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Old 11-24-12, 10:31 PM   #1
Takeda Shingen
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I still need to get around to buying that. Every time I see pics in the screenshot thread I tell myself how cool it seems and plan to go get it, but never do.
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Old 11-24-12, 10:44 PM   #2
Spike88
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Quote:
Originally Posted by Takeda Shingen View Post
I still need to get around to buying that. Every time I see pics in the screenshot thread I tell myself how cool it seems and plan to go get it, but never do.
That's how I felt about donating. Back when the alpha was free, and you could donate anything you wanted(starting at $1) to secure yourself a copy. I eventually bought it around .14 but at this point I had to pay $18.

My advice is to buy it while it's still $18, it may shoot up to $30.


Posted in the Screenshot Section, but figure I'll post it here too:

Juno MK II proves to be an excellent launch vehicle. I get my lander in a circular orbit, wait for Mun to come over the horizon and fire my thrusters for an intercept. When the Mun grabs me and pulls me into it's gravity well, I realize I'm on a collision course with its surface. My initial instinct is to fire retrograde to try and slow down so that I could land on the surface, but I realize I'm probably going too fast for this to happen. My only course of action? Burn Prograde towards the moon. You might be thinking, that's insanity! But burning prograde in my orbit and speeding up raised my Periapsis around the moon(my Apoapsis is -900KM xD) to 20KM off its surface. I get to my periapsis and try to fire retrograde to slow down. The only problem is that I run out of fuel... I'm also traveling fast enough that my RCS isn't capable of slowing me down. I probably should've aimed for 10KM, but given the moon has no atmosphere, there is no telling if it would've worked. Anyways, so I run out of fuel and zoom past the moon. I'm brought back into Kerbin's orbit. After a couple orbits around Kerbin, Mun grabs me again and slingshots me.... I'm now stuck in an orbit around Kerbol.





It takes me 80 days to orbit the sun. The orbit comes within 30KM of Kerbin and 100KM of Eve. However, due to the varying speeds, I'd have to wait forever for us to align just right. After waiting two years, I write the capsule off. Jeb hits the self destruct button and ends their flight.
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Old 11-25-12, 04:07 AM   #3
Oberon
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Dayum, the .18 list looks as impressive as the .17! This is a game that just continues to deliver! Been looking forward to docking for some time, my Kerblas III design will work a lot better if it can recover the Munar lander.
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Old 11-25-12, 04:41 AM   #4
Arclight
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Gonna be great, really has picked up with the last patches. Rather bare-bones before.
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Old 11-25-12, 05:05 AM   #5
Lionclaw
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Really looking forward to 0.18!

Have been planning things for space station construction. Like thinking of how to assemble stuff in space.


Like launching this section up for example: With the upper docking port for the assembly craft. Then it just needs to be docked to the station. That could be the challenge of this design, might need RCS on the truss section.

[D]: Docking port
[\]: Truss
[Sp]: Solar panel
[Cm] Crew module

Code:
    [D]
[Sp][\][Sp]
    [\]
[Sp][\][Sp]
    [\]
   [Cm]
    [D]
And the assembler looking something like this from above, with the RCS on trusses for leverage in order to make handling large objects easier. (I hope)

And a docking port on top.

[RCS]: Reaction control system
[M]: Module of some sort.
[\]: Truss

Code:
          [RCS]
           [\]
           [\]
[RCS][\][\][M][\][\][RCS]
           [\]
           [\]
          [RCS]
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Old 11-25-12, 06:43 AM   #6
Rhodes
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The version that I played one can only orbit Kerbal! Have to buy a new version and see what's new!
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Old 11-25-12, 07:20 AM   #7
Arclight
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If you bought it at any point you can just download it. Trick will probably be remembering your details for their store.
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Old 11-25-12, 11:10 AM   #8
Spike88
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Quote:
Originally Posted by Oberon View Post
Dayum, the .18 list looks as impressive as the .17! This is a game that just continues to deliver! Been looking forward to docking for some time, my Kerblas III design will work a lot better if it can recover the Munar lander.
There are two mods out there that add docking to .17 if you're impatient. Although the game treats them as two separate vehicles still, you can do fuel transfers and crew transfers.

Quote:
Originally Posted by Arclight View Post
Gonna be great, really has picked up with the last patches. Rather bare-bones before.
I think it's because they hired NovaSilisko and C7. Both were modders who were hired on. C7 is the one responsible for the aircraft parts. Nova is responsible for all the new parts(except for a couple made by C7), and the planets.

Edit: A post by Harvester(lead Dev) on how docking multiple ports works:
Quote:
Originally Posted by HarvesteR
It is perfectly possible to dock a hub-type assembly to your space station, to add more docking ports to it. I did that here a few days ago, and if I hadn't decoupled the control unit at the wrong time, I would have had a nice space station... instead of created a small ring of debris around Kerbin... oh well...

But piloting blunders aside, the game fully supports recursively docked vessels (as in, a vessel docked to another vessel, with other vessels docked to itself).

As was said before, docking merges vessels, so every time you dock to something, you're creating a single larger vessel, and the next vessel to dock to it will also merge into the superstructure. Think of docking as attaching parts in the editor. There's no limit to how many vessels you can chain together (well, the cost to simulate that large a vessel will eventually make it impractical, but that's a hardware limitation, not a game one).


And you can actually dock to two ports at a time if you want. If you mount three docking ports on a tricoupler facing a similar docking 'interface' on the other vessel, all three nodes will attach.

Internally, only the first node to attach will merge the vessels. The others will dock in same-vessel mode, where they just create a physics joint between the ports. If you detach the "primary" node, one of the others will become the new primary, until all are disconnected.

So if you had a big robotic arm with a docking port on either end, and several ports along your vessel, you could make it "walk" from port to port, like the one on the ISS does.


(robotic arm sold separately)

Cheers
The robotic arm bit is interesting. I may have to download the mod that adds robotic parts to the game(you move the joints with different key presses). Found here also is a video.
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Old 11-26-12, 10:05 AM   #9
Hene
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Great game! Downloaded the demo yesterday and now ended up buying the whole thing. One thing that I learned playing the demo is the more engines it has, the better it works no matter how ridiculous it looks. Have to see if that will work with the paid version.
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Old 11-27-12, 01:51 PM   #10
Spike88
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http://forum.kerbalspaceprogram.com/...P-Version-0-18
Some .18 videos.
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Old 11-27-12, 04:47 PM   #11
Feld Grau
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Downloaded the demo last night,still having fun with it. Definitely plan to buy this one. Thanks for posting
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