Author Topic: Kerbal Space Program.  (Read 24285 times)

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Offline Unorthodox

Re: Kerbal Space Program.
« Reply #75 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. 


A particularly vexing polar orbit that paid well. 



New contract type once I unlocked the temp recorder. 



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



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



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. 


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



And outposts.



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



Ok...why is the forum resizing my pics small?

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Re: Kerbal Space Program.
« Reply #76 on: January 15, 2015, 02:44:31 PM »
They enlarge when clicked...

Offline Geo

Re: Kerbal Space Program.
« Reply #77 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.

Offline Unorthodox

Re: Kerbal Space Program.
« Reply #78 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. 

Offline Geo

Re: Kerbal Space Program.
« Reply #79 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?

Offline Unorthodox

Re: Kerbal Space Program.
« Reply #80 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.   

Offline Unorthodox

Re: Kerbal Space Program.
« Reply #81 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.


Offline Unorthodox

Re: Kerbal Space Program.
« Reply #82 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. 

Offline Geo

Re: Kerbal Space Program.
« Reply #83 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?

Offline Unorthodox

Re: Kerbal Space Program.
« Reply #84 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. 

Offline Geo

Re: Kerbal Space Program.
« Reply #85 on: April 26, 2015, 08:38:28 AM »
Panel discussions?

I thought it meant "hearings".

Offline Unorthodox

Re: Kerbal Space Program.
« Reply #86 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. 

Offline Geo

Re: Kerbal Space Program.
« Reply #87 on: May 05, 2015, 07:32:25 PM »
I read on another forum that your astrokerbals comes with a hefty pricetag now?

Offline Unorthodox

Re: Kerbal Space Program.
« Reply #88 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. 


Offline Unorthodox

Re: Kerbal Space Program.
« Reply #89 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. 



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. 



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. 




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. 




Course, now the tourists want to go to the Mun. 

 

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