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[Steam] Kerbal Space Program - Update 0.22: Career Mode!


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#1
misterxman
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misterxman

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Been a while since I posted here :P I don't play RS anymore and I've been trying out a few games, one of them is Kerbal Space Program, which I recommend to anyone looking for a challenging, innovative, and fun game.

It's a space simulator that lets you to build rockets from many parts, you can fly the kerbals to other planets or moons. The game is currently in Alpha development, there is a free demo (0.18.3) and a paid update that is updated constantly. The mod community creates many addons that expand the possibilities in the game.



Current version: 0.22.0
Demo: https://kerbalspacep...om/download.php

Features:

  • Build rockets from scratch
  • Planets and moons
  • Docking
  • Re-entry effects
  • Rovers
  • Space stations
  • Space planes / shuttles
  • Mod-friendly game
  • Career Mode
  • More updates!

Screenshots from my game!


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If you like simulators, space games, open ended creativeness, and a challenge, check out this game here:

Website: www.kerbalspaceprogram.com
Forums: http://forum.kerbals...m.com/forum.php
Official Twitch (Devs livestream): http://www.twitch.tv/kerbalsp
Steam: http://store.steampo...com/app/220200/


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#2
Powerfrog
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This game is hilarious with mods. Theres a decoupler that allows you to place 4 engines below it. So you can do 1, 4, 16, 64... Until you have a short fat rocket that accelerates at the speed of light :P

It isn't practical for mun landings but it's hilarious to launch and always unpredictable.



Also: Jedediah has nerves of STEEL. Watch his face next time you're doing something life endangering, he loves it!

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#3
Randox
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After creating some truly asinine towers of insanity that involved a cobbled together 9-6-3-3 solid rocket launch (which doesn't get you very far and makes your rocket wobble like mad), I decided on using liquid rockets as my primary thrust stoart to finish, in a 3-1-1 configuration (the last one is a vectorable engine which has a lot more control once you leave the atmosphere), with two sets of triple solid rockets to help with additional thrust for takeoff (a nice extra 63% thrust). It doen't look like its going to snap in half, but its actually much harder to steer during the first 40 seconds. The first three launches involved dardevel ariel stunts and jetesoning the second set of solid rockets into the main rocket (destroying most of it) as a means to cause the whole thing to seperate so that I could get a chute out in time.

Also, the first few designs were before I realized I needed additional SAS units, and involved reaching maybe 1000 feet before they lost all control and started spinning. I especially like the one where I had my 3 solid rockets going (a 3-1-liquid), with the rocket somehow nose up as it flies sideways over the launch pad all of 50m in the air after pulling out of a nose dive.

I also had some trouble with my current rocket where I didn't have the stages set right, and the liquid rockets weren't firing (it had twice as many solids though). That one got about 50m up before its engines all exploded and it landed again. Everything was destroyed except for the command module.

Anyway, I have a viable design for planetary orbit now, but I am looking at ways to get it up to orbit faster, and add some extra fuel for the last stage without causing it to fall out of the sky when it switches from 3 engines to 1 (it slows down for a minute at this point, and then picks back up and achieves orbit). It takes almost half a gas tank just to de-orbit, and the last time I tried for Mun I made the hilarious mistage of releasing the last engine when it ran out of fuel, which changed me from probably just landing back on the planet to flying right out of the solar system.

And yeah, Jebediah is crazy.

Current Orbiter design. Needs more POWER!


I think I might buy this game though. I want to try a real landing and takeoff from Mun.

#4
Albel
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Looks like fun, going to try the demo and see how much fun it is.

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#5
Albel
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Albel

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Wow... this game is so cool. I am blown away by how much you can do in the free version. Might buy the real one in a few days. Thanks for posting this mister for posting this :thumbup:

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#6
Dizzle229
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VERY interesting, but it's going to take me a while to get the hang of it.

Test 1: Failed to launch.
Test 2: Went straight upward for 3 seconds, then immediately flipped over and killed everyone.
Test 3: Wriggled through the air a bit, then had to eject engine and deploy chute to avoid flipping over and killing everyone.

This game is fun.

Edit:

Test 4 had a shaky start, failed to release engine, deployed chute, but still flipped over and killed everyone.
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#7
Albel
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I am getting used to the game. Had one launch that lasted 50 minuets... Once I hit orbit I sped up the game. It was so much fun to finally get that hig up, but the craft almost died the way up. I am going to watch some youtube videos and read the wiki.

EDIT:
Just recorded my longest flight with this setup. I don't know if it's good or bad for a first time player but it was a hell of a lot of fun


I also recorded a video on my phone of my rocket failing... I should upload it and I might yet... :mellow:

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#8
misterxman
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Cool to see you guys like this game, it definitely opens up a ton of possibilities in gameplay.

Here's a space station I built today to practice an orbit rendez-vous with a second ship launch, for when docking gets released in the next update:

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#9
Randox
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xman, what mod do you have installed? Going from the picture, I want it.

Here is the 3rd generation of my best design so far. It's first set of engines can get it up to about 150,000m and over 1000m/s, but its not easy to get it to orbit. The game also likes to re set the staging sequence on me so more than once I've gotten it up only to accidently jettison half of it when I try to dump empty fuel tanks.

I almost got it to the moon once, but I messed up the time warp and somewhat overshot it, and ran out of fuel. Almost made it back but Mun pulled me off course so rather than get pulled back planet side, I lost my crew to the black of space.

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Trying to think of a way to give the first engines more fuel, without sacrificing my second stage or making the craft rediculously unstable once the fuel tanks start drying up (this is why the side boosters have one less tank. If I give it the whole four even autopilot can't hold it, though I might try more SAS)

And the solution to my problem...the mark IV.

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Part of it is me getting better, but this one managed to make a crater on the moon (didn't start braking even close to soon enough, and impacted at a breezy 400m/s down from my 600m/s approach). And it did it even with a broken ejection sequence. Stage 1 and its 6 liquid fuel boosters achieve altitude (being careful not to snap the rocket with G force towards the end of the life of the boosters, since it can really put the hammer down with all 9 running full bore once the air resistance starts to vanish). Then stage 2 sets and breaks orbit, stage 3 for space controll (mostly braking so that I can wait for the moon), and ideally stage 4 has enough power and fuel for a controlled landing.

Then my little Kerbal Nauts will freeze or asphyxiate (not sure what will run out of power first) because there won't be enough power to leave Mun, unless it has much lower gravity than I am expecting.

EDIT: Found myself a lunar lander mod, which honestly made everything a bit harder by giving me less efficient engines and itty bitty gas tanks. But the pieces look nice. I advanced and played around with my design and ended up with what I am calling the Thor, and its Lunar Lander module, the Summoner. I did goof with the landing though by landing on the wrong part of the moon. If I had taken off with the decent engine and its double fuel tank (I didn't want to run out, and while the tanks may hold only prayers, they are super light), it probably would have had enough fuel to position me to a point where the accent engine could make it back to Kerb. Instead, it just kinda floated away. No issues breaking away from Mun though. I also noticed while sitting on Mun that re-landing would be an issue as the parachute can only hold up the command pot itself, but there is no seperation joint between that and the accent engine and fuel tank. Even with an ocean landing, it probably wouldn't have survived the victory landing.

The Thor Rocket: 6 boosters - 3 engine stage 3 - 1 engine stage 2 (handles breakaway, trajectory control and primary Mun approach) - 1 gimbaled engine stage 1 (handles final approach and decent to Mun) - 1 decent engine for landing - 1 accent engine to try and hit Kerb with.
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We made it:
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#10
Dizzle229
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[bleep] YEAH

I'm telling you guys, at the rate this is going, one of these days...
Bang. Zoom. Straight to the moon...
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#11
Albel
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I'm telling you guys, at the rate this is going, one of these days...
Bang. Zoom. Straight to the moon...

Bwhahahahah!!!! Love that :thumbup:

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#12
Dizzle229
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Sorry it seems I make every other post here, but I just paid $15, how do I get the update?

Edit: Nvm, email with link came through. Was getting worried, the forums are full of pissed off people...
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#13
Randox
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Took me a bit to find the download link for the paid version too.

I think my best 'crash' so far was due to a disagreement over staging order. I changed the extra fuel tanks up top (which as it turns out is a terrible design unless your planning on breaking orbit right away), and two of the ejectors for the fuel tanks were added to the solid rocket ejector stage (yeah, some of my rockets use solids). So 30 seconds into the flight, I drop the spent boosters, and I watch as the fuel tank on the camera side falls of and drops onto the liquid booster that lined up with it (other side was cool, it dropped between them, I think the rocket was leaning a bit). So of course the liquid booster separates, and the bottom of it nudges the main engines. So for a second I had an asymmetric rocket followed by the loss of most of my engines. The ensuing explosion took out stages two and three, so I had to use the lunar lander as an escape vehicle. Was a lot of fun. When I did it again to see which parts had seperated out of turn (was kinda stunned on round one), the whole thing just strait up exploded. Guess it had a different tilt.

I've also been reading their forums, and now have a theoretical knowledge of how to do the proper orbits for a munar mission, though I'd like to try it my way (screw orbits) first. I'll also need a new rocket. Mine is very top heavy, which aside from terrible handling and structural instability once acceleration hits the far end of green, can't lean because its incapable of holding a horizontal attitude. Anything beyond about 5 degrees (a bit further if you get the RCS on fast enough) ensures an express trip back to sea level.

#14
stevepole
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Wooh, looks interesting. I'll have give it a try.
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#15
Randox
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So I remade my rocket from the ground up (because its easier to order the stages that way, though I have yet to not forget something every time do this). Got all the stages worked out. Engines are one when they should be, and aren't being jettisoned first. Decided to stick with manual flight controls for stage 1 because its something to do. So after 5 bad takeoffs where I either crashed or needed to fix something, I'm breaking atmosphere, the boosters are gone, there goes stage one, and I go to fire stage two. All good, stage two works like a dream. 50 seconds later, engine goes out. I'm all wtf because it has 5 full gas tanks, and then I notice there are no fuel lines on 4 of them. D'oh.

And you should totally try it steve, its great fun. I do hope they add docking soon. After I finally get a crew to Mun and back to Kerbin, I'll figure out this orbiting business that I never mastered, and then I wan't to build a space station. What would be even better is if you can fly supplies like fuel up, or even the pieces of a ship so that you can assemble something in orbit and then fly it. Would be particularly useful for a solar orbit and back again. But even just hum drum docking would be neat so that I can do my Munur mission and then have a bigger engine (that I would leave in orbit) take me home again.

#16
Albel
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http://www.youtube.com/watch?v=9RvVjysJKB4&list=HL1331012481&feature=mh_lolz
This guy is a master at this game at least in my eyes. Followed his video and I almost maintained a orbit. I guess maybe I'm just not doing it right, but my next goal is to make a craft maintain a orbit, then I shall go to the moon.

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#17
Randox
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My only issue with that video is that he does the entire orbital maneuver from that screen, which is actually quite hard to do if you have not done some very comprehensive calculations and maintained a super normal flight, because know where you are is very important in orbital maneuvers. I learned that you can actually fly from the map screen by clicking the little button at the bottom to bring up your instruments (in fact, if the map had an altimiter, and the moon was perfectly flat, it would probably be easier to fly to the Mun and back on instruments alone. The easiest way to adjust your orbit precisely is to be at either the Apoapsis or the Periapsis, and burn pro-grade or retrograde to change the opposing point. If you only want to change orbital altitude, its probably easier to burn at or away from center of gravity of whatever your orbiting, which I believe is the purple icon on the Navball.

I do like how he gets into orbit though, much more efficient that blasting up and then blasting sideways as two maneuvers (ie he does it the way your supposed to)


Today has been interesting. I did land on Mun, but I seriously fudged the landing and hit the surface hard enough ( I had significant lateral velocity) to detonate my decent engine (I didn't even know I had hit the surface until everything stopped moving), which also caused my lander to tip, destroying the accent separation ring (I don't think it blew up, it just fell off by the landing pod I think) and allowing the command pod to roll away. When it came to the stop the engine has been dislodged (it was sitting on it at a jaunty angle), and the parachute fell off. So everyone survived, but they can't leave Mun until I learn ultra precise landing procedure, and we get a grappling arm part to lift the command pod with (if that ever happens, It's going to need to be one heck of the lander that performs the recovery mission).

I lost the picture, so I am going to aim for it on the next flight and see if I can't find it, and wave hello the the very bored Bill, Jebediah, and Bob who are for now, totally stranded.

EDIT: Made a new rocket design that didn't really work. Went back to the current one, and got in a much better landing where I only fudged the throttle once (even still, rah!). Had a nice nearly strait down landing. Coming in fast (like 18m/s) but was afraid to touch the throttle. Should have touched the throttle. Broke two of the 3 landing legs right off, bounced (should have ejected at this point, but even if I had thought of it, I locked the stage advancement to prevent me doing just that since I've done it accidently several times), then crashed on my side again. Also, the additional SAS units due jack shit. Might try placing them lower where they might have more leverage (I'm guessing the further they are from the center of gravity, the better). Stage one handles like a temperamental barge, the lander handles like a squirrel on speed, but stages 1 and 2 are like strait as an arrow, especially stage 2.

And one day the time warp is actually going to kill me. On another botched landing I think I had 20km to slow down from something like 800m/s (I came out of warp at 34km, it took that long to orient to retro burn). It finally got down under 100 m/s at like 800m. That landing was too stressful though, and they didn't make it. Instead the command pod fell off on impact and the landing module went spinning and bouncing away along the surface of the moon.

#18
Skull
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Just downloaded this, probably going to [bleep] around with it for a few minutes now.

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#19
Randox
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So I guess I really only had the one Mun landing in me (yeah, I landed on my first approach attempt on day 1). To bad I did it on the wrong side of the Mun (I wasn't much for precision, I just kinda ran into it), and didn't bother figuring out where Kerbal was on the compass, because telling which side of the command pod is which (for control purposes) is so easy. And next time I try I am using the mods non folding legs, which are more than twice as strong and not trying to slow to nearly 5m/s should prevent most of my mistakes (assuming I don't impact hard enough to kill everyone with G-force).

Tomorrow (well, later today when I wake up), I am going to try something different. I can land on Mun sure enough, even if I have yet to return. and I can orbit, even though my new approach strategy is to come in a 'oh my god we're all going to die' speed, mostly because I have a method for a very strait down approach that saves time on establishing a 500km orbit (also saves some fuel, which is good because a strait burn to escape uses plenty).

So tomorrow will be a new challenge in semi-precise trajectories. I am going to aim for whatever their star is called. I'll probably start with the Thor design, under a new name. I think I take the name of a Heavy mech pairing for a solar orbit, and only having 2 to choose from I think the takeoff platform will be the Mad Cat, and whatever it lifts will be the Timber Wolf. I am going to reuse an earlier design that was actually too powerful, and seemed to want to leave well beyond the Mun's orbit. Everything in stage one will get an extra fuel tank for a longer stage 1 burn, and an additional six 3 tank boosters will be strapped on, because if your going to ride a bomb, might as well make it big. The real problem is going to be aiming the damn thing at the sun before it builds up too much speed. Hopefully I will be able to kill the engines and reorient by 150 km. I would like to do this without trying to break an orbit. That will be hard enough to do on the far end (assuming I have the fuel to even make an insertion burn, and don't either plummet to a fiery death or slingshot orbit on my way to nowhere.

I also feel I might end up with a 2 stage Mad Cat with just an ejector capsule, with the hope that the ejector will be able to break orbit via low mass if the insertion burn consumes all my fuel. By removing stage 3 I might be able to make a tri-engine second stage without trying to launch the empire state building into space (height wise). I've never tried to launch a second stage that large before, and its not going to have a long fuel life, but I want to have the power. Failing that, I am going to cary some solid rockets with me to provide the serious braking power I am going to need.

#20
Skull
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Enjoying the hell out of this game. Have to go to class though. :(

Edit: I've had fun just messing around with the game, but I wan't to try to accomplish something more constructive than just strapping a bunch of rockets on and flying around. It looks like I'm going to look into mods and maybe read up on the game a bit more.

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