Kerbal Space Program

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Tehbeard
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Kerbal Space Program

Post by Tehbeard » 09 Mar 2012, 20:39

So I was reading twitter a few days ago and came across a tweet by notch about Kerbal Space Program.
The premise is to build you're own space ship, and fly it into orbit/to the "mun" (The planet's moon).
It's another title following the cheaper in alpha payment model, and currently $15, 0.14 has added persistance and the game supports modding.




The games physics feel accurate without penalising for never having paid attention in physics, and it definatly puts the fun back into functional orbital mechanics.
Here has been my experience so far with the demo:

First launch I did was short hop to 5km before coming back down due to being out of fuel. Various launches thereafter with more engines either touched the edge of space, or exploded violently on the launchpad/cartwheeled into the ocean. Building off of other designs, I managed to create a ship capable of reaching orbit, and then deorbiting (Phoenix Mk I).

With the addition of an extra stage / some extra SRBs, I created Phoenix Mk II. And proceeded with my plan to attempt a munshot (travel to the planet's moon ("mun"), orbit, then come back to kerbal)
The Launch went well. Clean seperation, I had learnt not to jettison stages until they'd burnt up (hint: if you do, they slam into your ship and explosions happen).

The burn for lunar orbit went better then expected, and thus I had an extra stage left over to use up on entering moon orbit. Then the problems started....

I got locked into a bad orbit, one that would not let me leave the mun back to kerbal easily, I wasted precious fuel attempting and failing to correct this. Eventually I went for the more dangerous/stupid approach of point the ship towards the planet and hit the go button.

And It almost worked.

I managed to get locked into Kerbal's gravity well, all I had to do was deorbit. And I ran out of fuel before I could complete the deorbit...
Currently the three Kerbalnauts are stuck in a cold tin can, forever orbiting their homeworld, never able to return :(
At most, they pass within 2 million metres of it.


Kerbal Space Program comes in lolmac and windows formats, costs $15, has a demo available and my recommendation that if you're even a bit interested, you should try it out.

And I leave you, with the final image of the Phoenix Mk II capsule.
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LS13
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Re: Kerbal Space Program

Post by LS13 » 09 Mar 2012, 21:33

Wow sounds cool, might give it a go after i get a new compy
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Godavari
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Re: Kerbal Space Program

Post by Godavari » 09 Mar 2012, 22:10

I played the demo for this a while ago. It's pretty fun. I didn't know they had a moon, though.
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DuplicateValue
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Re: Kerbal Space Program

Post by DuplicateValue » 10 Mar 2012, 09:03

That sounds pretty fun actually - I might give it a try.
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Re: Kerbal Space Program

Post by Dominikvl9965 » 10 Mar 2012, 11:16

Iv been playing kerbal space program for a month or two.
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aeroeng15
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Re: Kerbal Space Program

Post by aeroeng15 » 03 May 2012, 06:04

KSP is one of the best space/rocket/screw-around games out there. Highly enjoyable

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Tehbeard
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Re: Kerbal Space Program

Post by Tehbeard » 20 Dec 2012, 21:55

An update on KSP:

Docking is now part of vanilla, as are some basic probes, electricity and maneuver planning system.
Below are details on HabSat II, a work in progress space station orbiting kerbin
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Aenir_bEPU
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Re: Kerbal Space Program

Post by Aenir_bEPU » 02 Mar 2013, 00:06

They released a new and updated demo a little while ago: https://kerbalspaceprogram.com/download.php
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Re: Kerbal Space Program

Post by RobipodSupreme » 02 Mar 2013, 04:17

This game is awesome.
Yeah, the demo is now only a little behind the current full version, because it was quite an outdated, more buggy, version.
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Tehbeard
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Re: Kerbal Space Program

Post by Tehbeard » 02 Jun 2013, 15:59

Spaceplane of awesomeness (forum image restrictions :( )
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Spyboticsguy
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Re: Kerbal Space Program

Post by Spyboticsguy » 03 Jun 2013, 05:43

beep bep
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Re: Kerbal Space Program

Post by haxxorzd00d » 03 Jun 2013, 06:04

Spyboticsguy wrote:beep bep
POWERSWITCH

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Tehbeard
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Re: Kerbal Space Program

Post by Tehbeard » 03 Jun 2013, 08:04

And the second generation of that space plane (actually able to dock to a space station :D )
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Re: Kerbal Space Program

Post by Sti_Jo_Lew » 03 Jun 2013, 10:53

haxxorzd00d wrote:
Spyboticsguy wrote:beep bep
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MrWhales
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Re: Kerbal Space Program

Post by MrWhales » 03 Jun 2013, 12:56

Beard, did you ever rescue those kerbonauts? You could rendezvous with them then EVA them over to a hitchhiker hold and add them to the space station

Also to add, so far I can get a small shuttle or the like up into space and orbit. I may try orbiting many small things then connecting them together.
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Re: Kerbal Space Program

Post by Aenir_bEPU » 13 Jun 2013, 20:02

KSP is 33% off on Steam.
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vallorn
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Re: Kerbal Space Program

Post by vallorn » 16 Jun 2013, 04:41

I shall make it a mission to land a giant statue of Lord on the moon. :lol:
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Lord_Mountbatten
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Re: Kerbal Space Program

Post by Lord_Mountbatten » 16 Jun 2013, 08:33

I shall heavily finance such a mission.
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vallorn
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Re: Kerbal Space Program

Post by vallorn » 16 Jun 2013, 18:44

Can I make his eyes shoot Sepratron rockets?
Lord_Mountbatten wrote:I didn't quite hear you over the sound of my eyebrow shooting into the sky.
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Tehbeard
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Re: Kerbal Space Program

Post by Tehbeard » 17 Jun 2013, 19:25

Mechjeb is surprisingly effective at "close parking" the rescue lander
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Invunarble
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Re: Kerbal Space Program

Post by Invunarble » 18 Jun 2013, 14:24

Tehbeard wrote:Mechjeb is surprisingly effective at "close parking" the rescue lander
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dat high resolution moon texture
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Tehbeard
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Re: Kerbal Space Program

Post by Tehbeard » 25 Jun 2013, 20:46

Behold the might of the kerbal empire.

Our latest starship, phoenix II has entered high orbit around duna after refueling at our munar fuel depot.

During her shakedown run she will be deploying a satilite into duna orbit to provide more information on the red planet.
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Wildwill002
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Re: Kerbal Space Program

Post by Wildwill002 » 27 Jun 2013, 14:51

For me Kerbin currently has 17 lil nauts in orbit. Not in their ships but still hanging in there.
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Spoiler! :

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          _.-'   .'_'.   '-._
          \    .'/[+]\'.    /
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Re: Kerbal Space Program

Post by Thelepearchauns » 28 Jun 2013, 15:22

I may or may not have sent 1 careening into the mun with no lander or fuel...I dont think he made it
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Re: Kerbal Space Program

Post by vallorn » 05 Jul 2013, 07:12

Wildwill002 wrote:For me Kerbin currently has 17 lil nauts in orbit. Not in their ships but still hanging in there.
Step 1: Build a "Mass Relay" station in orbit.

Step 2: Bring the kerbinaughts into range of it and aim them at the planet.

Step 3: Press the "Engine On" key.

Step 4: Observe the reentry and mach cone effects of hypersonic kerbals in atmosphere.

You can alter step 2 and fire them into interplanetary space if you use Mainsail engines. That's always fun :P

for more instructions see this:
Lord_Mountbatten wrote:I didn't quite hear you over the sound of my eyebrow shooting into the sky.
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