Kerbal Space Program

Got the ORDA mod to work at last, makes docking so much better and easier! now all my station parts have it while assembly is being done, so far have 1 node, power module and a 'lab' in space. Sending the first crew up now.
 
I started a "new" sandbox game, Going to roughly copy the Nasa missions to Mars/Duna. Sending probes to land, then probes to map (ISAmapsat) then going to land better landers near artifacts, then the final goal will be landing kerbals there and getting a little space base going.

Ive done this all before but im doing everything from scratch again to keep me going.
 
Sending probes to land, then probes to map (ISAmapsat)

Send a double mission: main probe gets into polar orbit and starts mapping, and then drops off a sub-probe to land somewhere interesting.

I've started building a proper Munbase. I used to have a cluster of individual modules, but I've designed something which can maneuvre them on the ground and dock them now. Getting them into orbit can be a bit of a pain though, for some reason my Mainsails keep very suddenly overheating and exploding even though they're throttled back.
 
Send a double mission: main probe gets into polar orbit and starts mapping, and then drops off a sub-probe to land somewhere interesting.

I've started building a proper Munbase. I used to have a cluster of individual modules, but I've designed something which can maneuvre them on the ground and dock them now. Getting them into orbit can be a bit of a pain though, for some reason my Mainsails keep very suddenly overheating and exploding even though they're throttled back.


yeh ill be doing double missions as well as single missions. all part of the fun :)

Mainsail is better when not connected to a orange tank, if you stick a 1/4 tank between the engine and the orange tank it wont over heat.
 
Mainsail is better when not connected to a orange tank, if you stick a 1/4 tank between the engine and the orange tank it wont over heat.

Yeah, I've tweaked the design and it seems to be alright now. Mechjeb sometimes spasses out though, but I can't really be bothered doing the launch to orbit and landing manually all the time.

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I think all I need now is a rover module and then some Kerbals!
 
i really need to get some sort of rover pack, tried doing it with standard parts and it doesnt really work.

I tried the BobCat wheels pack and wasn't fussed on it, they were huge and had to attach from the top rather than using an axle.

It took a bit of trial and error but I managed to make a platform that can move base modules completely out of stock parts (except for a MechJeb controller, but that's just to get it on the ground, not for moving parts). It's big and a bit clunky but it works fine.

In saying that I really hope they include a batch of stock rover parts in .19. Trying to make a manned rover in .18 is just too awkward and takes too much fuel to have any range. I'd actually love some sort of hover platform to explore the Mun/Minimus but I haven't tried that yet.
 
I just tried the demo of this, pretty good fun. is the purchase worth it though? seems a bit high for what it is.

Hi Aeleys, an welcome to the party.
I am glad your having some fun with the Demo. :)
You got any pictures you care to share (F1 Key); Of your weird an wonderful creations (CRASHS). :eek:

As for the price of $23 (£15)
That's a small investment for the game, that can give you months of enjoyment.
An all funds go towards (SQUAD's) first ever game; Squad is an indie developer, an they are actively developing KSP on a daily basis :cool:

As for material differences between the Demo (Build 13.3) an Paid (18.2).
The list is VERY long:

* Built with UNITY 3.5 (Multi-Threaded Support + Massive Performance Overhaul + New Graphics Engine.)
* Persistence (Build, Fly, Save; Multiple Flights + Create entire stations.)
* Docking. (Build your own Death Star in space or Space Station.)
* EVA (External Vehicular Activities) + IVA (Internal Vehicular Activities)
* Expanded Solar System (With More too be added) Presently 20+ Orbiting bodies. Compared to 3 in Demo.
* 100% More Kerbals. Now you can actually control a little Kerbal.
(Parental Advisement) Please DO NOT Crush, Cook, or Freeze your Kerbals; Or more will be provided for your entertainment. :p
* New Parts. More Parts for MK1 Craft + MK3 Craft + Plane Parts, to make SSTO's or Fighters.
* FULL Mod Support, 99% of modes are made exclusively for Paid Build.
* New Patch Conics Systems (Map Tells you accurately where your craft will go too, an allows player to specify flight path.)
* New Training Missions + Scenarios to help teach new players orbital mechanics.
* An more that I have forgotten.

If you want some good inspiration an prof, of just how far Kerbal Space Program has developed from its original public release, I recommend winding the thread back to page one.


As for the Future of Kerbal Space Program.
Its only going to get Brighter an Better. :D
Squad is hosting the First Full Staff meeting this week, at the company HQ. So All newly hired developers can brain storm, an get coding in large groups.
Some proposed features to be added in (Build 19.0):
* Campaign
* Clouds an weather affects.
* Re-Entry Heat.
* New Ship Parts.
* New Planets (Possibly New Solar System.)
* Recourse Mining (Water + Fuel + Air)


If you have any further questions Aeleys, please feel free to ask. :)
 
I jumped in and bought it, still getting used to controls etc...only just learned how to orbit (basics)

Main goal at the moment is to land on Mun, which is harder than it seems, at least for me first day newbie!
 
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No mods to start with, once you get the hang of it, then mech Jeb, takes out the tedium of launching,

Cart mods are fun



Why is there no info on 0.19 or am I just blind?
 
No mods to start with, once you get the hang of it, then mech Jeb, takes out the tedium of launching,

Cart mods are fun



Why is there no info on 0.19 or am I just blind?

At this time Glaucus.
There is no official post/blog by Squad, as to there intentions for 0.19 Build, at this time.
But in the above post I made to Aeleys inquiry. All those features where discussed at KerbalKon 2012.
Those are the features Squad wishs to implement for 0.19 or 0.20....

I jumped in and bought it, still getting used to controls etc...only just learned how to orbit (basics)

Main goal at the moment is to land on Mun, which is harder than it seems, at least for me first day newbie!

Wonderful news Aeleys...
Another player + backer. :)
If you have any specific questions about Keys or Cammands to play, just ask.
An remember a picture is worth a thousand words.

As for your Mun mission.
When making contact, be sure to be traveling At Less Than 2m/s in any direction. Or it'll end badly. :eek:
 
Just noticed there are some mods, would anyone recommend any for a new player?

I would say it is best to achieve a few goals before jumping into mods: Orbit, Land on Mun, Rendevous and dock, transfer to another planet.

Once you know you can do it the first mod you should grab is Mech Jeb. It makes all of the above tasks simple and then you can go to work building giant space stations or landing on other planets.
 
Getting annoyed with v18. Really like the fact I can dock but not built anything properly yet because in the VAB arranging the stages appears to be different. I can't seem to highlight individual components and drag them into my chosen stage. They all highlight.

Really doing my head in :confused:
 
I have the same issue, also running stock. You just have to keep trying, and eventually it will let you select a single element from a group.
 
First probe in orbit...

But, fuel tank seems to of joined me in a slightly faster orbit lol, ah well will give me something to recover once i figure out more controls and components hahah
 
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