Kerbal Space Program

If anyone finds a mod that works like the new 1.0 speed record contracts, but has separate requirements (such as on land, on water, below x altitude) please let me know. Or even just a mod that kept track of these things but didn't give any actual money/reputation would be nice
 
I had a nice time but can't seem to nail re entry. Do I leave myself fuel left over so I can re enter the atmos at a shallower angle? This is without a shield as I haven't unlocked that yet!!

The new Aero model is fun / realistic. :D

On re-entry and long engine burns, I recommend consulting the Debug Toolbar:
ALT-F12, Physics, Thermal. Enable, Thermal Data + Thermal Debug Colours.
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Thermal Debug Colours, lights your craft up like a Glow Lamp. :D
Red = Normal, Yellow = Bad/Explosions.
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Thermal Data will then show on the part, when you Right Click it. Most parts explode at 2000C/F (Open for Debate, about measurement type.)
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These are mearly useful tools to know whats happening to your craft.
As for actually entering orbit there is Two main methods + a Bonus way. :eek:

1: For Command Pods, with no engines, then the Heat Shield is invaluable, so invest in one.

2: For Rockets/Plane with engines, it best to keep fuel and burn retro grade, when the parts are getting Hot, to reduce friction. Also consider doing several Atmo breaking orbits, especially when returning from Jool.

Bonus: Especially useful and easy in Planes. At the critical temperature point (Parts glowing red.) Flip your craft out of control, and this seams to reduce velocity + heat very quickly.
There is the rick the G-Forces or Atmospheric sheer, can rip parts off. :o

Happy Launching, Seanoog.
 
Seanoog - guessing you've been beta testing or part of the team somewhere... 2 Questions that I'd love to see fed back to Squad (if they aren't just isolated to me...)

Every time Kerbal updates, it forgets all my analog stick bindings on the xbox 360 pad. Whilst this isn't the end of the world, the thing that really annoys me is that you can't change controls from ingame. So you set all your controls, jump into a plane, realise you need to invert a setting and then have to come all the way back to the main menu to change it :(

Would love to see this fixed!
 
Finally getting round to downloading it, just deleted the old game directory to make sure it's a clean start.

I doubt some mode are ready yet though :(
Still be nice to have a play before I start a big game.

Need kerbal alarm clock
And that mod which took time to build and roll craft to the pad out.

A lot of other midst have now been included :), always better when they are in the core game.


Wow new aero dynamic model is going to get dome getting use to.
What's wrong if plane likes to flip backwards?
 
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Planes flipping - you need the centre of lift to be further back behind the centre of mass than you ever used to in older builds. A quick play earlier is really throwing me off. Currently the jet engines seem ludicrusly overpowered sub 1km/s speeds and the planes are far too prone to exploding through going too fast.

The old SSTO approach of trying to get to 2km/s or so at high altitude just isn't possible now. Seems that around 1km/s is about the max you'll ever get with a jet engine....
I've managed to hop into space just flying up at 45 degrees and coasting due to the speed. I reckon with the nuclear engines not needing oxidiser any more the way forward might be to slingshot up out of atmosphere and just run rocket engines from there. With how powerfull jet engines are now carrying extra weight doesn't seem to be much of an issue, no longer is spamming air intakes on a low mass plane the way to go :)

Seen a few people on the official forum saying that the aerobreaking effect is pretty much negligable over 50km, so it might be quite easy once we get the hang of it.
 
Not really having any fun with this at the moment. :(

Planes randomly exploding with no warning. How am I meant to know something is overheating? I've repeatedly had wings spontaneously combust when not even getting any visual or audio effects to suggest I'm going to fast...


.... I'll return to Kerbal when these changes get refined so there is at minimum some sort of warning on what's going on if not a complete change to be back more like the older builds.
 
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I don't play a vast amount of KSP but the contracts seem to pay a lot less science and the strategies deliver less too. I've got myself stuck once on career mode unable to practically get much more science and unable to build rockets that could get me to Mun to hrvest some. Still it's looking good.
 
So they appear to have hotfixed things :D The re-entry overheat is much easier to manage now you have the overview showing temps.

Had been finding getting into Orbit super easy, but then realised this was because I've been using an OP modded engine, an uber-rapier (Scimitar.... can't remember from what mod :s)
Redesigned my SSTO and can get this into orbit with some passengers. Need to refine the flight path though for a bit more efficiency.

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I think I'll try to get stuck into this gem again. I never managed to get further than landing on the Mun and comnig back.

Also, I'm sure I saw a while back that someone was making a multiplayer mod for it? Has anyone here had a go of it?
 
I've never left the SOI of Kerbin, but i've be practising docking with my space station (managed to do it first time).

Here's my new improved Mun/Minmus Lander getting into Kerbin orbit. Has plenty of fuel to get back.


And here's the space station i built. Core is a research module couple of smaller fuel tanks and 9 docking ports and some solar panels, when i unlock the giant panels i'll send up a module for that. And last night i also added the giant fuel tank that has a probodyne core so i can bring it down when i've used up the fuel.

 
Just bough this game and it's excellent, spent so much time building, flying, crashing changing things and trying again. It's great when you achieve something. Just trying to get into a orbit of kerbal.
 
Been all over this the last couple of days, and watching a guy called Jimorian on Twitch too.

Finally getting the hang of orbital rescues, although not well. Having little trouble hopping to and from the Mun and Minmus, but still can't get my head around getting to anything beyond Minmus just yet. A goal for tomorrow I think!!

Nice work bulletv1! Impressive :cool:
 
Getting to planets outside of the Kerbin SOI is a pain really. The game doesn't really give the full tooling you need for lining up when to burn (unless I've missed a setting) so you find yourself having to use websites to provide details like the phase angle. Even then I've often found it in accurate.

Might just work on a bigger rocket inspired by a favourite quote of mine from Iain M Banks' The Algebraist:
"Get to the general volume and then point in the right direction
Secret is plenty of power
Delicate finessing of delta-V is sign you haven't really got enough power
Power is all
You can do a lot just by pointing
If you've got enough power"
 
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