• Kerbal Space Program, or: "How many rockets can I slap onto this thing?"
    8,384 replies, posted
Anyone know why this happens? My 2nd stage rockets shoot off prematurely =( It makes a horrible lag, doesn't give any more thrust and they make my ship go boom after I try to go to the next stage. [img]http://img7.imageshack.us/img7/1002/kerbal2.png[/img]
Game needs a few modes I'd say. [b]Career Mode:[/b] Starting off as a backyard rocketeer you begin by building unmanned rockets with simple modules and the small per-launch budget you have available to you to purchase components, research new components and salvage components. As the game progresses you will continually be presented with optional missions via a mission board, informing you of mission objectives which you may wish to take on, and as these are completed successfully, you will receive more sponsorship per-launch funds, and the missions will progress in difficulty and importance. I suggest both a per-launch funding (sponsorship) and also disposable income method of building, as this means you can't ever really fuck up so badly that your game is ruined (by building a ridiculously big rocket that explodes on the launchpad) as you'll still have the per-launch budget available to you (although you might lose your disposable income which could have otherwise paid for base upgrades). This should be scaled in a certain way whereby putting things into orbit and carrying modules to a station are 'easy' and get you a few $50k's here and there to splash on working your way up, but at the far end you may be required to maintain a satellite or perform research missions, which would be scaled up to $millions per mission completed (at this stage you'll be building things more reminiscent of Apollo from your mountainous lair). The missions should also be categorised into a few sorts, namely 'Civilian', which would be focused on peaceful tasks and 'Military', which might have you destroying buildings with unmanned ICBMs and maybe cities at a later stage. You should start off on a farm in the outskirts of a city from a variety of locations, these would be of various quality, represented by a 5-star rating system and the exact location for the first base would be of the player to decide with their budget. The lower quality bases would have lower maintainable costs, but yet be much smaller, on worse quality terrain and with less airspace leeway. Airspace around the lower quality bases, as a novice rocketeer, would be strictly limited, you'd have to be careful when navigating at launch to not stray within the various cities and countries airspaces, as your rocket would be at risk of being shot down by the military for straying too near to a city. The higher quality bases would be huge, perhaps equipped with some unique feature to each one (perhaps an island base could have a special volcano launchpad) and at this point, you'll have much more airspace clearance. As for research, a hell of a lot should be available to you. On the peaceful side, you'd be looking at station construction modules to the ability to build planetary bases, space gateways (for travelling long distances), and of course, stations where ships are constructed in orbit. On the military front, you'd be looking at warheads, stealth technology and radar-evading rockets and then later on, space stations armed with weapons and fighter/bomber ships, planetary drop-ships, and military mother-ships. War? yes. Not something you have to get involved in unless you choose to, as you are essentially a contractor, but I think it'd be a sweet feature and give you a lot of useful missions dealing with territory and some really sweet technology. [b]Free build mode:[/b] Build anything you want from any of the bases on earth, perhaps with the ability to use all modules from the start, or a mode where you only have the unlocked ones from the career mode.
also thread for my idea: [url]http://kerbalspaceprogram.com/forum/index.php?topic=398.0[/url] I'd love to see a "Save the Kearth" mission where you have to destroy an astroid heading towards Kearth.
[QUOTE=SCopE5000;31134634]Game needs a few modes I'd say. [b]Career Mode:[/b] Starting off as a backyard rocketeer you begin by building unmanned rockets with simple modules and the small per-launch budget you have available to you to purchase components, research new components and salvage components. As the game progresses you will continually be presented with optional missions via a mission board, informing you of mission objectives which you may wish to take on, and as these are completed successfully, you will receive more sponsorship per-launch funds, and the missions will progress in difficulty and importance. I suggest both a per-launch funding (sponsorship) and also disposable income method of building, as this means you can't ever really fuck up so badly that your game is ruined (by building a ridiculously big rocket that explodes on the launchpad) as you'll still have the per-launch budget available to you (although you might lose your disposable income which could have otherwise paid for base upgrades). This should be scaled in a certain way whereby putting things into orbit and carrying modules to a station are 'easy' and get you a few $50k's here and there to splash on working your way up, but at the far end you may be required to maintain a satellite or perform research missions, which would be scaled up to $millions per mission completed (at this stage you'll be building things more reminiscent of Apollo from your mountainous lair). The missions should also be categorised into a few sorts, namely 'Civilian', which would be focused on peaceful tasks and 'Military', which might have you destroying buildings with unmanned ICBMs and maybe cities at a later stage. You should start off on a farm in the outskirts of a city from a variety of locations, these would be of various quality, represented by a 5-star rating system and the exact location for the first base would be of the player to decide with their budget. The lower quality bases would have lower maintainable costs, but yet be much smaller, on worse quality terrain and with less airspace leeway. Airspace around the lower quality bases, as a novice rocketeer, would be strictly limited, you'd have to be careful when navigating at launch to not stray within the various cities and countries airspaces, as your rocket would be at risk of being shot down by the military for straying too near to a city. The higher quality bases would be huge, perhaps equipped with some unique feature to each one (perhaps an island base could have a special volcano launchpad) and at this point, you'll have much more airspace clearance. As for research, a hell of a lot should be available to you. On the peaceful side, you'd be looking at station construction modules to the ability to build planetary bases, space gateways (for travelling long distances), and of course, stations where ships are constructed in orbit. On the military front, you'd be looking at warheads, stealth technology and radar-evading rockets and then later on, space stations armed with weapons and fighter/bomber ships, planetary drop-ships, and military mother-ships. War? yes. Not something you have to get involved in unless you choose to, as you are essentially a contractor, but I think it'd be a sweet feature and give you a lot of useful missions dealing with territory and some really sweet technology. [b]Free build mode:[/b] Build anything you want from any of the bases on earth, perhaps with the ability to use all modules from the start, or a mode where you only have the unlocked ones from the career mode.[/QUOTE] This has my fulls support and basically sums up what direction I'd like to see the game go in. Maybe not as much the military part but definitely all the other ideas are great.
I hope it gets an additional screen added to the HUD that shows you the estimated orbit, i.e. if you'll undershoot/overshoot the orbit or get it just right.
[QUOTE=Pie_Tony;31134656]also thread for my idea: [url]http://kerbalspaceprogram.com/forum/index.php?topic=398.0[/url] I'd love to see a "Save the Kearth" mission where you have to destroy an astroid heading towards Kearth.[/QUOTE] This game has so much potential, so little dev team.
Yeah, for that sort of stuff there should be a 'sensor module' with a few selectable functions such as trajectory analysis, guidance systems, and the more you put in a module (maybe up to 5) the more accurate the readings become.
[QUOTE=Diamond;31132836]Exactly what I did, and I manually reassigned the parts into the appropriate stage. But it just skips every single stage before that and instantly goes to the stage that last part was on.[/QUOTE] Oh, if that doesn't work then I don't know. I guess it's just a bug with the game in it's current state, gotta put up with it until it's fixed!
[QUOTE=chonks;31134374]Those are just plain old liquid fuel thrusters if i'm not mistaken. On another note I had no time to see if my first attempt at orbit worked so I decided to leave it on overnight. When I woke up to my dismay everyone was dead but it had in fact orbited for 8 hours. Jebediah would be proud.[/QUOTE] No, they're not: [img]http://i.imgur.com/LVBmG.png[/img] THATS what I'm talking about. Where can I get them.
This game is truly a gem. It's just a simple thing where you put parts together and make them fly[sp]and crash[/sp]. But it's just soo fucking fun to pile up a dozen rockets in a single stage and then to hit space bar and see everything fly like a firework. This really got so much potential.
[QUOTE=T2L_Goose;31135106]No, they're not: [img]http://i.imgur.com/LVBmG.png[/img] THATS what I'm talking about. Where can I get them.[/QUOTE] They're in sunday punch's pack, and that part and pack have already been posted a few times.
Can anyone explain how to achieve stable orbit in the game? Cause for me i try to get a good altitude of maybe 100 000 m. But at that height i got such speed that i keep going up, even if i face the planet with full thrust!
You need to turn gradually when going up [editline]15th July 2011[/editline] motherfuckin bombs up in this bitch [img]http://www.jaanus.cc/pictures/2011-07-15_2121.png[/img]
I really want some inverted couplers, with 2-3 attaching points on top and one in the center of the bottom, mirroring the normal ones.
Quick tip Don't have fun with the Yaw while descending on a parachute I don't care how slow you are going, it will explode somehow.
bombs away [img]http://www.jaanus.cc/pictures/2011-07-15_2125.png[/img]
Where does everyone get those bombs/orange fuel ball things at?
The bombs explode?
yep
[QUOTE=Synelor;31136182]from what mod you get dem bombs n' huge wings from?[/QUOTE] He made them.
I put 10 rockets on top of the little command center for my guys And they all burned
Is it just me or are those sphere gas tanks completely game breaking? They hold so much fuel you don't even have to try to leave the planet
[QUOTE=Jaanus;31135975]bombs away [img]http://www.jaanus.cc/pictures/2011-07-15_2125.png[/img][/QUOTE] Could you try making wheels after this?
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/ksp1.png[/IMG][/URL] Toto, I don't think we're in Kansas anymore.
I wish I had some modeling software installed on this machine. I want to make a little basket-ish coupler for the command pod so that there's no way it can slide off if you decide to put a stupidly high output thruster on it.
I think stuff fall apart to easily, if you stack something you would weld it as a single piece
upload those boms Jaanus.
And dem wings.
[QUOTE=Jaanus;31135975]bombs away [img]http://www.jaanus.cc/pictures/2011-07-15_2125.png[/img][/QUOTE] where do you get that different tri-coupler from again.
What do model them with, Jaanus?
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