Kerbal Space Program

Hello Kerbalnaughts.
For those that do, an do not follow the official forums.
With the recent reshaping of the Community Managers, Squad is also been more open about the active Development Stage.

Discussed briefly here: http://forum.kerbalspaceprogram.com/showthread.php/29550-A-New-System-for-a-New-Age
+ Here: http://forum.kerbalspaceprogram.com/showthread.php/29551-New-Milestone-Reached!

In brief; The latest KSP build (0.20) has been in the hands of QA Testers for roughly 2 weeks.
An the Dev's have now extended that testing to the Experimental Team.
Meaning we are at the last phase before Public Release (Steam + Squad store simultaniously.)
So ready your Kerbals, an pull out your explosives, as you'll be playing soon.
 
0.20 trailer

Yes it's been released and rofl at vid.
Patchnotes:
7 new Parts and 2 IVA Spaces
Cupola with IVA
Small Lander with IVA
2 new Probe cores
New large docking clamp
New Medium wheel
Attachable command seats for kerbals

Customizable Flags for your space program

Kerbals on Eva can plant flags with editable plaques
23 Stock flags to choose from.
Flags are Moddable, Make your own flag!

Editor Improvements

Added Flag interface to editor
The Editor no longer requires you to start with a command pod when building a ship.
The Editor now allows deleting or replacing the first part of your ship.

Optimizations and New Features

Vessel Filtering for the tracking station
Added Kerbal Knowledge base for vessel and planetary information
Upgraded scene loader and refresh logic
Added Game Database and repogrammed part loaders.
Mods and stock parts can now have their own folders for organization
New Loading Screens
Optimization of Memory Usage (Approximately 30% average reduction in usage)
Upgraded debug menu allows parts and cfg files to be reloaded while the game
Bug Fixes!

Great news on the mods can have their own folders, will make it easy to add/remove.
 
I've promised myself not to buy any game until my exams are over for the year. My last exam is tomorrow afternoon so I will probably buy this straight after my exam tomorrow since i've already played the demo plenty. (got a Kerbal to land on the moon and brought him back and got one poor kerbal on a voyage into deep space amongst other things)

Can anyone recommend me some relatively simple to install mods that would be worth playing with once I've had a play with the normal game please? What I would really like is stuff that gives me an incentive to visit the other planets and moons and to get lots of satellites in the air. I've heard of a couple of mods that allow you to mine resources from planets which sounds like a great idea and I know the next version will let you plant your own flag where you visit, so more stuff like this would be great. I wouldn't mind being able to bring home some mun rock or send a probe out that will gather more data about a planet its orbiting. Any suggestions for something along a similar line would be great :)
 
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I posted a list somewhere, can't see it though

Heystack (not sure if it will be needed with 0.20 update) allows you to select/target ships/debris
kAS - kerbal attachment system, magnetic hooks, suction pads, resource transfer etc
Mechjeb - basic flight gets tedious, but you still won't be good unless you learn to fly manoeuvre first.
ISA map sat - map a planet and find the Easter eggs
Kerbal crew manifest - rearrange kerbals in the rocket, remove/add etc
Subassembly saver/load - no longer do you have to build from scratch, save your stages separately and re use in a few clicks.
Remote tech - realism mod, you have to communicate with probes via satilites or they are uncontrollable.
Laser docking cam - makes it so much easier, see what you are actually doing.
Damned robotics - bunch of parts, hinges, rotators etc.


Then there's a about a million part packs if you fancy new toys.
 
I've promised myself not to buy any game until my exams are over for the year. My last exam is tomorrow afternoon so I will probably buy this straight after my exam tomorrow since i've already played the demo plenty. (got a Kerbal to land on the moon and brought him back and got one poor kerbal on a voyage into deep space amongst other things)

Can anyone recommend me some relatively simple to install mods that would be worth playing with once I've had a play with the normal game please? What I would really like is stuff that gives me an incentive to visit the other planets and moons and to get lots of satellites in the air. I've heard of a couple of mods that allow you to mine resources from planets which sounds like a great idea and I know the next version will let you plant your own flag where you visit, so more stuff like this would be great. I wouldn't mind being able to bring home some mun rock or send a probe out that will gather more data about a planet its orbiting. Any suggestions for something along a similar line would be great :)

Well did you?
Buy Kerbal Space Program? Have we another Kerbal joining the community. :cool:



So with the community been so quiet I thought I'd contribute a little more.
Especially with the weather been lovely, as well as I am presently finished my Testing duties (QA Team.)
Means I am free too post pictures, an not break my NDA. :)

I recently set myself the challenge of building a specific rocket, too the following Specification:
- Mun/Minimus capable (No Docking).
- Dock-able at 100-1000 KM orbits with Space Station.
- 100 Parts or less.
(My Mac Book Pro Laptop has a poor CPU, so as little parts as possible.)

With that, I started to experiment with old designs, an even considered new concepts, with much trial an error + some explosions :D I found a workable concept, that was later developed to a finished product.
(SI) NOVA:

Take off.
screenshot12mu.png


Top Down View.
Also the new KSC Shore line. :cool:
screenshot13g.png


Angled view, so show Decoupler + Strut arrangement.
screenshot14fc.png


Lander Stage.
screenshot17v.png


Orbiting the Mun.
screenshot7qj.png


Landed on Minimus + Flag Pose. :cool:
screenshot5od.png
If you look carefully at the Lander Stage pictures.
There is RCS Thrusters (8 in Total on that Stage), which are essential for Docking purposes.
Also the RCS Tank + ASAS unit are hidden within the craft to improve anesthetics, an keep the centre of mass closer to the bottom.

I hope you all enjoy. If players want the Design please ask. I can upload it. :)
 
Well did you?
Buy Kerbal Space Program? Have we another Kerbal joining the community. :cool:



So with the community been so quiet I thought I'd contribute a little more.
Especially with the weather been lovely, as well as I am presently finished my Testing duties (QA Team.)
Means I am free too post pictures, an not break my NDA. :)

I recently set myself the challenge of building a specific rocket, too the following Specification:
- Mun/Minimus capable (No Docking).
- Dock-able at 100-1000 KM orbits with Space Station.
- 100 Parts or less.
(My Mac Book Pro Laptop has a poor CPU, so as little parts as possible.)

Sadly not. I have an assessed presentation on the 28th which i have discovered is not a group presentation, but an individual one. It has changed from me talking for a couple of minutes in the middle of a presentation to me giving a ten minute presentation, so Kerbal has been put on hold until then. After the presentation i'll be over to the Kerbal community first thing.

There's one thing about your challenge that i'd like to know and that is how much harder does the 'dockable' aspect of that challenge make it compared to just being able to land on the mun and get back? My main rocket in the demo is only 99 parts (half of which are ladders. I know they aren't required, but I like them) and can happily get to the mun and back. With all the extra parts you get in the demo it just doesn't sound like a tough challenge to me. Is the capsule that allows docking much bigger and heavier than the single man capsule in the demo or something?

Lastly, this is probably a dumb question, but as a latecomer is there any way of getting to be one of the community testers (or whatever they're called). Is it just a case of being helpful with the bug reports and stuff, is there somewhere you sign up or has the chance to be a tester been and gone? I would have a root around the forums but i'm not feeling so well right now and that just feels like effort :p


Thank you for all the mod suggestions so far. Once I've played vanilla for a bit i'll be sure to try them out :)
 
I got a issue with 0.20 which i dont know how to "fix" or where to ask about it...

... Some of my designs would have a probe body or a mechJeb pod to launch empty command pods/landers to space. However now they are all full up when i launch them.
 
Sadly not. I have an assessed presentation on the 28th which i have discovered is not a group presentation, but an individual one. It has changed from me talking for a couple of minutes in the middle of a presentation to me giving a ten minute presentation, so Kerbal has been put on hold until then. After the presentation i'll be over to the Kerbal community first thing.

There's one thing about your challenge that i'd like to know and that is how much harder does the 'dockable' aspect of that challenge make it compared to just being able to land on the mun and get back? My main rocket in the demo is only 99 parts (half of which are ladders. I know they aren't required, but I like them) and can happily get to the mun and back. With all the extra parts you get in the demo it just doesn't sound like a tough challenge to me. Is the capsule that allows docking much bigger and heavier than the single man capsule in the demo or something?

Lastly, this is probably a dumb question, but as a latecomer is there any way of getting to be one of the community testers (or whatever they're called). Is it just a case of being helpful with the bug reports and stuff, is there somewhere you sign up or has the chance to be a tester been and gone? I would have a root around the forums but i'm not feeling so well right now and that just feels like effort :p


Thank you for all the mod suggestions so far. Once I've played vanilla for a bit i'll be sure to try them out :)

In response too some of your questions:

It wasn't a challenge, more. "I want a ship capable of doing all those tasks, in the same mission. ie, Design flexibility into the craft"
The Docking aspect, only requires that I add one of five different docking modules (It's not a Docking capable capsule), available in 3 sizes, then adding supporting RCS Thruster an tanks, so perhaps adding 10% weight to the craft.

As for your interest in joining the community Testing Team. :)
In respect to the QA Team (Quality Assurance), that I am a member of there is no more places left sadly; it's limited to 15 hand picked members, which have been playing the game almost since it public launch, an has the spare time to devote 3-5 hours testing a day. :D
It has it's perks. IRC/Skype access to the Dev's an all the other community groups, with nightly builds. :)

Squad also has a Test Team.
This is where any registered member of the community is welcome to assist in the Development of KSP. So if your interested I'd recommend registering on the forum, an post of your interest, as there always interested in new members. They also get regular access to daily builds, several weeks for public release.



Since my last big post, I have been happily designing an test flying a new Super Craft, designed to allow for several Large tanks to low kerbin orbit, an ultimately intended for long voyages too other planets/moons.
Shamefully, this is something I have never achieved before without using fuel Dev Hack. :eek:

My ship specification:
- Dock-able at 100KM LKO.
- Capable of 5000+ m/s Delta V once refueled.
- Land-able on other planets/moons.
- Build in safety measures (open too interpretation :o )

Now it's still a work in progress, Well gathering the pictures to help tell the story. But I'll post them soon.


@ Overlag.
When your building the craft. Are you selecting the controllable Probe Body first or a Manned Command Pod First?
I do believe the game now auto fills the first man-able command pod automatically, so it may be a mute point.
But give it a try.
 
@ Overlag.
When your building the craft. Are you selecting the controllable Probe Body first or a Manned Command Pod First?
I do believe the game now auto fills the first man-able command pod automatically, so it may be a mute point.
But give it a try.

Probe body first, then command pod/lander. Im going to do more testing.
 
I've owned the full game for about two hours and i'm already getting annoyed at how some parts will look like they're connected but they actually wont be. the nuclear engine and the super wide fuel tanks come to mind. also an upside down triple connector will not connect to three radial separators, it will just connect to one of them. no matter what i do i just cant seem to make what i want to :(
 
I've owned the full game for about two hours and i'm already getting annoyed at how some parts will look like they're connected but they actually wont be. the nuclear engine and the super wide fuel tanks come to mind. also an upside down triple connector will not connect to three radial separators, it will just connect to one of them. no matter what i do i just cant seem to make what i want to :(

Pictures Reaper. ;)
They speak a thousand words + they look cool.
Also use ALT + F12. It brings up some basic development tools.
One is "All Part Clipping" It is your best friend when creating some whacky designs.

But I believe your issue stems from the Command Pod been connected to the single top connected.
Then it's intended that 3 engines or tanks connect to the individual connectors.

However your trying to place Three Fuel tanks. Then connect an upside down Tri-coupler, where at the bottom a single engine is connected?
screenshot72d.png
 
Download kerbal crew manifest then you can change it how ever you like.

Done, thanks :D

0.20 i done as a fresh install. Mods so far:

Mech Jeb version 2.
Quantum struts.
ISAmapsat
Crew manifest

Later i will install Kethane again... First real play of 0.20 tonight:)
 
Pictures Reaper. ;)
They speak a thousand words + they look cool.
Also use ALT + F12. It brings up some basic development tools.
One is "All Part Clipping" It is your best friend when creating some whacky designs.

But I believe your issue stems from the Command Pod been connected to the single top connected.
Then it's intended that 3 engines or tanks connect to the individual connectors.

However your trying to place Three Fuel tanks. Then connect an upside down Tri-coupler, where at the bottom a single engine is connected?
screenshot72d.png

Sorry, pictures would have been helpful but i was too cross to think about taking them at the time. I will post some tomorrow afternoon. You have got very close to what I was trying to do though. I actually had three nuke engines connected directly to those fuel tanks. the nukes were then connected to one stack decoupler each. beneath the decoupler was the upside down three to one adapter. the three to one adapter was only connecting to one of the three decouplers which wasnt strong enough to hold the rest of the rocket up.

The reason i was trying this is because i wanted something to balance with the mega wide three person command pod thing. the only way i could do this is use the Rockomax Brand Adapter 02 to get it down to the small width, then use the tri coupler to split that into three. not strictly neccessary, but i wanted it to look nice.

again, pictures tomorrow :)

In the meantime i made a different craft with the single pod and managed to land it and return on the second attempt. Sadly i messed up the plaque so i thought i could pick the flag up and put it down again, but this wasnt the case so i dont have a flag where i landed. Thats better than my first attempt where i didnt realise the nuke engines were too tall for the big landing legs, so while i landed on the moon, the engine fell off and the kerbal is still stuck there.

That brings me to another question, how would i go about rescuing said kerbal and bringing him home. All the parts i can see that can contain extra crew cant withstand reentry
 
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