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[Simu spatiale] Kerbal Space Program - 1.10 "Shared Horizons"

n°9103926
Drepanon
The Not-So-Grim Reaper
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Posté le 19-09-2012 à 22:44:33  profilanswer
 

Reprise du message précédent :
Nope, mais planètes, plein [:cerveau dawa2]  
 
Bon, vous arrêtez de télécharger, que je puisse updater, hein ? :D

mood
Publicité
Posté le 19-09-2012 à 22:44:33  profilanswer
 

n°9103939
Romn

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Posté le 19-09-2012 à 22:50:46  profilanswer
 

[:huit]

 
Citation :


* Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activities) feature set.
* Multiple Player Saves: You can now have multiple ongoing game sessions, as each save is kept in its own folder (instead of all using the saves/default one).
* Quick Flight Scenarios: Start flights from pre-set conditions, without interfering with your persistent sandbox save, and also save your own scenarios from your main game.
* Scenario Logic Modules: Like PartModules, but for scene logic (and defined on an SFS file instead of a part.cfg).
* Training Scenarios: Hands-On tutorials to teach you everything from craft construction to orbital maneuvers.
* Center of mass, thrust, lift and drag visual cues on the construction scenes.
* Prebuilt ships included with the game, as examples and possible starting points.
* Many new planets and moons throughout the Kerbal Solar System.
* Physical Timewarp Modes: An alternate time-warp mode where you can accelerate time to 2x, 3x and 4x without putting the sim on rails.
* Several new parts
* Added new tree and boulder meshes for Kerbin (No more paper cutout trees)
* Implemented new version of Laythe, should be less performance intensive as well as nicer looking.
* Pressing backspace will now reset the map and internal view.
* Middle mouse modifies the internal camera zoom by an additional 2x.
* Double clicking middle mouse will reset the internal camera zoom.
* Unlit/Transparent shader added to mu reader/writer.
* Added Nuclear-Thermal Engine part
* Added focusable areas for internal views
* Added Settings for Music and Voice Volume
* Double-tapping the wheel brakes key will now set parking brakes.

 

Par contre ça va encore plus ramer qu'avant.


Message édité par Romn le 19-09-2012 à 22:51:09

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DVD |  Ludothèque: BGG
n°9103942
SaDsOuL
Faux Casual
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Posté le 19-09-2012 à 22:51:24  profilanswer
 

Bon, on download ça et il est temps de s'y remettre un peu...  :sol:  
 
Enfin moi je n'en suis pas encore à chercher d'autres planètes  :lol:


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Chaînes Youtube / Twitch | Mon Sens critique
n°9104051
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Posté le 20-09-2012 à 00:03:37  answer
 

'tain mais comme à chaque fois c'est la merde pour DL [:massys]

n°9104286
jere07

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Posté le 20-09-2012 à 09:37:53  profilanswer
 

C'est tout coincé, dur de récupérer la mise à jour !

n°9220191
Profil sup​primé

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Posté le 13-11-2012 à 22:54:47  answer
 

Petit point sur la 0.18 qui va sortir (entre mi-novembre et début décembre probablement)
 
Système Solaire :
 
- le modèle de Kerbin est grandement amélioré niveau performance (c'était sensible en orbite basse), apparition d'un désert et de rivières
- Ajout d'un planète naine (inspirée de Cérès) entre Duna et Jool.
- Ajout d'un satellite autour de Jool.
- Suppression de l'atmosphère de Moho.
- Amélioration du modèle de Moho
 
 
Interface :
 
- Apparition dans l'interface d'une assistance au docking.
- (probable) mise en place du planificateur de vol.
- Le Staging en vol est modifié pour être modulable comme dans le VAB.
- Tous les moteurs sont désactivables / activables suivant la même façon que les moteurs jet.
- Possibilité de condenser les informations de niveau de fuel en une seule jauge.
 
 
Mécanismes :
 
- Apparition des types de carburants. Distinction entre Fuel / Propellant / Oxyder / Xenon / Electricity
- Les fusées ne sont plus construites "depuis" une capsule. Les capsules / modules habitables arrivent dans un nouvel onglet.
 
 
Equipement :
 
- AJOUT DU DOCKING  :bounce:
- Ajout de poutrelles en différentes longueurs.
- Ajout de compartiments pour 2 et 4 personnes. Le compartiment pour 2 peut servir de module de commande.
- Ajout d'antennes de communications (mais pas d'effet en jeu pour le moment)
- Ajout de panneaux solaires en différents formats, repliables ou fixes.
- Apparition de l'électricité ! Nécessaires pour le fonctionnement des SAS et AdvSAS.
        - Ajout de de moteurs ioniques et de réservoirs de xénon.
        - Ajout de batteries (rechargeables, commencent chargées)
        - Ajout de modules scientifiques (confirmés dans une vidéo : température et accélération)
- Ajout de decouplers en 0.5m
- Ajout de coeurs de satellites, cube / boule / hexagonal.
- Refonte de dernières pièces demeurées inchangées graphiquement (tricouplers, réservoirs en 1m)
 
 
Vivement la sortie  [:wark0]
 
edit : pics
 
vidéo du déploiement d'un satellite :  http://www.youtube.com/watch?v=oXz [...] r_embedded
 
 
http://i.imgur.com/FbsNV.png
http://i.imgur.com/PAHwx.png
http://i.imgur.com/NsyfY.jpg
http://i.imgur.com/TxnfW.jpg
http://i.imgur.com/qlmJG.png
http://i.imgur.com/Av0ABh.jpg
http://i.imgur.com/4SMMj.jpg
http://i.imgur.com/O3yv7.jpg
http://i.imgur.com/oIpwZ.png
http://i.imgur.com/BiULw.png


Message édité par Profil supprimé le 13-11-2012 à 23:08:24
n°9220487
Drepanon
The Not-So-Grim Reaper
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Posté le 14-11-2012 à 07:31:09  profilanswer
 

Can't wait [:wark0]

n°9220519
Romn

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Posté le 14-11-2012 à 08:08:43  profilanswer
 

Ça poutre ! Va plus y avoir besoin de mods du coup.


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DVD |  Ludothèque: BGG
n°9222874
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Posté le 14-11-2012 à 21:01:14  answer
 

Citation :

- (probable) mise en place du planificateur de vol.


 
En fait ça sera dispo aussi. :love: Ca permettra de mettre des points de manoeuvres sur la trajectoire actuelle (et celles après manoeuvres), la direction + le Dv, et de voir le résultat d'avance.  :)

n°9223121
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Posté le 14-11-2012 à 23:17:35  answer
 

http://en.twitch.tv/kerbalsp/b/339614433
 
on y voit toutes les fonctionnalités de la 0.18  [:wark0]
 
edit : la planification de vol dans la map  [:theredled]  
 
l'assistant de docking  [:theredled]  
 
l'indication de la vitesse de la cible avec son vecteur  [:theredled]  
 
l'indication du dV pour la manoeuvre + le temps de poussée  [:theredled]  
 
J'ai hâte !!!!!!!!!!  [:koubak]


Message édité par Profil supprimé le 14-11-2012 à 23:29:45
mood
Publicité
Posté le 14-11-2012 à 23:17:35  profilanswer
 

n°9228480
cashless

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Posté le 17-11-2012 à 01:07:07  profilanswer
 

Super ces betas... Mais la version 1.00, c'est pour quand ?  [:tim_coucou]

n°9229150
Profil sup​primé

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Posté le 17-11-2012 à 14:31:39  answer
 

Nouvelles images :
 
Un docking ring pour les avions :  
http://i.imgur.com/tRBf5.gif
 
Et une nouvelle piste d'atterrissage :
http://i.imgur.com/JMpm8.jpg
 
http://i.imgur.com/JasWa.jpg
 

Citation :

Super ces betas... Mais la version 1.00, c'est pour quand ?


Bah quand ça sera prêt, sauf qu'on n'est pas obligé d'attendre 3 ans pour commencer à y jouer  :)

n°9247587
drasche

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Posté le 24-11-2012 à 19:13:05  profilanswer
 

:hello:
 
ça fait un moment que je joue et je viens tout juste de réussir à poser Jeb sur la Mun. Sauf qu'il va pas pouvoir revenir [:icon9]  J'aurais dû faire une vidéo de l'amunissage, c'était grandiose :D


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Whichever format the fan may want to listen is fine with us – vinyl, wax cylinders, shellac, 8-track, iPod, cloud storage, cranial implants – just as long as it’s loud and rockin' (Billy Gibbons, ZZ Top)
n°9252312
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Posté le 27-11-2012 à 00:12:53  answer
 

Date de release de la 0.18 toujours pas dispo bien évidemment, mais on doit pouvoir tabler sur une sortie pendant la Kerbalkon le 30 Novembre.
 
HarvesteR a publié le changelog temporaire de la 0.18 (versions expérimentales et RCs)
 
==================================== v0.18.0 RC3 ======================================================
 
 
New:
 
 
* Stock Craft:
- Added the Aeris 4A. A just-barely-able-to-SSTO spaceplane.
 
Bug Fixes and Tweaks:
 
 
* Docking:
- Docking nodes now have a "Control from Here" option, to make off-axis docking procedures easier.
- Docking nodes can now specify a transform for the "control from here" action in the cfg.
 
 
* PartModules:
- A few tweaks to enhance modability on Engines, Solar Panels and generic animation modules.
 
 
* Parts:
- Tweaked a few cfg values for air intakes, landing legs and the sepratron motors.
 
 
* Credits:
- Updated credits scene to add music information and generally sped it up a bit.
 
 
==================================== v0.18.0 RC2 ======================================================
 
 
Bug Fixes and Tweaks:
 
 
* UI:  
- Fixed the Action Groups menu not working.
- Fixed an issue with the resource transfer UI coming up in an invalid state when a resource was pinned to the screen.
- Fixed the Action Groups panel not scaling to the bottom of the screen.
 
 
* Parts:
- Added a NoCrossFeedNodeKey parameter to the stackBicoupler. Prevents fuel from flowing across stacks.
 
 
==================================== v0.18.0 RC1 ======================================================
 
 
New:
 
 
* Flight Planning:
- Implemented map cues for close approaches when targeting celestial bodies.
 
 
Bug Fixes and Tweaks:
 
 
* Docking:
- Fixed an issue which caused docking nodes to sometimes not be selectable as targets.
- Fixed an issue where very large/wobbly docked vessels could become misaligned after reloading.
 
 
* UI:
- Fixed the Parts list on the SpacePlane Hangar not reaching the bottom of the screen on some resolutions.
- Fixed the Stats Tracking and Version Prompt dialogs fighting for window focus when the running the game for the first time.
- Fixed the gauges on engine icons reading 50% when no fuel was available.
 
 
* Flight Planning:
- Fixed an issue which made maneuver gizmos non-draggable sometimes.
- Fixed an issue where placing a second maneuver after having passed the first one would get it placed incorrectly.
- Map cues for target objects will now only appear if the cues are inside the patch bounds.
 
 
* Parts:
- Corrected a misspelled parameter on some parts.
 
 
==================================== v0.18.0 x6 =====================================================
 
 
Bug Fixes and Tweaks:
 
 
* Physics:
- Fixed an issue which caused ships to sometimes respond weirdly to pitch, yaw and roll controls after switching vessels.
 
 
* Part Modules:
- Improved the part description texts on the editor tooltips.
- The Engine Nacelle part now has a functional air intake.
- Alternator Modules now produce resources based on the final engine thrust output, and only when they are operating properly.
- Command Modules no longer wait for their vessels to become focused before setting the part as an input source.
- Fixed the Decoupler module not properly saving its state (could cause a null ref on resume).
- Unmanned command pods now hold a small amount of electric charge on them.
 
 
* VAB/SPH:
- Part icons on the list are now rotated again.
- Part tooltips now keep a few pixels away from the cursor itself.
- Fixed the editor UI becoming active on refocus or cancelling load without a selected initial part.
- Fixed the editor camera becoming active on the same cases as above.
 
 
* Controls:
- Fixed the SAS toggle and hold keys not working properly.
- Fixed unfocused vessels not receiving control updates properly after resuming the game.
- Fixed the SAS losing sync with the Lin/Rot control modes if toggled manually while in docking mode.
 
 
* Main Menu:
- Fixed the "flights in progress" count on the game load dialog not counting all commandable vessels properly.
 
 
* Docking:
- Preattached Nodes now also have the option to enable/disable crossfeed.
 
 
* Flight Planning:
- Fixed the Burn Vector on the navball and DeltaV reading being incorrect if the maneuver was in a different SOI than you.
 
 
* Tutorials And Scenarios:
- Updated the tutorials and scenarios from 0.17 to be compatible with 0.18.
- Updated all stock craft to be compatible with 0.18
 
 
==================================== v0.18.0 x5 =====================================================
 
 
Bug Fixes And Tweaks:
 
 
* Docking:
- Undocking the primary docking node on a multiple-docking-port system will no longer undock other ports.
- When the primary docking node undocks, other docked nodes reset so that one of them can dock as primary.
- All docked nodes now have the "Undock" action available (and that will undock only that node).
- Updated IVA nav ball to have working target and maneuver node indicators.
 
 
* Persistence:
- Loading an sfs or craft file that contains more part module defs than the part has at loading time won't crash the game anymore (the surplus modules just won't load)
 
 
* PartModules:
- Manned Command Pods no longer generate power. They can store some amount of charge on themselves though.
- Engines from the LV-T 45 and above are now fitted with alternators, which will produce electricity while the engine is running.
- Fixed an issue with RCS thrusters and the ship center of mass which could cause them to not work properly if the vessel was moving quickly.
- Fixed an issue with the OX-4B solar panels that could cause a null ref spam if they got ripped off in an airstream.
- Improved the triggering logic on the Launch Clamps a bit.
 
 
* Control:
- It is now possible to leave SAS on and focus another vessel.
- ASAS modules run automatically on unfocused vessels.
- Fixed an issue which caused ASAS to not function properly after decoupling a secondary vessel.
 
 
* Resources:
- Fixed an issue with all-vessel-flow resources which caused resources to not flow properly if a few containers had very low but non-zero amounts on them.
- Fixed a problem with the IntakeAir resource which made radial intake parts stop working.
- Fixed a glitch with fuel lines that allowed disconnected parts to continue providing fuel to engines.
- Flow rates on the Resource UI aren't affected by time warp anymore.
 
 
* VAB/SPH:
- Fixed an issue which made it possible to start the editors with an empty ship.
- The Part Rotation keys now have their own bindings in the settings.
 
 
* Physics:
- Fixed an issue where animated parts wouldn't ignore collisions on the same vessel properly, causing "phantom forces" even when they weren't animating.
 
 
==================================== v0.18.0 x4 =====================================================
 
 
Bug Fixes And Tweaks:
 
 
* General
- On rails warping not allowed when the ship is throttled up.
 
 
* VAB/SPH:
- Remapping the Staging Mode Pitch, Yaw and Roll keys won't affect the part rotation keys on the editors anymore.
 
 
* Part Modules:
- Parts now have temperature indicators on the icon stack again
- Intakes now produce drag at higher speeds and mach numbers
- Fixed an issue that prevented engines from saving ignition states
- Fixed engine action groups linkage
- Some rcs tanks still had the old rcsTank part behavior. They're now displaying information correctly.
- Changed default start behavior for generators, so they could work independently of staging
- Fixed the solar panel colliders getting re-enabled on destroyed panels
- Fixed Gigantor panels not producing electricity due to an error in the part.cfg file
- Adjusted raycasts for solar panel blocking detection
 
 
* Resources:
- Engines now have gauges for each resource next to their icons.  
- These gauges show how many resources are available to that engine.
- Fixed the resource search algorithms. "Stage Only" display mode should now work properly.
- All resource containers will display a dry mass value in the VAB. (The weight of the part with no resources)
 
 
* Action Groups:
- Action groups can now be given a cooldown time, and cannot be toggled again until the cooldown period ends.
- Action group cooldowns are persistent and time-warpable.
 
 
* Docking:
- Fixed a bug where decoupling pre-docked vessels could leave them uncontrollable.
- Decoupled vessels now get proper default names based on their vessel types.
- Fixed the Mk1 Pod not setting a "Ship" vessel type.
- Docking nodes now have an action to enable/disable resource crossfeed.
- Fixed an issue that could cause docking nodes to stop functioning if the game was saved and reloaded just after undocking.
- Clamp-o-tron Jr. now has a top stack node and can be properly attached in the VAB.
- Docking ports of different sizes can no longer be docked together.
- It is now possible to dock multiple ports simultaneously, and dock to ports on the same vessel.
 
 
* Parts:
- Mainsail and Poodle given thermal animations.
- More accurate collision model for large stack decoupler.
- Enabled surface attaching onto the regular decoupler.
- Fuel Lines and Strut Connectors now stay connected after decoupling (unless they were connected across the decoupled bits).
- Light modules now use interpolated dimming, and support the use of animations to enable emissives
 
 
 
 
==================================== v0.18.0 x3 =====================================================
 
 
New:
 
 
* Physics:
- Added a slider to the settings screen to control the maximum delta time allowed for a single frame.
- The MET timer on the UI will turn yellow (and red) if time is passing slower than normal (if max DT exceeded).
 
 
Bug Fixes And Tweaks:
 
 
* Part Modules:
- Fixed a serious issue in which non-controllable vessels would prevent your own vessel from receiving input properly.
 
 
==================================== v0.18.0 x2 =====================================================
 
 
New:
 
 
* Docking
- It is now possible to select a Vessel Type when renaming a vessel.
- VesselTypes are used to determine dominant vessel when docking (when possible).
 
 
* Parts:
- 2.5m fuel tanks have been redone.
- Added two new sizes of 2.5m tank (double and quarter length)
- Added big nose cone for 2.5m rockets.
 
 
* Part Modules:
- Added ModuleCommand. It controls whether a part is able to provide input to the ship.  
- Crewed pods require a minimum set of crew aboard, and unmanned pods require power.
 
 
* Action Groups:
- Added Buttons to the Flight UI to show (and control) the state of the Lights, Gear, Brakes and Abort groups.
 
 
* Planet Changes:
- Enhancements of Eve, Duna and Tylo.
 
 
Bug Fixes and Tweaks:
 
 
* Docking:
- Fixed an issue where docking two vessels with the exact same mass would cause the game to crash.
- Added a DockingNode module to the Clamp-O-Tron Jr. (it seems we forgot about that one)
- Fixed a bug which caused docking nodes to not function properly if they had been connected to a decoupler earlier.
- Landers and other controllable vessels are no longer flagged as debris after decoupling.
- Vessels no longer rely on crew capacity to determine if it is controllable. Now, a vessel is controllable if it's got at least one operational control source.
 
 
 
 
* Flight Planning:
- Fixed the DeltaV Gauge not hiding when pressing F2.
- Fixed the sync icon's Separation value, which was being incorrectly calculated.
 
 
* Part Modules:
- Fixed an issue on the Generator Module which caused it to accummulate resource definitions as it was saved and loaded.
- Fixed an issue on the Generator Module caused by debugging code.
- Fixed an issue on the Engine Module which could cause it to lose references if it were the root of a vessel.
- Tweaked the module loading process to make sure it's not possible to end up with duplicated modules after loading.
- Part modules now display relevant information to the VAB on mouse over
- Fixed issue where the radial decoupler module could leave anchors in the VAB after removing the attached part
- Updated Gimbals to have gimbal locking right click actions
- Updated Right click action menu names to be more easily distinguishable on parts with multiple modules
- Added a new stage separator part. That will decouple from both sides. Extended Decouple module to support multiple connections.
- RCS modules moved over to using ISP calculations
- Intakes now support buffered operation and resource storage modes
- Increased accuracy of rotation saving for solar panels.
- Removed srf attachment flag from engines.  
- Added action group interface to docking nodes
- Fixed an issue with vessels and modules that could lead to duplicate modules on parts, and could cause a game crash.
- Engine Modules no longer save propellant definitions to sfs or craft files.
- Generator Modules no longer save input/output resource definitions to sfs or craft files.
- Increased capacity of batteries.
- Increased power consumption of Ion Engines.
- Increased mass of RTGs slightly.
- Engines no longer show effects when disconnected
- Landing gear now have status indicator lights, in addition to landing lights.
- Added light modules, used for new spotlight and floodlight parts, in addition to landing lights
- Improved Special effects handling for Engines, Engines now have a flameout FX group and particle effect.
- Fixed issue that could cause fairings not to properly eject if the staging order was off
- Jet engines are now using power band behavior. Support for this is included in the engine module now.
- Solar Panels generate electricity based on the distance to the sun.
- Landing gear brakes now smoothly blend in and out, to prevent jerking or flipping.
- RCS modules now support events and actions
- Upgraded float curves to optionally support in / out tangents. Fixed clamping issues on existing curves.
- Changed naming on some actions and modules for clarity.
 
 
 * Docking Controls:
- Fixed a bug where having a joystick axis mapped only to Staging-mode throttle would cause throttle to jump to 50% on Docking mode.
 
* IVA:
- Fixed the internal space coordinate maths. Now multiple internal spaces appear correctly in relation to the vessel.
 
 
==================================== v0.18.0 x1 =====================================================
 
 
New:
 
 
* Docking:
 - New Docking Node parts allow connecting ships in flight.  
 - Docked vessels merge into a single vessel.
 - Docking Nodes can be pre-attached in the VAB and SPH.
 
 
 * Flight Planning:
 - Place Maneuver Nodes to plan flight maneuvers in advance, and see the resulting trajectory for it.
 - Maneuver Nodes can be tweaked in realtime using a Maneuver Gizmo.
 - Once set, a Delta V gauge next to the NavBall provides guidance cues to fly the maneuver.
 - Maneuvers can be chained to create complex flight plans.
 
 
 * Targeting:
 - It is now possible to set other objects as targets.
 - It is also possible to target orbits on the map.
 - Targeted orbits display Ascending and Descending Nodes
 - Targeted vessel orbits also display orbital intersects, and cues to assist with rendezvous.
 - New Target NavBall Mode, shows speed and velocity vectors relative to the selected target.
 - The Waypoint vectors on the navball now point to/from the selected target.
 
 
 * Part Resources
 - Completely overhauled resources system for parts.
 - Resources include Liquid Fuel, Oxidizer, RCS Monopropellant, Electric Charge, Intake Air, and more.
 - New Resource Container parts, including batteries, new tanks, solar panels, and heaps more.
 - New Resource Display on the UI, makes the state of resources much easier to visualize at a glance.
 
 
 * Part Modules
 - Many part types rewritten using the new PartModule System.
 - Added Solar panel modules, which track the sun, and fragment when exposed to fast moving air
 - Radial and Stack decouplers are now a module and have Gui Actions
 - Added Generic Animation module with GUI Actions
 - RCS module Added, with visual FX mode
 - Added Engine module which supports full GUI actions, and utilizes resources to allow for custom defined propellants
 - Jet engines now require intakes to operate
 - Gimbal module added, with gimbal lock capability for action groups
 - Heat Animation Module added (allows heat based animation on parts)
 - Throttle FX animation Module (allows throttle based animation on parts)
 - Full suite of Sensors that use a base Sensor module added
 - Parachute module added. Supports repacking of a spent chute on EVA. Chutes can be emergency cut if deployed.
 - Fairing Module added to all engines to cover them until they are activated
 - Resource processing / generation module added. Converts resources from one type to another
 - Landing gear module upgrade for better functionality and support for action groups
 - Physical object behavior added. Allows for breakable parts (IE, the solar panels) More to come.
 - Part Modules can be combined in a single part, to create compound functionality and emergent behaviours.
 
 * Action Groups:
 - A Massive overhaul to how parts work.  
 - Assign parts to groups in the VAB and SPH, to create advanced vessel functionality.
 - Groups include Gears, Brakes, Chutes, Lights, RCS, SAS, an Abort Group, and more.
 - Also, 10 Custom Groups which can be set to do anything.
 
 
 * Staging:
 - It is now possible to edit the staging sequence while in flight.
 - Stages now only show parts that will respond to the stage activation (reduces clutter significantly).
 
 
 * Docking Controls:
 - New control mode for docking/orbital maneuvers. Works similarly to EVA controls.
 - New Docking Mode Input UI Quadrant, shows Pitch, Yaw, Roll, plus X, Y and Z Translation Gauges.
 
* Completely overhauled Moho:
  - No longer tidally locked. Instead, it rotates roughly twice for every orbit it makes
  - Surface gravity changed to 0.25
  - Orbit line color changed to better reflect its new design
 
 
* Greatly improved Kerbin:
  - New types of tree meshes for various locations across the planet
  - More varied biomes with more realistic and lush colors
  - Slight modifications to the overall terrain
     
* Many, Many New Parts and Part Types:
- Solar Panels
- Lander Modules
- Probe Parts
- Ion Engines
- Batteries
- Overhauled designs on the existing parts
- And a lot more.
 
 
Bug Fixes and Tweaks:
- Fixed normal map loading
- Explosion effects now respect audio settings
- Aerospike engine attachement fixed

n°9252429
Drepanon
The Not-So-Grim Reaper
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Posté le 27-11-2012 à 07:41:38  profilanswer
 

Je suis vraiment super admiratif de Squad, ils arrivent à tenir un rythme de release très intéressant et à faire en sorte que chacune d'entre elles soit bourrée de trucs géniaux :D

n°9252674
Romn

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Posté le 27-11-2012 à 10:13:24  profilanswer
 

J'ai pas trop suivi l'actualité dernièrement, mais NovaSilisko a rejoint l'équipe de développement officielle ?
Du coup ses mods vont être intégré dans la release officielle ou il continu de les créer à côté ?


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DVD |  Ludothèque: BGG
n°9254162
Profil sup​primé

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Posté le 27-11-2012 à 18:09:00  answer
 

Romn a écrit :

J'ai pas trop suivi l'actualité dernièrement, mais NovaSilisko a rejoint l'équipe de développement officielle ?
Du coup ses mods vont être intégré dans la release officielle ou il continu de les créer à côté ?


 
Oui il a rejoint l'équipe de développement.
Et oui, ses mods sont, en quelque sorte, intégrés dans la release (je pense aux sondes notamment).
 [:benny hill]

n°9254742
Romn

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Posté le 27-11-2012 à 21:25:48  profilanswer
 

Merci pour les précisions. :jap:

 

KSP 0.18 - Trailer
Ça va déchiiiiiiirrrrrrrreeeeeeeeeeeeeeeeerrrrrrrrrrrrrr !!!!!!
 [:warkcolor]

 

(et d'autre trucs que j'ai pas regarder)


Message édité par Romn le 27-11-2012 à 21:28:02

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n°9263047
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Posté le 30-11-2012 à 15:43:30  answer
 

La KerbalKon a commencé, à suivre sur : http://fr.twitch.tv/KerbalSP
 
9am CST – c7 studios, chad taking over the stream, dev talk, playing 0.18 for an hour
 
10 – back to ksp stream (announcement)
 
10.30 Harvester – streaming from the squad office in new mexico, streaming versions 0.0 to 0.6 of the game – exclusive !!
 
12 noon – announcement number 2 !!! EXCLUSIVE !!
 
1PM Back to KSp stream  
 
2PM Youtube dedicaters
 
Il y a 7h de décalage avec la France (CST : Central Standard Time)


Message édité par Profil supprimé le 30-11-2012 à 15:46:04
n°9263231
Drepanon
The Not-So-Grim Reaper
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Posté le 30-11-2012 à 16:41:38  profilanswer
 

Je ne sais pas si vous regardez, mais moi j'ai eu un nerdgasm.

n°9263244
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Posté le 30-11-2012 à 16:47:01  answer
 

Je regarde de temps à autre (pas trop car opérations des dents -> mal à la tête / j'ai pas d'enceintes)
Mais un petit nerdgasm aussi :|

n°9263312
Drepanon
The Not-So-Grim Reaper
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Posté le 30-11-2012 à 17:14:05  profilanswer
 

Une bonne nouvelle à la minute, c'est hallucinant. Déploiement sur Steam, portage sur Steam, des nouvelles pièces de folie, docking, l'orbit planner qui défonce sa mère sévère...[:implosion du tibia]

 

Edit : Scott Manley vient de rejoindre la discussion :D :D :D


Message édité par Drepanon le 30-11-2012 à 17:22:47
n°9263324
Timoonn
Moune pour les intimes :o
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Posté le 30-11-2012 à 17:20:49  profilanswer
 

strop cher :o


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n°9263340
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Posté le 30-11-2012 à 17:25:33  answer
 


 
t'es qu'un radin  :non:

n°9263411
Timoonn
Moune pour les intimes :o
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Posté le 30-11-2012 à 17:55:40  profilanswer
 

spas faux :o


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n°9263522
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Posté le 30-11-2012 à 18:50:15  answer
 

Les vieilles versions de KSP [:lol_yvele]

n°9263709
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Posté le 30-11-2012 à 19:50:12  answer
 

Kerbalizer :D

n°9264373
Romn

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Posté le 01-12-2012 à 00:51:57  profilanswer
 

Bah alors, toujours pas de 0.18 ? [:cerveau dugnou]


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n°9264381
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Posté le 01-12-2012 à 00:59:12  answer
 

Non :(
Par contre présentation d'ajouts futurs :
- climat sur Kerbin
- Pièces pour rover
- Une ressource à récolter (comme le mod Kethane)
- Et il faudra faire une reconnaissance par satellite avant (comme le mod ISA Map Sat)
 
bref,  :love:

n°9264500
lmkaslash

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Posté le 01-12-2012 à 08:32:26  profilanswer
 

V0.18 OUUUUTTTTT!!!!!!
 
Et pour une fois le site n'a pas plante...  :love:


Message édité par lmkaslash le 01-12-2012 à 08:33:44
n°9264534
dureiken

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Posté le 01-12-2012 à 09:13:31  profilanswer
 

Téléchargée :)
 
une idée de quand est prévue le mode carrière ?  
 
merci

n°9264587
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Posté le 01-12-2012 à 09:50:58  answer
 

Sainte maÿrde ! [:cerveau love]
KSP commence vraiment à faire "pro" je trouve. J'adore Orbiter 2010 mais l'utilisation de l'outil d'injection du MFD est bien trop lourde pour rendre les choses sympas.
Là on a le planning de vol  :love: avec la prédiction des orbites  :love: et on peut même accroître cette prédiction en modifiant un fichier de config  :love:  
De plus, ils ont enfin officialisé la plate-forme de DL des mods avec le Kerbal Space Port. Bref, du tout bon.  [:cerveau love]

n°9264659
drasche

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Posté le 01-12-2012 à 11:01:59  profilanswer
 

Et n'oubliez pas de faire un tour sur http://kerbalspaceport.com/ [:bien]


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Whichever format the fan may want to listen is fine with us – vinyl, wax cylinders, shellac, 8-track, iPod, cloud storage, cranial implants – just as long as it’s loud and rockin' (Billy Gibbons, ZZ Top)
n°9264723
Romn

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Posté le 01-12-2012 à 11:35:35  profilanswer
 


 
Tu peux détailler ?
 
Ouais, elle déchire vraiment cette 0.18, j'ai recommencé à zéro gentiment ce matin, lancé une sonde, je construit ma station spatiale, il faut que j'arrive à la lancer pour tester le docking.


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n°9264754
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Posté le 01-12-2012 à 11:51:39  answer
 

Romn a écrit :


 
Tu peux détailler ?
 


 
Bien sûr. :)
 
Dans le fichier settings.cfg -> tu édites avec le bloc-note windows.
Tu as une ligne "CONIC_PATCH_LIMIT = 3"
tu changes la valeur. Si je ne dis pas de bétise, par défaut dans la 0.17 c'était 2. ce qui, lors d'une trajectoire en free-return vers la Mun, permettait de voir la trajectoire jusqu'à la SOI de la Mun, puis la trajectoire dans la SOI de la Mun. Par contre, on ne pouvait pas voir la trajectoire de retour une fois quitté la SOI de la Mun. En passant ce Paramètre à 3, on pouvait la voir (en violet la 3ème)
 
Voilà.  [:benny hill]

n°9265052
drasche

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Posté le 01-12-2012 à 14:14:20  profilanswer
 

La communauté Reddit (très active) se déchaîne :D
http://www.reddit.com/r/KerbalSpaceProgram/


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Whichever format the fan may want to listen is fine with us – vinyl, wax cylinders, shellac, 8-track, iPod, cloud storage, cranial implants – just as long as it’s loud and rockin' (Billy Gibbons, ZZ Top)
n°9265229
Quenteagle
Talk to me, Goose
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Posté le 01-12-2012 à 16:04:12  profilanswer
 

drasche a écrit :

La communauté Reddit (très active) se déchaîne :D
http://www.reddit.com/r/KerbalSpaceProgram/


 
 [:theredled]  
 
http://imgur.com/a/P4NUL
 
va me falloir pas mal de temps avant d'en arriver là. Y'a vraiment des trucs magnifiques.

n°9265756
djigaille
Bouffeur d'accents
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Posté le 01-12-2012 à 19:54:45  profilanswer
 

Ce jeu était déjà super, mais là ça devient phénoménal  [:wark0]  
 
http://hfr-rehost.net/self/44c231ee58b3458b5fa63c41d393c45f30e6b1f5.jpg
 
Par contre Mechjeb ne marche plus  :(

n°9265832
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Posté le 01-12-2012 à 20:41:52  answer
 

Bah contrairement à mes habitudes, je joue sans mechjeb à la 0.18, et j'ai pas de soucis :D
Je vais installer Remote Tech de mon côté :)

n°9265842
djigaille
Bouffeur d'accents
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Posté le 01-12-2012 à 20:46:40  profilanswer
 

oui moi non plus. C'est juste que ça relève de la corvée maintenant pour moi  :( . Je sais que mes trajectoires sont loin d'être parfaites et ça me gâche un peu le plaisir  :ange:
 
Question : pour l'arrimage, comment vous gérez la perspective? Parce que pour gérer la caméra et les 6 degrés de liberté  il faut trois mains mine de rien


Message édité par djigaille le 01-12-2012 à 20:49:17
n°9265862
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Posté le 01-12-2012 à 20:54:25  answer
 

Je pense pouvoir affirmer sans trop me risquer qu'une version compatible avec la 0.18 sera dispo dans les 3 jours.

mood
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