Damn we need to be able to upvote a post. That was great.wonderpug wrote:This is the weapon of a Kerbal. Not as clumsy or random as a blaster. An elegant weapon, for a more civilized age.jztemple2 wrote:
Kerbal Space Program
Moderators: LawBeefaroni, Arcanis, $iljanus
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Re: Kerbal Space Program
- WarPig
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Re: Kerbal Space Program
Agreed. Would it be gauche of me to also postulate that it resembles a certain screwdriver of the sonic variety?
"Your test assignment will vary depending on the manner in which you have bent the world to your will." - Cave Johnson
- Montag
- Posts: 2814
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- Location: Indianapolis
Re: Kerbal Space Program
There may be, but you should have Kerbal Alarm Clock installed regardless and can use it to set a pause and time accelerate at max rate at the space center.jztemple2 wrote:Is there a mod that allows me to set the solar (err, Kerbol?) system model to a particular time? In other words, pick a certain year, day, hour and the mod would advance the position of all the bodies in the system to the appropriate location for that time? I can always warp ahead of course, I was just wondering if there was a way to just enter a date and time and just ahead to that time.
words
- jztemple2
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Re: Kerbal Space Program
I took a look at this and yes, it's pretty nice! And very comprehensive too. Thanks for the heads up.Montag wrote:There may be, but you should have Kerbal Alarm Clock installed regardless and can use it to set a pause and time accelerate at max rate at the space center.jztemple2 wrote:Is there a mod that allows me to set the solar (err, Kerbol?) system model to a particular time? In other words, pick a certain year, day, hour and the mod would advance the position of all the bodies in the system to the appropriate location for that time? I can always warp ahead of course, I was just wondering if there was a way to just enter a date and time and just ahead to that time.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- coopasonic
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Re: Kerbal Space Program
Now that Kerbal's get experience that actually makes a difference, I feel like I really ought to bring them all home. I sent two ships off to Duna and I am not sure either is going to be able to make it home on their own... and they are piloted by Jebediah and Valentina! I know I am not very good at spacecraft design, but I swear it used to be a lot easier to get missions like this done.
-Coop
Black Lives Matter
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- Apollo
- Posts: 1794
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Re: Kerbal Space Program
Having not played KSP in a year, maybe I have forgotten something, but I'm having a serious problem with electric charge right now. The basic one man Command Module now seems to consume electricity. Even if I turn off stability control and all the experimental devices on the module, it still uses electricity fast enough that it runs out of charge around the time my spacecraft reaches the Mun. Adding batteries to the module hasn't helped: They lose charge at about the same rate as the capsule, and don't seem to be supplying any extra electric charge to the Command Module. Any ideas on what I'm doing wrong?
- Apollo
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Re: Kerbal Space Program
Never mind. Seems that Mechjeb uses current even when switched off. Guess I'll wait until I've developed solar panels to use it.
- Daehawk
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Re: Kerbal Space Program
Heres some game play from what Im assuming is a mod. World War K
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I am Dyslexic of Borg, prepare to have your ass laminated.
I guess Ray Butts has ate his last pancake.
http://steamcommunity.com/id/daehawk
"Has high IQ. Refuses to apply it"
I am Dyslexic of Borg, prepare to have your ass laminated.
I guess Ray Butts has ate his last pancake.
http://steamcommunity.com/id/daehawk
"Has high IQ. Refuses to apply it"
- Lee
- Posts: 12034
- Joined: Sun Oct 17, 2004 10:59 am
Re: Kerbal Space Program
Anyone have any clue why my map opens up to the exact opposite side of KSC every time I start a new launch? Every time I go to the launch pad the first thing I have to do is open the map, scroll the camera to the other side of the planet, and then go back to my launch. It's a minor complaint but annoying. I don't see any hot keys for setting a default camera location though.
For motivation and so Jeff V can make me look bad:
2010 Totals: Biking: 65 miles Running: 393 miles
2009 Finals: Biking: 93 miles Running: 158 miles (I know it sucked, but I had a hernia most of the year)
2010 Totals: Biking: 65 miles Running: 393 miles
2009 Finals: Biking: 93 miles Running: 158 miles (I know it sucked, but I had a hernia most of the year)
- Doomboy
- Posts: 2808
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Re: Kerbal Space Program
So, I picked this up for a little light gaming (har har), and I can't figure out what I need to do to enable those buttons on the left of the nav ball. They were there in training missions, and I have seen them in youtube vids, but I can't get them to appear in my game. I really suck at maneuvering the damn rocket (always go into a crazy spin after takeoff no matter how slight I try to make my movements).
What do I need to do????
What do I need to do????
- Rip
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- Contact:
Re: Kerbal Space Program
Make sure your rockets have fins for steering.Doomboy wrote:So, I picked this up for a little light gaming (har har), and I can't figure out what I need to do to enable those buttons on the left of the nav ball. They were there in training missions, and I have seen them in youtube vids, but I can't get them to appear in my game. I really suck at maneuvering the damn rocket (always go into a crazy spin after takeoff no matter how slight I try to make my movements).
What do I need to do????
Use the T key to toggle SAS on and off. SAS will make launch steering much easier.
Get familiar with Key Bindings.
- coopasonic
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Re: Kerbal Space Program
I assume the buttons you are referring to are the ones that let you click to automatically go to prograde, retrograde, and all the other grades? Those are activated based on pilot skill level. First you have to have a pilot Kerbal on the ship, then you need to level him up. His level is his experience. The most advanced thing he does at each body gives experience points that level him up. I think the first level should come with an orbit of Kerbin. Activities on Mun or Minmus will get you the next level. I am pretty sure I had guys with 3 stars (levels) before doing anything interplanetary.Doomboy wrote:So, I picked this up for a little light gaming (har har), and I can't figure out what I need to do to enable those buttons on the left of the nav ball. They were there in training missions, and I have seen them in youtube vids, but I can't get them to appear in my game. I really suck at maneuvering the damn rocket (always go into a crazy spin after takeoff no matter how slight I try to make my movements).
What do I need to do????
-Coop
Black Lives Matter
Black Lives Matter
- Doomboy
- Posts: 2808
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Re: Kerbal Space Program
Yeah, that was what I was talking about. I guess technically, I don't have to have the first stage of the rocket do anything but go straight up until I start leaving the atmosphere.
I haven't yet gotten to make an orbit, I need to look at the tutorials for that sort of thing next. Been having fun trying to build planes and launching a lander as high as I can and splashing down at various spots.
I'm fairly nervous about having to land on a planet without atmosphere, using retro rockets.
I haven't yet gotten to make an orbit, I need to look at the tutorials for that sort of thing next. Been having fun trying to build planes and launching a lander as high as I can and splashing down at various spots.
I'm fairly nervous about having to land on a planet without atmosphere, using retro rockets.
- coopasonic
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Re: Kerbal Space Program
When 1.0 came out Scott Manley started a new playthrough video series for new players. Check it out on youtube.
This is the first video. It doesn't look like he has made a playlist out of them, but there are 20 going all the way to a space station orbiting Minmus.
This is the first video. It doesn't look like he has made a playlist out of them, but there are 20 going all the way to a space station orbiting Minmus.
-Coop
Black Lives Matter
Black Lives Matter
- Montag
- Posts: 2814
- Joined: Wed Nov 03, 2004 2:14 pm
- Location: Indianapolis
Re: Kerbal Space Program
For shame this was kicked 3 pages down the road!
Awesome free tool that can 3D render your crafts to post and embed on forums.
KSP Forum Link
I am shilling for the 5 friends to try the more advanced features. I would very much would like to see your creations.
Awesome free tool that can 3D render your crafts to post and embed on forums.
KSP Forum Link
I am shilling for the 5 friends to try the more advanced features. I would very much would like to see your creations.
words
- jztemple2
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- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
Information on the upcoming 1.1 update:
And...While the news has been slow on our side for the past few weeks we’ve been discussing update 1.1 and we have some exciting news to share. Now that the Unity 5 update is nearly complete we put it through internal testing and found that we had made enough major changes that we wanted to share these with you a bit more quickly than we originally intended, so we’ve moved the 1.1 update forward.
This means that the scope of the update will be reduced slightly in favor of speeding up the release schedule. The Unity 5 update in itself brings major changes to many game systems, and delivers a very solid performance boost, via the new version of PhysX being able to multithread across your processor cores. Perhaps more importantly the Unity 5 update has proven to make the game far more stable on 64 bit platforms, meaning a 64 bit client for Windows and possibly Mac OSX is something we’re looking into very seriously for this update. Also part of the engine update are the overhauls of the UI, wheels and various other systems that you’ve been reading about in the dev notes.
Highlights include:
New Parts
The Mk1 cockpit has been reworked, not redesigned from the ground up, keeping the original style that we all enjoy and incorporating in real-life counterpart cockpit designs. The Mk1 parts that received an overhaul a while back are also being slightly reworked to bring them closer in style to the rest of the beautiful spaceplane parts that Porkjet has modeled.
It doesn’t stop there with the spaceplane parts though, Porkjet has also been working on 0.625m jets and associated parts, as well as spicing up the Basic Jet Engine and Turbo Jet Engine. You’ll all be seeing more of that at a later date, as well as a few parts that are currently still being designed and developed.
Porkjet made an album with his work so far. Click this link!
Antenna Diversity and Probes
A feature we’re sure you’re all familiar with by now, if not you should read this article. RoverDude is still hard at work further refining this feature and incorporating the feedback we received from you, the community. Onwards to QA from there!
Contextual Contracts
Having Contracts that set full missions for you is great fun, but the real sense of achievement comes from watching something take shape and evolve over time. With Contextual Contracts, we’re hoping to provide the contracts KSP give you with a level of continuation from where you currently are in your space program. Therefore, instead of receiving endless contracts to build a base, you receive an initial contract and then additional ones to add a lab, for instance, or adjust a satellite to meet new requirements. We’re talking adding depth, not breadth to the contracts system, something we’re hoping improves the gameplay dynamic and furthers the potential that Career Mode allows players to have.
Localisation
Lastly, we’re planning on adding the framework for localisation into the next update, paving the way for implementing localised versions of KSP. But more on that later!
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Kerbal Space Program
Not much going on here, so I'll just add a couple of items. One, KSP is on sale on Steam this weekend, 40% off.
Second, I've been getting a bit bored with the game and the mods I've been running, so after a couple of posts to the KSP forums I found out about The Comprehensive Kerbal Archive Network (CKAN) Package Manager. This is a mod installer/uninstaller that's pretty nice. Not all mods are in it and sometimes it does get goofed up trying to install the latest version of a mod, but it's pretty sweet.
And because of CKAN I've come across a couple of cool mods. The first is RemoteTech:
Since there are no other ground stations on Kerbin, that means you need to launch a constellation of ComSats:
(click to enlarge)
It's a little hard to see from the image capture, but the apexes of the square formed by the four straight lines are my four LKO (Low Kerbin Orbit) comsats. They are not at Kerbosync stationary altitude as that would be a bit more of a pain and by flying them lower I can use a simpler antenna. By having four, they are always in contact with each other and one is always in contact with the Center (the red dot).
In this image I have just launched a satellite into a very low orbit. Even at it's low altitude three comsats are in line of sight and range, so I can issue commands to the new craft.
Things really get complicated when you are heading to the Mun and beyond. At that range you need to use directional dishes. You do not need to actually point them, instead you either go to the actual satellite and right click on the antenna or use the Tracking Station screen. In either place you get a nice drop down list with all the natural and artificial objects towards which you can point the antenna. And you have to have a dish on both ends of the comm path at these distances, so I have a couple of deep space satellites around Kerbin which relay the comms either directly to KSC or to the comsats.
And if I wish to operate, say, a rover on the Mun, I'll need to either equip the rover with a dish, which means when Mun is facing away from Kerbin I won't be able to talk to it, or put a couple of comsats in orbit around the Mun. And of course while you are behind the Mun, you can't operate your craft, so you have to plan all the maneuvers to be while you are in contact.
It also simulates the time delay caused by the vast distances in space, although you can turn this off if it's too much to deal with.
Fun, right?
And I found another extremely useful mod, Smart Parts.
Second, I've been getting a bit bored with the game and the mods I've been running, so after a couple of posts to the KSP forums I found out about The Comprehensive Kerbal Archive Network (CKAN) Package Manager. This is a mod installer/uninstaller that's pretty nice. Not all mods are in it and sometimes it does get goofed up trying to install the latest version of a mod, but it's pretty sweet.
And because of CKAN I've come across a couple of cool mods. The first is RemoteTech:
It's really very neat. Basically any craft without a crew needs to be in contact with the Kerbal Space Center in order to do anything. The mod adds a number of omnidirectional and directional antennas which are very nicely integrated with the whole KSP design.RemoteTech is a modification for Squad's "Kerbal Space Program" (KSP) which overhauls the unmanned space program. It does this by requiring unmanned vessels have a connection to Kerbal Space Center (KSC) to be able to be controlled. This adds a new layer of difficulty that compensates for the lack of live crew members.
Since there are no other ground stations on Kerbin, that means you need to launch a constellation of ComSats:
(click to enlarge)
It's a little hard to see from the image capture, but the apexes of the square formed by the four straight lines are my four LKO (Low Kerbin Orbit) comsats. They are not at Kerbosync stationary altitude as that would be a bit more of a pain and by flying them lower I can use a simpler antenna. By having four, they are always in contact with each other and one is always in contact with the Center (the red dot).
In this image I have just launched a satellite into a very low orbit. Even at it's low altitude three comsats are in line of sight and range, so I can issue commands to the new craft.
Things really get complicated when you are heading to the Mun and beyond. At that range you need to use directional dishes. You do not need to actually point them, instead you either go to the actual satellite and right click on the antenna or use the Tracking Station screen. In either place you get a nice drop down list with all the natural and artificial objects towards which you can point the antenna. And you have to have a dish on both ends of the comm path at these distances, so I have a couple of deep space satellites around Kerbin which relay the comms either directly to KSC or to the comsats.
And if I wish to operate, say, a rover on the Mun, I'll need to either equip the rover with a dish, which means when Mun is facing away from Kerbin I won't be able to talk to it, or put a couple of comsats in orbit around the Mun. And of course while you are behind the Mun, you can't operate your craft, so you have to plan all the maneuvers to be while you are in contact.
It also simulates the time delay caused by the vast distances in space, although you can turn this off if it's too much to deal with.
Fun, right?
And I found another extremely useful mod, Smart Parts.
These smart parts are very clever. I haven't gotten too far into using them except for one important function. When I'm launching my communications satellites, I need to blow off the fairing and deploy antennas and solar panels. I have this tied to an action group, but I get distracted and forget and then it's too late. So I use the altitude smart part which when it detects the rocket is at 75km automatically sheds the fairing and does the other stuff. It's really cool.Parts Overview:
Auto-staging device that detects empty tanks and SRBs
Timer that triggers stages and action groups after a countdown
Remote controller that triggers actions on nearby vessels
Altimeter device that triggers actions and stages once a user defined altitude is reached
Radial fuel controllers that control fuel lines' flow
In-line fuel controller that controls fuel flow
A fuel valve to dump excess fuel and produce slight thrust
Proximity sensor capable of detecting other proximity sensors
About the Pack:
Smart Parts can trigger all 10 action groups, as well as various other functionality such as SAS, lights, stage, or abort.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
Sheesh, seems no one has been posting here but me. Anyway, big news, Kerbal Space Program update 1.1 “Turbo Charged” is now available!. And to celebrate, Kerbal Space Program is on sale for 40% off.
UPDATE: Complete 1.1 patch notes in the spoiler tags to save space:
I'm still using the non-Steam version direct from Squad to it's be a couple of hours before I can take a look at it.Hello everyone!
Kerbal Space Program is “Turbo Charged” by the release of patch 1.1!
After almost a year of hard work our major update is finally here! In the package you’ll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths and the brand new KSPedia reference guide for all the information you need to play the game!
That’s not all though, here are some of the highlights for this patch:
All new user interface
The user interface has been rewritten from the ground up to take full advantage of Unity 5’s new integrated systems. The ‘parallel’ UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.
KSPedia
KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.
New tutorials and scenarios
The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle. New scenarios unlock advanced mission concepts to any player: use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad.
You can find the complete changelog here. Kerbal Space Program 1.1 is now available on the KSP Store and on Steam, and will soon be available on other third party platforms.
UPDATE: Complete 1.1 patch notes in the spoiler tags to save space:
Spoiler:
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- coopasonic
- Posts: 20992
- Joined: Fri Mar 04, 2005 11:43 pm
- Location: Dallas-ish
Re: Kerbal Space Program
I started a new game on the 1.1 beta a couple weeks back. It's the same game. I went all the way through to landing on Duna and unlocking all the parts (with no mods).
There's just not much to post about. The game hasn't changed meaningfully in a long time. That's not a bad thing, it was very good in the beginning. Career mode made it better once it was fleshed out. The only problem now is I don't have much reason to keep playing. I am not good enough for the crazy challenges, but I am good enough to unlock everything to basically turn career mode into sandbox, then I am bored without any interesting goals.
There's just not much to post about. The game hasn't changed meaningfully in a long time. That's not a bad thing, it was very good in the beginning. Career mode made it better once it was fleshed out. The only problem now is I don't have much reason to keep playing. I am not good enough for the crazy challenges, but I am good enough to unlock everything to basically turn career mode into sandbox, then I am bored without any interesting goals.
-Coop
Black Lives Matter
Black Lives Matter
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
I haven't played in quite a while and I didn't want to go into the beta and then find something was changed before the final 1.1 release. There are a number of areas I never was good at in the game so I might want to give them a look in the tutorials and see if I can get smarter on them.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
-
- Posts: 1136
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- Location: Australia
Re: Kerbal Space Program
I like hte new build, it's a lot quicker to load things. Graphics don't feel as sharp as previous builds not sure why, as everything is turned on max. After a year or so break I'm ready to jump back in to it
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
I'm thinking the graphics aren't quite as good as they were, I'm particularly noticing this in the map view, I'm finding it hard to see the blue orbit line. I've also got everything cranked up to max.Stefan Stirzaker wrote:I like hte new build, it's a lot quicker to load things. Graphics don't feel as sharp as previous builds not sure why, as everything is turned on max. After a year or so break I'm ready to jump back in to it
I'm a Mechjeb whore and never have gotten into spaceplanes. I just like building big rockets and flying stuff to the Mun.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- tiny ogre
- Posts: 3198
- Joined: Sun Oct 17, 2004 12:26 am
- Location: Irvine, CA
- Contact:
Re: Kerbal Space Program
I started playing again, on career mode. I might have made it to Duna in career mode once before, but it seems slightly more fleshed out now. I had (And succeeded at) a rescue mission from Munar orbit, for example, which was fun, and I like the tourist missions just for giving me reasons to do certain things. I saw a build-a-Mun-base mission, but I didn't take it and now it's gone. I had just barely landed on the Mun at that point and I had only just researched my first docking ports. It seemed overly ambitious
I like the new aerodynamics. Definitely changes how I do takeoffs and re-entries. I was very confused the first time I failed a launch because I tried to turn to fast and the drag spun me around. Never used to have to worry about it! And I do like having to be conscious of speed and using heat shields for re-entry. It feels much more real now. But that's the only really big change since the last time I was playing.
It seems like it runs smoother, but it's hard to say because I'm playing on a Windows desktop now rather than a Mac laptop (where I spent my first 500+ hours...) It used to run well enough on that laptop, but it's been unstable on Mac for a long time, including the 1.1 beta builds (can't say anything about the final build, haven't tried it)
I'm pretty sure I can make it to Duna with what I've researched now, so that's the next set of missions. If I don't get tired of it (odds are about even) I think my end goal is going to be some Jool exploration missions in career mode. Last time I was playing heavily I was working on a forum challenge to explore all of Jool's moons with a single ship (* refueling from other ships allowed). I think I posted some of that in this thread. I seem to recall I mostly did it, but I think it turned out I forgot parachutes or something so couldn't actually get my crew home without a second ship Maybe I'll try some variant on that again. Maybe not in career mode.
I'm not having any problems in map view. The blue orbit is still easy to see for me. The shading helps make it easy to see which direction the orbit is going. I like it.
I like the new aerodynamics. Definitely changes how I do takeoffs and re-entries. I was very confused the first time I failed a launch because I tried to turn to fast and the drag spun me around. Never used to have to worry about it! And I do like having to be conscious of speed and using heat shields for re-entry. It feels much more real now. But that's the only really big change since the last time I was playing.
It seems like it runs smoother, but it's hard to say because I'm playing on a Windows desktop now rather than a Mac laptop (where I spent my first 500+ hours...) It used to run well enough on that laptop, but it's been unstable on Mac for a long time, including the 1.1 beta builds (can't say anything about the final build, haven't tried it)
I'm pretty sure I can make it to Duna with what I've researched now, so that's the next set of missions. If I don't get tired of it (odds are about even) I think my end goal is going to be some Jool exploration missions in career mode. Last time I was playing heavily I was working on a forum challenge to explore all of Jool's moons with a single ship (* refueling from other ships allowed). I think I posted some of that in this thread. I seem to recall I mostly did it, but I think it turned out I forgot parachutes or something so couldn't actually get my crew home without a second ship Maybe I'll try some variant on that again. Maybe not in career mode.
I'm not having any problems in map view. The blue orbit is still easy to see for me. The shading helps make it easy to see which direction the orbit is going. I like it.
Twitter: joerumz
- Apollo
- Posts: 1794
- Joined: Mon Aug 18, 2008 10:57 pm
- Location: Gardendale, AL
Re: Kerbal Space Program
I break this game out every spring and put at least 100 hrs in it before giving it a rest again. The new 1.1 version is available on windows in 64bit for the first time which means that you can now use lots of part mods without hitting the memory limit and crashing the game.
-
- Posts: 1590
- Joined: Fri Jan 14, 2005 10:30 am
Re: Kerbal Space Program
I am having a much harder time getting into orbit efficiently. I haven't really played since pre 1.0 and the new aerodynamics and reentry have really changed things up.
- tiny ogre
- Posts: 3198
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- Contact:
Re: Kerbal Space Program
I got hung up for a couple of nights on a tourist mission. Two tourists, one needed to land on the Mun, both need to oribit Minmus, one also needs to land on Minmus. I built a lander with all the science gear I've researched and did the Mun part... then it turned out it's basically incapable of making it through reentry alive. So I parked it in Kerbin orbit (after reloading my quicksave. Cheater!) and built a rescue ship. Good thing I learned a long time ago to always include a docking port even if you don't think you need it, just in case, because tourists can't EVA and I would've had a much, much harder time rescuing them otherwise. But I built my first rescue ship thinking I'd EVA my pilot over to it and have it dock with the tourist ship. I put a robot control pod on top of the docking port, then jettisoned it after the EVA. Only now the original ship was left without a pilot. Which meant SAS doesn't work and it would not stay oriented! So I couldn't dock and had to reboard while it was spinning pretty wildly from a failed docking attempt. That took like 20 minutes.
Second attempt, just built the docking port on top of the probe pod. Worked great, transferred everyone over, collected all my science and made it home with everyone in one piece. But that's been three nights of only working on this mission. I am probably not making a profit on the mission since I still haven't even done the Minmus portion! But I'm having fun with it, and have picked up a few more technologies. Duna soon...
Second attempt, just built the docking port on top of the probe pod. Worked great, transferred everyone over, collected all my science and made it home with everyone in one piece. But that's been three nights of only working on this mission. I am probably not making a profit on the mission since I still haven't even done the Minmus portion! But I'm having fun with it, and have picked up a few more technologies. Duna soon...
Twitter: joerumz
- Hrdina
- Posts: 2929
- Joined: Sat Oct 16, 2004 6:18 pm
- Location: Warren Cromartie Secondary School
Re: Kerbal Space Program
Geez, I still haven't played KSP since before "Science!" was included in the game. I always mean to jump back in, but something always prevents that from happening. Lately, it has been Elite and Stellaris. Before that, Rocket League and Tharsis.
Jeb and friends are probably still drifting around out near Duna, where I left them after my first attempt to achieve Duna orbit. It was a near-miss.
Jeb and friends are probably still drifting around out near Duna, where I left them after my first attempt to achieve Duna orbit. It was a near-miss.
Conform or be cast out!
- tiny ogre
- Posts: 3198
- Joined: Sun Oct 17, 2004 12:26 am
- Location: Irvine, CA
- Contact:
Re: Kerbal Space Program
I still play a lot of Rocket League. That and KSP are my gotos these days. I decided that they are the same genre: rocket games. It's my favorite genre.Hrdina wrote: Rocket League
Twitter: joerumz
- Holman
- Posts: 28994
- Joined: Sun Oct 24, 2004 8:00 pm
- Location: Between the Schuylkill and the Wissahickon
Re: Kerbal Space Program
Well then you should enjoy Twilight Struggle!tiny ogre wrote:I still play a lot of Rocket League. That and KSP are my gotos these days. I decided that they are the same genre: rocket games. It's my favorite genre.Hrdina wrote: Rocket League
Much prefer my Nazis Nuremberged.
- Montag
- Posts: 2814
- Joined: Wed Nov 03, 2004 2:14 pm
- Location: Indianapolis
Re: Kerbal Space Program
I have been back at it. Just unlocked the gravioli detector and did the high and low orbit sweeps of the Mun. Next mission will do the same for Minmus. This should unlock almost everything. Already have some sat contracts for Duna and Ike. We will have the technology!
With 64 bit and my newer machine, I am not afraid of bigger ships and running some aesthetic mods such as Environmental Visual Enhancements.
With 64 bit and my newer machine, I am not afraid of bigger ships and running some aesthetic mods such as Environmental Visual Enhancements.
words
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
Kerbal Space Program update 1.2 “Loud and Clear” is now available!
I believe this is intended to be the last update for KSP, aside from bug fixes. The game is also on sale this week on Steam for 40% off.Hello everyone!
Kerbals hit a milestone, they are now interconnected and they can hear you Loud and Clear! Let your imagination fly with new possibilities, build communication networks, control vehicles remotely and explore every inch of the Kerbol System in ways that weren’t possible before with this new update!
Kerbal Space program 1.2: Loud and Clear includes a broad range of improvements and features that will enrich the overall game experience, such as the introduction of CommNet and KerbNet, a rewrite of the Stability Assist System (SAS) that makes your launches more accurate and fuel efficient, an engine change from Unity 5.2 to 5.4, more tweakable options for many parts, a complete fuel system redesign, and much more!
Here are some of the highlights for this update:
CommNet
Set up your own communications networks and have better control over your probes even when they cannot establish a direct connection. Link your probes back to Kerbin via an antenna to be completely autonomous and build relay networks for better science transmission!
KerbNet
Use satellites for reconnaissance purposes, scan the terrain below you, find biomes and anomalies, and place custom waypoints with a targeting interface.
Improved Fuelflow System
The Fuelflow system has been rewritten and now you have total control over how the fuel flows through your vessels!
Improved Wheels
The stability of Wheels has been greatly improved. Your rovers, wheeled vehicles will now turn and handle smoothly, making the overall driving experience more pleasant. Aircraft are also more stable, and all wheels have realistic load limits.
You can find the complete changelog here.
Kerbal Space Program 1.2 Loud and Clear is now available on the KSP Store and on Steam, and will soon be available on other third party platforms.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
-
- Posts: 1136
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Kerbal Space Program
Looking forward to trying this one out. For some reason I like remote scanning and communications network ideas.
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
Those were actually fan mods that were incorporated into the game. I used them and yeah they were pretty cool.Stefan Stirzaker wrote:Looking forward to trying this one out. For some reason I like remote scanning and communications network ideas.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Suitably Ironic Moniker
- Posts: 3603
- Joined: Wed Oct 13, 2004 9:09 pm
- Location: Asheville, NC
Re: Kerbal Space Program
I believe that this is the last content update from the original creators, but they have hired a new team to continue development.jztemple2 wrote:Kerbal Space Program update 1.2 “Loud and Clear” is now available!
I believe this is intended to be the last update for KSP, aside from bug fixes. The game is also on sale this week on Steam for 40% off.Hello everyone!
Kerbals hit a milestone, they are now interconnected and they can hear you Loud and Clear! Let your imagination fly with new possibilities, build communication networks, control vehicles remotely and explore every inch of the Kerbol System in ways that weren’t possible before with this new update!
Kerbal Space program 1.2: Loud and Clear includes a broad range of improvements and features that will enrich the overall game experience, such as the introduction of CommNet and KerbNet, a rewrite of the Stability Assist System (SAS) that makes your launches more accurate and fuel efficient, an engine change from Unity 5.2 to 5.4, more tweakable options for many parts, a complete fuel system redesign, and much more!
Here are some of the highlights for this update:
CommNet
Set up your own communications networks and have better control over your probes even when they cannot establish a direct connection. Link your probes back to Kerbin via an antenna to be completely autonomous and build relay networks for better science transmission!
KerbNet
Use satellites for reconnaissance purposes, scan the terrain below you, find biomes and anomalies, and place custom waypoints with a targeting interface.
Improved Fuelflow System
The Fuelflow system has been rewritten and now you have total control over how the fuel flows through your vessels!
Improved Wheels
The stability of Wheels has been greatly improved. Your rovers, wheeled vehicles will now turn and handle smoothly, making the overall driving experience more pleasant. Aircraft are also more stable, and all wheels have realistic load limits.
You can find the complete changelog here.
Kerbal Space Program 1.2 Loud and Clear is now available on the KSP Store and on Steam, and will soon be available on other third party platforms.
When I was a boy, I laid in my twin-sized bed and wondered where my brother was. - Mitch Hedberg
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
- Location: Brevard County, Florida, USA
Re: Kerbal Space Program
Wow, that's good news . Even if a lot of the new development is incorporating fan mods, that's still a lot of cool stuff to come.Suitably Ironic Moniker wrote: I believe that this is the last content update from the original creators, but they have hired a new team to continue development.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
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Re: Kerbal Space Program
And now we know more about the new development! From RPS, Kerbal Space Program’s first expansion is Making History
Woo hoo! I bought KSP in March of 2013, so it'll be free for me. I've never converted over to Steam, so I guess I'll be getting it directly from Squad.A mission editor is coming Kerbal Space Program [official site] as part of a paid expansion pack, developers Squad have announced. ‘Making History’ is its name, and recreating history is its game. The expansion will come with a set of missions inspired by real-world historical jaunts from the early days of spaceflights, along with tools to create your own missions or download missions other players have made. A little more purpose for the spaceship-building sandbox does sound good.
Squad haven’t shown anything of the tools yet but do explain:
“Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program’s Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community.”
Missions will be scored on a number of metrics, so players can compete to be the best spacemen. Squad are packing in missions of their own creation, of course:
“You will have the opportunity to re-live historical missions from humankind’s own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind.”
The expansion will also add historical spaceship parts inspired by classic US and Soviet hardware, and a feature that sounds like it probably should be in the base game – personal parachutes for individual spacemen.
No word yet on when the expansion will launch or how much it’ll cost. Squad have confirmed that, as promised, this expansion will be free to people who bought KSP by the end of April 2013.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- coopasonic
- Posts: 20992
- Joined: Fri Mar 04, 2005 11:43 pm
- Location: Dallas-ish
Re: Kerbal Space Program
Hmm I acquired the game in March 2013 as well, but no idea where I bought it. I guess it was direct from squad. I redeemed a key on steam in October 2013. This doesn't really sound like anything that would get me back into the game though.jztemple2 wrote:And now we know more about the new development! From RPS, Kerbal Space Program’s first expansion is Making HistoryWoo hoo! I bought KSP in March of 2013, so it'll be free for me. I've never converted over to Steam, so I guess I'll be getting it directly from Squad.No word yet on when the expansion will launch or how much it’ll cost. Squad have confirmed that, as promised, this expansion will be free to people who bought KSP by the end of April 2013.
-Coop
Black Lives Matter
Black Lives Matter
-
- Posts: 284
- Joined: Sun Oct 28, 2007 12:10 am
Re: Kerbal Space Program
Just went and searched my email, ayup, May 2013.coopasonic wrote:Hmm I acquired the game in March 2013 as well, but no idea where I bought it. I guess it was direct from squad. I redeemed a key on steam in October 2013. This doesn't really sound like anything that would get me back into the game though.jztemple2 wrote:And now we know more about the new development! From RPS, Kerbal Space Program’s first expansion is Making HistoryWoo hoo! I bought KSP in March of 2013, so it'll be free for me. I've never converted over to Steam, so I guess I'll be getting it directly from Squad.No word yet on when the expansion will launch or how much it’ll cost. Squad have confirmed that, as promised, this expansion will be free to people who bought KSP by the end of April 2013.
-something witty-
- jztemple2
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Re: Kerbal Space Program
Great image
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
- Posts: 11628
- Joined: Fri Feb 13, 2009 7:52 am
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Re: Kerbal Space Program
Breaking Kerbal Space Program news... KSP Acquired by Take-Two Interactive
I think they used the wrong group photo, I think this would have been a more appropriate repsonse:Hello everyone,
We have very exciting news to share with the KSP community today: Take-Two Interactive has purchased Kerbal Space Program. The important thing to know is that this big news doesn’t change much for the KSP community. Squad and the current development team is still here and we’re hard at work on KSP and its future updates, but now we are fortunate enough to do so with the help of an experienced publisher like Take-Two, and we couldn’t be more excited and happy to see where our conjoint collaboration will take KSP forward.
Right now, we’re still focused on the Kerbal Space Program: Making History Expansion and we’ll continue to keep you updated on our progress. And yes, we’re keeping our promise of free DLC for everyone who purchased KSP through April 2013! We’re continuing to work closely with Blitworks on the updated version of KSP for consoles, which will be available on the Xbox and PSN digital stores when it is complete. This will be a free update for anyone who already owns KSP on Xbox or PS4. We can’t wait for you to play what we’ve been working on in the coming months!
This is a very exciting time for KSP and the Community, and we hope you’re as thrilled as we are. The team at Take-Two are big fans of KSP, who have been persistently knocking on our door trying to work with us for a long time. They share your passion for the game and we’re really eager to see what Squad and Take-Two can do together for Kerbal Space Program moving forward!
Happy launchings!
-The KSP Development Team
My father said that anything is interesting if you bother to read about it - Michael C. Harrold