Kerbal Space Program

Автор scepticbear, 24.11.2012 16:26:15

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Планировщик только аддоном. Но и без всех аддонов в 0.24 сделал экспедицию к Жулу с Топливозаправочной ОС на орбите Жула + лендер с посадками на 4 спутника + 3 танкера с Кербала с топливом и возвратной ступенью + стыковка на орбите Кербала с перестыковой Лаба на посадочную ступень. Итого больше 20ти стыковок, штук 8 из которых на орбите Жула. +5000 науки при возвращении.

Grey

Leonar:  есть куча внешних утилит (если не хочется ставить моды):

Калькулятор Хоман-трасферов: http://ksp.olex.biz/ (фазовый угол между планетами можно на глаз по экрану карты оценивать - точности хватит)

Порк-чарт калькулятор: http://alexmoon.github.io/ksp/ - выдает гораздо более детальный расчет траектории в виде диаграммы время отлета \ dV.

dV карта системы Кербола: http://wiki.kerbalspaceprogram.com/w/images/7/73/KerbinDeltaVMap.png (в приближении круговых орбит, без учета наклонений)


Для планировки собственно трансферов очень удобно использовать Maneuver node - это узлы, которые создаются при клике на изображение траектории полета на экране карты (кнопка М). Мх можно добавлять моного и при наведении на каждый будет видно, сколько он требует dV. 


Вообще планирование орбитальных маневров в KSP очень интуитивно - гравитационные слингшоты, или маневры Оберта там буквально на пальцах становятся понятны.

Leonar


во народ извращается...
кстати автоматическое отделение отработавших ступений в моде или в "стоке" есть?

Leonar

гиперсверхтяж Шестопера  :D

Grey

Автоматического разделения нет, да оно обычно и не нужно. Там РН и на 1000 тонн сделать не проблема.

Александр Ч.

Kerbal Space Program обновилась до релизной версии 1.0

=================================== v1.00.0 ============================================================

* 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 fr om 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 fr om '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 lim it 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 wh ere 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.
Ad calendas graecas

Синий Воробей

Игра мне понравилась. Надо при приеме на работу как тест давать выполнить пару миссий :-)

Александр Бруй

Шикарная игра :)

vaitek

Скоро версия 1.1
Вроде как сменят граф движок, исправят потребление памяти и допилят физику полета в атмосфере. 

Theoristos

Многие ли в курсе вот этого чуда?

Кубик

ЦитироватьСиний Воробей пишет: Игра мне понравилась. Надо при приеме на работу как тест давать выполнить пару миссий
"Вы образовали на Луне кратер диаметром 25 м. В следующий раз захватите с собой Библию"  Комментарий простенькой, на уровне третьей винды аль ДОСа, игры..вполне достаточно для оценки..Опытные ребята гоняют примитивные машинки не хуже, чем навороченные.. 
И бесы веруют... И - трепещут!

Bizonich

ЦитироватьTheoristos пишет:
Многие ли в курсе вот этого чуда?
Ролики смотрел ранее, там походу вообще хардкор в плане космических боев. :)  Если пираты сломают, то можно посмотреть.
Любознательный дилетант.

Theoristos

Bizonich: так на рутрекере уже есть.

Кубик

Вот блин..за два десятка лет ни разу не сидел за компом хотя бы час, играя во всякие стрелялки.. А что я потерял?
 :oops:
И бесы веруют... И - трепещут!

Lanista

В стиме скидка на сабж, 200р стоит, берите кто еще не купил.
http://store.steampowered.com/app/220200?l=russian

Leonar


Leonar


Leonar

#37
Буран  :)  


che wi

Вышло обновление 1.3, среди прочего добавили русскую локализацию.

http://forum.kerbalspaceprogram.com/index.php?/topic/161033-kerbal-space-program-update-13-%E2%80%9Caway-with-words%E2%80%9D-is-now-available/

vaitek

И Баги в локализации тоже)))