Kerbal Space Program

I've always avoided that style, they don't look as cool! :D

Managed to build a very nice 1m moon lander. No asas, no rcs, easy to land on the moon and I reckon it could even land on earth without a parachute with a bit of practise!

If it topples on the moon when landing it can even self right :cool:
 
I built a rocket using that "onion" system, though I prefer to call it a 'linear rocket'.

The first 'stage' was comprised of 5 engines each under a single tank. Attached to the outside of the stage were 12 more tanks, each connected via a complex cross-feed system which meant that at any given point all 5 engines are only draining 4 tanks, and as each set of 4 tanks is depleted it is jettisoned.

This did mean my capsule sat above 14 technical event stages and launch was a very busy time, but it was a lot of fun. It's also pretty cool striving to build a rocket that at no point carries empty fuel tanks, can safely jettison tanks without impacting the rest of the rocket AND always keeps a decent center of gravity!
 
Mine are different to that, all the tank stacks have rocket engines on, and all feed fuel inwards, so as each out layer gets ditched the iner layers. Are always full of fuel. As you get less drag higher up you can carry more fuel higher. Or that's the theory.
 
Yay, sounds awesome, hope they fix the fuel bug as it's a bit silly, designing a ship to do two moons was easy, how about every moon and planet.


http://kerbalspaceprogram.com/forum/index.php?topic=17595.0
Hi again,

So, it's time to start talking about what's next again. This is the main changelog thread for 0.17.
Mind though, that we're going to do things a bit differently here. This thread will only hold the main changelog, and each of us will have a thread of our own to post updates in. This one here is mostly going to be an introduction to the update itself, and a place where we update the status of our development goals.


The 0.17 update is mainly focused on improving the overall game experience, especially for new players, plus adding some new content to the areas we already have developed. Contrary to 0.16 where we added a few very big features, 0.17 will be about adding many small ones. However, from a gameplay point of view, sometimes the smaller features are the ones that make the biggest differences.

Anyhow, here's what you probably came here for. The 0.17 Changelog:


New for KSP 0.17:

* Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activities) feature set.
Assigned to: Mu, C7
Status: Under Development


* Quick Flight Scenarios: Start flights from pre-set conditions, without interfering with your persistent sandbox save, and also save your own scenarios from your main game.
Assigned to: HarvesteR
Status: Planning


* Training Scenarios: Hands-On tutorials to teach you everything from craft construction to orbital maneuvers.
Assigned to: HarvesteR, Nova
Status: Planning


* Center of mass, thrust, lift and drag visual cues on the construction scenes.
Assigned to: HarvesteR
Status: Planning


* Prebuilt ships included with the game, as examples and possible starting points.
Assigned to: Everyone
Status: Planning


* Several new parts
Assigned to: Nova, C7
Status: Planning


* Many new planets and moons throughout the Kerbal Solar System.
Assigned to: NovaSilisko
Status: Under Development


* vBulletin implementation
Assigned to: aLeXmOrA
Status: Under Development


Bug Fixes and Tweaks:

* Krakensbane: A solution to the "Space Kraken" issue

* Many bugs fixed on the fuel flow system.

* Tweaked the atmosphere rendering for Kerbin a bit, for improved visuals.

* Revised part titles and descriptions for the parts added in 0.16




As you can see, this update is essentially about improving accessibility and that first-time experience, as well as finishing up what we started on the last update. We've been gathering input from first-time playthroughs, and decided it's high time we addressed some of the most glaring issues newcomers tend to encounter, although I do think some of those features will prove themselves quite useful to veteran players as well.

As always, we'll keep this list updated as development progresses, and items you see in green are already done.

Cheers
 
I expect because you need the internal views and kerbal interactions before Docking can exist properly and If they implemented it before that, would probably have to be re-written. So internal views is the first of several steps to get there. That's IMHO.
 
Mine are different to that, all the tank stacks have rocket engines on, and all feed fuel inwards, so as each out layer gets ditched the iner layers. Are always full of fuel. As you get less drag higher up you can carry more fuel higher. Or that's the theory.

This method stopped working for me on the last patch due to fuel line bugs.
 
"Krakensbane: A solution to the "Space Kraken" issue"

Anyone got any idea what that is? :p

The Centre of Mass / Drag etc stuff will be great to have :)
 
Too early to get exited about the next release, but the developers are teasing us on the forums :p

hnpoF.png

tCAoW.png

Js7fY.png

klk0W.png


NovaSilisko said:
I've proven myself that you actually can perform an interplanetary transfer with the given tools, but, improvements to the tools are on the way, so it shouldn't be too troublesome.

NovaSilisko said:
Just a note, we've not decided on names just yet. Right now it's just "Desert planet", "Gas planet", though this will change before release.

I hope Desert Planet has a Des somewhere in it's name ???

NovaSilisko said:
So far I think, counting Kerbin, there are 5 objects with atmospheres.

More:

http://kerbalspaceprogram.com/forum/index.php?action=profile;area=showposts;u=3905
 
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That's cool :)

Going to take some serious rocket retweaks to get to other planets consistently! Unless they are adding some way to better plan your trips.

In other news, I managed to land on Minimus and then Mun last night in the same trip. Sadly didn't have enough fuel to quite break orbit and get back to Kerbin. Needed about 10-15 seconds more fuel! I know my route to Minimus can be tweaked though.

Running around on Minimus is funny though. Jebediah jumped out of the ship and tumbled down a 3km cliff, bouncing along without breaking any bones! ;)
 
Updated and had another go of this... only using stock parts I managed to get to minimus and back with lots of fuel to spare... all with a smallish 3 stage setup. Not intentional, I was heading for the Mun but timewarp meant I accidentally got slingshotted ready for orbit... lol!

EVA was fun although they need to refine the controls a bit. Also this game is much more fun with a HOTAS joystick!!!!
 
I cant get ANYTHING into space anymore, almost all rockets break up around 15-20k. Been playing this since almost the beginning and its starting to really annoy me.
 
If its the 3m rockets your having problems with.
A) the rockets are much more powerful and you need to watch your gee forces and throttle down accordingly to avoid ripping it to bits.

The radial deco uppers are both the same and same strength, so aren't really man enough to support 3m sections. Use a 3m core and put 1m tanks around outside.

Simple rocket to get into space.

Chute
Capsule
Decoupled
3 x 3 meter fuel tanks
3m rocket
8 x radial decouples
5x1 meter fuel tanks on each decoupled
8x 1m rocket, gimbaling or non gimbaling. Gimbaling gives more control, no gimbaling gives more lift.
8 x fuel lines, going from the 1m tanks to the 3m tank
 
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