed to fuck up an alarm or two for eve transfer so I have to timewarp half a year if I want to save 1.2k dV
But I got drunk last night so all's well.
the main diference (i hope) is that i have literaly zero programming experience and have trouble getting even the example codes to work, and i just now starting to uderstand how to read the code in the doxumentation.
And that i didnt rake in 7 million US dollars yet.
On the plus side, i got it to move.
Max was postan when we hit 750 last night
I didn't create a new one because I'm transitioning out of /kspg/ either Max or one of the agitators made this. I don't think r4pt0rbot did because he seems to be coming round the bend, so it's either snekfag trying to trigger people or Max just being his usual piece of shit self
But if this is the future /kspg/ chooses, so be it, I'm visiting this place less and less every day.
Holy shit, i made it curve and "stick" to the craft without parenting it.
Now if anyone has even the slightest idea how to determine ~10 points(with 3 coordinates each) of the orbit with a function that i could plant in this, step right up, and we can have ourslefs a neat little orbital prediction.
Note, i will use a cycle, not type in the raw data like in pic, but i was desperate to figure out how it works.
Originaly i thought that this will be done fast, then use it to mess around with proper gravity and add a moon, but damn.
You need to use an integrator to get the values for the equation in the form of dx=f(x, v, dt) at different timesteps. There are different integrators who give better results, but they can be fairly difficult to code. Go look for them on wikipedia
Yeah, and that was my plan, anon.
However in my drunken stupor I used decouplers, which prevent fuel flow, thus... two extra engines up to an eccentric polar orbit.
hurts my autism
It has some 'legit' uses in the SPH, especially if you're doing non-plane stuff - placing unruly solar panels where you want them for example.
VAB, not so much.
But I love sinking everything off the surface anyway.
So after shamlessly copying somones code and trying to make sense of it, it became clear that this wont work until i sort gravity out.
My problem is, the guy i found did his own gravity wihtout mass then when calculating the trajectory, he used a function of unitys own gravity somewhere, and i have no idea why did he do it.
And i still have no idea why cant i reach other gameobjects components in the script.
It also give me some comfort that KSP just bought vectrosity and used that, so it would be nice to make it work
this looks fun as fuck.
I'm the guy who downloaded untiy yesterday too. did the rolling ball tutorial and it works pretty well. my problem is I've never touched anything with codes before so I'm completly lost on what to do now. maybe going to try the other tutorials.
the only thing that makes me happy is that I'm as skilled now as the average KSP dev.
Im in the same boat, but I know a but about code. All the "void etc" stuff refers to code inside the unity engine. If you want to do something you need to figure out what special class to use.
Like in the tutorial they had update and updatelate, wich were slightly different, both refer to blocks of code inside the engine.
I use C#, but only because I have been modding stuff with C-languages for a couple of years now.
Its like trying to learn Swedish or Norwegian, both are similair with some slight differences.
okay. will try to fiddle arround with it for a bit longer.
But does the engine calculate the objects' mass where you move them or where you originally placed them?
Because I've seen some pretty retarded stuff flying perfectly straight even with parts moved far out of place.
I dunno, but it's worked well enough so far for me. On the flipside, I don't do a bunch of ridiculous part clipping.
Turn on the CoM in the VAB/SPH and offset stuff to test it. I'd test it, but it takes 10 minutes to load and might immediately crash again.
I asked because I don't have access to a PC right now, otherwise I'd have tested it myself.
I was just wondering the mass stuff because I've seen rockets fly straight with parts offsetted so much that they float out of the rocket.
It probably won't have any noticeable impact if you just move batteries inside tanks to hide them
I recommend trying out blender as well, It migth be intimidating, but once you get the hang of it, you can do neat stuff. For example i did that planet in 10 minutes just for fun.
Basicaly you need "g" to grab "s" to scale and "r" to rotate. after pressing them, you can press x/y or z to manipulate stuff just on that axis. Keep in mid that you can select multiple stuffs and teh above transformations work on them all.
The other two must have is extrude where you basicaly just pull/push the selected face/edge wihtout messing with its neighbours, and the x/y/z works on that too. The other is subdivide (ctrl+e->subdivide) where youcut the selcted edges in half basicaly.
Ther you have it, you can go nuts, and explore the rest.
The main "unknown" word that comes into midn is "normals" which are baicaly directions (vector) of each face used to determine whicsh side is "up" or "ourside". If there's some weird ligthning issues, its most likely normals.
wow, i converted that hastly but didnt expect it to be that shitty
L E A V E A L R E A D Y
yes I am your greatest ally
Think of Bac9 and channel his slavmagic.
Theres 2 modes: object and edit. you toggle between them with tab. in object you move the suff around, like you would decorate teh house, and in edti you change the stuff, like you start to chop down the table.
Theres 3 selection modes, you can change from on the bottom(the 3 icon next to the "global" word): the vericles, or the "points", the edges and the faces.
You select stuff with rigth mouse button, preform the stuff you want (grab, scale, rotate...) then left click to confirm taht action or rigthclick to cancel it. the circle cursor is rarely used, so dont worry about that (if it bothers you shift+s and you can select to have it go to the center, the selected stuff go to it, etc...)
Num3 num1 num7 is the front/left/top views, and num5 toggles between perspective (distorted to look reallike) or ortho (where everything is as big as it should be)
Keep at it, figuring out new ways to do stuff is awsome.
No, I mean taking stackable parts and moving them, floating to the side, leaving big, empty gaps between what's above and what's below.
The offset tool allows you to do such stupid shit and I wonder if it still calculates the mass of parts like they were originally placed (I.e. stacked together like a regular rocket)
>photographing the screen
that's too much for me!
thank you for making me laugh. today was harsh is this was the amusement I needed
Welp, I'm finally doing it. I'm starting down the road to get a job. No more being a NEET. I'm gonna make money and move out of my mom's house.
Wish me luck.
what is it about /kspg/ and unemployment?
I'm sitting at my job right now. Admittedly, I probably should stop shitposting and get back to work.
$300 TO ANYONE WILLING TO UPLOAD AN EXPERIMENTALS BUILD
$100 up front, but only after you upload a screenshot and a few new part configs / textures
We know who you are
a liar that adds nothing
Ok, I'll have to torrent 0.90 first and compare them to check if there's some backtracking in the exp builds
I honestly don't really see the issue.
That was just a retarded attempt at showing how customizable fairings are, it doesn't mean you have to do that when you play.
You will probably be able to do the usual 2-pieces fairings, just like with pfairings.
They may not be good looking, but I think you are all exaggerating the issue here.
Ok, so I compared it with the regular build and it appears there's an extra .dll in the Exp build that isn't in the torrented 0.90
>\Kerbal Space Program\KSP_Data\Managed
>232kB (238432 bytes)
The question is - is it a new library added because of 1.0, or?
The "trcq" is scaringly close to something like "tracker" or "tracer"
Haven't tried that yet.
I'm worried there might be some failsafe that might log the fact the dll is missing and sent a log/alert to squad. Am I being too paranoid? Is possible that it could do that?
OH SHIT OH SHIT OH SHIT
I deleted it and tried to run ksp and it just blinked and I got this message. FUCK FUCK FUCK What do I do?
I mean, but I didn't do anything against the NDA, right? Right? I, just deleted a file, I didn't upload anything anywhere. I hope that popup is just a scarecrow or work in progress and it doesn't actually send anything anywhere.
I don't know. read the agreement you signed when they gave you the experimental. maybe something for this case stands in there.
>you will never hug Anon when he's scared
>he will never release a few tears on your t-shirt
>you will never look him in the eyes and tell him everything will be okay
1 application down. Looking to get 5 done in the next couple of days.
You are one dumb motherfucker, I'll tell ya that much. Never assume or ya just make an ass out of yourself, and boy, you sure did.
Have fun, Anon.
>i can explain
NO YOU FUCKING CAN'T
NO BULLSHITTERY IS GOING TO GET YOU OUT OF THAT
CUT AND DRY
I mean, yeah, maybe /before/ he brought up the 4chan thread, you could have bullshit your way out of it, but not after the fact. Really, nigga?
>"We're testing a new function AND I got a weird notification"
double justification usually points to falsehood
And why would Ted even ask if he was doing it. If he knew, he knew.
I expected that they fuck it up but it makes me sad that some people voted for those "confetti"-fairings and found it a good idea
Happy birthday Adolf!
don't you see, my hate for maxmaps keeps me pure
he may be the king of lies, with the ability to spin something so much even /kspg/ isn't sure what's right and what's wrong, but I am kept pure in my absolute hatred for him. it is my guiding light. it is my destiny.
>anon wanted to delete some files in his experimental data foulder
>tried if the game still worked
>message sent to squad HQ
>anon got thrown out of experimentals
>was it just a big scare by max?
>get experimental KSP
>extract source code
>fix memories leaks
>"Hi, we noticed you made some changes"
>"We hereby revoke your experimental access"
>"Shame on you"
his only mistake was posting here before wrapping the deed.
to all expanons who are the heroes we deserve: >you should always make a copy of the game folder and launch it from another computer without internet connection nor steam, a virtual machine would be the best as you can also monitor how much bitcoins are you mining for squad.
>never ever post anything here that can lead to you. even times are important, do not play for a couple hours then come here to bitch about trying for two hours to do something.
>before posting files, compare folders with at least another anon, different files are probably trackable back to you.
>remember there's places where you can find anons more than happy to help you keep your ass covered
or he was taken by the cartel. who knows which connections Squad has
and why the fuck do I get these weird catchas all the time?
maybe this will make you believe me
sure, but I bet he won't admit it
give me some extra time.
The color map is done, I figured out how to make the flexible inlet tube work with the power of the bones. Now I need to decide if the ribbon cables are going to stay (I can't detail them too much because I don't have texture space, opinions are welcome), tone down a bit the orange and the yellow and draw some detail and extract a bump map from that
and I don't have idea on how you make them
forgot the trip, again
Sorry, but no, it was never my intention to actually leak the build. But when I compared the exp build with 0.90 out of boredom and found the dll, I was curious and tried messing with it. Never thought squad would implement a drm/tracker without anyone knowing it.
I'd tell this to Ted and others, but they already banned me from the IRC and forums, I could try emailing Ted, but I doubt he'd believe me anyway.
If you're already kicked out, what do you have to lose by posting this?
No one is going to believe you otherwise, especially with that obviously full of shit "chat log" that looks like a bad script
>what do you have to lose by posting it
>that obviously full of shit "chat log" that looks like a bad script
I use the mibbit web client, it just looks like shit
Yep, full of shit
>I use the mibbit web client, it just looks like shit
I'm talking about the whole exchange, dumbfuck
It reads like a bad script
No one is falling for it, fuck off, stop posting
>reverse engineering someone else's code
I feel you bro. I'm having to tear apart an Android app for a client that needs a completed project inside of a week and the guy before me did it in some weird fucking ways and didn't document shit. Fight on brother.
>popular mod of the moment right now
It should be. It's better than anything Squad cranked out, and it's Squad's own parts on offer, plus a few extra tidbits like the radial reaction wheels and shit.
reminds me of
Here's the new space center menu screen, for whatever it's worth.
okay, Billy, listen, there was no anon. It never happened. Max made it up to scare people into thinking it happened. It was a nice poetic little piece of theater, and it was utter horseshit.
>Max made it up to scare people
You know that only works if the things shown actually exist, right? Or that any testers would've considered it in the first place, which I highly doubt any of us would.
I believe we've said this before, but the way we're developing stuff now we're looking at putting all of the planned game's features in the game while we're still in alpha stage, to then begin on adding only really small things while we focus on finishing everything that has been left hanging. This is our take at Early Access games, which is a very new model of production so we don't really have any generalized standard to look into. We're deeply thankful to everyone who is willing to follow us in this adventure.
-Maxspam, September, 2014
Fair enough, but would it be safe to assume that since it's officially 1 week away, they have determined EXACTLY what is in the update?
Or is there a chance they could cut something between now and next week?
they're probably doing the mexican equivalent of running around with their hair on fire, which is working a 5 hour day with a siesta in the middle "for energy"
I don't want to open that link
what the fuck is this supposed to be? goddamnit there's gonna be seven days of this shit I bet they spent a fortune or "viral" bullshit
>just 7 days before release
>year not specified
I am pretty sure is not needed, unless they actually have a time machine
Also how long has been the testing for 'biggest updated yet'? two weeks at best?
implying squad would ever open up a whole new game mechanic vector ever
whenever they give up, modders will swoop in like vultures and we'll get the best thing ever, but that's likely a long way off. Max will market to infants before he gives up a cash cow like this
Oh hey, kerbals can now climb small obstacles by themselves thats interest-
God fucking damit, how much are they whoring her out?
>not modding in a kitchen module for them
>not making them unique to the kitchen module
>not dropping dozens of girlbals on Eve and telling them to garden and make plants grow on it
Are you kidding, I'm shipping them up in droves. I assume KSP will calculate the weight savings of having a slightly more petite Kerbal.
Once in space, I will keep them in giant containment stations, or on faraway planetary surfaces. Only the finest, most accomplished astronauts will be allowed to visit them and spread his seed among the many waiting and ready kerbalinas.
kerbelles are gonna be fun to see the shitstorms
>put kerbelles in orbit
>send a dick into space
>cockslap her out of orbit
Also mod to rename parts when
COCKpit makes my knees soggy and needs to be made CROTCHpit
Its not about steam pushing it, its about blatantly lying to their customers
Steam already went and kicked an abandoned game off steam and refunded everyone's money once
Though now they probably dont do anything since they had that and made legal shit to keep their hands clean
The greenlight process alone would take longer than the week for the real deal to come out. I have actual contacts within VALVe and I can't pull that sort of shit.
Guys, I've got an idea for a mod when 1.0 comes out. call it "Patriarchal Order." The goal of the mod is to kill female and strand Kerbals for encroaching on the very male field of colonizing space with rocket-propelled phalluses.
It will replace all stock contracts (and mod contracts, if possible) with very powerful contracts to senselessly murder girlbals. Alpha Version Full Release 1.0 will feature inverted reputation penalties when girlbals die, giving you a rep boost for each one.
In subsequent Alpha Beta Arbitrary Full Release 1.0s, I intend to replace all stock contracts with contracts centered around stranding girlbals in orbit and crashing them/stranding them on random bodies in the Kerbol system. You will have to meet quotas as the deadlines are short, but the rewards will be ludicrous amounts of Kool Kerbal Kash to fund your gigantic, phallic, space-conquering patriarchal rockets.
Girlbals will also all share 1 brand new class that emphasizes their usefulness, the "Useless, Dumb Housekerbal" class. Girlbals with this class will do absolutely nothing. They will essentially be engineers without the ability to fix anything.
Will you join the patriarchy, /kspg/?
I'm gonna look into how much of this can be done; I imagine Contract Configurator will be a great help in that regard. I'm gonna try to make it myself, but if anybody wants to contribute, I welcome you. I'll create an account on the forums for this with my alt email for the lulz.
>There is no 810 in the steadb, in fact they literally jumped from 635 to 821
>making things up
There might not be any build 810, but you're just making things up.
I've checked it too and the buildid on steamdb obviously doesn't correspond with KSPs internal buildID that are ingame/in the buildID.txt.
You can't just take the last 3 numbers of that 6 digit code. That thing jumps by thousands per week, do you really think they make hundreds of internal builds per day?
I have a lot of old KSP installs and the buildID goes as follows:
>0.19.1 buildID 54
>0.21.2 buildID 276
>0.22 buildID 351
>0.23 buildID 395
>0.90 buildID 00705
and then last week some anon posted a screenshot with buildID 00787, which kinda fits.
>this also kinda shows how much was squad working across the time. They either didn't work much or had a big decrease in quality, resulting in more buxfixes
>54 build to get to 0.19.1
>650 builds to get from 0.19.1 to 0.90
>still literally hundreds of open bugs in the bugtracker
>less than one week until 1.0
I don't like this
doesnt Squad just implement procedural fairings? I'm sure that modder would gladly hand over that if it meant getting it into the game.
Seriously it's probably one of the most useful mods. Easy as fuck to use too. It even draws a damned preview.
Those cluster fairings are the first way people did it, and they got tired of it really fast.
>*Barn is back as Tier 0 Space Center
But, anyway, it looks like they actually put a lot of work into this update (sort of). Sure, most of it is stuff they left half-finished and just got to finishing, but is anyone here actually happy about 1.0?
I know there's high potential for bugs though.
Are there any details on HOW they overhauled the aero?
I'm glad that they're adding anything at all that isn't more watered-down tycoon game bullshit, and I am actually pretty happy about them finally adding in things for ease of modding, like the tech tree that works off .cfg files instead of whatever the fuck it was before
not accounting for how it should have been that way in the first place.
I am worried about the performance, though. They're actually adding new parts and textures, and we all know what a few extra textures does to RAM usage. I doubt they're fixing many bugs, and there will be some new ones beyond a doubt, so it's pretty much confirmed that this will be the worst update yet technology-wise. I'm just wondering if it will be playable at all.
Check out NEAR. That's probably going to be what the new aero is like
>anyone excited for 1.0?
Not really. Most things being added I already have with mods. Crash rate is low after openGL + ATM + DDSLoader.
>I know there's high amount of bugs though.
The reviewers are gonna tear KSP apart. Bugs are acceptable in alpha, but not in full release. Same goes for the performance (which is probably unfixable thought). The career mode being rather tedious for a beginner doesn't really help either. And Contracts that review specific altitude and speed are just annoying. Oh yeah, and the lower tier facilities looking worse than 0.13 KSC.
They said that all the textures have been converted to DDS, and that there has been an optimization pass. Maxmaps was actually bragging about load times the other day. As for RAM usage, it will probably be about the same as it was in 0.90 if they indeed did some optimization since most of the "new" stuff in 1.0 are overhauls of the existing mechanics.
Also didn't they say recently that the tier 0 buildings might be cut?
>anyone here actually happy about 1.0?
I'm generally a very optimistic person and don't hold a grudge against Squad for their past fuckups (which is why I don't come to /vg/ very often, you guys are honestly depressing) but even to me a release on April 27th seems pretty rushed, I'm really worried. All the features they've shown and talked about look great, but I fear that this might be a huge bugfest at launch.
According to everything that's been said in the devnotes the new aero actually has more features than NEAR, like mach effects and readouts in the VAB (those probably aren't as complete as FAR's but still.) In fact the only FAR feature that hasn't been confirmed to be in 1.0 is aerodynamic disintegration. Also, from everything HarvestR and the others said it seems that it was implemented the same way code-wise it is in ferram's mods (which is the only non-retarded way to do it, really.) So yeah the aero overhaul is the last thing I'm worried about for 1.0, I'm actually looking forward to see how it really is.
The biggest difference between FAR/NEAR and 1.0 stock will probably be the balance. Instead of going fully realistic they probably chose values for physical constants that will make thing a bit easier to fly for the inexperienced.
Is a single parachute enough to land on Eve with an extremely light load? Im working on a multi probe drop ship to get maximum science in one launch.
Only because that data is so fucking skewed its not even funny
>oh hey we'll just average the wages for everyone
>including these top 10%er men that have been grandfathered in and throw the statistics through a loop
Exactly. It's literally just an average of male wages and female wages, without accounting for simple shit like what job they work.
It's the statistic equivalent of yellow journalism. It's used to perpetuate lies and controversy where there is none.
*adds Tony Stark and Bruce Wayne to the data pool*
*adds stay at home moms*
>Anita makes a video on how girlbals are sexualized and seen as inferior to male Kerbals
>makes a big deal about how long it took Squad to even give them recognition
>Tumblr eats it up
>Squad ends up in deep shit for pandering to them
Although they may be poorly balanced, KW rockets are damn pretty.
There's a difference when you account for jobs too. Women get paid less on average, because they're generally shit at negotiating to get a raise.
And the fact that more men have high-salary jobs is already enough to make the wage gap a real thing, and that's something we need to work to fix.