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Releases
Click here to skip right down to Kerbal 101 In Kerbal Space Program, you get to start and manage your own rocket agency from the ground up. You'll begin Career mode with the very basics in rocketry and accept contracts to earn cash and build your reputation. You can then expand your space center, perform science experiments to research new parts, and recruit and train daring pilots who improve with each successful mission. The more successes you have, the bigger your program (and space center) will grow! Be careful though, failures will cause your reputation to crash and limit available contracts. However, if you want to just chill out with all the parts and see what kind of monster rocket you can build, there's a Sandbox mode. Also included is a Science mode which is Career without the cash/contract/reputation systems. Boldly go with basic parts and return science to research better parts. KSP is still under active development by Squad. However, v.90 represents a major milestone in the game. Major pieces of the Career mode are nearing a final state and the game is officially in "Beta". Purchasing will still get you future updates for free along with the ability to enhance the game with mods, of which there are many and you can find some of the most popular below. Let's do this already! Previous thead here NEW STUFF IN V 1.0
Thwomp fucked around with this message at 19:12 on Apr 27, 2015 |
# ? Dec 16, 2014 19:31 |
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# ? Mar 28, 2024 21:17 |
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Mods Especially after new KSP updates, it may take some time for all of these to be updated. KSP features a vibrant modding community. Here are just a sample of some of the most popular mods out there. 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). Karbonite - Adds a resource (Karbonite) 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 Karbonite. Gives you something to actually do in space (outside of crash and burn) with the possibility of self-sustaining outposts. Kerbal Attachment System - Adds mechanized parts like robotic arms and winches to help attach stuff. Helpful for bases and large stations. 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. If you want a better aerodynamic model that isn't quite so punishing, try NEAR (get it?). 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. Kerbal Engineer - Provides good figures for the delta-v your rocket will produce while you build it. Also can tell you the delta-v on other planets/moons. Helpful for maximizing your efficiency. 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 or if you plan to transmit any of the sweet science home. 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 vertical setups. CKAN - A mod manager that keeps your installed mods updated. The user guide is here which will help you get it up and running. It's still being developed and works better when mods support it but more and more mods are incorporating it. Just grab the latest release of CKAN.exe and follow the user guide. Flags Save-As into GameData/[Your Game Save]/Flags Thwomp fucked around with this message at 19:08 on Apr 27, 2015 |
# ? Dec 16, 2014 19:31 |
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Kerbal 101 Welcome to the SA KSP Learning Station. Below you'll find some instructions on the basics of KSP. While some of these are a bit dated, the basic information is still relevant. Tutorial - Basic Construction, Flying & Orbiting https://www.youtube.com/watch?v=puC-YV_h9Us Tutorial - Getting to Orbit in v1.0 https://www.youtube.com/watch?v=_q_8TO4Ag0E Tutorial - Moon Landings https://www.youtube.com/watch?v=eOMS8Y3ULdY Tutorial - Flying Spaceplanes Into Orbit https://www.youtube.com/watch?v=yUQXqG_edKQ Tutorial - Orbital Rendezvous https://www.youtube.com/watch?v=St515zjUZHY Tutorial - Docking https://www.youtube.com/watch?v=srsiLZLPiv0 Tutorial - Advanced Rocket Design https://www.youtube.com/watch?v=Yky0UN8h0YE General overview videos: v.90 "Beta Than Ever" Preview/Showcase https://www.youtube.com/watch?v=fUOlH2qK4oE IVA only Mun mission https://www.youtube.com/watch?v=p0c-gx03DpM Flypast of Every Planet & Moon https://www.youtube.com/watch?v=bxsVGrbNTmU Doing Science! https://www.youtube.com/watch?v=HIjqvLcsz8g These are all courtesy of illectro, an honest-to-god rocket scientist and he's has many, many other KSP-related videos on his YouTube channel. Check it out if you want more Scot-narrated goodness. Thwomp fucked around with this message at 18:56 on Apr 28, 2015 |
# ? Dec 16, 2014 19:31 |
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Just started playing again Sunday and downloaded a bunch of mods. *sigh* time to delete gamedata and start over.
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# ? Dec 16, 2014 19:34 |
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JB50 posted:Just started playing again Sunday and downloaded a bunch of mods. Get CKAN. It makes mod managing a lot easier. Haven't tried it with mods not in its index, but apparently there's a way to get those working as well.
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# ? Dec 16, 2014 19:36 |
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sckye posted:
Yes, but it wasn't as powerful as the Tony probe videos craft if you didn't know how to exploit it. This update is hard though. Maybe too hard. Do the return science from the Mun missions still come up a lot? Because if they do someone's getting a one way ride, I'm sick of grinding for parts.
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# ? Dec 16, 2014 19:36 |
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Yesss, looks like it's time to reinstall Kerbals!
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# ? Dec 16, 2014 19:37 |
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I just start up .90 and gah the hardness! When we do we get manuever nodes back?
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# ? Dec 16, 2014 19:38 |
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Jewcoon posted:Get CKAN. It makes mod managing a lot easier. Haven't tried it with mods not in its index, but apparently there's a way to get those working as well. This. I'm honestly a bit surprised that CKAN isn't in the mods list given how insanely indispensable it becomes once you start exploring the other mods to any extent.
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# ? Dec 16, 2014 19:41 |
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Gaj posted:I just start up .90 and gah the hardness! When we do we get manuever nodes back? Second tier of Tracking Station, plus second tier of Mission Control.
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# ? Dec 16, 2014 19:42 |
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CKAN is love, CKAN is life.
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# ? Dec 16, 2014 19:44 |
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What's new in .90? I stopped playing a couple months ago when I got frustrated by a mission-killing glitch, but now might be a good time to start it back up.
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# ? Dec 16, 2014 19:45 |
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Edit: Didn't read the thread, nvm.
Great Enoch fucked around with this message at 19:53 on Dec 16, 2014 |
# ? Dec 16, 2014 19:45 |
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Tippis posted:This. I'm honestly a bit surprised that CKAN isn't in the mods list given how insanely indispensable it becomes once you start exploring the other mods to any extent. Geirskogul posted:CKAN is love, CKAN is life. An oversight I've now fixed.
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# ? Dec 16, 2014 19:48 |
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Is CKAN only showing mods that have updated for .90? The list seems somewhat paltry. My kid needs to go to sleep pronto tonight, I've been waiting for .90 to drop to get back into slinging green mans at celestial bodies.
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# ? Dec 16, 2014 19:50 |
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eth0.n posted:Second tier of Tracking Station, plus second tier of Mission Control. I'm beelining for those personally, because oh my god I'm going nowhere without maneuver nodes and patched conics. Rockets are gonna be a mite lightweight for a while as a result, though.
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# ? Dec 16, 2014 19:51 |
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Chamale posted:What's new in .90? I stopped playing a couple months ago when I got frustrated by a mission-killing glitch, but now might be a good time to start it back up. Most notably, buildings now upgrade to unlock features that we previously took for granted (like going EVA or using maneuver nodes) so the start of the game is much more challenging to work within the limits. Also astronauts have specific skills and gain experience. The VAB has been overhauled. Did you quit after .25? If not the buildings are also destructible and there's now a selection of viable spaceplane parts. Tenebrais fucked around with this message at 19:55 on Dec 16, 2014 |
# ? Dec 16, 2014 19:51 |
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Tenebrais posted:Most notably, buildings now upgrade to unlock features that we previously took for granted (like going EVA or using maneuver nodes) so the start of the game is much more challenging to work within the limits. Also astronauts have specific skills and gain experience. I remember buildings being destructible, I stopped playing two months ago. It just felt like longer because I played so much. Sounds like now is a good time to pick up the game again with a new career.
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# ? Dec 16, 2014 19:55 |
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Chamale posted:What's new in .90? I stopped playing a couple months ago when I got frustrated by a mission-killing glitch, but now might be a good time to start it back up. The new version is a big leap, even the last version. Mainly the updates center on Career Mode which now has all sorts of progression.
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# ? Dec 16, 2014 19:56 |
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Jewcoon posted:Get CKAN. It makes mod managing a lot easier. Haven't tried it with mods not in its index, but apparently there's a way to get those working as well. Last time I tried CKAN (an hour ago) it crashed any time I tried to use it to update mods
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# ? Dec 16, 2014 19:58 |
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Does anyone have a link to the Quantum Struts mod, that explains what it does in detail? It lets you put struts while in orbit... ok, Kerbal Attachment System lets you do the same. How does it work, and why is it so good? e: the existing forum thread for it is rather sparse in details http://forum.kerbalspaceprogram.com/threads/93818-0-90-QuantumStrutsContinued-1-2-Magical-Struts-for-Rigidifying-Outside-the-VAB! Count Roland fucked around with this message at 20:09 on Dec 16, 2014 |
# ? Dec 16, 2014 20:04 |
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Quantum struts attach to anything in front of them, so you can put them around a docking adapter and they'll attach to a docked ship. Also, put dV and TWR in the game, squad.
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# ? Dec 16, 2014 20:16 |
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Radial decouplers are still bugged to poo poo for some reason, so once again this mod is pretty much essential - http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules-%28Release-v0-1-5c-10-Dec-14%29
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# ? Dec 16, 2014 20:17 |
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Is there any mod that gives invisible struts? I want my planes to be sleek and sexy but they won't hold together without struts all over the place.
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# ? Dec 16, 2014 20:26 |
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I think B9, or maybe RLA stockalike.
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# ? Dec 16, 2014 20:33 |
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Kilonum posted:Last time I tried CKAN (an hour ago) it crashed any time I tried to use it to update mods Did you get the latest development version? It's been working pretty well for me.
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# ? Dec 16, 2014 20:42 |
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Collateral Damage posted:Is there any mod that gives invisible struts? I want my planes to be sleek and sexy but they won't hold together without struts all over the place. Maybe you could offset them to the inside of the craft? And how are the radial decouplers bugged? I've never had an issue with them. Except for explosions and the like, but that is what seperatons are for.
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# ? Dec 16, 2014 20:43 |
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I think to head off a bunch of questions, we should put what each tech tier of building unlocks in the op.
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# ? Dec 16, 2014 20:59 |
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Does part placement have vertical snapping yet?
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# ? Dec 16, 2014 21:05 |
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Toast Museum posted:Does part placement have vertical snapping yet? You can turn on angle-snapping and offset in increments which kind of works like it. However it also seems to shift the object you're moving sometimes. Still, I'm missing some of EditorExtensions' functionality, I think they need a rewrite though.
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# ? Dec 16, 2014 21:12 |
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Toast Museum posted:Does part placement have vertical snapping yet? Yes, with the new offset tools.
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# ? Dec 16, 2014 21:12 |
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I was in the VAB and somehow got stuck with SPH symmetry. Is there a hotkey I accidentally hit? How do I switch back?
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# ? Dec 16, 2014 21:21 |
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Zurui posted:I was in the VAB and somehow got stuck with SPH symmetry. Is there a hotkey I accidentally hit? How do I switch back? R key toggles symmetry modes i believe
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# ? Dec 16, 2014 21:23 |
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Pff maneuver nodes, patched conics, who needs 'em. This was basically just my incredibly half-assed attempt to see if I could still do a blind Mun run. I got into my first orbit, noticed I had way too much gas left. So I did the good ol' wait for moonrise over Kerbin and hit the gas til you get an orbit intersect. I swear it's easier if less precise than planning out a burn beforehand. Jeb did have to wait around in space for about 3 days to get back to Apoapsis to have enough fuel to actually get back to the Mun though cause it was an ugly exit orbit. Alaan fucked around with this message at 21:38 on Dec 16, 2014 |
# ? Dec 16, 2014 21:36 |
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Count Roland posted:And how are the radial decouplers bugged? I've never had an issue with them. Except for explosions and the like, but that is what seperatons are for. Here's a demonstration of how they should work and how the linked mod makes them work: https://www.youtube.com/watch?v=Q7Edepn-1zw And here's a demonstration of how they actually work right now: https://www.youtube.com/watch?v=vuK_hB67W-s Not ideal. I know - whoo, explosions, fun, carnage. As nice as that is, I'm kind of on a budget on hard mode. The EVA bug is also annoying, but thankfully both are fixed by that mod.
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# ? Dec 16, 2014 21:38 |
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Is the new version supposed to look like this, or is this the result of a mod or a settings file being messed up? Textures are horrible even on the max graphic setting -
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# ? Dec 16, 2014 21:39 |
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I put a few hours into Hard last night. Hard is hard. This isn't my first space rodeo and I'm barely able to make ends meet. It doesn't seem like you can even make some of the part tests cost-effective without chaining multiple contracts together and even then it's mostly a wash. Even turning on quicksave and revert, it's just too grindy for me. I'll probably reset it to medium. The fact you need to / can upgrade is super non-obvious. I finally figured out you had to right-click on the buildings, but I feel like the game really needs to focus some overlay UI for places like the space center overview. Even just a side window that lists all the buildings and an upgrade button beside it would make it obvious you need to / can click on that tiny building to open a window, and the tiny building next to it is another piece of the center. I feel like I'm back in King's quest trying to pixel hunt a key. Obviously, I'm also of the "show DV" opinion, even if it's just during construction. With the tonnage limit of the initial launchpad, I really need to know what the minimum amount of gear is I need to make it into orbit and back. The final thing I noticed in my few hours is how difficult it is to right click on the command pod to take a crew report while trying to keep the rocket from spinning out of control because you took along Jeb (no SAS). This is pretty silly, there really should be a button with a dropdown of available commands on the various pieces of the rocket in the corner where the contracts and other info is. Bhodi fucked around with this message at 21:42 on Dec 16, 2014 |
# ? Dec 16, 2014 21:39 |
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Bhodi posted:I put a few hours into Hard last night. Hard is hard. This isn't my first space rodeo and I'm barely able to make ends meet. It doesn't seem like you can even make some of the part tests cost-effective without chaining multiple contracts together and even then it's mostly a wash. Even turning on quicksave and revert, it's just too grindy for me. I'll probably reset it to medium. You can do science using an action group bind, makes it a bit easier. Access to action groups are available via facility upgrade though.
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# ? Dec 16, 2014 21:44 |
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Arsonide posted:You can do science using an action group bind, makes it a bit easier. Access to action groups are available via facility upgrade though. Gah. Speaking of action groups, I've been wondering for a while: is it possible to create/alter action groups while in flight? Is there a mod that does this maybe?
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# ? Dec 16, 2014 21:46 |
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# ? Mar 28, 2024 21:17 |
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I thought Werner von Kerman mentioned something about right-clicking buildings to upgrade them in an info box that came up as soon as you started career mode?
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# ? Dec 16, 2014 21:49 |