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Old 03-12-14, 09:09 AM   #316
NeonSamurai
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Cool I guess, I just wonder who will be developing that expansion, NASA or Squad. I suspect a lot of people are more likely to fling the asteroid at some target on the ground.

Personally I think there are a couple of things Squad really needs to focus on soon. The parts are in real need of a balancing pass, as for a lot of them, the configurations don't make much sense. Also they really need to redesign kerbalspaceport as it is a gigantic mess full of pages of upload spamming and other issues.

Also I am concerned that the game is running into a fundamental wall with the unity game engine. Unity does not run in 64 bit, and does not multi-thread. If you are big into modding (making or using), you probably already know what I am talking about here because of having to use texture reduction patches due to the memory footprint, and just how the game runs rather poorly for what it does.
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Old 03-12-14, 09:41 AM   #317
bertieck476
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After reading neonsamurai's post am I correct in thinking this will not run on a vista 64 system.

Thanks Bert.
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Old 03-12-14, 10:49 AM   #318
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Originally Posted by bertieck476 View Post
After reading neonsamurai's post am I correct in thinking this will not run on a vista 64 system.

Thanks Bert.
I see no reason why it shouldn't. It doesn't take advantage of 64-bit processors, but you could still run it on a 64-bit operating system just fine.
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Old 03-12-14, 10:58 AM   #319
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Thanks Raptor, I do like the look of this game.
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Old 03-12-14, 05:40 PM   #320
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"You gotta admit one thing. You can't beat the view."


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Old 03-12-14, 06:38 PM   #321
NeonSamurai
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Yes it will run on 64 bit operating systems, as a 32 bit program (i run it on win 7 64)
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Old 03-13-14, 03:14 AM   #322
bertieck476
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Yes it will run on 64 bit operating systems, as a 32 bit program (i run it on win 7 64)
Thankyou.
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Old 03-25-14, 12:54 PM   #323
Arclight
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Was some news about new Unity engine; 64-bit support is coming. Prolly needs some reworking for KSP, but it should be getting there.
The Face Of Tomorrow’s Indie Games: Unity 5 Announced


Been struggling through a rather extensive mission over the past 2 weeks or so. The idea was to have a base ship with a separate, smaller exploration craft and a lander conduct an expedition to Jool. Once there, the explorer would set off and collect data, then return for a transfer, refuel and clean out the experiments in the lab on the base ship. The lander could make landings on the 2 outer moons, thanks to particularly low gravity. With all targets met, the base ship would set off back home, leaving the explorer and lander behind.

Turned out to be a great success, though the usefulness is questionable. You need all the fancy tech to pull it off, so all the science you collect ends up being unusable. Also ended up turning to Mechjeb for most of the maneuvers. Don't think I could have pulled it off flying everything manually. On final course back to Kerbin, there was literally a few seconds of fuel left.


Final rendezvous around Kerbin before setting off. Station in the background was put into orbit specifically to refuel the stages after ascend.


Arriving in Jool system, establishing an orbit just outside Tylo's influence.


Explorer on approach to Tylo.




Low pass over Tylo.


Rendezvous with base ship again. Transfer data, refuel, clean out experiments and off to the next target.


Explorer approaching Vall.


Low pass over Vall.


Approaching Layte.


Low pass over Laythe.




Low pass over Jool itself.


Lander over Bop.


Unexpected return to Kerbin. Turns out there was enough fuel after all.




Final tally: 6909.3 science. Excluding EVAs and crew reports, which were transmitted back from Jool already. Not a bad several years at the office.
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Old 03-27-14, 12:18 AM   #324
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Nifty, I always have problems getting the big ones up into orbit, I hope the new sized equipment and engines will help with that...although if the rumour that Kerbins size has been rescaled are true then we might just need the Saturn 5 style engines to get anything into orbit!
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Old 03-27-14, 08:02 AM   #325
Arclight
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Yeah that's why I grabbed MechJeb. Lifting a full orange tank or the core of that station into orbit was damn near impossible.

Mainsail with 8 liquid boosters and then another 8 solid boosters strapped to those, still not quite enough thrust...
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Old 03-27-14, 01:42 PM   #326
Pisces
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Quote:
Originally Posted by Oberon View Post
Nifty, I always have problems getting the big ones up into orbit, I hope the new sized equipment and engines will help with that...although if the rumour that Kerbins size has been rescaled are true then we might just need the Saturn 5 style engines to get anything into orbit!
If you look at the previews on the Nasa ARM release you will get just that.
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Old 03-28-14, 10:52 AM   #327
NeonSamurai
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Quote:
Originally Posted by Arclight View Post
Yeah that's why I grabbed MechJeb. Lifting a full orange tank or the core of that station into orbit was damn near impossible.

Mainsail with 8 liquid boosters and then another 8 solid boosters strapped to those, still not quite enough thrust...
Hmm, did the liquid boosters have engines that could pivot, and did you strut everything? Running a ring of 8 orange tanks with mainsails or the intermediary engine can easily warp the heck out of everything and make it fly out of control without struts. Or was it control problems when the engines were off? I've never had the problem where mechjeb was able to control a rocket that I could not. It is good for managing some of the tedium though.


One thing I am glad of though, they are finally fixing the wobble problem similar to Feram's joint reinforcement mod. That and they have finally decided to add 3.75m parts. I kind of wish though that the newer parts did not have the NASA logo though, as it really does not fit.
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Old 03-28-14, 01:02 PM   #328
Pisces
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Originally Posted by NeonSamurai View Post
... I kind of wish though that the newer parts did not have the NASA logo though, as it really does not fit.
I think I've seen it as being optional. I mean, which logo you see depends on your choice of your flag.
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Old 03-28-14, 03:00 PM   #329
NeonSamurai
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I hope so, but if not I can remove them fairly easily.
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Old 03-29-14, 09:23 AM   #330
Arclight
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Quote:
Originally Posted by NeonSamurai View Post
Hmm, did the liquid boosters have engines that could pivot, and did you strut everything? Running a ring of 8 orange tanks with mainsails or the intermediary engine can easily warp the heck out of everything and make it fly out of control without struts. Or was it control problems when the engines were off? I've never had the problem where mechjeb was able to control a rocket that I could not. It is good for managing some of the tedium though.


One thing I am glad of though, they are finally fixing the wobble problem similar to Feram's joint reinforcement mod. That and they have finally decided to add 3.75m parts. I kind of wish though that the newer parts did not have the NASA logo though, as it really does not fit.
Mainsail on the main stage and the smaller non-pivot engines on the boosters (smaller diameter). It wasn't uncontrollable, just hard. So much mass.

The problem with it is that the skipper on the 2nd stage just didn't have enough thrust. You end up building speed, but the ascend pretty much comes to a halt.
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