Gaming The Kerbal Space Program - Version 1.2.x

Artlav, you got home on RCS engines alone? :blink:
 
Artlav, you got home on RCS engines alone? :blink:
Precisely.
They have about 1200 m/s of Dv in that configuration.
Enough to land (deorbited and got almost to the ground by the big engine), hop a couple times, get into orbit, do a TKI, correct the trajectory and brake before hitting the ground.
 
Just wanted to let everyone know, KSP 0.13 is now officially released.

This update was mostly about optimizations and bugfixing, and I think we've managed some good improvements on that front.

There is also a new part, which makes Shuttle-like designs possible.

The release page is here.

Cheers!
 
I've finally joined the ranks of those who've made a stable orbit in this game.

Unfortunately, two things happened:

1: It was an extremely parabolic 82x6670km orbit,
and
2: I dumped what was left of my service module (and remaining thruster) when it seemed as if I was going to re-enter after the first orbit.

26 hours later (after a planned 15 minute suborbital flight), I gave up.

:lol:

My favorite stack (for entertainment value) so far is a stack of SRB's in-line, with the CM on top separated by a spacer.

I lit that thing off. Three seconds later, almost all of the SRB's exploded (probably levelling the pad in the process), flinging the CM into the air.

All THREE of the kerbals were freaking out at that point. Hilarity insued.
 
so far, ive yet to make a craft worthy of landing on the Mun. i can orbit it without a problem, but if i extend my craft to give it the dV to reach the Mun surface, it becomes too tall and unstable to launch (a serious amount of lateral wobble prevents any form of trajectory control). the one that managed to launch, ran out of fuel a few Km off the surface, and the RCS/ascent stage just didnt lift me quickly enough (3 dead Kerbinauts spread over a few km of Mun surface)

can someone post a mostly vanilla craft that can get there comfortably, preferably using only vanilla parts, a lander leg(probably more than one though :P) and possibly some new de-couplers

thanks guys!
 
Just to let everyone know, the 0.13.1 revision update is now released!

It's a minor update, to take advantage of the optimizations on the Unity 3.5 update, and to future-proof this version against thing we will add in the future.

That's because this version is the last free-to-download release. It will remain there as a demo for KSP while we continue to work on the full release, which is only available by ordering the game (The 0.14 release will be the first full-version update).

The KSP site is a little wobbly right now, because we're seeing a sudden influx of visitors following a Yogscast video that came out 2 days ago. If you can't get to the site, give it some time. It's having a tough day today.

Cheers
 
Will the full version be available for download?
 
HarvesteR, have you thought at Steam as a platform for distributing your game?
 
not quite, i've seen a number of indie games for sale over steam - perhaps more common than mainstream titles, even :rolleyes:

a limiting factor could be that KSP is built over the Unity engine, and i'm not sure if that plays along very well with however it is steam "taps into" the games is provides :hmm:

i might be off, tho.... then the problem is probably more a political than a technical one, i guess



and... OMG, Nova made it over to OF!! :blink: i thought we had that airlock secured and closed tight :lol:

:j/k: welcome to the madhouse, Nova! :thumbup:
 
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At best, I hope [KSP] can be a stepping stone for people to get into Orbiter. At worst, I hope it's at least somewhat entertaining.

Nova being here pretty much puts KSP at it's best-case-scenario :)

I'm very happy to see this is starting to happen! :cheers:

Cheers
 
from my experience: orbiter makes a stepping stone to KSP

nothing like having the homefield advantage after months of practice to get your bodge-job spacecraft to the MUN!
 
from my experience: orbiter makes a stepping stone to KSP

nothing like having the homefield advantage after months of practice to get your bodge-job spacecraft to the MUN!

True, but the idea is that KSP should have a shallower learning curve than Orbiter.

I admit that so far that hasn't been the case. The lack of proper orbital instrumentation makes it really difficult to get anywhere if you didn't have any previous knowledge of orbital mechanics. But our main goal here is to make the game approachable enough so that players want to learn about those things.

I think the orbital map was a good start. With the flight planning system we have planned out here, it should become much better (hopefully). :)

Cheers
 
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