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Old 03-23-13, 09:44 PM   #211
reignofdeath
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Quote:
Originally Posted by Rilder View Post
Just saw this elsewhere.

http://imgur.com/a/LQQT4#7

Time to go start sinking Munar Shipping?
Say whaaaaa!!! Thats awesome.
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Old 03-26-13, 08:49 PM   #212
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Can't believe you guys managed to hook me!

Anyway, after numerous attempts and, ahem, incidents, Annoyinkbeepnik1 is now in a stable and circular orbit around Kerbal and we are eagerly looking forward to putting the first Kerban in space...

<Catches glare from scientist and engineers>

Oh yeah, and bringing him home again as well.
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Old 03-31-13, 06:26 PM   #213
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Sabre like plane, actually managed to take it off and land it again.


Runway marker


Runway marker at night
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Old 04-01-13, 03:52 PM   #214
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The XR-1A a modified XR-1 with an ejection mechanism added to the cockpit. The drop tanks were accidentally dropped on the runway.


Greglo Dreams of Space


Returning to the runway.


Sadly, Greglo didn't make it home. Ran off the runway while landing, right wing decided it no longer wanted to be part of the plane, and it all went south from there.
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Old 04-09-13, 06:50 PM   #215
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New Screenshots:


Wheels with steering, plus a tool box looking thing. The larger batteries are from Claira a modder who now works for Squad. Her mod pack is pretty neat, adds a lot of parts that fit the look of stock parts.


Here's a nother new picture. The Cupola is another Claira mod turned stock.

Also from last week:

Small Chemical Processor made by Nova.

http://i.imgur.com/lGlWdyn.png
Resource flow chart. WIP. Ungodly huge for the board so I left it as an image.
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Old 04-09-13, 09:05 PM   #216
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Pictures from the Latest Developer Live Stream

New UI for characters


Resources on a planet


Tool Box for repairs











Inside the new Cupola



Inside the Lander, there was one more, but I didn't get it.

Also Awesome concept Art:
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Old 04-10-13, 10:02 PM   #217
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I keep hoping we are going to get some folding toggleable deployable parts, like hinges and stuff so we can make folded up satellites and rovers and whatnot.
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Old 04-11-13, 10:54 AM   #218
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I personally want a folding Munar Rover like the Apollo missions had.

Although Kerbals and items are going to be getting Inventories. So maybe you can store the parts for a rover in an inventory, and then throw it together on the Mun, Duna, etc.





And now for the Drama:

During Monday's Developer Stream, HarvesteR(lead developer of KSP) stated that the whole miining resources and using them to construct items such as bases(RTS type gameplay) was getting out of KSP's original scope. He stated that Features like this would be for advanced players and wasn't really how he wanted KSP 1.0 to go. Instead of just canning them entirely, he said that they may be the focus of a future Expansion pack(which we would obviously get after KSP finished).

This lead to outrage as people felt they were getting gypped for the fact they felt this went against Squads statement that "All future updates will be free". They felt that they are entitled to everything squad made for the fact they spent anywhere from $5 to $23 on the game.

HarvesteR posted a Developer Diary entry to try and clarify the issue, stating:
Quote:
What I said on the live stream were my own personal ideas, and those were meant in no way as any sort of official announcement on behalf of Squad. It was just me basically thinking out loud. There are no official plans for any sort of post-release project for KSP at this time.
and

Quote:
Regardless of the above, there seems to have been a big misunderstanding of what I meant with 'Expansion' in the first place. To me, an Expansion pack to a game is something that is almost a whole other game in itself, not a small pack of content that could have been done as a mod. I would never even think to do something like that, and I sincerely hope no one really thinks we would ever betray our players like that.
He then goes on to apologize for bringing up the conversation in the first place.

Adrian Goya, the Executive Producer for Squad talked with Eurogamer and said the following:

Quote:
"It's quite obvious now that we need to rephrase that statement so everyone knows exactly what they're getting when they purchase the game.
"Given that this was a point of confusion, and that we believe that no matter what, a promise is a promise, we are including expansions in what you can expect to get for free if you have already bought the game. Also, for those considering purchasing the game, we will maintain this promise for all purchases made until the end of this month."
So because people feel they are self entitled to anything Squad makes for KSP from here on out, and as a form of Damage Control, anyone who owns KSP or purchases it before April ends, gets all expansions for free.


TL;DR - Own KSP or buy it before the month of April ends, you get all expansions for free.

HarvesteR's Blog Entry- http://forum.kerbalspaceprogram.com/...nsions-for-KSP
Eurogamer Entry - http://www.eurogamer.net/articles/20...ter-fan-outcry
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Old 04-11-13, 02:15 PM   #219
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I must admit I do sort of agree with him. There was a mod for Garrysmod called 'Spacebuild' which was a lot of fun but they kept adding extra parts and making it more and more complex just to get a ship into space, and of course where there were more parts needed there was more lag and server lag.
So, I can see a good point in separating the two, then both ideas can be explored. Typical of people to expect something for nothing though.
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Old 04-11-13, 05:37 PM   #220
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Here Neon:
http://forum.kerbalspaceprogram.com/...r%29-pic-heavy

Someone could probably make a smaller version if given time.

Also:


This thing is pretty neat.
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Old 04-11-13, 09:56 PM   #221
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Quote:
Originally Posted by Oberon View Post
I must admit I do sort of agree with him. There was a mod for Garrysmod called 'Spacebuild' which was a lot of fun but they kept adding extra parts and making it more and more complex just to get a ship into space, and of course where there were more parts needed there was more lag and server lag.
So, I can see a good point in separating the two, then both ideas can be explored. Typical of people to expect something for nothing though.
I agree as well. Honestly getting into resource management is not something that I want from the stock game particularly, and is getting away from the main purpose of the game.

As for the peoples responses... with that kind of crap, we will be lucky if we get any addons once the main game is complete. But gamers are a weird bunch... they put up with all kinds of crap from the mainstream publishers, but expect so much for so little from Indi developers.


Quote:
Originally Posted by Spike88 View Post
Here Neon:
http://forum.kerbalspaceprogram.com/...r%29-pic-heavy

Someone could probably make a smaller version if given time.

Also:


This thing is pretty neat.

I appreciate it, but I am already very familiar with the main mod used to make those two things (Damned Robotics). Problem I have with that mod is mainly that I cannot choose the degree of actuation before the game loads and I like to use aerodynamic rockets with shrouds. It doesn't work very well if much of the satellite is poking out of the shroud (particularly as you can run into collision problems). This is kind of why I want toggle parts, not dynamically actuated ones like in damned robotics. Like say a hinge where you can pick the starting angle, and bind keys to make it actuate to say 90 angle or 180, or whatever.
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Old 04-11-13, 10:13 PM   #222
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Quote:
Originally Posted by NeonSamurai View Post
I appreciate it, but I am already very familiar with the main mod used to make those two things (Damned Robotics). Problem I have with that mod is mainly that I cannot choose the degree of actuation before the game loads and I like to use aerodynamic rockets with shrouds. It doesn't work very well if much of the satellite is poking out of the shroud (particularly as you can run into collision problems). This is kind of why I want toggle parts, not dynamically actuated ones like in damned robotics. Like say a hinge where you can pick the starting angle, and bind keys to make it actuate to say 90 angle or 180, or whatever.
I can see your point. Something like the Bobcat parts where you right click on them and they have a preset animation they follow.

As for shrouds he manages to get one around FRANK II:
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Old 04-12-13, 06:34 PM   #223
Spike88
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http://www.reddit.com/r/KerbalSpaceP...s_for_020_and/

List of things that may make it into .20
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Old 04-14-13, 10:34 AM   #224
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Well....

On a lighter note....

I just, for the first time ever, able to land a Kerbal on Mun and return him...

Of course, I'm not sure the 3800 m/s entry speed he started with would be survivable, but it's a round trip!

I was always building better lifters, or a spacestation, and dealing with BSODS, and then there was all the updates, so I never accomplished this feat. Finally did it. barely

Had about 20 dv left in the tank.....
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Old 04-14-13, 12:27 PM   #225
NeonSamurai
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Quote:
Originally Posted by Gargamel View Post
Well....

On a lighter note....

I just, for the first time ever, able to land a Kerbal on Mun and return him...

Of course, I'm not sure the 3800 m/s entry speed he started with would be survivable, but it's a round trip!

I was always building better lifters, or a spacestation, and dealing with BSODS, and then there was all the updates, so I never accomplished this feat. Finally did it. barely

Had about 20 dv left in the tank.....
20 dv would have been enough to set up an aerobraking maneuver where you skip through the atmosphere once or twice
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