Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Monkeh

Pages: [1] 2 3 ... 10
Star Citizen / The Starfarer
« on: March 19, 2016, 17:54:28 PM »
This ship is a refuelling platform that can scrape fuel from gas giants and nebula and science stuff. It's frickin huge. Or even HUUUUUUUJERRGE!!11ONE!!

Not flyable yet but this game...Oh this game. It must happen. It has to happen.

Star Citizen / Alpha 2.0 video. SQUEEEEEEEEEEEEEE!
« on: November 24, 2015, 12:32:47 PM »
Alpha 2.0 has been released to the first and second lot of backers. Around 15,000 allowed in as of right now. Not included yet but here's a video that shows off what this game is about and just how utterly gorgeous cryengine can make things look.

It's very unstable right now with lots and lots of crashes but is improving by most accounts. I cannae wait...

Star Citizen / 1 million citizens!
« on: October 14, 2015, 09:35:53 AM »
So they reached 1 million dollars citizens very recently. A staggering amount of accounts for a game yet to be released.

This juggernaut keeps on...ermmm...juggering.

Star Citizen / Citizen Con 2015
« on: October 11, 2015, 01:19:13 AM »

Go to 27:40 for the start.


(Sandi is emotional at the start for lots of reasons, mainly because a guy called Derek Smart is a massive arse hole)

Star Citizen / Squadron 42 teaser trailer
« on: October 10, 2015, 23:56:14 PM »
I my dear lord would you check out the cast on that!

! No longer available

















Me wantz.

Star Citizen / Science!
« on: September 30, 2015, 11:30:43 AM »
They've released the science ship for purchase. Say hello to the Endeavor.

I think it will go hand in hand with Humbug's Carrack and I swapped a couple of my other ships for it.

I have the base ship a bio dome and a super collider so I can overclock ship parts and weapons and grow some food...or other...Ermmm...plants to load up my MerchantMan with and make a fortune.

Now to wait a couple more years...

Kerbal Space Program / PC Gamer review Kerbal Space Program
« on: July 07, 2015, 22:37:27 PM »
Only gave it one of the highest scores they've ever given.

Kerbal Space Program = Best Space Program!

96% for those that don't want to click and scroll.

Kerbal Space Program is a brilliant game for a lot of reasons. It's brilliant because of the robust simulation, because of the satisfying design tools, because of the variety and options, and because of the spectacular community that has generated hundreds of mods, guides and videos designed to help you achieve whatever you want to do. Most of all, though, it's brilliant because it holds a mirror up to one of humanity's greatest achievements, and only does so when you have the greatest possible appreciation for the skill, dedication and courage involved. It's a rare and wonderful game, and deserves the strongest possible recommendation.

Kerbal Space Program
A perfect blend of science and slapstick, and a robust and compelling sandbox of possibility. Simply outstanding.

I couldn't agree more.

Star Citizen / Alpha v1.1.2 is available
« on: May 07, 2015, 21:47:53 PM »
Details found here.

This has a little tutorial included, which is nice, and lays the foundation for the 'soon' to be released FPS module.

Please click me :D

Kerbal Space Program / Kerbal Space Program 1.0!
« on: April 27, 2015, 18:55:50 PM »
KSP is now a fully release candidate game. Version 1.0 is out.

Greetings, Kerbonauts!

This is a special one! After four years in development, Kerbal Space Program 1.0 is now officially released!

Kerbal Space Program 1.0 Launch

Kerbal Space Program 1.0 is what we envisioned when development of the game started four years ago: we set out to make a game in which the player is given ultimate control over the exploration of space: from designing their rockets to launching and flying them to their destinations, in a universe that was modeled to be realistic, but at the same time still be fun to play in.

However, our 1.0 release is more than just a new version number. It’s also the biggest update to the game we’ve ever done, and contains many new and updated features, plus improvements to just about every game system, which we’re sure will appeal to both newcomers and seasoned veterans.

Full changelog:

Code: [Select]
=================================== v1.00.0 ============================================================

* New:

- 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.

- 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.

- 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

- 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).

- 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 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.

- 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.

- 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.

- 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.

- '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.

- 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.

- 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:

- 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.

- 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.

- 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.

- 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).

- 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.

- Improved sound/particle effects for all Air-Breathing engines
- Splashdown effects no longer spawn underwater.

- 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.

- 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.

- 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.

Time for some new missions to think up I feel...Hmmm, where to go. What to do.

Off to space for a bit. Laters.

Games nE Play / Total War: Warhammer
« on: April 27, 2015, 16:19:06 PM »
2 of my favourite ever things combining into one glorious whole? Yes yes and yes again.

Total War: WARHAMMER – Announcement Cinematic Trailer

She will be mine. Oh yes. She will be mine.

Massively Multiplayer Games / Crowfall
« on: April 16, 2015, 10:52:46 AM »
Did anyone else back Crowfall on kickstarter? It looks like a very interesting prospect and I jumped on board. It's a new take on the MMO genre. Here's the kickstarter video explaining a few things.

Crowfall - Game Overview

They made a really good amount on kickstarter and there appears to be quite a lot of interest in it.

Have a read about it here:

Buy in to it here:

Sounds like a nice idea and the guys making it have some nice previous projects. Could be one to watch.

Star Citizen / How are you planning on playing?
« on: March 09, 2015, 20:52:16 PM »
Pirate? Bounty hunter? Merchant? Shipping mogul? Search and rescue? Marine? Racer?

The options are many.

Me, I'm going to be trading my way to buying some huge torpedoes through the week to get in my long range bomber and go busting pirate capital ships on the weekend. Also some amateur racing for funzies.

Star Citizen / Useful links thread
« on: March 09, 2015, 20:43:46 PM »
I'll try to keep this up to date with useful links and information about the game.

Star Citizen FAQ's

Star Citizen and Squadron 42 features list

Ship Specification page (all information to be taken with a large dollop of salt, very subject to change)

Star Citizen - About the game

Comm link for all your latest news, views, articles and 'tv' shows.

VoiceAttack resource thread

Star Citizen Youtube

Robert's Space Industries forums

Buy the game or an extra ship or three here! Feel free to ask any questions you may have about what you're paying for.

Star Citizen / When shall we play thread?
« on: March 09, 2015, 20:27:16 PM »
Post in here if you're planning on playing and fancy teaming up with people.

Simple date and time would work wonders.

Star Citizen / Ship discussion
« on: March 09, 2015, 20:26:18 PM »
Feel free to ask any questions or post any information about the ships of the 'verse in here. They really are works of art these gorgeous crafts they have crafted.

Which is your favourite? What will be your first in game purchase? What ships will you be trying to avoid in the persistent universe?

Pages: [1] 2 3 ... 10