• Wir werden in den nächsten Tagen verschiedene Wartungsoperationen und Optimierungen am Server durchführen. Es wird zu mehreren Ausfällen kommen, die teilweise auch mehrere Stunden umfassen können.

Kerbal Space Programm

Öhm hab nen neuen Save gemacht wo ich science so easy bekomme nhab und war nun auf Minimus und bin wieder zurückgeflogen hab aber vergessn ( so müde wie ich war ) den fallschirm zu ziehn und bin im Meer versunken.
Hab also nun die ganzen Science Pkt net bekommen aber mein Science Typie in dem Büro sagt mir das ich sie angeblich hätte und beim nächsten mal 0 kriegen würde ist das nun so ? Also hab ich nurnoch 1 chance auf die Pkt und wenn ic hvermassel krieg ich nix ?
 
0.23 KSP Performance FPS Tweak Guide
First, in your root KSP folder, replace the settings.cfg with the one I made: http://kerbalspaceport.com/fps-fix-performance-tweak-guide/ I made 2 custom Terrain presets: "Performance" and "Optimal" - I suggest you try the Optimal first. All 3 Terrain settings should perform better than ever thanks to a low minDistance and maxSubdivision values on all water in the game. Also the orbits will now be rendered differently, allowing for encounter tweaking (use Tab or Shift+Tab in map view to switch between targets) and maximum number of predicted orbits has been raised from 3 to 5. Also many other changes.
mehr: http://www.reddit.com/r/KerbalSpaceProgram/comments/1tb006/023_ksp_performance_fps_tweak_guide_all/

Also bei mir rennt es damit selbst auf 'Optimal' schon besser als vorher :D
 
Ich hatte eh imemr die 60fps macht für mich keinen unterschied :P
 
Hab nun Mechjeb komplett wegrationalisiert (also im Karrieremodus) und nutze als Hilfen nur mehr KER und AllignDocking - haut bisher super hin.

(auch wenn einem Mechjeb einige Zeit ersparen würde - das dafür hab ich ja mein Sandbox Savegame)
 
Was kommt mit 0.24:

Contracts
The first iteration of the contracts mechanic is coming up. At the Mission Control Facility, you'll be able to take on contracts from a list of offers. Each contract will give you a set of objectives to fulfill, possibly with added requirements, and a deadline. These contracts are going to be dynamically generated off a number of different basic mission templates, and filled out with detail based on how far you've advanced in your Career. A feature this large is most likely not going to be complete in a single update, but we feel like we’re off to a very good start with our initial plan.

New Mission Control Screen
It's been there for a while, but so far no Kerbal has dared enter that mysterious building at the space center. Oh, plus the fact it didn't have an inside also made it extra difficult. We're adding a new Mission Control Screen, accessible through the already-there Mission Control Facility, which will present you with a UI where you'll be able to pick out contracts and decide whether to accept them or pass them by.

Improved Part-to-Part Joints
There is one unassuming line in the Unity 4.3 changelog that made a world of difference to us. I'll quote it here in fact: "Physics." Joints can now have separate anchor points configured for both connected rigidbodies. What this means is that the era of rockets 'dancing' on top of their engines is coming (finally) to an end. We are completely re-doing the joints, to have much more control over how they link together, and not least, how much we want them to be bendy and wobbly. We're not eliminating the wobble altogether, as that would actually be removing a lot of what makes failures fun. We're aiming to have better control over it, so we can have wobbly bits where we want them to wobble, and more rigid connections where things are supposed to be firmly attached.

Multiplayer's First Steps
This isn't so much a feature at this point, but it's worth mentioning in any case. We're starting work on the core components of multiplayer now, so by the time we're about done with Career Mode, we'll already have a solid platform to start building multiplayer features on top of it. Right now, the primary goal is to write the server backend that will run things. There won't be much to show of this for a while, but we'll keep everyone posted about the progress being made.

Tutorials Revisited
It’s been a long time since we did the in-game tutorials now. They harken back to ye olden times of version 0.17, and when you consider that 0.18 was when we added maneuver nodes and docking, you start to get a sense of just how much has changed in the game since the tutorials were written. Needless to say then, they’re in dire need of a revision, and that’s what we plan to do on this update, and if time allows, also add a couple of new ones.

And as always, the usual batch of small tweaks and bug fixes that we do as we go along.

And we can't say this enough, this list isn't a preview of the changelog for the next update. These are our ambitions, not promises. Some of this might not make it in, while at the same time other things not on this list might be included as well, so the bottom line is, don't take this as if it was written in stone.

Via: http://forum.kerbalspaceprogram.com/content/250-The-0-24-Update-Goals-Post
 
Sehr geil, wird man also wirklich so nach und nach wie ne Kampagne haben anstatt nur iwie iwas zu baun für Science :)
 
NASA Missions-Pack kommt für KSP

Es soll wohl bald ein Missions-Pack für KSP kommen:

Dies beinhaltet:

  • Neue Teile (unter anderem der größte Treibstofftank bisher)
  • Asteroiden
  • Neue Messgeräte zum finden von Asteroiden

Mehr detaillierte Infos:

The mission shares the same name as the three-part mission which started in 2013 and is currently projected to be completed in 2022 with a manned mission onto an orbiting asteroid beyond the Moon.

The mission mirrors NASA’s real operation in many ways. Namely, players will tackle the same three steps as NASA:

  • Identify: Detect, target, distinguish and select the asteroids that you want to move
  • Redirect: Build a rocket ship and set course to intercept the moving asteroid, then position your ship to redirect the asteroid’s trajectory
  • Research: Send your Kerbals on EVA (extravehicular activity) around the asteroids to conduct experiments on the object and gather valuable scientific data as it (and you) hurtle through deep space

Nearly a dozen new parts, including the game’s biggest fuel tanks, will help players tackle what is the most ambitious NASA mission to date. Another new part is the robotic grappling device, which players will use to snare the rock and redirect it into orbit around the Mun, Kerbin or other planets. This new device can also grab things other than asteroids, making it one of the most versatile parts added to the game. These new parts will not only help the Asteroid Redirect Mission but will also offer both new and old players the chance to experiment more in the game’s open sandbox mode.

Via: http://kerbaldevteam.tumblr.com/post/78664661747/kerbal-space-program-to-add-nasa-asteroid-redirect
 
Es ist dahaa:

https://www.youtube.com/watch?v=H9fvjKVuULQ

BTW:

Das tollste am Update für mich wird wohl das "Nav-Point-Orbit-Versetzen" sein ... keine Ahnung wie das heißt. Also um eine ganze Umdrehung versetzen.


Patchlist:

New SLS-styled Parts:
  • Size 3 Liquid Fuel + Oxy Tanks, in Full, Half and Quarter-Sized Variants
  • 4x Size 3 Engine Cluster. The single most powerful piece of rocketry we've ever added to KSP.
  • Advanced Size 3 Single-Nozzle Engine, for when you need immense amounts of thrust in your upper stages
  • New Liquid Fuel Booster: A new way to boost your spacecraft, the LFB is a single part featuring twin engines, plus a very respectable amount of fuel. What more, you can even stack more liquid fuel tanks on top of it.
  • The Launch Escape System: Modelled after the Apollo LES, this new escape tower can save your crew should you underestimate the sheer power of your new rockets.


New Part Joints:

  • Large parts feature a new system that allows them to attach much more rigidly to other parts, eliminating many cases where spamming struts was required.
  • Increased PhysX's global max angular velocity settings to improve joint stability.
  • Angular inertia values for parts now properly scale with mass. Some ships may feel heavier to fly now, but handling feels much more realistic overall. This also improves joint stability a lot.
  • Re-did the Strut Connector joints as well, to use the new joints system instead of their old ones. This dramatically improved their reliability and significantly reduced the number of ocurrences where ships spontaneously disassemble themselves on the launchpad.


New Features:

  • Added new buttons to the Map Filtering panel to filter Unknown and SpaceObject type vessels.
  • Focusing vessels on the Tracking Station will now display their patched conics trajectory.
  • Added Time Warp controls to the Tracking Station and Space Center scenes.
  • Added a button to the Time quadrant in the main flight UI to allow switching betwen Mission Time and Universal Time.
  • Targeted vessels now display their trajectories as patched conics instead of single orbits.
  • Maneuver Nodes are now persistent.
  • Targeted Objects are now persistent.
  • Added buttons to discard/accept maneuvers on the delta-v gauge by the navball.
  • Added buttons to add/remove an orbit to the date of a maneuver node, allowing nodes to be planned for several orbits ahead.
  • Maneuver handles can now be fine-tweaked with the mousewheel when hovering over them.
  • RCS and XenonGas containers on earlier stages are now drained before containers on later stages.
  • Celestial Bodies now show a 'Focus View' button on their context menus in Map View.


Bug Fixes and Tweaks:

  • Celestial bodies you have an encounter patch with will display that patch in local mode when they are focused on the Map View or Tracking Station.
  • Switching between Linear and Rotation controls in Docking UI mode no longer toggles SAS.
  • Fixed a bug where patched conics on extremely eccentric orbits could break the simulation at very high warp speeds.
  • Fixed incorrect rendering of ascending and descending nodes when targeting a non-closed orbit.
  • Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display rendezvous information on the map.
  • Tweaked the thrust and Isp values of Ion Engines and the two tiny rocket engines. All were severely underpowered to be of any practical use.
  • Quicksaving is now allowed at all times. In unstable situations, an autosave won't be created at the same time.
  • Greatly improved the accuracy of the physics->rails transition, eliminating drift on nearby vessels when warping during a rendezvous situation, especially high-velocity ones.
  • The Map Filtering buttons now toggle independently on left click, and toggle single/all on right click.
  • Fixed several cases where Kerbals on EVA would glitch out in very painful ways, mostly when the game changed reference frames while they were in ragdoll state.
  • Intersection nodes between orbits no longer 'skip' the closest intersection when placing a maneuver node near the player's position.


Rumor has it:

  • Old save files may not be compatible with this update
  • Size for Steam clients is close to 100 MB
  • This is the real deal - no "REAL" certification for this one. If you're not getting it through Steam, restart Steam and it'll download


edit:

das hab ich natürlich gemeint:

Added buttons to add/remove an orbit to the date of a maneuver node, allowing nodes to be planned for several orbits ahead.

YAY
 
Last edited:
Ich spiel ksp jetzt schon ne ganze weile .. ahb verschiedene mods installiert, im carrier mode eine raumstation gebaut (mit der größe des ksc^^) und auf duna eine base gebaut welche durch mods in der lage ist raumschiffe zu bauen aufzutanken und überall hin starten zu lassen ... nun fehlen mir weitere inspirationen, hat wer noch ideen? hatte jemand ausser mir so eine langeweile, einen asteroiden zu fangen, und ihn dann zum ksc zu bringen? und hat hier schon wer den multiplayer mod getestet?
 
- kethane

- insterstellar quest im karrieremodus durchspielen (alles erforschen)

- weiß nicht ...
 
hab grad nen neuen karriere modus angefangen ... wollte fürn screenshot hier für den thread extra meine raumstation zu duna bringen ... genau über die base (ja die base sieht man ziemlich gut aus 100000m höhe) ... is schief gelaufen: hattte nen bug dadurch hat das spiel geruckelt und die weltraumstation is genau in den bohrtürmen gelandet ... dadurch ist so gut wie alles verloren was ich aufgebaut hab ... nur noch ein paar forschungsgebäude die mir aber so nichts bringen + ich hab remotetech drin ... raumstation hat auch einen satteliten getroffen
für die zukunft merk ich mir: große raumstationen kann man einmal außer kontrolle nich mehr stoppen-.-
 
Der speichert doch nicht direkt? Alt+F4 hätte das doch retten können?
 
das war eigentlich ein einfaches manöver und mit dem lag hab ich nich gerechnet
 
Back
Top Bottom