Alpha Centauri 2

Other Games => Other Games => Topic started by: Unorthodox on September 24, 2013, 03:04:28 PM

Title: Kerbal Space Program.
Post by: Unorthodox on September 24, 2013, 03:04:28 PM
Figured there should be some interest in this over here. 

https://kerbalspaceprogram.com/

To be clear, this is an UNFINISHED game.  But, I think it's largely going in the right direction, to the point where it might be worth it for some of you to hop on board now. 

There are a TON of mods for the present build, but I don't use any.  The only 'mod' I've done is plant my own flag into the game files (which i need to fix, even, because it didn't like the transparancy, I'm just lazy). 

(Me crashing on the Mun, note the broken landing gear...the engines were taken out too...)

(https://lh4.googleusercontent.com/-kEVAaGTc4X8/UkD28kONtyI/AAAAAAAATRo/tY93xyOz-Wk/s800/2013-09-04_00002.jpg)

Rescue lander, and several more in orbit and on the Mun in the same location:

(https://lh3.googleusercontent.com/-WEnUcvztPZc/UkD28oHUUZI/AAAAAAAATR4/vrlqZer1WZQ/s800/2013-09-05_00001.jpg)

Big city center heading to the Mun:

(https://lh4.googleusercontent.com/-l7mSqC7bjws/UkD28uaB_PI/AAAAAAAATRc/a-LmbIw7Eds/s800/2013-07-04_00001.jpg)

(https://lh6.googleusercontent.com/-NOFNh0HCMmk/UkD27fNQHpI/AAAAAAAATRI/LQO07EnmGsQ/s800/2013-07-03_00001.jpg)

The game is not without it's flaws in this, essentially, alpha state, however.

The docking clamp REFUSING to connect.  Took about 15 minutes hovering at 0 distance for it to finally lock.

(https://lh5.googleusercontent.com/--AmvG3gSSPM/UkD29uZ2zDI/AAAAAAAATRw/-RDm7lW7eeg/s800/2013-09-23_00001.jpg)

However, it does SMALL missions very, very well.  (probes, lunar landers, etc)  Once you get BIG, it starts getting trickier as the mechanics tend to shake your rocket apart. 

Rather shocked this thing worked...

(https://lh5.googleusercontent.com/-diSkis1HAcA/UkD29CLcKUI/AAAAAAAATR0/kalg3WLxEUA/s800/2013-09-17_00001.jpg)

Presently trying to get an assemble in orbit Duna (mars) mission going.
Title: Re: Kerbal Space Program.
Post by: Arbee on September 24, 2013, 05:13:38 PM
Oh, lord, this thing looks fun.  Gonna go ahead and download the demo... hope it'll run on my laptop, haha.
Title: Re: Kerbal Space Program.
Post by: Geo on September 24, 2013, 09:30:27 PM
You mean you haven't switched Kerbals to pumpkins in your game, UnO???
Title: Re: Kerbal Space Program.
Post by: Unorthodox on September 24, 2013, 09:35:44 PM
If someone's got the talent to do that, I hope they give me the files.  I couldn't draw a decent pumpkin, let alone animate it.  As you can see, I'm too lazy to even fix the flag! 


Most the mods I've seen are adding parts and/or resources to the game or altering mechanics, though.  Not a lot of cosmetic stuff. 
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 24, 2013, 09:50:15 PM
I could probably teach you how if I knew what was needed (file format and so on) to do that...
Title: Re: Kerbal Space Program.
Post by: Unorthodox on September 24, 2013, 10:36:38 PM
Not interested in animating anything.  And I seriously can't draw more than some killer stick figures. 

I COULD fix the flag, I've just been too lazy to go look up where to stick the fixed file. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on September 24, 2013, 10:37:24 PM
Correction, not interested in animating anything that's not an animatronic prop. 



Though thinking on it, it's probably a similar process...
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 24, 2013, 10:52:29 PM
Let me know if you want to take a run at it...
Title: Re: Kerbal Space Program.
Post by: Green1 on September 24, 2013, 11:58:48 PM
Is it just me, or does anyone else wish the Civ series handled space exploration similar to this rather than just "build" the Apollo project then assemble spaceship parts and immediately head to Alpha Centauri?

Not saying Civ should use Kerbals or need manual docking or landing sequences. Just the way it handles missions.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on September 25, 2013, 04:06:56 AM
Perfect example of the joy and frustration of the current game, tonights project (after fixing the flag), getting a modular craft up to orbit with lotsa fuel left over. 


Looking good into the second stage, solid boosters giving me a speed boost when I make my initial turn...

(https://lh6.googleusercontent.com/-mqNw6Z6QTHc/UkJSQpzBuuI/AAAAAAAATSs/R6TD7k5OEA4/s800/2013-09-24_00001.jpg)

All looking good ready to make my burn to circular orbit...

(https://lh4.googleusercontent.com/-nNBJ6N6uSWw/UkJSQlsjIZI/AAAAAAAATSo/zE4OZk2AAoU/s800/2013-09-24_00003.jpg)


Needing a little more burn, so firing the engines on the modular portion...

(https://lh6.googleusercontent.com/-vDhE-YayOL8/UkJSROuz1QI/AAAAAAAATS0/aSSn4gyje0w/s800/2013-09-24_00004.jpg)

And notice I forgot to add fuel lines from some of the radial tanks...back to the drawing board tomorrow...
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 25, 2013, 04:09:34 AM
It is rocket science.  No, wait...
Title: Re: Kerbal Space Program.
Post by: Unorthodox on September 25, 2013, 03:01:26 PM
So this morning, I fixed the fuel line, and plunked a couple solid boosters on the first stage to hopefully let the 2nd stage get up there with a bit more fuel.  Going through the preflight routine of locking the gimbles on the motors of the first stage.  IMO this is a gameplay issue, the in-game stabalization system will cause those motors to rip apart your ship if you don't.  Really only a huge problem with this particular motor. 

(https://lh3.googleusercontent.com/-7r_oKuygnfA/UkLUO-zZUSI/AAAAAAAATTo/UtGMK4FXyK4/s800/2013-09-25_00001.jpg)


We're going a bit faster and about 1000 ft higher than last night, when we engage the 2nd stage, looking good. 

(https://lh4.googleusercontent.com/-efYvjfP2VMA/UkLUO28-IaI/AAAAAAAATTg/zXBAHcVw3zA/s800/2013-09-25_00003.jpg)

Starting my turn...notice the one engine there still has full fuel...I forgot to disable the fuel crossfeed on my modular craft....

(https://lh3.googleusercontent.com/-JUaLpSpkABE/UkLUPeFD8kI/AAAAAAAATTs/TXs7m-AGpFg/s800/2013-09-25_00004.jpg)

I finally notice that when I drop the solid boosters....disabling...it's ok, I thought, just burn that motor a little longer, right?

(https://lh4.googleusercontent.com/-mT6AEqR_r9k/UkLUQdPYP5I/AAAAAAAATUI/hHlu6Y223WI/s800/2013-09-25_00006.jpg)

The radial tanks spent...may as well drop just them and burn the center engine with the spare fuel a little while to make circular orbit...Uh, that's a problem! 

(https://lh3.googleusercontent.com/-8pz-Wu4k_cI/UkLUQ6KBZII/AAAAAAAATUQ/iottPYgI5PM/s800/2013-09-25_00008.jpg)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on September 25, 2013, 03:06:02 PM
By some miracle my modular craft survives that.  Sure we lost some fuel, but whatever.  Plan was originally to build a big Duna ship here, but figure may as well look at the new flag and make sure it's working right, so how bout a munar voyage?

(https://lh6.googleusercontent.com/-e23qPPnEHaU/UkLUTO2HchI/AAAAAAAATU8/_zFGMZivP9g/s800/2013-09-25_00013.jpg)

Leaving tons of fuel in orbit, that module has a remote guidance system and works on it's own anyway, I take the lander down, one designed with Duna in mind, but it works.  I've been looking for the mun arch for some time now, finally found it. 

(https://lh5.googleusercontent.com/-RMcT03DtV6Y/UkLUTdlxXxI/AAAAAAAATVA/F5RpXx7SFoU/s800/2013-09-25_00015.jpg)

(https://lh5.googleusercontent.com/-R76t9IP3hLc/UkLUT4s7OVI/AAAAAAAATVE/9oLb0owKgNQ/s800/2013-09-25_00016.jpg)
Title: Re: Kerbal Space Program.
Post by: Geo on September 25, 2013, 05:40:13 PM
By some miracle my modular craft survives that.  Sure we lost some fuel, but whatever.  Plan was originally to build a big Duna ship here, but figure may as well look at the new flag and make sure it's working right, so how bout a munar voyage?

There's no miracles in space, only sound engineering!  ;rockon
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 25, 2013, 06:28:22 PM
There's no sound in space, so I'd recommend solid engineering...
Title: Re: Kerbal Space Program.
Post by: Geo on September 25, 2013, 06:56:52 PM
Solid gear won't get your craft moving, so I'd recommend fluid engineering...
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 25, 2013, 07:03:17 PM
And a flexible attitude.
Title: Re: Kerbal Space Program.
Post by: Geo on September 25, 2013, 07:23:38 PM
Adaptive Doctrine?  :D
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 25, 2013, 07:27:38 PM
Not the Bush Doctrine, that's for sure.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 09, 2013, 07:28:36 PM
Here was my little project for the hour or so earlier I wake than normal people during vacation. 

My modular system, the 'drive module' in orbit.
(https://lh3.googleusercontent.com/-l49qU3m_dEk/UlVHwWtQsAI/AAAAAAAAT7g/8zeVPTc13WQ/s800/2013-09-29_00001.jpg)

Mating a second one onto it.

(https://lh5.googleusercontent.com/-5L4af4NOTjM/UlVHwTKO-hI/AAAAAAAAT7s/ELN_KrfsE4Y/s800/2013-10-06_00001.jpg)

Finally, a crew module.

(https://lh5.googleusercontent.com/-VjmuMifZ4y8/UlVHw6L0oZI/AAAAAAAAT70/vDv2r59G5bI/s800/2013-10-09_00002.jpg)

Idea being to head out to Duna.

(https://lh5.googleusercontent.com/-kCtAROh0gvA/UlVHxLmHCRI/AAAAAAAAT74/Bo_372AesMo/s800/2013-10-09_00003.jpg)

Problem is, all those docking ports in line are too wobbly, even up in space...gonna have to go with something squatter...

All is not lost, though.  I've got a really good lifter design now, and I'm getting quite adept at docking. 
Title: Re: Kerbal Space Program.
Post by: Geo on October 09, 2013, 07:42:29 PM
What is the third section you added? Final boosters or crew modules?
I find it funny to see solar panels on a booster section (those two brown modules are boosters and fuel tanks, right?).
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 09, 2013, 08:04:16 PM
Yeah, solar panels are an unfortunate necessity (though the size here is laughably overdone for the sheer ludicrosity of it), as if you lose power, you lose all control of your ship.  The remotes guiding the booster sections draw a fair chunk of charge and store very little, such that I needed constant feed just to be able keep control of the things.  I probably could have just slapped one of the nuclear generators on them, but they are a little strange in their attachments. 

The final section is the lander section.  It contains 4 engines/fuel for landing/liftoff, surrounding a crew module,maneuvering thrusters, and a rover for good measure.  It's "upside down" from the rest of the craft.  Similar to how the apollo mission landers would travel. 
Title: Re: Kerbal Space Program.
Post by: Geo on October 09, 2013, 08:19:59 PM
Duna's the Mars analogue in Kerbal Space Program, right?
Small wonder you need that many boosters for a land&return mission on the lander module then.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 09, 2013, 08:26:04 PM
Yes, it's Mars. 

I wouldn't know how much overkill this is, never been there, so I'm packing for bear, so to speak.  ;) 

I wouldn't fire all the actual engines for the trip, there's no need.  It's more just laziness putting up a second 'booster module' instead of just building a pure fuel module. 

As for the lander portion, it's just enough thrust to lift the thing off Kerbal, so it's definite overkill for lifting off Duna.  The question is how much fuel I'll need to burn for a safe landing. 
Title: Re: Kerbal Space Program.
Post by: Geo on October 09, 2013, 08:44:24 PM
Oh, your lander module left Kerbal like that? So you can refuel in space in this game?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 09, 2013, 10:21:03 PM
Yes, though it's a little cumbersome at present.  Some of the mods add mining fuel off the various bodies to take more advantage of that mechanic. 

I tested that it COULD leave with that, then tossed on some throw away boosters to get it up there so I didn't need to refuel. 

In fact, the way fuel works in the game, I COULD just throw up a bunch of tanks and just use the engines on the lander portion for the whole trip as the fuel would get sucked from the spare tanks first.  Would be more inefficient, but could be done. 
Title: Re: Kerbal Space Program.
Post by: Vishniac on October 13, 2013, 09:05:12 PM
You guys could be interested in this:
http://www.matrixgames.com/products/462/details/Buzz.Aldrin's.Space.Program.Manager (http://www.matrixgames.com/products/462/details/Buzz.Aldrin's.Space.Program.Manager)

Quote
Buzz Aldrin's Space Program Manager (SPM) is the ultimate game of space exploration. It is the 1950s and the biggest nations in the world, in an effort to conquer outer space together, have established the Global Space Agency (GSA). You are in charge. It's your duty to carefully manage the agency's budget by opening programs, spending R&D funds on improving the hardware, recruiting personnel and astronauts and launching space missions in this realistic turn based strategy game.
 
In sandbox mode manage your agency, recruit and train technicians, astronauts, flight controllers, scientists and engineers. Research and develop thousands of components for hundreds of missions, all the time balancing your budget. Then watch your missions launch with thousands of beautiful renders of these amazing spacecraft. In Campaign mode do all this while also dealing with politicians and their short term goals.


The game is in development now.
Title: Re: Kerbal Space Program.
Post by: Geo on October 14, 2013, 09:56:30 PM
I bet a bug will be called "government shutdown" in this game! ;lol
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 17, 2013, 06:01:30 PM
Kerbal Science (http://www.youtube.com/watch?v=tu9eoD1ot0A#)

The big science update is here. 


I'll fiddle when I can.  The tech tree is working in career mode, which will be fun to fiddle with.  Lots of part changes and whatnot, so I'll probably just start a new save. 

Title: Re: Kerbal Space Program.
Post by: Geo on October 17, 2013, 08:00:35 PM
Heh. The end reminded me of a cross of the SMAC Collider and 'We must dissent' movies.  :D
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 18, 2013, 02:31:19 PM
So, I was alone, alone, last night, so had a moment to sit down. 

Yay, career mode!

(https://lh5.googleusercontent.com/-UZjtb1knXAs/UmEmvULChlI/AAAAAAAAUDM/qx5EngPfomc/s800/2013-10-17_00001.jpg)

The extremely limited items you start with...this is my piece of crap. 

I wanted the engines AWAY from the pod in case we blew up, and had no decouplers to remove them.  Reached the amazing altitude of ~2000meters.  ;lol

(https://lh5.googleusercontent.com/-K1pZ2FL9t1s/UmEmvZ-SQ4I/AAAAAAAAUDA/5h0S5Xdqs_U/s800/2013-10-17_00002.jpg)

Making a crew report...there could be a lot of humor packed into these.  I think they are a bit mismanaged at present, and there's a clear way you can squeeze more science out of your missions, but it feels a little gamey. 

Note you can transmit the report for 50% of the value, or store it for 100% if you survive.  Since I have, it was a clear decision.  Transmitting requires antenna, which drain a lot of power, which is a premium especially early on. 

(https://lh6.googleusercontent.com/-je5Vp4pU-GA/UmEmvXSfojI/AAAAAAAAUDE/U_GF2FJ7Xcs/s800/2013-10-17_00003.jpg)


So, here's my recovery report...

(https://lh6.googleusercontent.com/-oXaHm_w5kPU/UmEmvxzFnNI/AAAAAAAAUDU/QbF7a8bFfb8/s800/2013-10-17_00004.jpg)

It gives me enough to buy some really basic stuff, stack decouplers and mystery goo (the first real science item) chief among them. 

With said decouplers, I'm able to get to space.

(https://lh3.googleusercontent.com/-d7Qhp8Pe4zQ/UmEmwflEVgI/AAAAAAAAUDY/B3YN2qncoto/s800/2013-10-17_00006.jpg)

(https://lh6.googleusercontent.com/-G3UgJAEBZm8/UmEmw2ddZ2I/AAAAAAAAUDs/LQ15bn_6c-U/s800/2013-10-17_00008.jpg)

This, however, didn't feel right.  I had goo containers and in cockpit reports...wtf?

(https://lh6.googleusercontent.com/-k11wZ2hCrHo/UmEmw0tdXsI/AAAAAAAAUD8/KFRTECk0ERo/s800/2013-10-17_00009.jpg)

Game crash later, I go into the space center to find I had only recovered the PILOTS, not the SHIPS, so had stuff stored on the ships to gather up.  Note the 'data value' offers diminished returns for repeat experiments in the same locations. 

(https://lh4.googleusercontent.com/-7Je1YrWyeuE/UmEmxeepX1I/AAAAAAAAUD4/MQ9PhIVh0Kw/s800/2013-10-17_00010.jpg)

With that, I was able to buy some better engines/larger fuel, and got my first ortbit.  Knowing how the reports work, however, I wanted to shoot for a new biome to land in to do more science!  So, shot for a big open desert. 

(https://lh5.googleusercontent.com/-8pfSyovyX7o/UmEmyUL-SeI/AAAAAAAAUEk/gReMLG5SVJk/s800/2013-10-17_00013.jpg)

Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 18, 2013, 02:47:30 PM
(https://lh6.googleusercontent.com/-EYVkXRxRjHk/UmEmyfGLq6I/AAAAAAAAUEg/dl7P_NK16wo/s800/2013-10-17_00014.jpg)

Radial decouplers AND support struts...I bet I could reach the moon now...up to now I've probably followed rather normal progression, I don't think this would be normal progression as the part count alone is attrocious. 

Oh, I also now have Science Jr, which is an analog for taking up various materials/samples to see what they do. 

(https://lh4.googleusercontent.com/-MAAIDkkgDWE/UmEmyqd4qpI/AAAAAAAAUEo/9n2njCGM7Rw/s800/2013-10-17_00015.jpg)

The return trip was quite touchy... Unlike the large engines, those small ones don't generate electricity, so I was running so low on power I couldn't control the ship beyond firing the engines while I spun around, but I managed.  The SMART thing to do here would be to go land on different moon craters, poles, etc, and fill in the experiments.  Another mission or two and I could be DEEp down that tech tree...which is why I built Eve probe I 

Shooting for Eve (venus), it's nice dense atmosphere makes for an easy landing (but difficult return flight) for a probe.  Besides I wanted to see how well probes could do just transmitting, and I have solar panels now! 

(https://lh3.googleusercontent.com/-gXh2LPvR_tc/UmEmyyLa38I/AAAAAAAAUEs/rgV8vBFrhi0/s800/2013-10-18_00001.jpg)

It wasn't a bad design, but I botched the munar transfer and ran out of fuel as a result.  It WILL land on Eve, but not for a few years.  Even so, I got as much data transmitting from it's solar orbit as I did from the munar landing. 

It's going to be interesting to see how the economy works in conjunction with the science.  Right now I can just keep throwing in parts, but I think it's safe to say, there will be SOME budget. 

Also, a little funny that there is no camera analog.  Pics have been a HUGE part of space exploration.  You click on a science part, make a report, then send it.  Some kind of continual streaming seems like it's really missing.  No reason to have satellites around Kerbin as a result.  Missions should be designed to hit as many biomes as possible to get the different reports, where I wouldn't mind a nice hubble mission.  Maybe this would be ideas to increase funding, PR stuff?  Ah well, we'll see. 

Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on October 23, 2013, 06:14:16 PM
Kerbal Space Program - As Played By A Real Astronaut (http://www.youtube.com/watch?v=uHjaqeeoAKk#ws)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 03, 2014, 05:22:59 PM
New patch, which added asteroids to the career mode (as well as for the NASA scenarios). 

The current known rocks are not going to wipe out Kerbin, but the big thing they add to the career mode is a continual source for science.  The way it worked prior, you hit this real big road block where you had to search out EVERY biome on Mun and Minmus to get enough science to buy some interplanetary level parts.  Now, you have rocks continually passing within Kerban influence to make another source of teh science. 

(https://lh5.googleusercontent.com/-EQ3yY-DGRD4/Uz10zcE-FzI/AAAAAAAAY0o/AhYJ2ew1A-E/s800/2014-04-03_00002.jpg)

My second launch.  Not the prettiest vehicle.

(https://lh5.googleusercontent.com/-XoWL7iLTL_8/Uz10zfHWwyI/AAAAAAAAY0w/d_OnGh3UiIc/s800/2014-04-03_00004.jpg)

But it put a rather large lander on the mun.  It makes sense to go big your first trip, hitting multiple biomes in orbit and then the one on the surface, you may as well do all the science as you go. 

(https://lh3.googleusercontent.com/-N8PuYQCXsbA/Uz10zxqWNYI/AAAAAAAAY1I/mnuvpeqIjgQ/s800/2014-04-03_00006.jpg)

Cute little return pod.  Barely needed the fuel on board. 

(https://lh3.googleusercontent.com/-d1ohHVMhYpc/Uz100c0gF6I/AAAAAAAAY1A/4g2O9lvgNfA/s800/2014-04-03_00007.jpg)

(https://lh3.googleusercontent.com/-w8CZI24sGfA/Uz100ewwqNI/AAAAAAAAY1E/tDAydTTogm4/s800/2014-04-03_00009.jpg)
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on April 03, 2014, 05:30:40 PM
 ;popcorn
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 05, 2014, 06:51:48 AM
So, after your first mun trip, you've covered all the in-orbit biomes for science, so, you really want to hit multiple biomes on the ground.  I could look up maps of where they all are, and there are sweet spots where you can hop around and hit several in short order...but, my preferred method is to load up a multilander.  I'm still pretty low on the tech tree, but I unlocked the key techs of solar panels and support struts with the first trip. 

(https://lh3.googleusercontent.com/-nu0MOYcEPbs/Uz-VcSWOOSI/AAAAAAAAY1s/ZLmbtTaYz-0/s800/2014-04-04_00002.jpg)

Once in orbit, simply detach individual landers and hit a crater, great big bullseyes to biomes.  (where the lowlands, midlands, and highlands are, I don't know, but the craters are sure-fire hits.)

First lander. 

(https://lh4.googleusercontent.com/-JUD-3Z1e8ys/Uz-VcIy86iI/AAAAAAAAY1w/jiK-J5NCkm8/s800/2014-04-04_00006.jpg)

(https://lh3.googleusercontent.com/-Q2yccNhs-ms/Uz-VcH7ba_I/AAAAAAAAY1o/OJgQbOCLQys/s800/2014-04-04_00007.jpg)

Playing around, found that you can indeed set individual mission flags. 

(https://lh5.googleusercontent.com/-QSRAfKjSD3k/Uz-Vc58GLaI/AAAAAAAAY2E/p5JXHSRrWZA/s800/2014-04-04_00010.jpg)

I was hoping this would just stack with my main flag on the ship, like they do on real missions, with all the companies that build pieces of a rocket...ah well. 

My return pod. 

(https://lh5.googleusercontent.com/-8hYgit6HvzE/Uz-Vdln3TJI/AAAAAAAAY2I/rkZbcYj5IzU/s800/2014-04-04_00012.jpg)

The first lander home safe...still 2 in munar orbit for another day.  By the time I get them all home, we should have some new parts and be eyeing Minmus. 

(https://lh3.googleusercontent.com/-4p6_gM5elLg/Uz-Vd6yM1uI/AAAAAAAAY2Q/Pd_d9gNKTAo/s800/2014-04-04_00015.jpg)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 06, 2014, 05:59:08 AM
Cool shot of Bill heading home. 

(https://lh5.googleusercontent.com/-mrrzORWG28k/U0Db12C1-XI/AAAAAAAAY20/Y23PKyuiPFk/s800/2014-04-05_00004.jpg)

Flags starting to dot the Mun. 

(https://lh5.googleusercontent.com/-6BIRS_fn8Lc/U0Db16d97II/AAAAAAAAY2s/MRWYxJLmA64/s800/2014-04-05_00005.jpg)

It apparently didn't save the shot of the whole rocket.  Here's me depositing the transfer stage in prep for landing on the big soft flats of Minmus.

(https://lh5.googleusercontent.com/-kMFpN04pGpE/U0Db2wARBDI/AAAAAAAAY3k/7Ir3rkw-gyg/s800/2014-04-05_00009.jpg)

Dropping an entire lab on minmus.  Idea was to grab the "high over" and "near" biomes on the way in, then 3 biomes by cruising around the minmus flats on the ground.  Minmus is great for such a roverish lab, nice FLAT terrain an practically no gravity means you can cruise fast and not worry too much about disastrous wipeouts.  In fact I'm packing RCS thrusters and fuel configured just to boost the land speed. 

(https://lh5.googleusercontent.com/-swm6onsXuw4/U0Db3VvfDyI/AAAAAAAAY3Q/hGLc76evh9M/s800/2014-04-05_00010.jpg)

Lab planted so it don't roll away while I'm EVA. 

(https://lh6.googleusercontent.com/-cIt0F7MJzQQ/U0Db4vM7oVI/AAAAAAAAY3s/wC_mdEztwdI/s800/2014-04-05_00012.jpg)

Climbing the hill out of the flats. 

(https://lh5.googleusercontent.com/-5SiBe_Xog78/U0Db4th-WsI/AAAAAAAAY3w/ZRIgPbXidDY/s800/2014-04-05_00013.jpg)


Title: Re: Kerbal Space Program.
Post by: Geo on April 06, 2014, 07:22:34 AM
Lab planted while you EVA? There's no brakes part in the game? ;lol
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 06, 2014, 03:52:43 PM
All wheels have brakes, yes...but if no one's in the cockpit operating the thing, all operations kinda stop.  Had one too many rover head down a hill on me.  Might have been fixed in a patch, and probably wouldn't matter on the minmus flats, but not taking chances. 
Title: Re: Kerbal Space Program.
Post by: Geo on April 06, 2014, 05:10:12 PM
Does the same thing happens with orbiting craft when the crew goes EVA? Some RCS thruster lights up and poof, ship is gone?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 07, 2014, 12:48:51 AM
No, it don't light up magically, but it also stops holding it's orientation, so if you bump the ship in EVA in orbit, it will start to spin.  Do it hard enough and it can be real hard to climb back in.  The command pod controls all that stuff, and requires a man to operate.  Later, with the 3 man pods and such, it's fine as long as someone's still in a seat somewhere.  You also have some robotic control parts that can control things without a man, I just haven't unlocked them yet. 


Did run into a bug.  I'd left Jebediah on the ground last night, when I loaded up this morning he was glitched inside one of the lab's parts and stuck.  Bill is flew a second lab up to the rescue.  First tried to just jack up one side of the first lab.   

(https://lh4.googleusercontent.com/-b2d6lYu13do/U0HkuPmCfvI/AAAAAAAAY4Q/caBjbHaMXr0/s800/2014-04-06_00002.jpg)

Eventually had to have bill hop over and fly the original one off Jeb.  He come home with 20 experiments in tow. 

(https://lh6.googleusercontent.com/-k3rtH23EWXo/U0HkvHrAAuI/AAAAAAAAY4w/V1rcw3_3F6w/s800/2014-04-06_00005.jpg)

This unlocked the first of the new parts from the nasa pack.  That's a big booster.  More powerful than stock parts, should make putting things up easier.  Also unlocked some big solid boosters.

(https://lh4.googleusercontent.com/--lCwc2Mg3Yo/U0HkviHwieI/AAAAAAAAY44/xy9ZzWnxRYs/s800/2014-04-06_00007.jpg)

Debating whether to drive lab 2 around minmus or just fiddle building something new.  I mean, those asteroids are now plausible.  Theoretically a trip to Duna or Eva is as well, but I've had trouble with those, as I need to use docking clamps, and those typically have made my ships break apart.  They supposedly have reworked all connections in the last patch, so we'll see.   
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on April 07, 2014, 12:50:37 AM
I am rarely so glad I posted a science article...
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on April 16, 2014, 04:02:20 PM
(http://imgs.xkcd.com/comics/orbital_mechanics.png)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 16, 2014, 04:10:14 PM
I unlocked a bunch of the new fancy thingamabobs and have been testing stuff with them.  Haven't really tried a specific mission again. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 16, 2014, 10:54:48 PM
Ran into a bit of trouble capturing an asteroid....not the actual mission, but the encounter map,  It would only get me to around 50 km in the solar orbit map.  Had to wing it in from there, it just kept losing the tracking when I got closer.  Normally I can get down to within 1 KM on the orbital map.  Don't know if that's the new patch, or something that's always been present in solar orbit, I'm usually meeting ships in planetary orbit. 

(https://lh3.googleusercontent.com/-JxN4U5aQCcc/U07BLI4oXZI/AAAAAAAAY-g/r_loS6lDwok/s800/2014-04-16_00002.jpg)

This wasn't cherry picked, just the first asteroid I clicked track.  Can't remember if it was "A" or "B" class, but definitely one of the smallest.  I was surprised just how small once I got there...

(https://lh6.googleusercontent.com/-mNArFUPyiMg/U07BLIJbFPI/AAAAAAAAY-Y/G46yr16Zm_8/s800/2014-04-16_00003.jpg)

Here's my rock.  It sure likes to wobble around at the end of the claw. 

(https://lh6.googleusercontent.com/-JgZY-F7FCIg/U07BLKl_1tI/AAAAAAAAY-c/YgW8LaszxTg/s800/2014-04-16_00004.jpg)

Now Kerbin has a new moon.  Don't know if I'll bother putting someone on it or not.

(https://lh6.googleusercontent.com/-qFdtO191MiQ/U07BLr59ENI/AAAAAAAAY-o/DeLQXu1Y1BQ/s800/2014-04-16_00005.jpg)


Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on May 18, 2014, 02:53:33 AM
Bump.

I love this and everybody loves AARs...
Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 19, 2014, 05:26:01 PM
yeah, kinda waiting for the next patch.  Other than loading up for Duna or beyond, there's not a whole lot left here for me.  Kerbal has a new moon and all, and the docking clamps have some familiar issues which make other things less than fun, so, chillin for the next big update.  (budgets and contracts, no more just throwing more engines and fuel till it launches)
Title: Re: Kerbal Space Program.
Post by: Dale on May 20, 2014, 01:21:01 AM
Yeah I'm still hating docking clamps.  And without docking clamps to do fuel missions, getting anywhere deep into space is basically impossible.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 04, 2014, 06:20:03 PM
The clamps just are way too wobbly to hook things together permanent.  You can do refuel missions easy enough still. 

The new parts from the nasa pack make deep space doable, though.  I haven't unlocked the more super efficient power stuff yet, but you get to nuke engines and you can head out easily enough without the need to fuel.

(https://lh5.googleusercontent.com/-cXQNWrspfkI/U49Tk1nm9LI/AAAAAAAAZSg/nQESK4CQnb4/s800/2014-06-02_00001.jpg)

(https://lh3.googleusercontent.com/-A1xb3m5hZug/U49Tk5f4kfI/AAAAAAAAZSU/TKEV6ZGda0Q/s800/2014-06-03_00001.jpg)

(https://lh6.googleusercontent.com/-RELD-H4imy8/U49Tk9-Xx0I/AAAAAAAAZSY/bBeAQVuPDpg/s800/2014-06-03_00002.jpg)

I can lift enough fuel to go out REALLY far, problem is I'd RATHER be able to build a nice station or ship in orbit that doesn't shake itself apart just trying to maintain it's orientation.  Older builds, you could use the tri-couplers to get it stable, but that hasn't worked the last couple builds very well. 
Title: Re: Kerbal Space Program.
Post by: Geo on June 04, 2014, 07:13:03 PM
Is that Duna (the Mars analogue) in your screenshots? So it has an atmosphere in the game?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 04, 2014, 07:29:06 PM
Yes, and yes.  It has a thin atmosphere. It's about 1/3 as thick as Kerbin, making it possible to slam into a mountain before your chutes have any time to slow you down.  It's kind of a semi-powered decent.  Makes taking off easy, though. 

Eve (venus) in contrast has a thicker atmosphere, which makes chutes more effective, but taking off a pain...and you gotta dodge the oceans.   
Title: Re: Kerbal Space Program.
Post by: Geo on June 04, 2014, 08:47:14 PM
Hey, is there a sort of "fuel gatherer" module with which you can extract the chemical components of your fuel from the atmosphere?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 04, 2014, 10:50:33 PM
Not in the stock game.  There are entire mining applications available in mods.  Don't know if any of them hold an atmosphere skimmer. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 11, 2014, 07:36:11 PM
This started as a trial of the 'improved' electric engines that were updated in the Nasa update.  The mars mission only gave me enough science to unlocked the basic version, not the advanced one, but figured I'd give it a go. 

Without the NASA parts, that first stage would have needed a LOT more parts, 3 part lifter is too lazy/simple to pass up.

(https://lh4.googleusercontent.com/-4Vh_7loWycQ/U5ie15j8tfI/AAAAAAAAZZI/PNgG0cKn9Dk/s800/2014-06-11_00003.jpg)

So, with 2 stages, I threw this little thing into solar orbit just to see what it can do. Yes, tons of BIG solar panels, I need a little more than half of them getting full exposure to keep all the electric engines chugging at full throttle.   

(https://lh5.googleusercontent.com/-4UHsUj0yOv4/U5ie19ZRPxI/AAAAAAAAZY0/x59HmQsUQMg/s800/2014-06-11_00005.jpg)

I wasn't really planning a planetary encounter when I started burning, but when it became clear this thing was easily capable of leaving the system, I slowed down to encounter Dres.  No analog, 5th planet, tiny rock.  I'll intersect it in a few years, maybe next time I play...

This is with no gravity assists, burning straight there, about the least fuel efficient means you can come up with, and I haven't used a third of my fuel yet. 
(https://lh6.googleusercontent.com/-I1yYHXmYqeQ/U5ie2qkzJkI/AAAAAAAAZZA/r0pONEgr9jU/s800/2014-06-11_00006.jpg)
[img]
Title: Re: Kerbal Space Program.
Post by: Geo on June 12, 2014, 06:17:44 AM
Electric propulsion... Ion drive?
I keep having ominous feelings when seeing such non-aerodynamic designs lifting off Kerbal's surface.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 13, 2014, 04:06:15 AM
Yes, Ion drive with xenon gas.  I never used to use them much, but they got a boost this last update.  Total shot in the dark here. 

The reason for the funny craft at liftoff is mostly lack of decent collapsible parts and fairings.  Most mods address that, I just don't run any mods. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 17, 2014, 04:08:43 PM
Preview: Kerbal Space Program 0.24 (First Contract) (http://www.youtube.com/watch?v=Jg4323shE4k#ws)]https://www.youtube.com/watch?v=Jg4323shE4k
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 18, 2014, 04:50:46 AM
So, it finally released.

As with every update, I start over.

Out the gate there's 4 contracts and $10k to play with:

Launch something, anything.
Reach 5000 feet.
Leave Atmosphere
Reach Orbit. 

Of those, the first two are SIMPLE, the second two are unrealistic with the present parts.  So, I just make a simple craft and hit go.  I note there are some new graphics this update.  Nothing major, but new effects, more detailed skins, etc. 

(https://lh3.googleusercontent.com/-99V9fP0prfw/U8iTKGjC0dI/AAAAAAAAZ7s/ikUW7oGlXU4/s800/2014-07-17_00005.jpg)

As long as I'm going, I be sure to do my science along the way, as though you get SOME science from contracts, now, you still mostly need to do the science projects at the same time.

(https://lh6.googleusercontent.com/-6momWHLAKLY/U8iTLX1496I/AAAAAAAAZ9E/MYICxtL8oXk/s144/2014-07-17_00009.jpg)

And, we land safely right next to the launch pad.

(https://lh4.googleusercontent.com/-1WTV1sw_S2U/U8iTME4PLMI/AAAAAAAAZ88/h4m8BlkdWN0/s800/2014-07-17_00010.jpg)

I note we get prestige (unlocks new contracts) for returning our kerbalnauts safely home.

(https://lh5.googleusercontent.com/-ENAupfm8htQ/U8iTMrAqGJI/AAAAAAAAZ8Q/jat4xyaxqbM/s800/2014-07-17_00012.jpg)

And, I get refunded most the cost of my returned parts on the ship. 

(https://lh3.googleusercontent.com/-5_wb02XdrF4/U8iTNEoOKOI/AAAAAAAAZ80/7zbsUfnKkKM/s800/2014-07-17_00014.jpg)

I got a slew of contracts after that first flight.  A lot of 'test this part' contracts, many of them for parts far up the tech tree from where I am, which gives me access to those parts NOW, which makes the whole tech climb a lot easier than in the past.  So, I tried to hit as many of the contracts as I could in one ship, and figured out an important little thing about contracts.  The 'test this part' ones list an altitude range and a speed to test them at.  The tricky part is you have to begin their use at that specific height/speed, not just reach that height/speed while using it, so I missed out on a couple of the tests this flight, but managed to leave the atmosphere and do a bunch of science in the process. 

(https://lh5.googleusercontent.com/-sUdIgzUq3-0/U8iTNS4PhMI/AAAAAAAAZ8o/2l4RLG7gIA8/s800/2014-07-17_00015.jpg)

2 flights in, I've done tons of science, amassed $96K, completed 10 contracts, and have a dozen more available. 

(https://lh6.googleusercontent.com/-cMwMazb-Esc/U8iTOMS13mI/AAAAAAAAZ8s/wn9jTe5B-3M/s800/2014-07-17_00017.jpg)


So far, I'd kinda like to see a steeper curve on the contract system, a little more difficult, but that might have a lot to do with me being already familiar with the game as a whole.   I am really enjoying the differing goals and the trying to come up with craft to do strange things like reaching high speeds at low altitudes, or firing rockets from splashdown, or just cramming as many things onto a single mission as you can.  Looking forward to bigger and better contracts in the future. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 20, 2014, 06:01:28 AM
Well, I had a rescue contract and a couple more test missions, then my first Mun mission came up.

It was refreshing in that, to make the Mun this first time, I had to spend more than the contract was worth for the first time.  However, promise of science developement alone was worth the cost. 

This is my second Mun mission, which saw me flying this abomination up. 

(https://lh5.googleusercontent.com/-hnjP9kJ5byk/U8tJblHr4EI/AAAAAAAAZ-8/6MLAEI2F1zw/s800/2014-07-19_00002.jpg)

The thing is hauling a couple heavy items up that I had contracts for testing in Munar orbit.  All told, it's going to complete 4 missions around the Mun. 

(https://lh5.googleusercontent.com/-NmHr4u8Xa1A/U8tJbk_rAII/AAAAAAAAZ-4/YtO3zvd9tK4/s800/2014-07-19_00003.jpg)

Then to top it off, I had enough fuel leftover to stick a landing RIGHT outside the space center (this yields a significant cost reimbursement on all parts recovered).

(https://lh6.googleusercontent.com/-mOTPuaeyF9U/U8tJcAW255I/AAAAAAAAZ-k/S5f0PxnvoPc/s800/2014-07-19_00005.jpg)

Now I've got contracts to explore Minmus (pays less than the explore Mun contracts), Duna (mars) and Ike (Duna's Moon).  You'd want to do both Duna and Ike together. 

Interesting note, you COULD send probes to complete the missions, transmitting back data at the required stages.  If you were after $, this would be the way to go, however, you can also do manned missions, which are orders of magnitude more expensive, but yield MUCH more science. 

(https://lh6.googleusercontent.com/-klUpFycvJ0I/U8tJccOxXjI/AAAAAAAAZ-w/dMWDbkugwGg/s800/2014-07-19_00006.jpg)
Title: Re: Kerbal Space Program.
Post by: Geo on July 20, 2014, 10:34:39 AM
This is my second Mun mission, which saw me flying this abomination up. 

(https://lh5.googleusercontent.com/-hnjP9kJ5byk/U8tJblHr4EI/AAAAAAAAZ-8/6MLAEI2F1zw/s800/2014-07-19_00002.jpg)

*groan*
This is the released version of the game, and you're still required to launch aerodynamic unstable assemblies?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 20, 2014, 12:13:47 PM
There is a difference between have to and can. 

I could have waited till further up the tech tree, or split this into several missions to make a prettier rocket.  I have little patience for the bottom of the tech tree, though.

And, no, we are not to release, yet, just to fully featured career mode.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on August 06, 2014, 07:15:39 PM
Another thing to keep in mind, there are no fairings in the stock game, so your landers and stuff are pretty ugly at liftoff. 

Anywho, after the moon mission, I spent the science and loaded up a station.  This used up nearly my entire budget, I then put it in orbit around the mun and did multiple plant flag and science transmission contracts from the moon, then moved it out to minmus when the mun contracts dried up.  This thing has a minimalistic lander, and a science lab so that I can reuse the science parts on the lander. 

(https://lh3.googleusercontent.com/-EYZbVMwCNWw/U-JtoAI8j2I/AAAAAAAAaSc/-nXaiBiRxM0/s800/2014-08-04_00008.jpg)

However, my station only has enough to fuel the lander to 4-5 landings, depending on how efficient I make those.  So, I pulled the whole thing back to orbit around Kerbin after being out doing science for a full in-game year, and sent up a ship that contained an updated lander, a refuel tanker, and a return capsule for all the science experiments that needed to be recovered instead of transmitted, even with the mobile lab (I wish they'd increase the value it added to transmissions, honestly).

So, the tanker was docked out front, and the old lander docked to balance out the mass of the new lander.  New lander has 5 science instruments as opposed to 2, and was designed to be more efficient on low gravity worlds.  With contracts few and far between around mun/minmus now, I'm mostly doing this on my own dime to get the science, but I have about a million to spare.  Debating whether to try to just upgrade this thing in space or scrap it for a new one once I unlock more parts. 

(https://lh3.googleusercontent.com/-Fsxzm4zYdAs/U-JtoCRYPLI/AAAAAAAAaSg/sG4UVHl450E/s800/2014-08-06_00002.jpg)
Title: Re: Kerbal Space Program.
Post by: Geo on August 09, 2014, 08:35:25 PM
No Kerwomen in space yet?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on August 21, 2014, 01:23:15 AM
I guess not?  I've only used the original trio and a couple I rescued from space, haven't looked over the available hires to see if there are any at all. 
Title: Re: Kerbal Space Program.
Post by: gwillybj on August 21, 2014, 09:55:49 PM
I've been following this topic since its inception, and am very curious about the game. Is it a leisurely game, without "pressure" to make your moves quickly? Can you spend some time making plans as we do in a nice solo SMAC game, or are you required to push yourself along to get things done?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on August 25, 2014, 03:08:28 PM
Well. 

At present, the career portion of the game there is SOME "pressure" in that you have a budget and a deadline for the contracts you accept.  It's entirely up to you to choose which contracts you accept, and they can be rejected to get new ones instead.  The BUDGET can get tricky, especially if you fail to accomplish something.  The deadlines are usually an in game year or more from what I've seen, and I'm fairly sure time doesn't pass while you're designing a spacecraft.  So, to hit, say, mars, you need to get going sooner rather than later, but I've never felt rushed to hit a deadline.  But, as far as in-flight moves, you generally have a whole lot of waiting (fast forwarding) for the right window followed by some precision moves.  Now, how quick you need to be depends on what you're doing.  Docking a ship to a station, you got to be a little on the ball once you're 5 meters out and moving at a meter per second, you have to keep lined up.  Landing on the moon is a lot simpler/more relaxed, and obtaining orbit can be down right lazy/sloppy.  I wouldn't call it a twitchy game by any stretch. 

Sandbox mode there's only what pressure you want.
Title: Re: Kerbal Space Program.
Post by: gwillybj on August 25, 2014, 05:47:59 PM
I wouldn't call it a twitchy game by any stretch. 

Sandbox mode there's only what pressure you want.
Thank you. Those are the kind of things I was wondering about. Definitely something I'll look for when it goes alpha.
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on August 26, 2014, 01:44:07 AM
(http://l.yimg.com/bt/api/res/1.2/BMw0xqrNbrBxjIjG3RtN5g--/YXBwaWQ9eW5ld3M7Zmk9ZmlsbDtoPTE5NTtweW9mZj0wO3E9NzU7dz02MDA-/http://media.zenfs.com/en_us/News/ucomics.com/nq140825.gif)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 15, 2014, 04:04:07 AM
Another update I missed. 

Difficulty levels added, don't know what that means yet.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on December 31, 2014, 04:51:04 AM
Beta Than Ever Playthrough (http://www.youtube.com/watch?v=wd5uVMLGmuA#ws)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on December 31, 2014, 01:53:15 PM
So, I updated and started over, as I usually do with updates. 

Little nuances have been added for new players.  Optional tutorials abound. 

The first thing that hit me was I could only have 2 contracts at a time.

(https://lh5.googleusercontent.com/-g8Et-8860cc/VKPr8N0FmAI/AAAAAAAAcp0/wpTwWQckpZM/s800/2014-12-31_00003.jpg)

This is increased as you upgrade mission control, but put a real quick stop to my habit of just taking everything ASAP.  So I took the low hanging fruit of launch SOMETHING and hit 5000 ft. 

Not TERRIBLY expensive to upgrade mission control, but enough you're going to have to do a couple efficient launches first.
(https://lh4.googleusercontent.com/-gI4eQ6pqxow/VKPr8O7c8SI/AAAAAAAAcp8/_AMfmTYgHok/s800/2014-12-31_00004.jpg)

All the pieces add little limits.  The launch pad has a weight limit to what you can launch until you upgrade, the hangar limits how many pieces you can have, etc.  Perhaps the biggest limit, however is the tech center:

(https://lh3.googleusercontent.com/-mriwCQYMs4s/VKPr8N4DCqI/AAAAAAAAcp4/ijhVD5KvJos/s144/2014-12-31_00005.jpg)

Whether that's 100 science PER FLIGHT, or 100 science TOTAL, that's going to limit or hault your progression up the tech tree at points until you upgrade. 

WAY overkill to hit 5000, this can reach space, but it's my tried and true tech 0 reuseable craft, paying only for fuel, and solid fuel is cheap.  Want to train a pilot first, so in he goes... 

(https://lh6.googleusercontent.com/-w4UnemeRZhU/VKPr8Q5BCNI/AAAAAAAAcps/E-w9nAtLSMQ/s800/2014-12-31_00006.jpg)

The mound of dirt we are calling the launch pad...

(https://lh3.googleusercontent.com/-OuXZFanstAQ/VKPr8n4ZvKI/AAAAAAAAcpY/iO2JusZB04o/s800/2014-12-31_00007.jpg)

They've made some graphical updates that make this thing run like crap on my laptop now.  Going to have to go into the settings next session. 

(https://lh5.googleusercontent.com/-DB3bmAyP020/VKPr85YSaHI/AAAAAAAAcpg/TR6LxWI5pU8/s800/2014-12-31_00009.jpg)

Some other interesting things on my first flight:

Jeb couldn't take surface samples.  Don't know if only science people can, or if I need new parts or tech to do that.  This coupled with the only 2 contracts slowed my tech progression significantly. 

The nav ball changed at altitude...not sure what the new markings were for, guessing orbit. 

Slow crawling up the tech tree...

(https://lh3.googleusercontent.com/-lRUxGkDwe-k/VKPr9FKjHrI/AAAAAAAAcpw/D1ZVPLTlkEA/s800/2014-12-31_00010.jpg)

Picking and choosing which contracts to pursue is now rather interesting with the only 2 limit.  Some are REAL simple, and not very rewarding, and some could be challenging at various tech levels.  This new type of one highlighted is deceptively difficult despite the one star rating, and clearly written with a plane in mind, something I've never mastered the controls of.  But, it gives you a global location to seek out on Kerbin. (and a blip on the globe indicating where it is)  Do I dare hope they have such locations on all planets? 

(https://lh4.googleusercontent.com/-lf_x-MsZi24/VKPr9cQP3RI/AAAAAAAAcpo/zmpi0IE5ZB8/s800/2014-12-31_00011.jpg)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on January 03, 2015, 02:31:24 PM
With the 2 contract limit, my starter craft had to make a second flight to get an easy 3rd contract.  On the way, a new wrinkle.  We can't perform EVA's until something is upgraded...this will slow down science again (good thing). 

(https://lh6.googleusercontent.com/-1n5Umri2Gx4/VKf3mnSwXOI/AAAAAAAAcuc/TgN5lgJpglk/s800/2015-01-01_00002.jpg)

With the third contract done, my first upgrade is to the business center to increase my number of contracts, thus make money faster, thus upgrade more things. 

Gorgeously crafted contract here. 
(https://lh6.googleusercontent.com/-WcZ4l-UV2V0/VKf3nenhgGI/AAAAAAAAcuk/H3MjqWiKMSg/s800/2015-01-01_00006.jpg)

3 in flight crew reports, followed by an EVA report at a specific location.  Keeping in mind you can only have one report at a time without transmitting, this is deceptively difficult and requires quite the versatile craft. 

Locations in green. 

(https://lh5.googleusercontent.com/-XLKVOrh15fI/VKf3nI51h8I/AAAAAAAActE/AwEh-PPANUc/s800/2015-01-01_00005.jpg)

After a couple orbits, Bob and Jeb upgrade.  There's no reason to upgrade Bill till I go to the moon.  I will say, having a pilot adds very noticeable stability to your rocket. 

(https://lh3.googleusercontent.com/-eCvMVazLNV8/VKf3nhb1LiI/AAAAAAAActg/gT5izhpoa0g/s800/2015-01-02_00002.jpg)

I'm forced to upgrade the launch pad as I continually hit the weight limit, and I upgrade the astronaut complex so they can do EVAs.  This leaves me taking a bunch of random contracts just for the money as I ever more slowly creep up the tech ladder. 

While clicking around, I noticed a new building (to me), that allows me to set business strategies.  Give up some of my prestige for more science.  Give up some cash for prestige, etc.  Tradeoffs. 

(https://lh6.googleusercontent.com/-h347d2zP-c0/VKf3pGa6ptI/AAAAAAAAct0/adCaXjvni7s/s800/2015-01-02_00008.jpg)

Several launches later, I'm now almost to a stuck point.  I need to upgrade the VAB, as presently my rockets are limited to 30 parts.  I don't quite have enough money to do so, and the remaining contracts either don't pay/aren't worth the effort, or are difficult to do with my 30 part limit. 

Meanwhile, I'm almost maxed out on science until I upgrade as well, and it is a LOT more than I have the money for.  Figuring out how to do these contracts within the limits is actually fun/a good thing however.

Fantastic new type of contract to place satellites. 

(https://lh3.googleusercontent.com/-epf5cY4SKPk/VKf3puSBJPI/AAAAAAAAcuM/IAMiDN2p18M/s800/2015-01-03_00002.jpg)

Maybe just bad luck, but this one has a VERY difficult orbit, counter to Kerbin's rotation, eccentric, with the apoapsis beyond the moon. 

(https://lh6.googleusercontent.com/-JHu2hZOTYcY/VKf3qEnKQPI/AAAAAAAAcuU/AtnzSSKKOpo/s800/2015-01-03_00003.jpg)
 
However, the pay reflects the difficulty. 

Title: Re: Kerbal Space Program.
Post by: Unorthodox on January 06, 2015, 01:51:24 PM
So, after upgrading the VAB (construction building) and setting up my business strategy to take reputation in favor of more cash, I was nearly bankrupt and with such a low reputation that few contracts were available.  In fact, the only one I could reasonably do was to test a part on an escape trajectory.  So, I built a tiny satellite with the test part and a couple science gizmos and flung it out, at a loss, just to earn the reputation.  Completing this contract triggered one of the get science contracts, so the satellite then quickly turned a profit as I just went back and ran a science experiment off it. 

(https://lh6.googleusercontent.com/-EjZZg65LHFg/VKvYUsEohfI/AAAAAAAAcwg/xwDopG7k9Wo/s800/2015-01-05_00001.jpg)

With that 30k, I tried my hand at one of these satellite missions, placing one in keosynchronous orbit.  The thing 'clicked' into "proper" orbit a lot quicker than I thought, so you only got to be close, probably +/- 2 % or so. 

(the escape sat out the top there, my contracted sat centered.)
(https://lh6.googleusercontent.com/-SjVSu0SIBvA/VKvYUt043PI/AAAAAAAAcwc/O7LTOvN6cq8/s800/2015-01-04_00004.jpg)

With a decent stack of cash again, it was time to try some more interesting contracts.  A rescue operation would turn a small profit and give me another pilot.
(https://lh3.googleusercontent.com/-OSE0KHvV5IU/VKvYVBq75fI/AAAAAAAAcwU/AKNocE3L-U0/s800/2015-01-05_00002.jpg)

(https://lh5.googleusercontent.com/-L3pYB3iwP24/VKvYVEC18OI/AAAAAAAAcwM/1H-_aB_ZZpI/s800/2015-01-05_00003.jpg)

But, a confluence of contracts come together:

Explore the Mun with the following benchmarks:

Obtain orbit around the Mun
Transmit or recover science from space around the Mun
Land on the Mun
Transmit or recover science from the surface of the Mun

Now, in the past, I would load up a big lander and head out carrying multiple science experiments back home, resulting in a 300+ science mission...that's not going to do me a lot of good as my science building still needs to be upgraded. 

A second contract coincided to launch a new unmanned probe to a specific Munar orbit.  Thus, I'm packing a tiny satellite with a couple science gizmos to complete both these contracts.  Figuring on the RCS thrusters to slow my final descent at landing. 

(https://lh4.googleusercontent.com/-VDenMhcq6Qo/VKvYVS67KBI/AAAAAAAAcv0/ZIZmJEFfMMw/s800/2015-01-06_00001.jpg)

My initial insertion to Munar orbit was actually REALLY close to the contractual orbit as well. 

(https://lh6.googleusercontent.com/-RRccURqq16Y/VKvYVqe0qWI/AAAAAAAAcv8/iz_BW9Xyrr8/s800/2015-01-06_00002.jpg)

Leaving it in orbit a bit for the contract to trigger. 

(https://lh4.googleusercontent.com/-5SUaejV-Yqs/VKvYVxTZ6LI/AAAAAAAAcwE/cEdrJ5Fa1io/s800/2015-01-06_00004.jpg)

Way too much fuel left over, I was figuring on more work trying to attain the specific orbit.  Didn't have time, will land the rest of it later. 

At the tech limit, with 340k in funds, I need 410ish to upgrade the research center.  Should be able to do that and have about 100k left over once I finish landing.  Then it will be time for some big manned missions. 

(https://lh5.googleusercontent.com/-OVuRj7D2RK4/VKvYWNuVk9I/AAAAAAAAcwI/-ncTVQjBB18/s800/2015-01-06_00005.jpg)

Overall, the update has been fantastic so far.  I'm doing contracts for money and science, where it used to be I'd just worry about the science and the money would flow in.  Having a bigger variety of them is always appreciated.  The upgrade mechanics set decent milestones with the different buildings becoming obstacles at different points.  So far, the money is tight, however, and newer players might have difficulty if they fail a mission or two, it could be disastrous.  Don't know what happens if you run negative reputation...maybe I should test that. 
Title: Re: Kerbal Space Program.
Post by: Geo on January 06, 2015, 04:41:51 PM
If your finances run awry, perhaps you should sack a certain Mortimer Kerman? ;)
Title: Re: Kerbal Space Program.
Post by: Flux on January 10, 2015, 03:24:45 AM
Oh! This game!
I remember watching one of my siblings play an early demo of it before it was released.
Really interesting physics sim.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on January 15, 2015, 02:03:28 PM
I ended up needing to fully upgrade the launch pad prior to the tech center as I was hitting the weight limit again. This left me needing to do a ton of contracts at the current tech. 

Going to survey specific sites on the Mun.  Note the keosynchronous sat as well.  Great that they don't just have random orbits, but useful ones.  Going to leave it there to mark the orbit for a space station. 
(https://lh4.googleusercontent.com/-quF0ydZ5ABs/VLURXtXQR-I/AAAAAAAAcyE/TwCDYGK7BZ8/s800/2015-01-08_00001.jpg)

A particularly vexing polar orbit that paid well. 

(https://lh4.googleusercontent.com/-ogWNftpNGtU/VLURZLIqKqI/AAAAAAAAcyg/zicBhCdvuN8/s800/2015-01-13_00001.jpg)

New contract type once I unlocked the temp recorder. 

(https://lh6.googleusercontent.com/-3X7dhMjp7Zc/VLURYWkfFuI/AAAAAAAAcyo/KmIWO4pF9gc/s800/2015-01-12_00001.jpg)

Nice confluence of contracts.  Drop off a satelite, head to specific spots on the moon, plant a flag, do some science.  $$$

(https://lh5.googleusercontent.com/-xOQQ6ZkOJ2c/VLURZbFy0wI/AAAAAAAAcys/HsxZWdgfm6Y/s800/2015-01-13_00002.jpg)

Finally able to upgrade the science center, my first tech is to get docking ports! 

(https://lh5.googleusercontent.com/-SrtS4njnamA/VLe57pZT_yI/AAAAAAAAczs/yzQJQFaVVOw/s800/2015-01-14_00002.jpg)

Which pave the way for my first FUGLY multi-use capsule.  Meant to stay in space and refuel.  The radial engines numbers in the info screen looked like they had been reworked, but unfortunately they don't seem to be performing as well as the numbers would suggest.  Science gizmos up top, plenty of RCS fuel for rendezvous in space. 

Put it on Minmus and did the "explore" minmus contract, figuring it would unlock a ton of survey specific sites on minmus contracts, but nope.  Just a plant flag contract and some in flight observations.  Ah well. 
(https://lh4.googleusercontent.com/-0EQM-ZqTaiE/VLe57uimuUI/AAAAAAAAczo/32gIx_95lT4/s800/2015-01-14_00003.jpg)

It appears upgrading the science center and getting docking ports has opened the door for a slew of space station contracts

(https://lh5.googleusercontent.com/-ku8CPFIJTbg/VLe58VfMjsI/AAAAAAAAcz8/B9SOKe7tu_w/s800/2015-01-15_00001.jpg)

And outposts.

(https://lh3.googleusercontent.com/-gKxiXCBNmMU/VLe58vIx3MI/AAAAAAAAczw/hO1LNO4fS1w/s800/2015-01-15_00002.jpg)

Accepting the kerbin orbit station (which I need for my capsule anyway), and the munar outpost. 

(https://lh3.googleusercontent.com/-RvJE-cFPLJ8/VLe59LV3anI/AAAAAAAAcz0/cueWDOJlg9k/s800/2015-01-15_00003.jpg)

Ok...why is the forum resizing my pics small?
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on January 15, 2015, 02:44:31 PM
They enlarge when clicked...
Title: Re: Kerbal Space Program.
Post by: Geo on January 15, 2015, 10:27:28 PM
Can a player establish bases on other planets/moons then Kerbal? It seems space stations are possible.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on January 15, 2015, 10:38:17 PM
Define "base". 

I have contracts to drop outposts on other bodies now.  Each contract specifies specific buildings that need to be included, and how many Kerbals need to be able to live there. 

You're not going to get a mining or self sufficient fuel depot without a mod, though. 
Title: Re: Kerbal Space Program.
Post by: Geo on January 15, 2015, 11:36:19 PM
Looks like the answer to my question is "yes". :)

But I suppose those outposts still need a regular supply run to maintain them more or less indefinitely?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on January 22, 2015, 01:54:07 AM
No real supplies outside electricity without a mod.  (well, fuel, but a base wouldn't be using that...)


I got some interesting new parts unlocked, cargo bays and things, but they are all designed for a space plane setup, and I'm HORRIBLE at flying planes in the game.  Might try a shuttle analog, though.  Don't know how well the mechanics of KSP would work with that lopsided center of gravity.  Something more like that Boeing X37 launch setup would work better if I can unlock some decent mating parts to make such a setup.  Right now the space plane parts I have come off on dual engines and it would be cumbersome to mate them atop a traditional rocket.   
Title: Re: Kerbal Space Program.
Post by: Unorthodox on January 22, 2015, 01:34:51 PM
Quote
Might try a shuttle analog, though.  Don't know how well the mechanics of KSP would work with that lopsided center of gravity.

Worked fine till ~50000 meters then it went all goofy on me.  Suddenly the thrust on the belly section was overpowering the shuttle's thrust.  Looking over it, it was a steady curve, and I still had some play in the shuttle throttle that I could technically compensate...but at present if there is an easy means to control individual engine thrust, I don't know what it is. 


Able to pull the shuttle out of the spin, but wasted a lot of money on what ended up being an abort.

Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 25, 2015, 06:35:37 AM
So, KSP is being officially launched in a couple days, list of major changes to the current beta:

Quote
Confirmed:

*Overhaul of aerodynamic model

*Re-entry heat

*Resources from planets and asteroid

*Female Kerbals

*Realistic ISP (Thrust will change with pressure and not fuel consumption)

*A LOT of fix to balance the whole game

*New bigger landing gear

*New bigger wings

*Engineer report (dV and pre flight check in)

*Procedural fairings

*Heatshield as separate part

*Time warp to Manuever Node/AP/PE/whatever

*Changed the chase cam

*Changed docking mode input

*There will be mach effect (not only aesthetic)

*Infiniglide fixed thanks to the new aero

*Part inside cargo bay and fairings will be shielded

*New ability for the crew members

*Better Tutorials

*New Demo

*Re-modeled spacesuit

*Change fuel flow logic to prevent asymmetric flameout and to make fuel to drain from tanks in the stage evenly

*New SPH/VAB GUI to help with the aerodynamic stability of the craft (a simplified version of the graphics in FAR)

*New filter for VAB/SPH

*Audio overhaul for the UI

*Kerbals will be now able to climb edge without ladders

*New animations for EVA

*New trailer for 1.0

*Since 1.0 all the engine will have a nickname like the actual Skipper, Mainsail, etc. (In example the new name for 909 will be "Terrier")

*Improved joystick mapping configuration

*IVAs for every crewable part of the game

*Loading screen will have tips to help new players

*New contracts like the one for space tourism

*New ESA flags

*New Tech tree

*3D Printing of our craft

*Kerbals now cost Funds to Hire from the Astronaut Complex

*TrackIR Support Added

*Camera Wobble added

New aerodynamics and deadly re-entries are the major things that are going to make or break this version.  Surprised they didn't do some beta release on those first.

Other than that,fairings means no more ugly rockets, hoping they work well with the new aerodynamics as well.  The new fuel system could stamp out a lot of exploitish rockets as well.   

Resource mining is mildly entertaining. 
Title: Re: Kerbal Space Program.
Post by: Geo on April 25, 2015, 12:26:21 PM
When I read 'procedural fairings' I thought they meant panel discussions? But from your comment it doesn't mean that?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on April 26, 2015, 02:04:05 AM
Panel discussions?



Anyway, Fairings. Covers for your payload at the top of the rocket so you don't have an aerodynamic mess at top.  Procedural, probably just means they are automagically generated. 
Title: Re: Kerbal Space Program.
Post by: Geo on April 26, 2015, 08:38:28 AM
Panel discussions?

I thought it meant "hearings".
Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 05, 2015, 05:28:26 PM
The new aerodynamics model works very well for traditional rockets taking off.  I've yet to get enough tech to try a plane, which I could never get to work in vanilla anyway. 

There's a reasonable window for taking off which much more realistically models how it works on earth, and deviating too much is disastrous.  Very nicely done on that front. 

Thus far I've had a very minor bit of trouble with reentry.  Mostly because they way landing gear are, I can't cover them with a heat shield.  I don't know if there's going to be a fairing coming that will be able to cover them or not.  I attempted something of a modular design on one that worked great for shielding while I could keep the shield pointed right, but the aero model kept spinning my craft backwards on that design, and I'm not sure that made areodynamic sense.  Either need to figure something out or scrap landing gear on reentry craft. 

Basic ablative head shield, TRYING with a crappy angle, I only managed to burn off 20% of it.     


Contracts were given an overhaul, much harder to make science and/or money after you initially get your free missions off for record altitude/velocity/distance.  So, after your first orbit, you are pretty much either stuck testing parts (some of which are still next to impossible) or in the business of space tourism (which is difficult to make financially profitable). 

Thus far, I've chosen the latter, and just keep taking folks to the edge of space and back with my current design.  Profits aren't huge, but steady.  Saving up for the next big science mission.  However, the new bunch of tourists want a complete orbit, that's going to need a redesign...

Chances are this is because my chosen path up the tech tree.  I can't make satellites yet.  Betting that will unlock a bunch more contracts. 
Title: Re: Kerbal Space Program.
Post by: Geo on May 05, 2015, 07:32:25 PM
I read on another forum that your astrokerbals comes with a hefty pricetag now?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 05, 2015, 10:37:20 PM
Haven't had to replace any yet.  My second launch I went tumbling out of control but survived.  No other troubles yet. 

Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 08, 2015, 01:55:01 PM
Thus far, my favorite new part is this tiny little cargo bay.  Previously, the only cargo bays were on the space planes (something I never used).

Here carrying a tiny little engine that I couldn't stage otherwise, this let me haul it to orbit for a test contract without slapping it somewhere silly. 

(https://lh3.googleusercontent.com/-fyGR3nSeo4M/VUymsiN6MgI/AAAAAAAAdfw/P5Q4NdMqyFY/s800/2015-05-05_00005.jpg)

The more standard use, hauling up a bunch of science gizmos you would previously have had to slap on the sides of your rocket.  They could burn up and explode on reentry these days, so in they go. 

(https://lh3.googleusercontent.com/-49hbi05qICQ/VUymtjdIy-I/AAAAAAAAdfU/c-5po5TIAoI/s800/2015-05-07_00004.jpg)

Uno brand space tourism.  I've thus far found it much more difficult to acquire science in this version than previous ones.  Contracts don't reward as much.  Space tourism to save $ to go to the moon. 

(https://lh3.googleusercontent.com/-TTdnHvSRx9U/VUymsNAe_7I/AAAAAAAAdfo/KnC_gJQQTyU/s800/2015-05-05_00003.jpg)


My first trip to the mun was vastly different than normal as well.  Lacking the requisite techs to do a landing mission, it was a simple flyby with science equipment.  Even managed a contract just for flying by.  Difficult mission with no batteries, barely enough power to get there and back. 

(https://lh3.googleusercontent.com/-JbJ4oV_GJI4/VUymtx4jmqI/AAAAAAAAdfc/M0HIamzOdhc/s800/2015-05-08_00001.jpg)


Course, now the tourists want to go to the Mun. 
Title: Re: Kerbal Space Program.
Post by: Geo on May 08, 2015, 02:58:48 PM
Course, now the tourists want to go to the Mun.

 ;lol ;b;

Next you know, they want to live on it! I suggest investing in hydroponics. ;)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 08, 2015, 04:01:29 PM
I researched the first unmanned probe, but it unlocked no satellite contracts.  Hope they aren't gone.  Maybe I need solar panels first. 

Contracts stay static now, they used to refresh every time you launch, now you have to manually decline them to get new ones. 

The tourism difficulty creep is interesting:

Take one person to space
Take 2 people to orbit
Take 3 people to the Mun
Take 4 people to Munar orbit. 

SURE you could do those in stages, don't have to be all at once, but it become less than cost effective if you split them up. 

At present, my launching facility declares I can't make a rocket big enough to launch 4 people, and might not have enough to do 3 to the mun, will be close (they are in orbit ready for munar transfer when I play again, fuel will be close). 

Overall liking the increased emphasis on how am I going to get that research or how am I going to pay for that. 

Thus far unimpressed with fairings.  The only part I have with one is my heat shield, and it can make some real ugly crap depending on what I hook up to it.  There might be some new hotkey for editting those I don't know yet, gotta look that up. 

Hotkey to toggle air resistance markers defaults to the steam screenshot key...gotta change one of them. 

Really steep ascent profiles are not that bad.  Waiting till ~20k to make your gravity turn instead of the old 10k.  Less air resistance means you don't go out of control as easy.  Fuel tradeoff is not terrible, and keeping that long gradual ascent with bigger rockets can get dodgy. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 14, 2015, 01:46:44 PM
Took me a while as we've been busy, but just finished my first mun landing, able to finance it with a healthy profit by completing a couple munar missions at once. 

Unlocked most of the techs available to the level one science building, still not seeing satellite missions.  However, I think they are coming, and with an actual purpose this time. 

Looked deeper into the tree, and there's actual satellite parts later on.  Mapping modules, resource scanners, etc.  Looking forward to seeing what they are capable of, hopefully something continuous/permanent. 

I've read nuclear engines require more thought to use than the older version, so any deep space missions might get interesting.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 19, 2015, 02:54:19 PM
So I'm finally in a comfortable financial situation where every launch is not driving me to the brink of bankruptcy and I don't need to ferry tourists just to pay the bills. 

However, the available contracts offer very little science.  I did finally get a couple satelite missions, and they pay better than tourists, but after the first 'explore the moon' standard, there's been nothing.  The next science oriented mission is exploring Duna, which I could probably send a probe. 

Minmus is totally overlooked and ignored from the contracts. 

So, after my second science mission to the moon, I decided I'm going to explore minmus on my own dime, doing what missions come up on the way. 

Got a 'put a station in orbit' mission, and after it completed, I moved it out to minmus orbit.  Nothing fancy, and I'll need more infrastructure to get it useful, but baby steps.

Next, I'm accepting a satellite mission, and once I drop off the satelite, I'll move a lander module up to the minmus station.  It should be able to do enough science in orbit to unlock the last needed piece, the science lab, which I'll have to lift on my own dime, so I can explore minmus via the lander returning to the station several times and processing science results in the lab.   

The fairings are fun and get rid of ugly rockets, though I don't know how much they really improve performance.  They are also occasionally buggy to deploy.  Sometimes sticking, sometimes rocketing off at high speed.  Both are just asthetic issues, as the parts once deployed don't really 'exist' as far as the game engine is concerned. 

All the engine tweaks make silly lifter designs unneeded.  I'd venture to guess they'd be rather cumbersome as well.  I still think we need solid boosters able to vector.  It's a real thing people.  Ah well. 

Got pics to upload, just didn't have time. 

Title: Re: Kerbal Space Program.
Post by: Unorthodox on May 26, 2015, 02:47:46 PM
I know the contracts are procedurally generated, but there appear to be a few bugs. 

Read carefully that middle one's request. 

(https://lh3.googleusercontent.com/-Gz9rqu8q3co/VV8YjUifcPI/AAAAAAAAdk0/jMbd5PCdM1E/s800/2015-05-15_00002.jpg)

Suborbital flight on the sun...If the damn thing didn't have the 'return them safely' modifier I'd be tempted to hurtle the guy into the sun just to see what happens. 

Wasn't specifically attempting to hit the arch, don't really have the tech to have fuel enough to pinpoint landings, just happened to be within visual distance when I landed, so hiked over. 

(https://lh3.googleusercontent.com/-yJQ1ECZJ4GU/VV8YjeR_5-I/AAAAAAAAdkM/XpfrSy4Y8_o/s800/2015-05-15_00005.jpg)

Fairings letting me put up a brick of a satellite. 

(https://lh3.googleusercontent.com/-MjlOxuzYZBw/VV8YjWKUx0I/AAAAAAAAdkc/BvzJyr_eZK0/s800/2015-05-15_00006.jpg)

Still too low tech to be able to make totally pretty rockets, but that fairing at top looks nice.

(https://lh3.googleusercontent.com/-5E9NqUCJiDc/VV8YkCTb78I/AAAAAAAAdks/yGmAgUwLWpA/s800/2015-05-17_00001.jpg)

Bigger cargo bay letting me store all sorts of components instide, not sticking out and ugly. 

(https://lh3.googleusercontent.com/-hCGoVkdsYiQ/VV8YkuCMUJI/AAAAAAAAdk8/KeX3PcZAXT4/s800/2015-05-21_00001.jpg)

Minmus station, I need to get an updated pic, since have added the science lab. 

(https://lh3.googleusercontent.com/-Zgf55XWS5LM/VV8Yki7uzFI/AAAAAAAAdk4/_LuVi0gd-Ig/s800/2015-05-22_00001.jpg)

Of note is the science lab has vastly changed how it works.  It used to analyze a sample/experiment and reduce the data loss for transmitting the science instead of returning. 

Now you take that data, put it in the lab, and begin to research, generating science over time.  Do not know if data gets comsumed as science is generated or not, the power consumption to research is notable (good thing), and my current lab can't support it, was built for the old style use a bunch then recharge, not constant drain.  Going to have to send up a power module. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 23, 2015, 05:32:27 PM
So...

one of the updates messed with something.  My computer started really slowing down when I tried to play.  Looking, it was tracking over 300 pieces of debris, and though I have this set to automagically eliminate all but a few pieces normally, one of the updates put it back to default. 

So I was going through manually deleting those, and accidentally deleted my entire program as well.  2 space stations, a lunar base, and a minmus base.  Countless mapping satelites. 

It's taken me a lot of grinding to come up with the funds to replace the Kerbals this action killed, and just launched the newest space station.  So, slow going. 

Have my first mission to one of Jools moons (Jupiter analog), but need a bit more funding first.

Going to do an Eve mission that will tick a couple contracts at the same time first, then think about sending a Jool probe.  Gotta see where it is first, it's on an eliptical orbit, and the far end is hard to reach. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 24, 2015, 01:53:48 PM
All the grinding specifically for cash, I've spent a bit of time getting things VERY efficient, something I usually just ballpark and not worry about. 

Teeny Tiny satelite to a specific munar orbit, very little fuel remaining/wasted. 
(https://lh3.googleusercontent.com/-qzfSIm7m3J4/VV8YkGo7yfI/AAAAAAAAdko/lqcC50jkcz0/s800/2015-05-17_00002.jpg)


Minmus station at the height of it's existance, just before getting accidentally deleted.  Lander, science lab, the initial contract defined station, a power module, and a refuel tanker for the lander.  This think was solely responsible for me climbing most the tech tree. 

(https://lh3.googleusercontent.com/-IiCAqCYdUco/VWb54hRCT0I/AAAAAAAAdpg/N8sGVucePV8/s800/2015-05-26_00001.jpg)

A return ship from Minmus, bringing back samples/experiments. 1300 science.  I probably deleted this much more.

(https://lh3.googleusercontent.com/-4DKG30end1g/VWb54rJHNwI/AAAAAAAAdpI/GDf0nzgy-zM/s800/2015-05-27_00001.jpg)

New heat modeling makes using those NASA pack rockets all but untenable.  At least until you get some cooling systems later.  (perdy fairing up top though, yes?)

(https://lh3.googleusercontent.com/-Dueb7Jqolms/VWb55ESSwYI/AAAAAAAAdpU/rS1sIwS2DLw/s800/2015-05-27_00003.jpg)

Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 24, 2015, 02:05:54 PM
On my way to Jool with my probe.

All this was under that fairing.  The radial tanks get disposed of as they empty, making my thrust to weight better the closer we get. 

they've changed the nuclear engine to ONLY take liquid fuel, but they don't have any big liquid fuel tanks, thus the wierd configuration.  This is just after depositing the first two tanks, just outside kerbin orbit. 

(https://lh3.googleusercontent.com/-spcALGVp3gM/VYqW4s72YhI/AAAAAAAAd7w/7Aytv_EPJoI/s800/2015-06-23_00001.jpg)

Retro burn on entering Jool's influence, fuel to spare cause I wasn't expecting a gravity assist from Duna to get here, my mission is to the brown moon there, doing a flyby of the green highlited one (Pol) for science! 

(https://lh3.googleusercontent.com/-AdMHdEs8lTA/VYqW4ra8roI/AAAAAAAAd70/DQ0iaqZ9fxA/s800/2015-06-23_00002.jpg)

Coming up on Bop...

(https://lh3.googleusercontent.com/-_N-KEOVnyQ0/VYqW5JDITXI/AAAAAAAAd8A/AjFrAqosOTQ/s800/2015-06-24_00001.jpg)

...a rather ugly hunk of rock.  Don't think there was a flat spot on it.  Fortunately the gravity was low enough I was able to use the RCS thrusters to lay it down gently on it's side briefly, to accomplish the mission and gather a quick science, then lift it back off and point it skyward before it slid down the mountain and exploded.  Couldn't get a snap of it on the ground with all the rcs firing (qweasd and ijklhn keys all going at the same time).

Still enough fuel I could probably land on another moon, though RCS is running low after that maneuver.   

(https://lh3.googleusercontent.com/-P9u13y6_1L4/VYqW5JC17zI/AAAAAAAAd78/ObOHvXBIs2w/s800/2015-06-24_00002.jpg)



Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on June 24, 2015, 03:49:27 PM
 ;liftoff ;popcorn
Title: Re: Kerbal Space Program.
Post by: Geo on June 24, 2015, 04:09:27 PM
(qweasd and ijklhn keys all going at the same time).

You need 12 keys to operate all the rcs thrusters?
The second bunch aren't even all located adjacent (on my keyboard).
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 24, 2015, 04:25:31 PM
The first set handles pitch and rotation (turn here or there), the second translation (maintain orientation, move the whole ship in one direction or another, mostly used for docking) and elevation. 

So, we touched down the engine lightly, slowly tipped it the whole rocket against the slope with pitch and rotation to lay flat against the side of the mountain while maintaining it's position on the mountain with the elevation, to be "landed", then had to continually toggle the elevation (no throttle on rcs thrusters) to keep it from sliding while I performed the science (with the mouse), then translate and elevate (lifting it up horizontally) away from the mountain then pitching back toward the sky and firing the main engine again.  It was honestly the most impressive flying I've ever done.   

This is why a lot of people install mods to do such things for them.   Mechjeb mod adds a part that is essentially an autopilot. 

I manually configured the second set how I wanted, the default controls kept messing me up, as you click to toggle between pitch and translation on the qweasd keys.  I like to have both simultaneously. 

The announced PS4 version makes me drool thinking of how flying would handle on a controller.  But, there's a lot of things that a controller will make cumbersome as well. 
Title: Re: Kerbal Space Program.
Post by: Geo on June 24, 2015, 05:50:13 PM
Essentially you pulled a Philae, but better. :P
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 24, 2015, 07:03:32 PM
Yep, had I left it to the SAS, it would have tumbled down the hill to some ravine somewhere, if it didn't blow up from the fall. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 27, 2015, 04:17:09 PM

tiny lander failed because the solar panels somehow got damaged despite being inside that shielding

(https://lh3.googleusercontent.com/-oJx9sRjDXeQ/VY66ajRZZdI/AAAAAAAAd80/bAsbc2wmYCI/s800/2015-06-25_00004.jpg)

Eve base dragonfly inspired design, worked REALLY well. 

(https://lh3.googleusercontent.com/-Uzv8i__rC18/VY67IADasKI/AAAAAAAAd9g/R8FZZ1X1D6c/s800/2015-06-27_00002.jpg)

On the precipice of uncharted tech and parts for me.  Mining operations, etc.  Need to upgrade the lab, and that costs a bit, time to grind out some missions. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 29, 2015, 06:21:14 PM
So I have to make money to get the rest of the tech tree open.  I have a mission to another moon of Jool, but the former ship has simply disappeared.  I didn't delete it, but it's gone.  Making a new one didn't interest me.  So, I lined up 3 missions on Eve.  Land. Science. Plant Flag.

Build a nice big interplanetary ship that should have been able to land and return a kerbal to that dragonfly station...and the VAB isn't big enough to support the rocket.  Upgrading THAT (thus further putting tech behind the cash curve) and we don't have enough money to launch the big ship.  I can't cancel the contracts either without serious hits to cashflow....

So, I got to make a suicide mission with no return.  At least, not for a while.  I MIGHT send a rescue later. 
Title: Re: Kerbal Space Program.
Post by: gwillybj on June 30, 2015, 02:49:03 PM
KSP got a couple of favorable, somewhat amusing, paragraphs in gameinformer (a monthly magazine put out by GameStop).
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 30, 2015, 04:20:54 PM
Well, that suicide lander mission ended more appropriate to it's name than I expected, in a flaming ball of debris in the upper atmosphere. 


That new heat modeling bit me hardcore.  At least this time it happened slow enough for me to see what went wrong with the panels on the first tiny thing.  Eve is HOT!  Even before you start adding aerodynamic heating from speeds and pressure.  As soon as I entered the outer atmosphere, everything was at it's thermal limit.  Once the aerodynamic heating started, I actually had designed the heat shield so things started to cool except for some new aerobrake parts I was specifically testing out.  When they blew, it took the entire ship with em. 

There are radiator parts, I've just never needed them before, so  ;b; to ksp for making Eve a challenging location, but providing the parts needed to accomplish it. 

This is my first death since getting comfortable with the controls, and puts my game in an interesting position.  (I *COULD* have reloaded to an autosave in orbit and probably landed this thing by killing more speed prior to atmospheric entry, controlling my upper atmosphere entry a bit more and gently moving myself down with a semi-powered decent, but that would be less interesting to me than failing)

I presently have 4 contracts active.

2 have no expiration, they are not a problem. 
 
The other 2 are Eve science missions that expire in 2 years.  After 2 Eve failures, now, I don't have the cash to do these missions.  In fact, I have less cash than you do at the start of the game. (presently have 20k)  These contracts, when they fail, will cost me over 300k.   I have 2 years to earn enough to safely fail those missions and still operate.  I need to take contracts with up front cash rewards, which are inherently more risky. 


Eyeballing a 10 person munar base contract as a result. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 06, 2015, 01:35:45 PM
Need to upload some more pics.
 
Managed to get 2 satelite contracts that were a stones throw from each other, so one launch took care of both. 

That netted me enough to try another Eve landing.  Had a fairing surrounding the lander craft as it went through the atmosphere, and radiators inside the fairing.  Worked like a charm.  Eve is STILL hot as hell, and my little Kerbonaut can't stand outside.  Not sure if sun position effects temps, but early morning is a slow death, just slap that flag down and climb back in.  The lander is safe with the radiators. 

With the missions to Eve taken care of, I was able to upgrade our research facilities, and have begun filling in the end of the tech tree.  Started with finishing off the big shuttle-esque vehicle techs I hope to play with soon, and then the mining techs.  Most the rest are convenience things. 

Have a slew of missions (6) all around Tylo (ganymede (spelling?) analog, BIG Jool moon).  I was able to transfer my previous Jool ship that did the touch and go on Pol to Tylo orbit to get a couple portions of the main contract but lacked the fuel to land.  Had a station mission as well, and managed to get a research station into orbit around Tylo (and tick the Jool station contract at the same time $$$), but again lacked the fuel to refuel the lander craft I'd sat down on Pol.   

I have left: land, plant flag, do science, and rescue stranded pilot in orbit missions all around Tylo.  Considering an alien inspired refinery ship type thing.  Have it making fuel from ore in that year or so it takes to reach Jool.  To get the ore, likely building a Minmus mining station. 
Title: Re: Kerbal Space Program.
Post by: Geo on July 06, 2015, 02:19:24 PM
That netted me enough to try another Eve landing.  Had a fairing surrounding the lander craft as it went through the atmosphere, and radiators inside the fairing.  Worked like a charm.  Eve is STILL hot as hell, and my little Kerbonaut can't stand outside.  Not sure if sun position effects temps, but early morning is a slow death, just slap that flag down and climb back in.  The lander is safe with the radiators. 

You accepted a suicidal contract to put a Kerb' on Eve? ???
A mere unmanned lander wasn't enough?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 06, 2015, 07:27:07 PM
You accepted a suicidal contract to put a Kerb' on Eve? ???
A mere unmanned lander wasn't enough?

Unmanned landers can't plant flags. 

A rescue mission is on my long range plans when I have cash to spare, which will be coming soon after I complete the tech tree.  The Kerbonaut can survive about 5 minutes outside the craft before dying by the looks of things.  The heat, pea soup atmosphere, and gravity of Eve make it quite possibly the most difficult place to return from 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 06, 2015, 07:35:10 PM
Off the top of my head, stranded Kerbonauts:

1 Kerbal on Eve. 
3 Kerbals in Tylo orbit, out of fuel. 
1 Kerbal crash in Tylo orbit I'm supposed to rescue. 
3 Kerbals in Eve orbit, no propulsion on station.  This station has provided most of my research to date.   
3 Kerbals in Kerbin orbit.  Minor science station, need to move it out further to work as a refueling depot. 
4 Kerbals stranded on the Moon because the station somehow exploded itself apart at some point after it was landed safely (several missions ago) but before I returned to it to move it back into orbit (was going to move it to Minmus as the mining colony).       
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on July 06, 2015, 07:45:18 PM
The game isn't exactly trying to model life support issues, is it?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 06, 2015, 10:14:57 PM
You can mod those in if you want.  IIRC the simplest being if you lose power, you lose life support, down to needing to pack O2, food, and water. 

My problem with them is they really don't add DIFFICULTY or expericence, just TEDIUM.  If I can get a station somewhere that has enough food whatever for 6 months, say, (and all my stations have loads of extra storage as the contracts list you need to support 8 or more kerbals and most I ever have is 4, usually 3, if I just loaded food/water instead it wouldn't change much) I can certainly get the resupply ship there...OVER AND OVER....
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 08, 2015, 02:10:35 PM
Minmus mining company has landed and begun drilling operations.  Pics soon. 

This station is just a 'lets see how this whole thing actually works' since mining is entirely new to me.  I'm thinking I'll set up a main base on Ike (Duna's moon) for main operations.  It's far enough away to be useful refueling, but close enough that solar power is still efficient. 

With that, operation homecoming needs to kick off, bringing a bunch of kerbals home to operate the ike plant, speeding up production. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 09, 2015, 01:51:35 PM
"Flaming Death", my Eve lander, the internals heating through the fairing. 

(https://lh3.googleusercontent.com/-t4bjclcXpnE/VZ5cgNAbPuI/AAAAAAAAeCA/0fVGx0Ttun4/s800/2015-07-02_00004.jpg)

"Safe" on the ground.

(https://lh3.googleusercontent.com/-BK7zLtyLBso/VZ5cgN5wtbI/AAAAAAAAeCE/MBlfC7dgPAc/s800/2015-07-02_00006.jpg)

The Kerbalnaught starting to overheat. 

(https://lh3.googleusercontent.com/-dZNAFmunY9Y/VZ5chAvX7sI/AAAAAAAAeBU/zKxM1mdQlG4/s800/2015-07-02_00010.jpg)

Interesting new mission type.  If these need to be IN ORDER, that's HORRIBLE.  (Duna's moon, Eve's moon, back to Duna?) The destinations seem to generate randomly. 

(https://lh3.googleusercontent.com/-lgttB5yAzSQ/VZ5chY5ixyI/AAAAAAAAeB0/kPhbuhoJ6tA/s800/2015-07-02_00011.jpg)

Supersized Dragonfly station design on it's way to Jool/Tylo.  Look at those new Mk3 parts (main body here), very Shuttle inspired. 

(https://lh3.googleusercontent.com/-KdVQVROOkNY/VZ5chlb_sHI/AAAAAAAAeBk/OVY4xFHy5gI/s800/2015-07-05_00001.jpg)

Minmus Mining company.  Little Ore tug boat attached to the drilling station.  Currently working on building a Nostromo styled refinery to transport to Jool. 

(https://lh3.googleusercontent.com/-esxgyvhSeSQ/VZ5ciQJuC0I/AAAAAAAAeBg/5Xs1Rac1XJw/s800/2015-07-08_00001.jpg) 
Title: Re: Kerbal Space Program.
Post by: Geo on July 09, 2015, 02:21:49 PM
The creators sure didn't make the ground appealing to wander around on. :-\
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on July 09, 2015, 02:35:35 PM
Note that Uno's pics click to embiggen.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 09, 2015, 06:21:19 PM
The creators sure didn't make the ground appealing to wander around on. :-\

Depends where you are.  Minmus, I purposely landed in the biggest flattest area I could find to make landing and docking tugs easy.   

Eve was still dark and you can't see alot, but was a flatish spot near the beach to make it easier for a potential rescue later. 
Title: Re: Kerbal Space Program.
Post by: Geo on July 09, 2015, 07:08:13 PM
I see.
So Eve isn't as hot as Venus then (you called it a Venus analogue earlier), if it has seas?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 10, 2015, 02:40:40 AM
The maths hold for comparison purpose. 

(http://i49.tinypic.com/2qwmn1k.png)

So scale Eve appropriately and the pressures maths and temps hold.  They are seas of unknown purple liquid.  IIRC water is not COMPLETELY ruled out at the pressure of Eve, but it's pretty close to boiling at the pressure. 
Title: Re: Kerbal Space Program.
Post by: Geo on July 10, 2015, 09:24:17 AM
Why did the developers 'shrink' the objects in their game that much? Or are Kerbals only the size of ants?
Title: Re: Kerbal Space Program.
Post by: Mart on July 10, 2015, 09:35:43 AM
Smaller planets have smaller escape velocity. Lower costs. Easier to launch mass into orbit, etc.  :)
Title: Re: Kerbal Space Program.
Post by: Geo on July 10, 2015, 11:48:02 AM
That's simply a matter of upgrading their numbers on booster power, profits, and so on. So in my view that isn't really a reason to shrink things that much.
Title: Re: Kerbal Space Program.
Post by: Mart on July 10, 2015, 11:51:35 AM
Humor seems to be one of their design factors. I suspect Kerbals might consider going fishing instead when orbital launch costs were too high. Just my guess, but I do not play this game.
Title: Re: Kerbal Space Program.
Post by: Geo on July 10, 2015, 11:56:38 AM
'kay. Humor I can believe. ;)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 10, 2015, 10:01:38 PM
Why did the developers 'shrink' the objects in their game that much? Or are Kerbals only the size of ants?

I'm guessing transit times.  New Horizons has been flying for 10 years.  Even warping the game to max, that would mean sitting for a hell of a long time.  There is a mod for earth based size/distances though
Title: Re: Kerbal Space Program.
Post by: Geo on July 11, 2015, 11:23:36 AM
Even so, the developers could have come up with a star system setup similar to Gliese 581. Everything packed within Venus' orbit.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 11, 2015, 05:14:57 PM
You'd favor fudged distances but realistic size rather than just a roughly 1/10th scale across the board?  Or no analogs and just random planets?
Title: Re: Kerbal Space Program.
Post by: Geo on July 11, 2015, 08:10:21 PM
Well, in the case of Gliese 581 there are no fudged distances as far as astronomists have determined with the confirmed planets. They are packed within Venus orbit. ;)
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on July 11, 2015, 08:14:01 PM
That actually makes sense.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 13, 2015, 04:18:30 AM
Well, in the case of Gliese 581 there are no fudged distances as far as astronomists have determined with the confirmed planets. They are packed within Venus orbit. ;)

So you'd prefer a completely alien system with no real analogs. 

Or no analogs and just random planets?

Title: Re: Kerbal Space Program.
Post by: Geo on July 13, 2015, 02:23:55 PM
Well, in the case of Gliese 581 there are no fudged distances as far as astronomists have determined with the confirmed planets. They are packed within Venus orbit. ;)

So you'd prefer a completely alien system with no real analogs. 

Sure, why not? Less chance something 'familiar' looking bites me in the posterior midgame then, because it acts different.
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 15, 2015, 01:33:58 PM
Personal preference, then.  IIRC the developement history specifically added analogs one by one to model our solar system, at least for Eve and Duna.  Then they added (forgetting the name) and Jool was just to see if they could get a gas giant to work with the game engine. 

Modders have all kinds of systems out there now, and even some that have multiple stars (though THAT model in this engine is very strange to me).
Title: Re: Kerbal Space Program.
Post by: Geo on July 15, 2015, 04:55:02 PM
Modders have all kinds of systems out there now, and even some that have multiple stars (though THAT model in this engine is very strange to me).

Let me guess. the smaller star(s) orbit the biggest one like planets do, instead of orbiting each other along a barycenter?
Title: Re: Kerbal Space Program.
Post by: Unorthodox on July 15, 2015, 05:13:16 PM
There's ostensibly a "black hole" they all orbit, yes. 

No idea what the transit time between stars might be.
Title: Re: Kerbal Space Program.
Post by: Geo on July 15, 2015, 05:45:29 PM
No idea what the transit time between stars might be.

Well, appearantly Deep Horizon's velocity (15 km/sec) is sufficient around Sol.
Title: Re: Kerbal Space Program.
Post by: Buster's Uncle on September 26, 2015, 06:50:31 PM
Kerbal Space Program - 'Orion' Nuclear Pulse Rocket (http://www.youtube.com/watch?v=vwrLR2kv5KA&feature=youtu.be&t=1119#)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 14, 2016, 02:56:12 PM
Booted this up last night to kill some bank frustration. 

KSP released an update back in April...

That changed the game engine. 

I've never even heard of a game doing this before.  Anyhow, all those random explosions and ships disappearing on me should be a thing of the past. 

Burned through a bunch of early crap, at the point where, science wise, I need to head to the moon.  Money wise, I can't afford it yet and there's no contracts for it, either. 

So, space tourism for a bit. 

I've been doing really hardcore efficiency this time through, tiny little throw away vessels for the specific contract as much as possible.  One of the amusing side effects is a satellite built just to hit an altitude test for 200 KM suborbital trajectory going to smack back into the planet in a few months.  Technically, it should burn up on reentry. 

I can put up a 2 passenger tourist ship for a net profit of about 30k a pop.  Time to see if I can expand it to 3 passenger. 
Title: Re: Kerbal Space Program.
Post by: Spacy on June 14, 2016, 09:57:54 PM
I was never able to get the hang of KSP
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 14, 2016, 10:05:09 PM
Which part?  Surely you could put things in space? 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 15, 2016, 03:05:42 AM
Self funded Mun flyby, yielded 115 science...

(https://lh3.googleusercontent.com/-OXxF7YAeLoI/V2C2n6OeoJI/AAAAAAAAgp0/UMX5XuKl0JU6tAWnh2BlUPo2KagnIMm-QCCo/s800/20160614183704_1.jpg)

Just barely enough battery to keep the heat shield pointed in the safe direction through re-entry. 

(https://lh3.googleusercontent.com/-_olBablLek0/V2C3AtKWXKI/AAAAAAAAgp8/uQap5YLDZDIB4pzmJUkhFsVHAwLPXjRUQCCo/s800/20160614190216_1.jpg)

Title: Re: Kerbal Space Program.
Post by: Spacy on June 15, 2016, 03:22:45 AM
Which part?  Surely you could put things in space?

I got 600 km up into space, but always fell short of sustainable orbit and crashed and burned.  Tried paying attention to the direction of orbit, changing direction to make sure I had good speed, etc.  Just, everything went up then came down.

Never really did get the science thing and how I had to earn it.  I would always get some science - unlock a few parts and after 3-4 unlocks get stuck.  No more science, no ways of figuring out how to get any more, and 70%+ of the stuff still locked. 

And the rocket airplane stuff just was a distraction - never was able to build one that did anything but make a mess. 
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 15, 2016, 01:46:09 PM
Having never played the demo, I'm going to chalk that up to poor demo.  I never got a rocket plane to work properly myself, and mostly ignore that stuff. 

Ya know what, I'm not that far in, I'm going to do a play by play of the early stuff to hopefully help anyone else out. 

This is 1.1, career mode on Normal.  (I normally play hard)

Your first launch:

First stop is mission control. 

(https://lh3.googleusercontent.com/-99RDpOaYLss/V2E7P8-4pFI/AAAAAAAAgt4/Ej0OVFFVGl0SjAC9qaUKAegkLtG77NB_ACCo/s800/20160615051213_1.jpg)

At this stage, you can only have 2 active missions, so pick the launch first vessel and gather science from Kerbin missions.

(https://lh3.googleusercontent.com/-EsRz2dq_OHc/V2E7P5nh1dI/AAAAAAAAgt8/oEAAlFLa32IsFggDU3CiMITjpIh4zarCACCo/s800/20160615051217_1.jpg)

(https://lh3.googleusercontent.com/-7P6zlqkxeAU/V2E7Pz7MwLI/AAAAAAAAguA/JPOKQL41oMMgZ7UmCnVtSjmyb2iEN7X2wCCo/s800/20160615051221_1.jpg)

Then head over to the VAB (big building in the middle).

Your first rocket:

Pod, engine, parachute. 

(https://lh3.googleusercontent.com/-wRFTnyq8BUs/V2E7QEEcQPI/AAAAAAAAgtc/-DQedY-Sx747iaKNV6AwAU7qgAFvk3MrQCCo/s800/20160615051312_1.jpg)

*MAKE SURE TO ADD A STAGE IN THE LOWER RIGHT AND DRAG THE ENGINE TO IT* 
(https://lh3.googleusercontent.com/-EgwaTSv4Ne0/V2E7QPXbVbI/AAAAAAAAgtc/VHJSDdHK3I8JmR7tUieRJMLWO9c6S9K0QCCo/s800/20160615051337_1.jpg)

Hitting the launch button in the upper right will bring us to the launch pad with good ole Jeb in the pilot seat.  But, don't get excited just yet.  We first want to do a crew report, right click on the pod, and select crew report. 

(https://lh3.googleusercontent.com/-9UzENZrPVUw/V2E7QcWa7dI/AAAAAAAAgtc/qnniS5Lgrk823zpmsiksAWN1RRHqY4pzwCCo/s800/20160615051359_1.jpg)

Then keep experiment.

(https://lh3.googleusercontent.com/-eRYT6_9vrSs/V2E7QU8X1cI/AAAAAAAAgtc/m-Dc1Kb6OQ4NRNj_rdlaaNFmjwmC5MH-ACCo/s800/20160615051403_1.jpg)

We're not done yet, down on Jeb's portrait, click EVA. 

(https://lh3.googleusercontent.com/-vmZQmzeg5N8/V2E7QeRAzvI/AAAAAAAAgtc/FvLxxn4Z0sQ18dShwDeFqKeUUHPUamLXACCo/s800/20160615051409_1.jpg)

Right click on Jeb to do an EVA report. 

(https://lh3.googleusercontent.com/-I3Q5tqmJXx4/V2E7Qvh-GsI/AAAAAAAAgtc/O_nSQ217SRc3x9U7hxy5UdwIpamRjK14ACCo/s800/20160615051415_1.jpg)

*THEN RIGHT CLICK ON THE POD AND TAKE DATA* This will let us do a new report from the pod later. 

(https://lh3.googleusercontent.com/-gAPrHjAfrVU/V2E7Qq0-6SI/AAAAAAAAgtc/UepftNZvpTcPAKtQv1beTDOy8J13MMOugCCo/s800/20160615051423_1.jpg)

Climb back in the pod and hit "T" to tell Jeb to assist your flying.  Then hit space bar to fire the engines.  Just leave it pointing straight up and enjoy the ride.  In flight, right click the pod and do another crew report. 

(https://lh3.googleusercontent.com/-Y2fRNPglelY/V2E7Qx8kgbI/AAAAAAAAgtc/WtbI1kJ9ywMokEjob2XYZYl-7IHTiwDCgCCo/s800/20160615051513_1.jpg)

You should hit the 10K mark and start falling back down.  Hit space again to deploy the chute.

(https://lh3.googleusercontent.com/-Lkw1csydx9M/V2E7Q33W9wI/AAAAAAAAgtc/j5Gzkkl_Eekxu7_MuSJvwy_9pqyphv7fwCCo/s800/20160615051538_1.jpg)

In the upper left, go ahead and hit time warp to max and enjoy the landing.

(https://lh3.googleusercontent.com/-89Yf5WPnTvM/V2E7RB9S9XI/AAAAAAAAgtc/fPQziWck46MqQU0utKPQP1yx18hG_cmIwCCo/s800/20160615051616_1.jpg)

23 science for that first little launch!

(https://lh3.googleusercontent.com/-be9sKYsmiwc/V2E7RAHKstI/AAAAAAAAgtc/lYM6mSOmIQkaVqzN-BN_ya_6zXZ7ttaRwCCo/s800/20160615051637_1.jpg)
Title: Re: Kerbal Space Program.
Post by: Unorthodox on June 15, 2016, 01:58:50 PM
With that science, go ahead and buy the first tier of tech, both of them. 

(https://lh3.googleusercontent.com/-lpapkVIbv5w/V2E7RPHeHZI/AAAAAAAAgtc/bQKV3RVED0Io8SuAN1bxWkQDKqCUfEdZQCCo/s800/20160615051716_1.jpg)

Check the mission control again to see if any missions are going to work for the second launch.  Any "Haul this to altitude" (that is under 10000) or "Test part at launch" contracts are good targets for some extra cash.  I got lucky here.  *But, figure on Launch 2 being self funded.*  You can afford it.   

(https://lh3.googleusercontent.com/-_sRSKqPfHRQ/V2E7RSRIbDI/AAAAAAAAgtc/IzwFdzUI2fMMIr4scA3GFx8XwU1y6fNVACCo/s800/20160615051846_1.jpg)

Our goal for launch 2 is to get us some science for another tech.  Head back into the VAB, and we're going to modify our last rocket a touch. 

We're adding the science Junior part right under the pod, a decoupler under that, then the engine.  (Theoretically, the chute MIGHT be able to land this without the decoupler, but I'm used to not taking risks)  (Note the launch cost of a mere $2502 lower left.  We can afford a few of these without contracts if needed.)

*NOTE TO MAKE A THIRD STAGE AND DRAG THE ENGINE DOWN TO IT IN THE LOWER RIGHT*

If you have a 'test part at launch' mission, add the needed part and a decoupler to the bottom of this rocket.  Stage it so that our Engine, the test part, and the bottom decoupler are all on that third stage, so hitting space leaves the test part and decoupler at the launch facility while your engine flies you off.  You'll need to go back and recover those parts after you land through the tracking station. 

(https://lh3.googleusercontent.com/-UxRcCQEyZfQ/V2E7RdDu0oI/AAAAAAAAgtc/s96nzwpmh3wLsWjQpFkOv7bdigvVIEyiwCCo/s800/20160615052031_1.jpg)

For this launch, all you need to do is hit "T" then space to launch straight up.  Once the engine burns out, hit space again to jettison the engine, then right click on the science junior to run an experiment. 

(https://lh3.googleusercontent.com/-AOy1q8jKWws/V2E7RfYNQvI/AAAAAAAAgtc/gVBgaQLlJHAVMyz-gim8QrLkhXXLOT6sQCCo/s800/20160615052130_1.jpg)

Space bar again to deploy the chute and enjoy the landing, and we've gathered another 18 science. 

(https://lh3.googleusercontent.com/-0qeLb6Ib9uw/V2E7Rkl1ZiI/AAAAAAAAgtc/roJiWSB0ziMoOyBnx7fCQLnB8_A_S9Y3ACCo/s800/20160615052305_1.jpg)

Title: Re: Kerbal Space Program.
Post by: Unorthodox on October 13, 2016, 02:40:35 PM
KSP 1.2 released today. 

Added communication networks to the game, making a need/use for comm satellites. 

Improved mapping and biomes for planets/moons. 

Overhauled the fuel system

And improved wheels (which traditionally had ISSUES.)


Sounds like the undocking bug might be fixed as well (which killed my above 1.1 playthrough) 

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