Kerbal Space Program

I keep forgetting to save my missions at the start and when I press f9 I go back to a older mission losing everything I've done. Arrrg.
Same here. what is really annoying is that the game periodicaly autosaves to give you a fallback position if the game crashes, but you cant load that autosave
 
Considering that the lightest craft i can make that is capable of getting a man onto the surface of eve and then back again from orbit is ~120 tonnes (and that uses about 9238465938459235 stages), i really doubt it is possible. getting off of the surface of eve requires ~11500m/s dv and since you cant use jet engines it is very difficult to do.

Also, the devs know full well that everything is really small. with the parts that are in game it would be virtually impossible to go anywhere of the planets were realistically sized because the d/v needed to get off of the earth would suddenly be doubled. There is a nice picture comparing the differences between real life and KSP using the apollo spacecraft as an example but it is buried deep in this thread
 
I need to do some science outside Kerbin's sphere of influence. Will be fun trying to get into other planet's SOI without using the engineering mod I normally use, but will probably manage to bodge something :D

I'm at an awkward point in that I don't have the nuclear engine for deep space travel, but have gained most of the possible science near Kerbin. Guess I'll just have to make a much lighter deep space rocket than I'm used to!

Am at the same point as you, having the research points/tree brings you to play in a completely different style.

Will certainly be interesting once Money is added
 
The celestial bodies are far too small in this game. Earth is 6300km whereas Kerbin is 600km. Did someone forget a zero? :o
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It was a design choice to make the game fun. Imagine how long it would tame to do anything. Missions can already last hours.

Getting to other planets early on, I've found incredibly easy. Rather than planning. Just boost out until the ascending and/or descending node is overlaying the other planets orbit, then just time warp for ages until you get the nodes close together, then just fine adjust to get an encounter, exactly same for return, you don't need to orbit the main body first, can come straight out from a moon. Very fuel efficient and very easy, just lots of warping.
 
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There is a nice picture comparing the differences between real life and KSP using the apollo spacecraft as an example but it is buried deep in this thread
You mean this picture here? http://imgur.com/gallery/ckadxCa
LEO requires more energy than landing on Duna.

Maybe the problem with SSTO's is that they don't scale well due to the way drag is modelled and the wing parts all being small.
 
The celestial bodies are far too small in this game. Earth is 6300km whereas Kerbin is 600km. Did someone forget a zero? :o

Has anyone built an SSTO capable of a return mission to Eve without refuelling and an fps-friendly part count? :confused:
Yeh it's smaller just for better gameplay. Would be far too much effort otherwise. SSTOs just wouldn't really be fun any more either!

I think there is a forum thread on the official forum for SSTOs that can go to Eve, land and fly back to Kerbin. Not sure what the part counts were like though.

Am at the same point as you, having the research points/tree brings you to play in a completely different style.
Ended up doing a missiong to Duna, roughly lined myself up and just corrected the course as I left the Kerbin SOI - had plenty enough deltaV to correct my angle. Got around 1600 science, so got the nuclear engines now. Will send a lander over at some point, same with Eve :)
 
I think there is a forum thread on the official forum for SSTOs that can go to Eve, land and fly back to Kerbin.
Seems the land and reorbit around Eve part is possible, but not with an SSTO the whole way from Kerbin.

EDIT: What am I talking about, that's blatantly not a SSTO. I'll go sit in the corner now...
 
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Built myself a nuclear engined lander for Duna (should also be fine on moons)
Had done some testing with it (cough simulations!) by using the cheats to teleport me to Duna to confirm it can land and reorbit and all works well. Just need to get it into Kerbin orbit with a bit of a booster stage to launcher it towards Duna and everything works great.

Sadly the problem I had was lack of Mainsail rockets to get it up there without some really silly launch stage. Managed to get into a 100km orbit with some bodging and realised Duna wasn't lined up with Kerbin. So went to Eve instead. Few orbits of that and Gilly and I'm back to Kerbin now with enough science points to get a proper launcher on the go! :)
 
So this weekend is MCM Expo in London. Since most cosplays are overdone I decided on this as a laugh...

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lmao Jebadiah.
Be sure to get pictures, an forward them to the Developers. They love hearing back from customers, especially in the run up to Halloween, wearing wacky kerbal inspired costumes.

Have fun.
 
My pimping new station. Decided to try and cram as much into a small space as I can. I'll confess now that I did take advantage of the part clipping toggle in the cheat menu for making it. But I've done it in the name of aesthetics, not so I can exploit anything. Has lots of deploying bits :D

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Oooh I like it PinkFloyd - much neater than anything I've so far manufactured.

Loving this game at the moment - the career mode adds a real sense of "I must get Jebediah back to Kerbinl!" that didn't used to exist. I've chickened out so far on the outer planets and just sent satellites - going to have a grow a pair soon and pack Jebediah's trunk for a long mission.
 
I've made a bigger one than that one now and in space it has at a rough guess maybe 3000 deltaV. :D It's damn heavy though and has so many parts the framerate is rubbish at times :p
It has legs for coming back to Kerbin, however it just spontaneously combusts every time I try and land on Kerbin at the moment, if it's at a slight angle it tips over and explodes. So need to try and perfectly judge a landing onto flat ground. Frustrating!
 
I've only just realised that if you click on the runway or launchpad on the main KSC screen you get a quicklaunch menu where you can edit a craft, the crew and the flag in a single window:

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When did that get added?
 
I've only just realised that if you click on the runway or launchpad on the main KSC screen you get a quicklaunch menu where you can edit a craft, the crew and the flag in a single window:

majo04.jpg


When did that get added?

I could have sworn it was part of 0.20 build.
Deffinitly when they added ship descriptions.

With doing QA testing, the release 0.20 or 0.21 build really mean nothing to me now. Its the other number after it. In the hundreds thats important.
Usually I get a new build every day. :)
 
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