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#3849485 - 10/13/13 10:49 AM .22 update  
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Mark Aisthorpe Offline
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No its not out yet but should be very soon. Some Youtubers have started releasing overview videos and its looking very interesting.
Career mode should be quite a challenge, especially early on. No more unlimited parts to do what you want.
I hope they've done something to stop mods interfering with the career mode so you can still go wild in sandbox but play career vanilla.



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#3849824 - 10/14/13 12:15 PM Re: .22 update [Re: Mark Aisthorpe]  
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Lewis-A2A Offline
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Really looking forward to it. Love KSP and wish there where more hours in day!

thanks,
Lewis

#3850828 - 10/16/13 07:33 PM Re: .22 update [Re: Mark Aisthorpe]  
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It is live right now with trailer.
http://forum.kerbalspaceprogram.com/content/230-KSP-0-22-Is-Released!



Quote:
* Career Mode:
- Career Mode is now open! Although still very much under development, you can now start new Career saves.
- Sandbox mode, of course, is also available from the start.

* Research and Development:
- Added the Research & Development Facility to the Space Center.
- R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).

* Science:
- Researching requires Science, which must be earned by performing experiments during your missions.
- You can now collect surface samples while on EVA, and process them to do Science.
- Science experiments return results, which are different for each situation in which the experiment is performed.
- Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System.
- Added a new dialog to show the results of experiments when reviewing the collected data.
- Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.

* Parts:
- Added new scientific parts, like the Materials Bay and the Mystery Goo™ Canister. Also added experiments to many existing parts.
- The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.
- The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.
- Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.
- Added a new deployable antenna, which is an intermediate model compared to the two original ones.
- Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.
- Nose Cones now actually help with improving stability during atmospheric flight.
- Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.
- Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.

* Editor:
- Added a system to allow saving and loading of Sub-Assemblies.
- Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.

* Space Center:
- The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.
- Greatly improved the Island Airfield.
- Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.
- Added a new backdrop and soundtrack for the Astronaut Complex Facility.
- Added a new music track for the R&D Facility.

* Flight:
- It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.
- The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever.

* Solar System:
- Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.
- Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.

* Launcher:
- We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.

* Windows and OSX Installers:
- The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX.

Bug Fixes and Tweaks:
* Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map.
* Fixed several minor and not-so-minor issues with scene transitions.
* Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced.
* The SAS indicator on the UI now changes colors to indicate when your input is overriding it.

Last edited by Master; 10/16/13 07:34 PM.
#3850869 - 10/16/13 09:49 PM Re: .22 update [Re: Mark Aisthorpe]  
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bogusheadbox Offline
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Awww yes, going to download


Fighterops...

The only TRUE Stealth crowd funded game.

Devs said there was stuff there, but you just couldn't see it.
#3850870 - 10/16/13 09:50 PM Re: .22 update [Re: Mark Aisthorpe]  
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Mark Aisthorpe Offline
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Woohoo downloading now.


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#3850970 - 10/17/13 03:03 AM Re: .22 update [Re: Mark Aisthorpe]  
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Master Offline
meh
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Man, It is starting to get very hard to gain research points lol.

#3851007 - 10/17/13 06:09 AM Re: .22 update [Re: Mark Aisthorpe]  
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MojoFlow Offline
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Just finished playing for a bit.

Got an orbiter to the Mun then back home. Didn't land on the Mun though, not enough fuel.

That trip was worth 74 science. Nice.

Entering orbit around the Mun:


Re-entry back at Kerbal with a nice load of SCIENCE!!


I have to say, the career mode is exactly what I needed. I actually found the open sandbox a little daunting. Was trying to do too much too soon I think. The pacing with the research seems really good. This is such a good game.

smile

#3851094 - 10/17/13 03:43 PM Re: .22 update [Re: Mark Aisthorpe]  
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Genbrien Offline
Stick to the plan man!
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I'm not sure to understand...

I did a flight to 300000m and then came back to ground intact. I had the big research canister(the 2nd research thing after the goo). I did some test on the ground, while taking off, after 10000m, at 300000m. It was worth at least 50pts of science. I only got 10 from bringing back the vessel....

So, was that a bug, or after each data I have I must transmit it to KSC in order to not lose it?

And why should I take the parabolica deployable antenna vs the deployable straight little antenna rod?


EDIT: I forgot to say that I like the new update a lot. When I started, with all the pieces available it was quite confusing for me. Now, starting with only essentials one, than adding little by little it's easy to understand what does what, and why.

Now, to master how to get to Muun! thumbsup

Last edited by Genbrien; 10/17/13 03:52 PM.

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#3851098 - 10/17/13 03:52 PM Re: .22 update [Re: Mark Aisthorpe]  
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MojoFlow Offline
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For the science you need to click on the item (canister, pod, eva'd kerbal) to collect the science. You will get a dialog windows where you can either save it or transmit it. Transmitting takes a lot of electricity, so I don't think it is possible until you have batteries.

Once you land, you need to 'recover' the pod to collect your science. Do this from the top menu (where your altitude is). If you hover over that a green 'recover' will show up that you can click and get your science.

This was a good video showing how you can get science doing EVA's, which was new to me.



EDIT: It looks like you can only keep one 'sample' for the canister and pod, but multiple for an EVA. It will tell you if you want to discard results to get new ones. I installed two canisters on my pod, so I was getting 3 samples each flight.

Last edited by MojoFlow; 10/17/13 03:54 PM.
#3851099 - 10/17/13 03:55 PM Re: .22 update [Re: MojoFlow]  
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Genbrien Offline
Stick to the plan man!
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Originally Posted By: MojoFlow
For the science you need to click on the item (canister, pod, eva'd kerbal) to collect the science. You will get a dialog windows where you can either save it or transmit it. Transmitting takes a lot of electricity, so I don't think it is possible until you have batteries.

Once you land, you need to 'recover' the pod to collect your science. Do this from the top menu (where your altitude is). If you hover over that a green 'recover' will show up that you can click and get your science.


Thank you but I already know that. cheers
It was more like, can I came back with 4 different experiment's data, or each one I do overlapse the one I did before?


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#3851102 - 10/17/13 04:06 PM Re: .22 update [Re: Mark Aisthorpe]  
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MojoFlow Offline
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It looks like they overlap.

Agreed though, really enjoy this patch!

#3851126 - 10/17/13 05:20 PM Re: .22 update [Re: Mark Aisthorpe]  
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Mark Aisthorpe Offline
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Looks that way to me too, you can only do an experiment once or it overwrites the previous one.
Also when building your ships try using the action groups to activate the experiments so you don't have to faff about finding the right spot to click.


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#3851135 - 10/17/13 06:11 PM Re: .22 update [Re: Mark Aisthorpe]  
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bogusheadbox Offline
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It depends on where you do the experiments which will cause the overlap.

My last flight had 3 goo canisters and a science pod. For that I made about 350 science points in one flight.

you can also recover kerbals and craft from the tracking station.


Click to reveal..
Points to remember, some engines charge your pod or batteries. Its ok to send data if you can run engines to replenish loss.
Use your goo and science pod on the launch pad, in the ocean, in low alt, high alt, in orbit around kerbin, in low gravity space traveling to other planets, on the surface of other planets etc, etc. The all have benefits.
I find it beneficial on every flight to EVA and get a report (if you get 0, wait until you are somewhere different), also get a crew report and also get a samples.
Get samples of Kerbin dessert, grass, dunes, water, various surfaces of the other planets.

EG. My last flight (3x goo canisters and science pod). On launch I transmitted whatever crew reports gave points as engines were providing electricity.
I activated the science pod in high atmosphere.
I got an eva observation report submitted in transition from Kerbin to mun for 100%
I activated 1 goo canister in planetary transition
I activated 1 goo canister in Mun orbit
I activated 1 goo canister on Mun surface.
I obtained a surface EVA report and kept that
Sent another crew report travelling back to kerbin
Got about 350 science for one flight.


Fighterops...

The only TRUE Stealth crowd funded game.

Devs said there was stuff there, but you just couldn't see it.
#3851212 - 10/17/13 09:20 PM Re: .22 update [Re: Mark Aisthorpe]  
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MojoFlow Offline
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Cool,

Good info, thanks bogusheadbox.

smile

#3854024 - 10/25/13 04:49 AM Re: .22 update [Re: Mark Aisthorpe]  
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Genbrien Offline
Stick to the plan man!
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Did a flight to Eve with a probe and land on it. Go over 1000pts. Got nearly all the tech tree unlocked. Can't wait to see what they'll bring in next patches abducted


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#3854115 - 10/25/13 02:04 PM Re: .22 update [Re: Mark Aisthorpe]  
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It is a huge improvement but I think I am going to wait another 2-3 patches for them to get the resources fleshed out and rebalance some of the pieces. I dont really want to burn myself out again on the beta career and then not play much when the game is more rounded.

Last edited by Master; 10/25/13 02:04 PM.
#3854443 - 10/26/13 05:16 PM Re: .22 update [Re: Genbrien]  
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Mark Aisthorpe Offline
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Originally Posted By: Genbrien
Did a flight to Eve with a probe and land on it. Go over 1000pts. Got nearly all the tech tree unlocked. Can't wait to see what they'll bring in next patches abducted


That's pretty good, the best I'v managed in a single mission so far is 358pts. but I haven't been beyond the Mun yet. I'l have to try sending a few probes out further.

I think they need to get the finances part in soon as it seems to easy for some of the more leet players to complete the tech tree. Some youtubers I'v watch can get 5000+ points in one mission.


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#3854470 - 10/26/13 06:58 PM Re: .22 update [Re: Mark Aisthorpe]  
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Genbrien Offline
Stick to the plan man!
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I read that some are able to get to mun only with nothing unlocked...

I hope they won't adapt the game to those people, cause a lot of ''less pro'' will find that difficult.


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#3854483 - 10/26/13 07:44 PM Re: .22 update [Re: Genbrien]  
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Mark Aisthorpe Offline
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Originally Posted By: Genbrien
I read that some are able to get to mun only with nothing unlocked...

I hope they won't adapt the game to those people, cause a lot of ''less pro'' will find that difficult.


Scott Manley did Minmus and back with a flyby of the Mun on the way back.
He was running on fumes for a lot of it too.



I havn't seen one of landing on the Mun with just the basics yet.


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#3854523 - 10/26/13 10:44 PM Re: .22 update [Re: Mark Aisthorpe]  
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Genbrien Offline
Stick to the plan man!
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"Oooooohhhhh! This is Scot Manleyyyy here"

Makes me laugh each time biggrin


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