Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
8,384 replies, posted
[QUOTE=Dacheet;31396910]Technically speaking, the "boundary" between aeronautics and astronautics is between 82-100 km (depending on who you ask)
Speaking of which, what's the ratio of Earth to Kearth? Technically we could establish a boundary for Kearthian space using that.[/QUOTE]
It's been officially stated by the dev team that Kearth is ~11 times smaller than Earth.
At this point Kearth is smaller then pluto.
And yet their vanilla rockets can't even make it easily out of the atmosphere.
[QUOTE=Oicani Gonzales;31417641][IMG]http://img7.imageshack.us/img7/2805/903470.jpg[/IMG][/QUOTE]
incase you are genuinely interested, it's called a free return trajectory ("free" because after the initial escape burn, it just uses the moons gravity to slingshot back to earth without help)(unless you brake, in which case you'll enter orbit with the moon)(or brake again, and land on it))).
[img]http://www.braeunig.us/apollo/pics/freereturn.gif[/img]
[video=youtube;OMSuilwUbLw]http://www.youtube.com/watch?v=OMSuilwUbLw&list=PLC1A2C74EE061CE6F[/video]
[video=youtube;8O2Wrdy45yQ]http://www.youtube.com/watch?v=8O2Wrdy45yQ&feature=BFa&list=PLC1A2C74EE061CE6F&index=2[/video]
[video=youtube;v58agpalvVA]http://www.youtube.com/watch?v=v58agpalvVA&feature=BFa&list=PLC1A2C74EE061CE6F&index=3[/video]
[video=youtube;CwaM0QVDCSE]http://www.youtube.com/watch?v=CwaM0QVDCSE&feature=BFa&list=PLC1A2C74EE061CE6F&index=4[/video]
[video=youtube;YD72xWUWVpU]http://www.youtube.com/watch?v=YD72xWUWVpU&feature=BFa&list=PLC1A2C74EE061CE6F&index=5[/video]
All five of my rockets thus far.
The final two are the most entertaining.
White text on white background... The background is both, at times, a light and dark colour, something like red would probably stand out best, as as no point is there red in the background in KSP.
Is it just me or it takes forever to load with the parts?
[QUOTE=DaCommie1;31422066]White text on white background... The background is both, at times, a light and dark colour, something like red would probably stand out best, as as no point is there red in the background in KSP.[/QUOTE]
I realise that, but I wanted to keep it white across all my videos for the sake of consistency.
Maybe in future while recording, I'll keep try to keep that corner in the dark area.
I'm starting to give up, every time I try to make anything bigger then a couple of stages it becomes too unstable to fly.
[QUOTE=SBD;31430940]I'm starting to give up, every time I try to make anything bigger then a couple of stages it becomes to unstable to fly.[/QUOTE]
Try posting what you've made, and see what people suggest to improve it.
Ok, I think I figured it out. Not enough SAS units.
So has anyone found a way around making a rocker bigger so that it doesn't just fall apart? I made some cool rockets that would work i.e have enough thrust but they just fall apart due to the weight.
[QUOTE=Rombishead;31432092]So has anyone found a way around making a rocker bigger so that it doesn't just fall apart? I made some cool rockets that would work i.e have enough thrust but they just fall apart due to the weight.[/QUOTE]
You could edit the cfgs of the parts you are using to reduce the weight of them, but that is about it. .9 should have strut parts to stabilize your rockets.
Has there been any hint as to when .9 will be released?
August 8.
[QUOTE=LarparNar;31397781]Wrong.[/QUOTE]
Did they fix that? I haven't played for a week or so, but a while ago you could go very high, but eventually fall back.
[QUOTE=LordCrypto;31433414]August 8.[/QUOTE]
Fuck that's the day we go on vacation. (My summer holiday is already started for 2 weeks btw)
is there a easy way to move a design back onto the pad area so you can launch it? it got moved while i was adding more staging and now it cant be launched
[QUOTE=Zoook;31433062]Has there been any hint as to when .9 will be released?[/QUOTE]
Is there any WIP changelog for .9?
[QUOTE=Mikedestruct;31436271]Is there any WIP changelog for .9?[/QUOTE]
Copypaste from forums:
[B]* Stages are now persistent when manually edited.
* Stages are now stored in relative values. This means they're now smarter
* Parts can now specify their preferred relative stage though the cfg
* Editing the staging sequence now creates Undo states.
* The Debug Console can now be opened in the loading screen to debug load problems
* Stages can now be manually created and, when empty, deleted
* Stages are now represented as groups with parts inside them, instead of just separated by indicators
* The staging stack now scrolls manually using the mousewheel (when mouseing over it)
* Icons in the staging stack can now be multiple selected and moved as a group
* Whole stages can now be dragged and repositioned
* Stages can now be reset manually through a reset button
* Empty stages delete themselves in flight
* Active parts in previous stages move up to the current stage.
* Parts on the VAB list will now display their stats when hovered over.
* The tooltip for parts in the VAB will no longer go lower than the screen
* Holding shift while selecting a part in the VAB will now select the pod so the whole ship can be moved
* Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow them to be activated after jettisoning [/B]
* Symmetrically placed Icons are grouped into a single icon (almost there)
* Input Mapping screen
* Video settings screen
* Audio settings screen
* Mini-settings screen for the in-game pause menu.
* The Strut Connector. A compound part to create physical linkages between any 2 parts
BugFixes:
[B]* Fixed a bug that caused parts to activate out of sequence sometimes.
* The scroll wheel is no longer read if the application is unfocused.
* Staging lock is now preserved if the application is unfocused and refocused.
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on for longer than 24 hours (I'm amazed someone found it )
* Changed the debug console key to Alt + the key left of 1. It would interfere with the throttle controls in flight.
* Fixed parachutes not deploying if not set to the last stage. (they can still deploy when jettisoned)
* Fixed a silent error when parts set an explosion potential higher than 1.0[/B]
Stuff in bold has been completed.
Mapping screen?
[QUOTE=Mikedestruct;31436617]Mapping screen?[/QUOTE]
Input mapping screen, assign different controls to different keys :smile:
strut connector :dance:
[editline]30th July 2011[/editline]
[QUOTE]* Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow them to be activated after jettisoning [/QUOTE]
I hope this also means controlling said jettisoned parts.
[QUOTE=brainmaster;31436641]Input mapping screen, assign different controls to different keys :smile:[/QUOTE]
Which means joysticks.
we can make MUCH bigger rockets using the strut connectors, unless the parts still start twitching and wobbly if connected with others.
[QUOTE=scratch (nl);31436676]
I hope this also means controlling said jettisoned parts.[/QUOTE]
It says:
[quote]* Active parts in previous stages move up to the current stage.[/quote]
So i think yea.
I hope they add an easier way to change the stages, it's reallllllly annoying when you have like 6 boosters and their de-couplers to move around the list, also the ability to add extra stages without having to create a new kinda layer would be nice.
[QUOTE=Rombishead;31437130]I hope they add an easier way to change the stages, it's reallllllly annoying when you have like 6 boosters and their de-couplers to move around the list, also the ability to add extra stages without having to create a new kinda layer would be nice.[/QUOTE]
you can move whole groups with 0.9 I believe.
[editline]30th July 2011[/editline]
here
[QUOTE]* Whole stages can now be dragged and repositioned[/QUOTE]
[QUOTE=Rombishead;31437130]I hope they add an easier way to change the stages, it's reallllllly annoying when you have like 6 boosters and their de-couplers to move around the list, also the ability to add extra stages without having to create a new kinda layer would be nice.[/QUOTE]
[quote]* Stages can now be manually created and, when empty, deleted[/quote]
yeah, about the connectors...
[img]http://gyazo.com/7528780c008c8a7cb6e327872e56847e.png[/img]
I need them :v:
[editline]30th July 2011[/editline]
this is why by the way.
[img]http://localhostr.com/file/qfTDeYw/screenshot2.png[/img]
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