Kerbal Space Program

Had great fun on this yesterday, managed to get 2 little Comm Arrays orbiting Kerbin one doing a polar orbit and the other a equator like one, looks really nice in the tracking station.

Also got one on Mun and Minmus. Setting up my communications network for manned missions :D
 
I had a quick play of this, it seems like fun. I tried to make it to the Mun using the time lapse thing and completely overshot the landing site :/

I did find the placement of some rocket parts quite annoying though, the symmetry setting doesn't always work and the decoupling placement is really buggy.
 
For the past couple of weeks I've been relentlessly trying to make a rocket that is capable of landing on eve (Venus) and then getting back to Kerbin in one launch without refuelling.

Because the gravity is almost twice that of kerbin and because its atmosphere is 5x thicker than kerbin I need a lander with at least 11,500m/s, compared to the ~4,500m/s to get into kerbin orbit. I also need something to move the lander into eve orbit and then something else to take me back. This is pretty much equivalent of needing something capable of getting into Kerbin orbit and landing again three times

Pretty much each attempt at building a rocket for the job ends up looking like this because the lander is so damned heavy and because I run out of room so I have to build outwards rather than upwards. This is the last craft I tried it in. Its surprisingly stable and the lander has enough delta-v to take off from Eve and then meet the command module, but it didn't quite make it into Kerbin orbit.

Lander and the space engines:
KWccSA3l.jpg
Click for full res
(Yes, I have no imagination when it comes to names. No, its not my 7th attempt, i've just been renumbering it as a save to get a fallback point if i balls something up and ctrl-z breaks.... again)

and the monstrosity that (is supposed to) get it into Kerbin orbit
7VaRl0Al.jpg
Click for full res

The tanks at the bottom hold ~2.5 times as much as the vanilla jumbo orange tanks and beneath every single one of them is an engine that is over twice as powerful as the mainsail. The first stage of the rocket uses 20 of the 69 that are there. I would have continued building outwards, but I cant zoom the camera out far enough to put more parts on without a lot of difficulty.

I've had another redesign since that rocket and things are looking much more promising. The lander is now a hair under 200 tonnes and the space engines only add another 100 or so tonnes. The Kerbin orbit stages are starting to look similar to the picture above, but hopefully it wont end up going so wide as the one before





Also bought this in the sale, gonna give it a whirl at the weekend.
What's the learning curve like?
I understand there's a modding community aswell, what's that like?

From what I've seen of the modding community, it is really great. There's loads of really fun mods for pretty much anything you want to do.

Unlike a lot of people will tell you, i would suggest you get mechjeb straight away. However, i would use it solely for the delta-v (speed change) information for each stage of your rocket because the rest of its functions really spoil the game imo. I have never used any of its other functions and I don't plan to.

As for other mods I suggest you stick to stock parts for a while until you become familiar with them. Then gradually add mods until you become familiar with their parts as well because otherwise you will be overwhelmed with all of the parts and choosing what you like best.

Some of the more popular mods aside from mechjeb are:
- Crew manifest: Allows you to add/remove kerbals at the launchpad. brilliant for crafts with multiple pods (wont be needed for 0.21 i dont think)
- sub-assembly manager: Lets you save a group of connected parts to be loaded into the assembly building later.
- Kethane: lets you mine a fuel called kethane, which can be converted into everything else
- KW Rocketry: big selection of rockets and fuel tanks. great for heavy lifting too
- B9 aerospace pack: loads of parts for planes of various sizes

there are loads of other mods that look amazing, but i havent tried them myself yet so i cant recommend them
 
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Can they hurry up and finish this game so they can start on ksp2
I want multiplayer or at least co-op

I want to be able to launch rockets from airplanes like spaceship one/white knight and try to copy a reusable falcon 9. This games not really capable of doing it.

As well as the above

What agency would send a rover without mapping first
http://forum.kerbalspaceprogram.com/showthread.php/9396-0-20-ISA-MapSat-4-0-Dev-Build

GPS, what's the point in many rovers when you have no GPS system to locate each other.
http://kerbalspaceport.com/kerbal-gps/

Remote tech basically need line of sight comunication for non manned flights
http://kerbalspaceport.com/remotetech-3/

As you can tell I like the ones which add realism.
 
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What are people using as a controller for this? I started using a HOTAS joystick and found it worked quite well. XBox360 pad is nice but not enough buttons last time I tried...
 
Guys

Thought some of you in this thread might be interested in this..


It does look like there are some design features in it, don't know if it will be as in depth as kerbal though..
 
A big (Kerbal Size) welcome to all our new Steam users.
If you have any questions please ask.

@ Narj:
I use Key board + mouse, for rockets.
I also have a Logitech extreme 3D joystick (Direct input) an a roller ball secondary mouse.
So 4 periperals in total. 2 mice + 1KB + 1 Joystick. :)
 
I've got a couple of questions:

How do you plant a flag down when you finally land somewhere.

Also when you set up a manoeuvre it comes with with the time till you start the burn. How do you exactly do this? Do you burn 100% throttle when the countdown reaches 0? as I've seen some people start burning way before.

Thanks :)
 
I've got a couple of questions:

How do you plant a flag down when you finally land somewhere.

Exit your Kerbal from the command module, walk him to where you want the flag, right-click on him, and left click on place flag.

Also when you set up a manoeuvre it comes with with the time till you start the burn. How do you exactly do this? Do you burn 100% throttle when the countdown reaches 0? as I've seen some people start burning way before.

Thanks :)

For me, I split the time equally for the burn. For example, if it says to burn for 20 seconds, I start a 100% burn 10 seconds before it says to start, then continue for 10 seconds after. I find it helps keep me on target better.
 
I've got a couple of questions:

How do you plant a flag down when you finally land somewhere.

Also when you set up a manoeuvre it comes with with the time till you start the burn. How do you exactly do this? Do you burn 100% throttle when the countdown reaches 0? as I've seen some people start burning way before.

Thanks :)

Hi Huggie.
To further expand on your second question.

The timer, just indicates, when your going to reach that point in your orbit. Not actually that you have to burn your engine.
But it's advised to burn before you reach the marker; Depending on the mass an thrust capability of your rocket, it can take some time to accelerate too your intended velocity.
For example an RCS powered could easily take 2 minutes to accelerate 100m/s. (Depending on mass, an RCS thrusts available.) :eek:

Good luck to you young astronauts.
 
Reaper, that rocket looks powerful enough to move the Mun! :D

If I activated all the rockets at once it probably would be :P

I gave my redesign a go this evening and it went incredibly well. The lander had more than enough delta-v to escape from the surface of eve, even after I nicked ~300m/s to align myself with eve a bit better. The command module was heading towards a good periapsis for an aerobrake with enough time between it and the lander landing for me to be able to land and then get the command module into orbit. Even the lander got a lovely peristasis for an aerocapture landing. I'll gloss over the fact that I totally messed up my meeting with eve and needed to orbit the sun about 5 times before eventually being captured by eve :p

However, with my lander at ~10,000m above eve the drouge parachues fully deployed, causing so much deceleration that they were ripped off of their mounts. The only parachutes left were below the centre of gravity. Despite my best efforts I wound up landing upside down, causing a giant explosion and killing the Kerbal in the lander

I've done some minor tweaks and the rocket should be ready for relaunch whenever I can be bothered to go through with it again (2FPS during launch isn't fun)
 
If I activated all the rockets at once it probably would be :P

Everyone's favourite scottish astrophysicist/kerbal space program player did the sums, and unfortunately it would take more mass in fuel than the mun to deoribit the mun (not that the physics in the game would let you anyway).

Crazy rocket though. I've been trying to land to return from eve for the last week or so, but I have failed miserably at every attempt. I might try installing mech jeb so I can see exact what delta v my lander has.
 
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My first real satellite with panels. :)

Nothing special but took me ages to build. :) Literally 25 minutes. :)

c92z.jpg
 
Everyone's favourite scottish astrophysicist/kerbal space program player did the sums, and unfortunately it would take more mass in fuel than the mun to deoribit the mun (not that the physics in the game would let you anyway).

You should be able to explode massive nuclear devices to try and push the mun out of orbit or launch Armageddon style missions to save Kerbin from impending doom. Now that would be fun! :p
 
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