Kerbal Space Program

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xedea
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#46

Doblepost because screenshots!

Spoiler

Mi nuevo SSTO, [DSK-AS-VI] Soaring princess, despegando desde el KSC.
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Acercándome a la estación espacial DSK-St-IV para repostar
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Ya acoplado a la estación y transfiriendo combustible.
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Nave de transporte interplanetaria, [DSK-S-XXIV] Together in the Sky, esperando el día en que por fin sea usada.
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DSK-T-II Ausf.A. Una cosa ("thing", de ahí la T :P) que hice un día que me aburría. Alcanza los 2022 m/s en tierra.
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Y unos 1819 m/s por mar. Si, es anfibio.
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Como me hizo gracia, decidí seguir trabajando en el concepto.
El modelo B es mas compacto, el C tiene mas reaction wheels para conseguir mayor velocidad (sobre los 2528 m/s), el D es mas grande y el E esta entre medio del C y el D en cuanto a tamaño.

DSK-T-II Ausf. D
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Después de esto, la evolución lógica de un cilindro es una esfera, así que...

DSK-T-III Ausf. A
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No es realmente eficaz

Y para finalizar, una pequeña misión que hice aprovechando el conocido exploid de los nuevos motores .
Con la "navecita" esta (y combustible infinito activado), me puse dirección a Jool a 1.500.000 m/s. Prepare una periápside a 3 km de la "superficie" y me dispuse a verme pasar por Jool a gran velocidad. Al menos esa era la intención.

Aqui estoy a 1m50s de la periápside.
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1 min.
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30s.
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20s.
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10s.
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5s. Para apreciar un poco la velocidad; la nave es minúscula, Jool es enorme y tengo que pasar a 3000m de la "superficie". Y en este punto aun me encontraba a 5000 km de la superficie.
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Digamos que la cosa no fue como estaba previsto... Al parecer, volar por Jool es como nadar en una piscina de cemento. La nave paso de 1.500.000 m/s a 1.000 m/s en cuestión de segundos. Y aun estaba en ese punto a mas de 30.000 metros de la superficie, 27.000 metros por encima de mi periápside prevista.

Aquí me tenes "volando" a 500m con la nave a máxima potencia...
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Y esto es todo... por ahora.

Última edición por xedea el 09 Sep 2014, 16:37, editado 1 vez en total.

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Fochis

#47

Me imagino que alguno de los "técnicos" en temas kerbalianos usais Ubuntu, por eso quería preguntaros algo:

Cuando me dispongo a montar un cohete (lo más básico de todo, cápsula, motor y paracaídas) no se me acoplan las distintas partes. Es decir, no puedo "pegar" el motor a la cápsula ni el paracaídas. Me los llega a montar pero todo en el mismo sitio, es decir, dentro de la cápsula :o

Sólo me pasa en el Ubuntu ya que si arranco el W7 y lo lanzo ahí me funciona perfectamente y puedo montar todas las piezas sin problemas.

La versión del kerbal es la misma, bajada desde el Steam para W7 y para Ubuntu.

Gracias mil  :)

obv
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#48

Buenas
poco a poco se va acercando a versiones mas nuevas

http://youtu.be/wd5uVMLGmuA

http://youtu.be/ztOqFw4vSEI

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PeterLancton
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#49

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LucasK336
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Registrado: 13 Sep 2011, 18:57

#50

Acaban de sacar la 1.0 de Kerbal Space Program! :D

https://steamcommunity.com/games/220200 ... 2325987395

Spoiler

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.
obv
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Mensajes: 1774
Registrado: 12 Abr 2011, 19:55

#51

Jostia pedrin menudo spoiler

no tengo tiempo XDDDD pero esta alli

benja99arahal

#52

Tengo la nueva versión y está perfecta, me encanta xD

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