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Хз когда он появился, но я уж недели три не играл, но до этого стыковался автоматом не раз. ищи нужную кнопку

Я всегда для автомата Docking Assistant юзал, а при ручной - Lazor docking cam, камера действительно очень удобная штука.

В авиации не пьёт только автопилот, но и его спиртом протирают (с)

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Я несколько отстал от жизни, в крайнем патче 0.22, Lazor docking cam работает? В предыдущем с ней были проблемы, приходилось пользовать alignment indicator.

На космопорте надо глянуть или на оффоруме. Наверняка перепилили уже, популярность-то у мода бешеная.

В авиации не пьёт только автопилот, но и его спиртом протирают (с)

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Юзай мехджеб, там есть функция старта в удобный для стыковки момент. Плюс выводит на идеальную орбиту. Ну а дальше через планировщик, ручками :)

Кстати, а зачем стыковать? Сблизил на километр, огурцов высадил по одному и перелетел рюкзаками

 

 

В общем, допер как на орбиту выводить и подлетать рядом, но теперь проблема: какой модуль надо "надеть последним, чтобы он был "входибельным" для кербанавтов?

 

Я присобачил здоровый модуль на последнюю ступень подлетел к капсуле, выгнал кербанавтов, подлетаю к модулю а в него не войти, не загораются кнопки проникновения...

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Запас топлива есть, но на высоте где-то 60км начинает зверски крутить, что автопилот не справляется. RCS налепил, но не спасает.. Может кто посоветует, чем еще можно стабилизироваться?

Reaction wheel'ов попробовать налепить.

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Я в редакторе эту хрень выбрал, не то?

 

3741334m.png

 

Надо чтоб разворачивалась, как на базе Гвоздя :)

 

P.S. Я решил сразу выводить большими кусками: :D

 

3736214m.png

 

3745430m.png

 

3738262m.png

 

Запас топлива есть, но на высоте где-то 60км начинает зверски крутить, что автопилот не справляется. RCS налепил, но не спасает.. Может кто посоветует, чем еще можно стабилизироваться?

 

Жееесть :D

Чем ниже центр масс, тем больше колбасит на выходе из атмосферы. Плюс, если строить такую бандуру, обычные стяжки уже слабо помогают. Юзай квантовые:

http://kerbalspaceport.com/quantum-strut/

А панели здоровые у меня из этого пака:

http://kerbalspace.ru/fayly-ksp/mody/34-ion-engine-pack-v142-dlya-ksp-0182.html

Еще годных модов.

KW Rocketry - хорошие носители, минимум гемора с постройкой:

http://kerbalspaceport.com/?p=2109

Soviet pack. Я "Союзами" практически всю станцию на орбиту и запульнул, самая оптимальная для таких вещей ракета:

http://kerbalspaceport.com/?p=5943

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В авиации не пьёт только автопилот, но и его спиртом протирают (с)

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Коллеги,

порекомендуйте пожалуйста автопилот для самолета.

Строю ракетоплан на смешеных двигателях. Возникла проблема удержания высоты при разгоне.

Заренее спасибо!


Edited by Necroscope

Всех убью, один останусь!

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Все-таки допилил агрегат до выводимого состояния и повесил его на орбиту в 200км. Вращение победил стандартными кольцами с автопилотом и стабилизатором. Электричество вырабатывает ,на свет хватает :)

 

3805476m.png

 

3861799m.png

 

В баках есть еще чуток толплива, поэтому пока не отстыковал. И в связи с этим вопрос: можно ли станцию редактировать на орбите? Типа шаттла с манипулятором подобрать и подрихтовывать периодически?

Здоровая хрень. :)

Редактировать можно, насколько я знаю, через файл, в котором крафт записан, в блокноте.

Запиливай теперь экспедицию к станции, круче всего на шаттле :)

В авиации не пьёт только автопилот, но и его спиртом протирают (с)

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  • 1 year later...

Новое обновление от разработчиков и довольно интересное - следующая версия станет релизной и получит номер 1.0. Будет много важных и нужных фич. Самые интересные:

  • Переделанная модель сопротивления, будет учитываться лобовое сопротивление деталей, а вычесление по массе уйдёт в прошлое.
  • Улучшенная модель подъёмной силы, теперь подъёмная сила растёт по квадрату скорости, а не линейно, как ранее.
  • Новая опция в интерфейсе сборочного цеха, которая покажет устойчивость летательного аппарата.
  • Автоматическое отлючение ускорения времени в нужной точке орбиты.
  • Возможность получать топливо и окислитель из ресурсов небесных тел.
  • Гейм овер. Теперь можно проиграть, если репутация или фонд упадёт до критического уровня.
  • Женские экипажи. :)
  • Кербалы научились преодолевать небольшие препятствия.
  • Строения 0 уровня. Видимо те сараи, которые были на скриншотах.

 

http://forum.kerbalspaceprogram.com/content/326-Beyond-Beta


Edited by Mode
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  • 3 months later...

Версия 1.0 на подходе и уже доступна стриммерам. По моему скромному мнению данное обновление будет одним из лучших за время развития игры. Основные особенности:

 

  • Новая, более-менее нормальная аэродинамика, по сравнению с тем, что было раньше.
  • Разрушение ЛА от перегрузки и перегрева. Добавлены тепловые щиты (!).
  • Процедурные обтекатели и отсеки для оборудования.
  • Сканирование небесных тел на ресурсы, добыча ресурсов и переработка в топливо.
  • Новые части, отсеки и кабины, выглядят весьма недурно.

 

Превью основных фич в 1.0.

 

 

Превью от Скотта.

 


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Валентина Керман? Неожиданно. :)

А обтекатели - это хорошо. Наконец-то ракеты будут выглядеть как ракеты

Коричневые очки никогда не поранят мозг. Они небьющиеся.

Brown-coloured spectacles will never harm a brain. They are unbreakable. (с) Me

сфсвсг

I'm the future of the Russian government.

According to Scott Lofgren,

Bentley Systems global director.

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Как сказать, намёк на Валентину был сделан в новостях сайта достаточно давно. :)

 

#1 female Kerbonaut, Valentina, is just as bad-ass as Jeb, as ingenious as Bill or as smart as Bob.

 

http://forum.kerbalspaceprogram.com/content/329-Valentina-s-Day-community-contest


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Как сказать, намёк на Валентину был сделан в новостях сайта достаточно давно. :)

 

 

 

http://forum.kerbalspaceprogram.com/content/329-Valentina-s-Day-community-contest

Для меня неожиданно. Я особо за новостями не слежу, про новую аэродинамику еще слышал, про Валентину уже нет.

Коричневые очки никогда не поранят мозг. Они небьющиеся.

Brown-coloured spectacles will never harm a brain. They are unbreakable. (с) Me

сфсвсг

I'm the future of the Russian government.

According to Scott Lofgren,

Bentley Systems global director.

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Всех с релизом. ;)

 

 

http://forum.kerbalspaceprogram.com/content/336-KSP-1-0-is-Released!

 

Патчноут здоровенный.

 

 

 

* New:

 

Editor:

- New Engineer's Report Toolbar App, provides warnings and advice during construction, notifying players of possible design issues with their ships.

- Added 'Cross-Section Profile' Filter to Parts List.

- Added Thumbnail images for Craft files in both Launch Dialog and Craft Browser screens.

- Added 'Merge' button to Load dialog, allowing ships to be loaded without replacing the current one

- Added confirmation dialogs when overwriting a save, launching or leaving editor without saving.

 

 

Aerodynamics:

- Complete overhaul of the flight model.

- Lift is now correctly calculated and applied for all lift-generating parts.

- Drag is now pre-calculated automatically based on part geometry, and applied based on part orientation in flight.

- Both lift and drag are dependant on density and the speed of sound; both properly calculated from temperature and pressure.

- Stack-mounted parts can occlude each other for drag calculations.

- Lift-Induced drag now properly simulated.

- Stalls are now properly simulated.

- A new body-lift system meaning parts can induce lift even if they are not designed to do so.

 

 

Heat Simulation:

- Completely revised part heating model, energy flux is considered, not merely temperature.

- All game temperatures changed from ‘Kervin’ to proper Kelvin.

- Radiative, conductive, and convective heating and cooling are simulated.

- Parts can have individual radiative, conductive, and convective properties.

- All parts now emit a blackbody radiation glow if they get hot enough.

- Conduction between attached parts is more accurately modelled.

- Parts can occlude other parts from being exposed to sunlight, celestial body albedo/radiation and supersonic flow.

- Reentry/hypersonic flight heating is now simulated.

- Added difficulty Setting to scale aerodynamic heating.

- Atmospheric temperature, and thus density, takes latitude and sun position into account.

- Celestial bodies accurately emit thermal radiation making nearby craft warmer.

- Service modules, fairings and cargo bays can be used to protect parts inside from heat.

- Heat shields provide (finite) ablation-based protection for parts behind them.

 

 

Parts:

- New procedural Fairings added, in 3 sizes

- New Heat Shields added, in 3 sizes

- Service Bay parts added in 1.25m and 2.5m sizes

- Several new Landing Gear parts added, in many sizes.

- Many New large airliner and shuttle style wing sections added.

- Large wing sections have internal fuel tanks.

- All old spaceplane parts overhauled with a more up-to-date style.

- Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomous SAS module.

- New atmosphere scanner part added.

- New Inline Xenon Tank part added.

- New RT-5 'Flea' Solid Rocket Booster added.

- New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer into Electricity when turned on.

- New models for Circular and Ram air intake parts.

- New models for Engine Nacelle parts.

- Several new nose cones and tail sections.

- New Airbrake part.

- New module for Airbrake parts, responds to Brakes input and can also be used as pitch/yaw actuator.

 

 

Internal Spaces:

- Added new IVA space for the Mk1 Inline cockpit

- Added new IVA space for the Science Lab

- Added new IVA space for Mk3 Shuttle Cockpit

- Added new IVA space for Mk3 Passenger Cabin

- Added new IVA space for Mk2 Passenger Cabin

 

 

Resources:

- Added 'Ore' resource, which can be mined across the Solar System

- New drill part added

- Ore container tanks added

- ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or MonoProp

- Three new Ore scanner parts added

- Added new MapView overlays displaying Ore density for all Celestial Bodies.

- Support for moddability of resources added (including atmospheric and oceanic)

- New Difficulty Setting to scale resource abundance (both stock and modded).

- Asteroids can also be mined for Ore.

- Engineer Kerbals are able to ‘overdrive’ drilling equipment for increased yield (and less safety).

 

 

Kerbals:

- Female Kerbals added, with new randomly-generated female names

- Valentina Kerman (Pilot) added to initial Crew Roster

- Kerbals are now able to clamber onto ledges within reach, because their jobs weren’t dangerous enough already.

- Kerbals can now climb out of ladders onto ledges.

- Tourist Kerbals added. They have zero skills, are unable to control vessels, and are required to keep their heads inside the vessel at all times.

- Kerbals now cost increasingly larger amounts of Funds to hire in Career Games.

 

 

R&D:

- R&D Tech Tree completely revised. Several new nodes added; many, many parts reassigned for a better progression.

- Kerbal Scientists are now able to restore inoperable experiment modules.

- The Science Lab has been retooled to run long-term research on experiment data, providing much higher amounts of science over time.

 

 

Graphics:

- New Smoke effects added to Launchpads

- New Surface Effects added whenever rocket engines fire near terrain

- New Water Effect added whenever rocket engine fire near water

- Revised all part shaders for improved rendering of lighting effects and shadows.

- Main Flight UI can now be made transparent.

 

 

Career:

- Added new Tourism contracts and tourist kerbals.

- Added ISRU resource extraction contracts.

- Added Grand Tour contracts.

- Replaced Rescue contracts with Recovery contracts, which can ask the player to recover a part, a kerbal, or both, and can spawn on the surface of planets, with “props” nearby.

- Added two 'immediate' Strategies to convert existing Reputation and Science into Funds.

- World First contract line now extends all the way out to Eeloo, and is dependent on player progression.

- Record contracts are now always active, and will complete in order even over the course of a single mission.

 

 

Tutorials:

- All tutorials revised and rewritten to explain most game features.

- Expanded Flight Basics Tutorial to cover the essentials of launching into orbit.

- Added new Return from Mun tutorial.

- Added new Science and R&D Tutorial.

- Added new Docking tutorial.

 

 

Flight:

- 'Warp To' action added to orbit context menu. Allows warping to a specific spot along your trajectory.

- 'Warp to next morning' button added to KSC toolbar.

- Asteroids can now be found orbiting near Dres.

- Engine thrust now varies according to Isp and throttle setting, instead of the other way around.

 

 

Controls:

- Completely revised Input Mapping system.

- Flight input bindings is now much more straightforward and more flexible as well.

- Duplicate control bindings for Docking/Staging modes now replaced by a much more robust system based on secondary key bindings.

- Joystick Axes are now consistently enumerated and persist across sessions.

- Up to 10 joysticks with 20 axes each now supported.

- Added secondary channels for Axis Bindings.

 

 

Cameras:

- New 'Chase' Camera mode added, old mode now called 'Locked'.

- Added Camera wobble/vibration effects during flight (engine vibration, explosions, ground roll, G-force, and many more)

- TrackIR support added to all game views (toggleable independently in game settings). (FreeTrack also reported to work)

- Added FOV control to main flight camera. (Hold ModKey and zoom)

 

 

 

 

* Bug Fixes and Tweaks:

 

Editor:

- Fixed several issues with editor attachments, attachment node orientation and symmetry.

- Shift+Clicking a 'frozen' part in the editor will detach it from its parent.

- Fixed several bugs with cloned parts and persistence.

- The editor no longer requires a full scene reload to load new craft files.

 

UI:

- The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn time to 0m/s' (as shown on navball) fields.

- Several part context menu actions now properly apply to symmetry counterparts automatically.

- Added new custom cursors.

 

Simulation:

- Fixed 'infiniglide' bug.

- Switching SOIs no longer causes the next orbit to change at high time warp rates.

- Added a warp speed limit when approaching an SOI transition.

- Kerbal EVAs should no longer fly off when disembarking in space.

- SAS now disengages autopilot modes automatically (and falls back to stability assist) in cases where the target vectors would change very rapidly.

- Parachute deployment should no longer cause vessel disassembly at high physics warp rates.

- Deployed parachute sway now actually has an effect on the vessel.

 

Parts:

- LV-N “Nerv” Engine now runs solely on Liquid Fuel and has no gimbal.

- OSCAR-B tank can now be surface attached

- Air-breathing engines now drain fuel evenly from all tanks in a vessel.

- Fixed radial decouplers not applying ejection forces correctly.

- Parachutes no longer cause massive G spikes when opening.

- Control Surfaces can now be deployed as flaps, controllable via context menus and Action Groups.

- Stats of Antennas revised for a proper progression with the more advanced models.

- Added nicknames to all engine parts.

- Revised and balanced part costs.

- Balanced fuel amounts for Mk2 and Mk3 tanks.

- Balanced engines (Isp/thrust/mass) in line with the new aerodynamics.

- Added fuel gauge to LV-1 “Ant” engine.

- Materials Bay now faces away from the part it’s radially attached to.

- RoveMate rover body is now a probe body as well.

- The unshrouded solar panels are now non-retractable.

- Balanced probes electric charge usage, mass and crash tolerance.

- Lowered crash tolerance of the Structural Pylon to 70 from 999!

- All parts given ‘bulkhead profile’ tags in cfg files. Profile tags inferred automatically for parts missing this field.

- Cargo bays now properly detect enclosed parts, and can be grouped to make larger bays.

- Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed inside a fairing or cargo bay.

- RCS thrusters will not function if stowed inside a closed cargo area (or fairing).

- Lifting surfaces will not generate lift if stowed inside a closed cargo area (or fairing).

 

Audio:

- Much improved flight ambience sounds for Kerbin and other bodies with atmospheres

- Added new sound effect when pulling high G forces.

- Eliminated audible gaps on several looping clips.

 

Effects:

- Improved sound/particle effects for all Air-Breathing engines

- Splashdown effects no longer spawn underwater.

 

 

General:

- All part textures converted to DDS format, load times are now 3x faster.

- Fixed a serious persistence bug which prevented Scenario/Training saves from updating scenario modules properly.

- Fixed persistence bugs which caused state data from Upgradeable Facilities to carry over to other saves.

- Fixed an issue which caused Kerbals to not be generated randomly enough, which led to slowdowns with larger Crew Rosters.

- Fixed issues with the terrain during scene switching making scene load times faster.

- Fixed terrain scatter generation which was causing memory leaks.

- ‘Elon Kerman’ added to name pool.

- Crew name generator can now output 10,000+ female names

- Fixed an issue with markers in the KSC scene potentially causing the game to lock up.

- Restructured GameData folder, integrated the NASA folder into the Squad one.

- Valentina Kerman added to Main Menu’s Space scene.

 

Gameplay:

- All contracts other than World Firsts or Records are halted until the player reaches space.

- Prevent “stacking” of various contract types.

- Resource parts added into satellite, station, and outpost contracts.

- Prose of contracts involving kerbals re-evaluated with gender appropriate text.

- All contracts in career given balanced income for all three currencies.

- Science and reputation no longer scale with the celestial body of a contract, and are handed out more conservatively in general.

- All strategies in career given equivalent exchange rates.

- Aggressive Negotiations strategy given a discount on building repair/upgrade.

- Recovery Transponder strategy now lowers maximum recovery rate, while raising minimum recovery rate.

- Facility upgrade costs re-evaluated, lowered by about a quarter overall.

- Kerbals now properly receive experience for suborbital flights.

- Part Test contracts now request much saner flight parameters.

- Survey contracts choose much saner locations to survey.

- Sensor Experiment Modules are now able to perform experiments in all situations.

 

Debugging/Modding:

- The R&D Tech tree is now defined in a cfg-file.

- The cfg file for the Tech Tree is defined separately for each save.

- GameVariables methods are now all virtual and can be overwritten by mods.

- Added a new set of debug tools to tweak Physics parameters.

- Added a new set of debug tools to tweak R&D tech tree nodes and part assignments.

 


Edited by Mode
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Есть настройка мертвой зоны, чувствительность оси. Кривых нет. Отдельный пакет настроек под TrackIR. В принципе есть демка на офсайте там можно глянуть что к чему.

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  • ED Team

У меня центральное положение джойстика соответствует перекосу в крайние положения. Вместо осей одни слайдеры и как переключить не вижу.

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Так и делал. Получил слайдеры вместо осей.

 

А что за джой? может его программа-конфигуратор мешает? Можно попробовать её отключить.

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