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Thwomp
Apr 9, 2003

BA-DUHHH

Releases
-As of 4/1 (no joke!), v.23.5 is the most recent release and requires a purchase/pre-order/donation. You can grab it from the KSP Store or Steam.
-The Demo is v.18.3 (as of 2/12) and can be found on the download link on the KSP main page (Steam too). It's the same as .18.4 except you can't load mods, your limited only to rocket parts, you can only have three concurrently running missions, and only the Sun, Kerbin, and Mun are available to visit.



NEW FEATURES
VERSION 0.23 BRINGS:
  • Asteroid Redirect Mission - Collaborating with NASA, Squad has added a number of asteroids of various sizes on various paths. Some will pass-by Kerbin while others are on an impact course. All are procedurally generated and sources of science.
  • Object Discovery and Tracking - You've gotta spy the little (or big) spacerocks before you can plan an intercept. Use the Tracking Station to see how big a boulder you'll have to move.
  • The Claw - You're gonna need to be attached to these rocks somehow which is where The Claw comes in. Also, I'm sure it can't be used for shenanigans involving non-spacerock stuff.
  • SLS-Inspired Parts - Rough equivalents to NASA's next rockets have been added for super-heavy lift capabilities. These are the most powerful engines in the game now.
  • Completely Overhauled Part Joints - Another era of wobbly rockets comes to an end as Squad has finally fixed many of the part-to-part connection problems.
  • A host of other little fixes including improved patched conics, maneuver nodes, and more!
  • Full changelog can be found here.

Click here to skip right down to the Mod section
Click here to skip right down to the FAQ
Click here to skip right down to the video tutorials


Hullo! Welcome to Kerbal Space Program!

Kerbal Space Program is an indie project by developer Squad. Let me let one of the devs (Mu) tell you about what KSP is:

Mu posted:

At its heart, Kerbal Space Program is a game about creating your own space program from scratch. You construct spacecraft and launch them off into the cosmos, attempting to further the science and achievements of Kerbalkind. That or explode spectacularly on takeoff.

The game features a complete space flight simulation, where you can seamlessly go from the planet’s surface up into orbit, and from there into deep space, all driven by a physics engine that simulates actual orbital mechanics, and in which every part you place on your ship has an effect on how it will fly… or crash. Proper planning and experimentation through trial-and-error are key to succeed, as with an actual space program. Only here, your Kerbals are perfectly ok with being strapped to an untested contraption filled with rocket fuel. It’s health and safety gone elsewhere.

Or our very own illectro (resident KSP and Space master) whose done up a little video for us.
http://www.youtube.com/watch?v=BmorOO58KLM

I'd also like to direct you to this video also made by our own Abyssal Lurker (resident dark master of KSP) on what a bit of timing and math can accomplish.
http://www.youtube.com/watch?v=KzttgJPrZec

"But Thwomp, I grabbed the game and there's not much to do. What's the challenge?"
Isn't going to space challenge enough? Here, check out these videos of attempts to go to space.
http://www.youtube.com/watch?v=BkzziGlbK1s
http://www.youtube.com/watch?v=jG3x3yBVqVs

Also, your retarded rear end is going to litter orbit with junk and expended rocket parts. Watch out:


Planned future updates can generally be found here or you can keep tabs on recent dev posts.

What's a Kerbal?
Kerbals are the little green men that inhabit the planet Kerbin and bravely man their ambitious space program. Previous versions exclusively featured Jeb, Bill, and Bob Kerman as pilots. Since v.14, there's a whole cast of Kerbals for you to slaughter (though Jeb, Bill, and Bob are still your first crew ). There's also a happy crew of scientist, engineer, and flight control kerbals walking about the various buildings.

The previous thread was over 400 pages and can be found here.

Thwomp fucked around with this message at Apr 1, 2014 around 20:37

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Thwomp
Apr 9, 2003

BA-DUHHH

Mods
So you've learned this game is about trying and failing hard at rocket physics and orbital mechanics. What else does this game offer? How do custom mods sound! Want an absurdly large rocket engine strapped to the command capsule? Sure. How about a re-creation of the Saturn V? Why not? You can find all the available mods over at the new Kerbal Space Port or at the KSP forum's Mod section but here are some goon favorites (note: especially after new KSP updates, it may take some time for all of these to be updated):

MechJeb 2.0 - An autopilot plugin pack. Offers a ridiculous amount of automated functions. I would, personally, advise you hold off on this one until you've made it to Mun and back on your own but some people have a hard time with orbital mechanics so it can be useful to show how things work. MechJeb assumes you at least have competent rocket designs. Dev/Beta builds can be found here
Protractor - Our own Enigma has put together a planetary rendezvous calculator to help get you to the other bodies in the solar system. Strap a TI-83 to your rocket and click the '?' button on the Protractor screen for a guide on how to successfully use it. Note: It only gets you most of the way there. Once you're in the general area of an encounter, use a maneuver node to plan your final intercept burn.
Kerbal Alarm Clock - Allows you to set an alarm for a certain event on a current mission (next maneuver node, next apopsis, etc). KAC will then stop any time warping on whatever other mission you are currently working on to remind you that it's time to go back and check on the original mission. Really handy for running simultaneous missions (average time from Kerbin to Jool is 1 year, same for waiting on the window to return to Kerbin from Duna).
Kethane - Adds a resource (Kethane) to the game that can be refined into fuel (among other things). The mod adds ton of specific parts to build satellites to locate, drills to harvest, and refineries to refine Kethane. Gives you something to actually do in space (outside of crash and burn) with the possibility of self-sustaining outposts.
Damned Robotics - Adds some mechanized parts like robotic arms among other things.
Ferram Aerospace Research Pack - Fixes a lot of what's wrong with KSP's default aerodynamic physics. If you want planes that don't suck, this'll help. Warning: you will need to re-learn how to launch and build rockets and the below Procedural Fairings mod is recommended.
Procedural Fairings - Generates fairings to fit whatever payload you put on top of a fairing base. Will re-generate the fairing to fit your payload after you change it too (seriously, that's amazing). No need to futz with static fairing parts. Here's a tutorial on how it works. Bonus that it works with the above FAR mod for super-usability.
Quantum Struts - Lets your Kerbals strut up your orbitally constructed rockets so that they don't shake or wobble to pieces while enroute to the far solar system.
RemoteTech - Want to really sperg out and get realistic? RemoteTech adds realtime communication as a requirement for unmanned probes/rovers. You'll need a relay network of satellites around Kerbin and around your destinations before your Kuriosity rover can take its first step.
PartCatalog 2.0 - Organizes all your mod parts. Really helpful when you've got more and more mod parts installed and you can't tell stock engines from special station parts. Note: Ctrl+Click the icon in the VAB to switch between horizontal and verticle setups.
Kerbal LiveFeed - Kerbal LiveFeed is a plugin, client and server that lets you see other players are doing while you play KSP. You can see their vessels and orbits in Map View, read live status updates of their ships, chat and share screenshots and craft files. And yes, there is a goon KLF server:




Goon Approved Spacecraft
Here is a repository of some goon-made spaceships for KSP. These should be all stock (unless otherwise noted) so just take the .craft file and drop it into your savegame (KSP dir->saves->[your saved game]->VAB(rockets)/SPH(planes)).
Courtesy of 0x0hShit.

Goes Nowhere, Does Nothin' Stock Shuttle
Note: It really needs MechJeb's SASS to fly properly. There's instructions included to help you fly it to orbit. NASA had computers programmed to do this function for the astronauts in real life. You have to do it in terrifying real time.

Courtesy of 0X0hShit (again)

Because even years after it's final flight, to many of us "Spacecraft" will still mean "massive gently caress off space-plane that both barely flies and is totally awesome when doing so." Thanks for all the memories, NASA.

Craft File and a YouTube'd flight, with annotated instructions. Surprisingly way more balanced then the last version and able to be flown manually, but you've still got so many things to watch at once that MechJeb is pretty much a necessity.

Alternate Engine Configurations Via Abuse of Clipping
Note: these will not improve efficiency over the large Mainsail engine. They just look cool.

Alehkhs posted:

Report: They still still work in 0.20

Falcon 9 Style

Falcon 9 v1.1 Style

Style


Hell, I even found a new one while I was testing these:
Fauxyuz Style


Flags
Save-As into GameData/[Your Game Save]/Flags


Thwomp fucked around with this message at Feb 10, 2014 around 18:43

Thwomp
Apr 9, 2003

BA-DUHHH

The FAQ - Rocket science for dummies

Sweet jesus there's a lot to this game. Where do I start?
The best advice I can give is to follow in NASA's footsteps:
1) Start trying out different rockets. Find a design that doesn't blow up consistently.
2) Slightly modify your non-explody design so that you can reach orbit reliably.
3) Continue with slight modifications to match your next goal (orbit and safely return, orbit and transfer to Mun/Minmus/other solar bodies, transfer to and land on other bodies, return from said bodies, etc).
4) Avoid spaceplanes unless you're really bored and want to punish yourself.

What keys are used?
WASDQE - for pitch, yaw and roll
[SHIFT]/[CTRL] - throttle up and down controllable engines (not solid boosters).
[T] - turns on SAS (Stability Augmentation System) modules
[F] - temporarily turn SAS off (if it's already on) or vice versa - this is a good way to update what direction you want the ship to point.
[M] - orbital map, double-click the planet/moon to centre it on them, [TAB] to centre back on your ship.
[G] - Deploys collapse-able landing gears/wings/panels.
{B} - Brakes your spaceplanes upon landing.
[R] - Turns on the RCS (reaction control system)
RCS transverse thrust controls (note these will only work if RCS is turned on and you've added RCS thursters and fuel to the rocket):
[H]/[N] - forward/backward
{I}/[K] - down/up
[J]/[L] - left/right
[,] - Slow Time
[.] - Accelerate Time
[F1] - Screenshot
[F5] - Quick Save
[F9] - Quick Load

What's the Navball and how does it work?
The nav ball is at the bottom center of your screen. It is designed to help you figure out where you're going. This graphic should help (courtesy of Shanakin):

The purple/pink markers on the Navball indicate the direction of your current target. By default, this is the KSC. You select a target in the Map view by double clicking on anything.
The blue markers, which are new in v.18, indicate the direction you should point your craft after you've created a flight plan.

And as seen at launch, the cardinal directions on the Navball are thusly:

You'll note that North is counter-intuitively to the bottom at launch.

How do I know which way my ship will turn?
The two blue windows on the large command module mark the "up" position for the pitch up 'S' or down [W] control. All ship controls are relative to that position.

What's the difference between SAS and A(dvanced)SAS?
Standard SAS uses just a ship's internal (and external, if any) Reaction Wheels to keep you pointed in one direction. It also prevents (or attempts to prevent) any spinning. The command pods have Reaction Wheels built in and probe cores/smaller pods/landers have smaller Reaction Wheels built in.

Adding an ASAS changes this: Enabling ASAS by itself only allows you to use RCS thrusters if you added them (and mono-propellant fuel) to your ship. This can be useful if you want to translate the position of your ship (move slowly in just one direction).

When ASAS is installed and SAS is enabled, the ASAS attempts to keep the heading constant and spin at zero using all available methods to do so: Reaction Wheels, wings and flaps, RCS thrusters, and gimballed engines.

Manually adjusting your heading and spin (using WASD-QE) always uses all available methods, exactly the same as ASAS. It'll use RCS thrusters too if ASAS is on.

So I'm doing okay with my non-sucky design. Is there a better or more efficient way to design rockets?
Sure is! It's all about fuel management and dumping excess weight. See this graphic below. Asparagus stalk staging is more efficient than crossfeeding which is more efficient than non-crossfeeding.


How do I adjust my orbit and use that flight planner feature?
First off, see this graphic courtesy of Cojawfee:

Note: Your current orbit is the Black line. the orbit you want to transition to is the Blue line. It is best to adjust your orbit when you are halfway to your "destination".

To create a flight plan (or manuever), click on your current orbital path in the Map to create a Maneuver node. It'll give you six axis to play with. You pull on each one to indicate burning in that direction. Watch with glee as it predicts where you'll go.

Once set, you'll have a burn timer (burn at 0 for short burns), a Δv calculator (this much change in speed is required), and a blue marker on your nav ball (burn while pointed in this direction). Stop burning once the Δv is 0.

Note: for long burns (like transferring to another planet), begin your burn so that you're halfway done when the start timer hits zero. The burn calculator assumes you reach your speed instantly so you'll have to compensate.

How do I get to those new planets/moons?!
Our own Enigma has put together a helpful tool called Protractor that helps calculate when to launch and burn to encounter the new solar system objects. Hit the '?' button on the Protractor screen for a guide on how to use it.
Kerbal Spaceport link here

Even with the new flight planning mechanic in v.18, Protractor is still useful and awesome at providing direction on when to launch (launch when Θ equals zero).

I'm headed towards Duna/Jool/Eve/Moho and I've heard I can save fuel when I get there. What's this witchcraft?
This is called aerobraking and it involves using the drag of passing into the atmosphere of your destination to slow you down into an orbit.

How close to these should I pass to lose some speed?
Moho - There's no atmosphere to begin with so aerobraking is out of the question. Bring lots of fuel instead.
Eve - Atmo starts around 90km up but turns into a pot of molasses on a winter's day around 60km. Don't go any lower.
Duna - Atmo starts around 45km but it's really weak unless you go down much farther (around 15-20km is good). Excellent candidate for aerobraking.
Jool - Atmo appears to start around 200km but you won't really get any effects until about 138km. However, anything below 125km will almost always result in certain crushing death but if you can hit this window, excellent fuel savings can be had.

What altitude is Kerbal Stationary Orbit?
2900 km

How does the new Science system work?
First off: There's a fixed amount of science for each task and it's never lost. Transmitting just means you have to do it multiple times.

There are two units involved in science: Science, and Data. Science is the resource that you use to buy new parts in the tech tree. Data is what your Kerbals and science instruments actually collect when out on a mission.

The farther out from Kerbin you travel, the higher the Science value is for the Data you collect. There are also many, many different locations to gather science from (both on and around Kerbin and out beyond it) so keep doing experiments.

When you give the order to collect Data, the report screen pops up, giving you some details about the experiment and the option to either trash, keep, or transmit the data. The heading along the top (eg: "Crew report while flying over Kerbin's oceans") is important is it tells you what "zone" you are in for this experiment. The larger text box gives you some flavor about the experiment itself. The Data Size tells you how large/complicated the experiment is, and this translates to how much electrical power it will take to transmit the data back to Kerbin. The Science Value tells you how much the experiment is worth in total. Return the data to Kerbin for the full value or transmit it for partial science.

Note: Experiments will be worth significantly less once you gather the full initial amount of science (via recovering the experiment on Kerbin or transmitting the data back enough times).

What science experiments are available?
  1. Crew Reports - Right-click the capsule. You can transmit these at no transmission penalty so send these back often (as your electricity budget allows)
  2. EVA - Right-click your kerbalnaut. You can store one report per zone (over the oceans, on Mun's southern crater, etc) so if you plan on returning to Kerbin, keep EVAing throughout your mission.
  3. Mystery Goo - Right-click the goo canister. You can only store one result per canister so either bring multiple canisters or transmit the same experiment multiple times for the full science reward (as your electricity budget allows).
  4. Materials Bay - Right-click the materials bay. Works the same way as the Mystery Goo but returns much higher data/science.
  5. Surface Sample - Right-click your kerbalnaut while EVAing on a surface. Works the same as EVA reports so if you plan on returning to Kerbin, grab as many samples from each Biome as possible.
  6. Sensors - Right-click your sensor. These were the previously useless temperature, gravity, and pressure sensors. They can now gather science in the same way as the Mystery Goo and Materials Bays. Note: Not all the sensors work in all conditions.

How does transmitting science back to Kerbin work?
You're going to need two things to transmit data back to Kerbin: an antenna and electricity.

At Tier 0, you'll be able to transmit about 1.5 crew reports. However, the base engine will generate electricity while running so you could eek out maybe 2 or 3 reports.

Later tiers will unlock batteries for greater electricity storage and solar panels for infinite electricity generation.

There are two antennas to use, a small and large. The differences are the amount of data each can send on a 'pulse' and how much electricity is used for each 'pulse'. The small antenna sends smaller pulses at a small electricity cost while the larger one sends more data at higher electricity costs.

You can queue up multiple data reports for transmission, but if you run out of electricity, the transmission will pause and wait for you to generate enough electricity for the next pulse.

What are the planned features of the game?
This is stuff the developer is planning or at least considering for future updates:
- A Career mode with contracts and an actual economy to add cost to your rockets.
- Management, research of better parts, and training of astronauts to improve future piloting abilities (all the way up to autopiloting craft for you)
- Building surface bases
- Missions and goals for the program
- A simulator mode that lets you start out in orbit or in a particular situation

Thwomp fucked around with this message at Feb 4, 2014 around 21:52

Thwomp
Apr 9, 2003

BA-DUHHH

Basic KSP Tutorial Videos/Guides
Welcome to the SA KSP Learning Station.

These have all been provided by illectro and he's got more than 200 other KSP-related videos on his YouTube channel. Check it out if you want more Scot-narrated goodness.

Tutorial - Basic Construction, Flying & Orbiting
http://www.youtube.com/watch?v=tgPr4q5tj-Q

Tutorial - Moon Landings
http://www.youtube.com/watch?v=cmAMGJm-bwU

Tutorial - Flying Spaceplanes Into Orbit
http://www.youtube.com/watch?v=yUQXqG_edKQ

Tutorial - Orbital Rendezvous & Docking
http://www.youtube.com/watch?v=AHkY3FusJIQ

Tutorial - Advanced Rocket Design
http://www.youtube.com/watch?v=XZMkQvbk0zw

General overview videos:

Building Goonstation 1
http://www.youtube.com/watch?v=dCe-1VU3c7Y

IVA only Mun mission
http://www.youtube.com/watch?v=p0c-gx03DpM

Flypast of Every Planet & Moon
http://www.youtube.com/watch?v=bxsVGrbNTmU

Doing Science!
http://www.youtube.com/watch?v=HIjqvLcsz8g

Thwomp fucked around with this message at Oct 21, 2013 around 14:00

Hammer Floyd
Nov 30, 2005

"It's generally good practice to include a starter photoshop."

Flags? Alright. I gotta plant a flag on Minmus.



I WILL CLAIM MINMUS.



TO INFINITY AND BEY-yeah alright, I'll stop the cliches.



Those extra 2 boosters on the wing were great for getting into orbit without using any fuel. Plus, they look bitching.



Off to Minmus. Jeb couldn't be happier.



About 2 days later, I got to Minmus. I was running out of fuel so I had to land quickly.



That spot behind the mountain is dead flat, but getting over the mountain, then doing a quick, hard burn to slow down is gonna make things rough.



Holy poo poo. Landing at night time when you have no solar power left to run your lights sucks rear end.



Success! Well...kinda. Guess how I knocked off a solar panel? All things considered, it wasn't too tragic.



Now that it's daytime Jeb, PLANT THE FLAG! Claim Minmus for us all! Leave a message of hope! Of peace! Of...



For fucks sake...

Hammer Floyd fucked around with this message at May 23, 2013 around 13:16

Icon Of Sin
Dec 26, 2008



gently caress, I've barely had time for this in the last few months. Now I need to go plant an obscene flag somewhere that isn't Mun or Minmus

DStecks
Feb 6, 2012

I been spendin' most my life
livin' as a kick-ass Mennonite.

Nicely updated OP.

Anybody got a flag on something but the Mun yet?

Oldstench
Jun 29, 2007

"Was there anything about the mission that hasn't gone as well as you hoped?"

"No."

I actually bought this yesterday right before the 0.20 update went out. This poo poo's fun. I've so far made it to Kerban orbit, Mun orbit, and done a flyby of Minmus, almost all of which have had successful landings (with > 30 Gs in some cases - poor Bill).

So, 0.19 ran really smoothly on my machine, 0.20 is rather choppy. I tired deleting local content and reinstalling, but it's still hitchy. Any ideas?

Endman
May 18, 2010

There's no new shitposters around you.


The best thing about Mechjeb 2's docking autopilot is sitting back, watching and listening to some suitable music.



This game is really pretty sometimes.

Also:

DStecks posted:

Anybody got a flag on something but the Mun yet?

Reporting in from the chilly surface of Duna.

Endman fucked around with this message at May 23, 2013 around 13:36

Thwomp
Apr 9, 2003

BA-DUHHH

Oldstench posted:

I actually bought this yesterday right before the 0.20 update went out. This poo poo's fun. I've so far made it to Kerban orbit, Mun orbit, and done a flyby of Minmus, almost all of which have had successful landings (with > 30 Gs in some cases - poor Bill).

So, 0.19 ran really smoothly on my machine, 0.20 is rather choppy. I tired deleting local content and reinstalling, but it's still hitchy. Any ideas?

At the end of the last thread, I mentinoed my upgraded .19 install was really choppy. A fresh install of .20 fixed that.

Do you have any mods installed? I have a feeling that, in addition to the normal breakage a new update does to mods, the new mod file structure is messing with previous installs.

PiCroft
Jun 10, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

I may have missed this, but any word on if Kethane is compatible?

Oldstench
Jun 29, 2007

"Was there anything about the mission that hasn't gone as well as you hoped?"

"No."

Thwomp posted:

At the end of the last thread, I mentinoed my upgraded .19 install was really choppy. A fresh install of .20 fixed that.

Do you have any mods installed? I have a feeling that, in addition to the normal breakage a new update does to mods, the new mod file structure is messing with previous installs.

Like I said, I deleted the game and reinstalled it. 100% vanilla. Oh well, it still runs.

Trustworthy
Dec 28, 2004

with catte-like thread
upon our prey we steal


PiCroft posted:

I may have missed this, but any word on if Kethane is compatible?

I've been holding off on installing it... Someone in the last thread said It's generally working, but that some of the part positioning is slightly off. Unless you manually edit every part you use, which seems like something I'd rather wait for a modder to do.

Somebody correct me if I'm off on that.

MattD1zzl3
Oct 26, 2007

HUMAN WOMEN ARE ICKY


Liking the new version, i like the maxis-style "locating jeb", adding K to every word" loading messages. I also realized when i updated all my mods i was somehow still running the oldest version of mechjeb 2.0 this whole time, which you may recall was godawful and missing a ton of features of the original. Lets hope the "Burn all your RCS" bugs are fixed as well.

I missed you, translatron.

Thwomp
Apr 9, 2003

BA-DUHHH

Oldstench posted:

Like I said, I deleted the game and reinstalled it. 100% vanilla. Oh well, it still runs.

Did you delete everything?

I know I had to go to the local Steam install location to get rid of all the user files it didn't automatically uninstall.

Spirit Tree
Jan 22, 2007
Photosynthesising

PiCroft posted:

I may have missed this, but any word on if Kethane is compatible?

It looks like there's a problem with trying to put the parts on new ships, existing ones look fine according to the thread on their forums

Custom flags are fun

DStecks
Feb 6, 2012

I been spendin' most my life
livin' as a kick-ass Mennonite.

Personally, I find occasional 100%-vanilla-forcing updates kinda refreshing. Last night I did my first totally manual Munshot in a long time, and I felt like a boss when it worked on the first try.

Hey, illectro, how will this affect your Reusable Space Program?

MattD1zzl3
Oct 26, 2007

HUMAN WOMEN ARE ICKY


Just in case illectro/Scott Manley sees that, i thought i'd make a video request: I'd like to see a video that might both be a fun video and a bit of a tutorial re-creating the voyager mission.

I'd love to make low weight low fuel probes that use gravity slingshots and get multiple rendevous, but i havent had much success, and i think it would be fun. Moon flybys, ect.

Mu Cow
Oct 26, 2003



DStecks posted:

Nicely updated OP.

Anybody got a flag on something but the Mun yet?

I want to see someone plant a flag on Jool.

Thwomp
Apr 9, 2003

BA-DUHHH

MattD1zzl3 posted:

Just in case illectro/Scott Manley sees that, i thought i'd make a video request: I'd like to see a video that might both be a fun video and a bit of a tutorial re-creating the voyager mission.

I'd love to make low weight low fuel probes that use gravity slingshots and get multiple rendevous, but i havent had much success, and i think it would be fun. Moon flybys, ect.

He kinda already did:
http://www.youtube.com/watch?v=bxsVGrbNTmU

MattD1zzl3
Oct 26, 2007

HUMAN WOMEN ARE ICKY


I'll re-watch, but i dont remember that video really breaking down the best way to do it, and i think that was back in the RCS bug days.

Oldstench
Jun 29, 2007

"Was there anything about the mission that hasn't gone as well as you hoped?"

"No."

Thwomp posted:

Did you delete everything?

I know I had to go to the local Steam install location to get rid of all the user files it didn't automatically uninstall.

I did just now. Seems to be helping. I hope this is the resolution.

DStecks
Feb 6, 2012

I been spendin' most my life
livin' as a kick-ass Mennonite.


That was more "showing off a glitch" than "recreation of the Voyager mission".

Figuring out complex gravity slingshots and timing the rendezvouses perfectly would be a ridiculous effort for anybody; NASA had teams of fully employed professional rocket scientists to figure out the course for Voyager; illectro has a wife and two young kids and a full-time job. That said, if anybody could do it, it would be him.

And what ever happened to Abyssal Lurker?

Zero One
Dec 30, 2004

Z is the new C

Oldstench posted:

Like I said, I deleted the game and reinstalled it. 100% vanilla. Oh well, it still runs.

Check your settings. A fresh install resets all of them. You may have had something turned down that is now turned up.

fermun
Nov 4, 2009


New thread, new version, and my massive ship to land on every planet, minor planet, and moon had just made its way out to Jool's system after having done everything earlier.

Did 0.20 come with any new planets way out there? I know that last version did not announce that sort of new stuff.

Nerobro
Nov 4, 2005

Rider now with 100% more titanium!


DStecks posted:

And what ever happened to Abyssal Lurker?
Who could do it in his sleep.. I suspect.

whiteshark12
Oct 21, 2010

How that gun even works underwater I don't know, but I bet the answer is magic.

DStecks posted:

And what ever happened to Abyssal Lurker?

He became increasingly bitter over the direction the game was taking, last he was heard of was launching a kerbal from minmus using a cannon made of 10 mainsails sometime in November.

Wubbles
Oct 30, 2011


What could be wrong with the direction the game is taking?

Platonicsolid
Nov 17, 2008



fermun posted:

Did 0.20 come with any new planets way out there? I know that last version did not announce that sort of new stuff.

Doesn't appear so, no. Not surprising, really, there's already a target rich environment, and plenty of work to be done elsewhere in the game.

Falken
Jan 26, 2004

Do you feel like a hero yet?


Endman posted:



Reporting in from the chilly surface of Duna.
Lego space?

uapyro
Jan 13, 2005


Anyone else having problems loading saved ships?

Everything is fresh, I backed up my old 0.19 steam install in a zip file, and deleted everything from the KSP folder so that it couldn't be an old mod screwing something up.

I save the ship, but when I click to load it or another one, nothing pops up.

Also in regards to mods, are there anything rule wise for the ones that are seemingly abandoned and aren't updated for 0.20? Like fixing them so they work again and uploading them? EdTools comes to mind.

Of course I'd get it if the creator either came back and started posting/fixing them again or just came back to say "knock it off." But I wasn't so sure for ones that basically disappeared and never came back.

uapyro fucked around with this message at May 23, 2013 around 16:06

Noose Induce
Dec 17, 2012

No matter what you post someone will think you are a retard.

Wubbles posted:

What could be wrong with the direction the game is taking?

I think it was because if the lower amount of "use these ten parts to see how high you can get" and higher amounts of "use these parts that generally restrict gameplay to similar rocket designs."

SkySteak
Sep 9, 2010


Goddamn you can cut things close in this game.



Edit: At the time AB was getting frustrated it was about .16 iirc. The large Rockomax tanks were a lot worse than they were now and the smaller 1 metre parts were seen to be ruined by some. People felt as if the these changes were pigeon holing people into certain rocket designs.

SkySteak fucked around with this message at May 23, 2013 around 16:32

Dr. Stab
Sep 12, 2010


From the last thread:

Slim Killington posted:

Admittedly there are a lot of things I don't yet comprehend about this game, and I'm trying to learn by doing rather than asking questions but this one I have to ask: why is it that oftentimes my vessel, after some time, will become entirely unresponsive? Is it a distance thing, or a time thing? Is it lack of communication, or batteries? I just put a probe into orbit around Kerbin and planned a maneuver for after the first full orbit, and when the time came, nothing would respond. No throttle, not a drat thing.
I don't get it!

Either your batteries are gone, your engine is off, or you've got timewarp on. You can check your batteries by clicking on the resource tab. You can check your engines by clicking on the engine itself, and you can check timewarp by looking at the top left corner.

SocketSeven
Dec 5, 2012


I trash my saves when a new patch comes out. It keeps me from settling into design ruts since once I design something, I'll use it forever.

I finally figured out a satisfactory way of fixing the Mainsail with orange tank problem. Slap a SAS and a single strut between them. It's not wobbly at all like the various tanks people use.

In other news, I got the cupola module into orbit for my station, and noticed the sticky note from Bob...


Goddamnit Bob, What is jeb supposed to do now? The supply ship comes in next week.

Lowen SoDium
Jun 5, 2003

Highen Fiber

Wubbles posted:

What could be wrong with the direction the game is taking?

I think he felt that the changes engine power and weights were unbalanced and less fun. I think he thought planes were "half-assed" and a mistake, especially because he thought that he rest of the game needed more work.

Feel free to correct me, but that is what I gathered.

DesperateDan
Dec 10, 2005


Took me awhile to get things working, it doesn't like some BACE parts or MapSAT installed for me.

Enjoying it a lot, apart from the loading times being much longer, the ram usage is down and things look pretty.


The first bug I have noticed? if I put launch clamps on any non stock part, they re-appear and detach every few minutes, even if the part they originally attached to is gone. Anyone else get this?

Zero Gravitas
Jun 17, 2008

BUT GUYS I ONLY WANT TO COMBAT LIBERALISM


Endman posted:


Reporting in from the chilly surface of Duna.

Is that the lego spacemen logo?

Nth Doctor
Sep 7, 2010

Anybody remotely interesting is mad in some way.


Zero Gravitas posted:

Is that the lego spacemen logo?

Looks like it.

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goddamnedtwisto
Dec 31, 2004

2010 deek deek jackson election election peasants landless 2010 party fknnewz land landless landless peasant party land reform News newz peasant peasants politics poverty

Coming back to this game after a long hiatus (I liked it before it got popular ), is there any particular advantage to transferring my KSP store account over to Steam other than my laziness in wanting everything in one place?

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