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-   -   Kerbal Space Program (https://www.subsim.com/radioroom/showthread.php?t=200091)

Gargamel 03-18-13 07:33 AM

I cant seem to find ORDA in the spaceport anywhere....

EDIT: Looks like support was stopped in .17.

NeonSamurai 03-18-13 10:19 AM

Looks like this person is trying to continue development.

https://github.com/BloodyRain2k/ORDA

One of the advantages of forcing mods to be open source, they don't have to die out if a person leaves the community.

Penguin 03-18-13 12:35 PM

ORDA worked well for me in .18, though I only used it for docking, can't say anything about its other features.

And EA can learn from Squad how to distribute a game: Though it took some tries to log in yesterday evening, the download went flawless and with about 1MB/s.

NeonSamurai 03-18-13 06:35 PM

Anyhow ORDA was never hosted on the Spaceport. This was the forum link for the last official release before this new person took over.

http://forum.kerbalspaceprogram.com/...nt-v1-0-3-ORDA

NeonSamurai 03-18-13 10:47 PM

Already there is a new version 19.1

Quote:

Originally Posted by 0.19.1 revision
Bug Fixes and Tweaks:

* Fixed re-entry shader failing on highly scaled parts
* Corrected an issue that would prevent large rover wheels from applying brakes
* Tweaked braking speed and power on rover wheels
* Adjusted how rover wheels display resource usage
* Changed Ladders on the launchpad ladders to make it easier to climb them.
* Changed the names of launchpad and runway objects to be more descriptive when you crash into them.


Gargamel 03-19-13 10:27 AM

The devs blog stated they were shifting their paradigm regarding releases. As opposed to getting a bunch of things working at once, they are going to start releasing as individual features and bugs get fixed. So it will be more like a true alpha. The last few versions have been more Beta'ish IMO.

Gargamel 03-19-13 10:50 AM

http://i.imgur.com/FooFIyX.jpg

NeonSamurai 03-19-13 07:26 PM

As a tip with the wheels, you probably will want to shift the default bindings to the IJKL keys, as the inertial navigation from your command module/probe makes turning more of a problem. It makes it more likely your craft will roll when cornering.

reignofdeath 03-19-13 09:52 PM

Quote:

Originally Posted by Gargamel (Post 2027653)

You monster :o

Gargamel 03-21-13 09:16 AM

Well that was the first interstellar mission the Kerbals ever attempted.

After the lander seperated from the mother ship, lost power, and failed to de-orbit, Jeb decided to attempt a landing in "manual" mode.

I hear he almost made it to the ground somewhere over russia.

reignofdeath 03-22-13 03:13 AM

Quote:

Originally Posted by Gargamel (Post 2029025)
Well that was the first interstellar mission the Kerbals ever attempted.

After the lander seperated from the mother ship, lost power, and failed to de-orbit, Jeb decided to attempt a landing in "manual" mode.

I hear he almost made it to the ground somewhere over russia.

By almost made it you mean he burned up at about 40,000m correct? :P

On the note of re entry, is it just a graphic as of now? Or does it actually heat your capsule?? Like do you have to hit it at a certain angle?

Spike88 03-22-13 03:37 AM

I believe as of now, it's just an effect.

Rilder 03-23-13 01:18 PM

Just saw this elsewhere.

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

Time to go start sinking Munar Shipping? :O:

NeonSamurai 03-23-13 02:14 PM

Quote:

Originally Posted by Spike88 (Post 2029629)
I believe as of now, it's just an effect.

It is unless you use this mod... :)

http://kerbalspaceport.com/deadlyreentry/

Spike88 03-23-13 04:46 PM

Anyone use Ferram Aerospace Research mod?


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