Perhaps you want its sister game, Herbal Space Program?I've never been able to get into it. I've tried but it's just not tripping my triggers.
Well, in the new Career mode, you basically start out with a manned pod, two solid fuel rockets with no gimbals, and no landing gear or parachutes.The game looks awesome, but I just know I'm going to spend at least the first two days gleefully blowing things up.
That's built in..no need for a modI know my husband uses a mod that speeds up time for when he does deeper space missions.
Not $10 yet. But 40% off right now ($16)When this game hits $10, I am so all over it.
I have a personal rule with mechjeb: If I can't do it by hand, I don't use Mechjeb for it. Once I've learned to do the maneuvers, and grow tired of the repetition, I have no problem letting the computer automate them for me. I do most of my orbital maneuvers now with the maneuver nodes and don't bother with mechjeb much except for the tedium tasks of taking off and landing.Call me weak, I installed MechJeb. Whoo buddy.
Ok, I feel less lame now that I know you use it too. Plus, all the Mechjeb panels are starting to make it feel less "Apollo 13" and more "Star Trek." Which is kinda cool.I have a personal rule with mechjeb: If I can't do it by hand, I don't use Mechjeb for it. Once I've learned to do the maneuvers, and grow tired of the repetition, I have no problem letting the computer automate them for me. I do most of my orbital maneuvers now with the maneuver nodes and don't bother with mechjeb much except for the tedium tasks of taking off and landing.
I mean, I've launched hundreds (maybe thousands) of ships. The fun value of executing a gravity turn at 7K altitude grew stale a long time ago.
Some people look down on mechjeb, but I don't really care if people use it. KSP is a sandbox game, and some people like to do the math, and others like to build stuff and put it in space without a lot of tweaking. If you're having fun, that's really all that matters.
It took me 8 launches to get enough science for Duna in version .23. 10 to get enough science to get to Jool. At 14, I maxed the science tree, but probably could have done it two launches sooner due to mistakes like forgetting to get some EVA science, or spending points on the wrong trees too soon.I've had this game for a while now, but kept hitting a wall when it came to getting past the first science node. Now that I've finally figured out (aka googled) how to generate science, I might be able to get somewhere.
hah, it looks like it's time for me to upgrade. I was keeping this info in a spreadsheet, along with good lat/longs to land at.Also it's now SO useful that Mechjeb identifies the biome of landing sites as you mouse over them during selection. No more "is this highlands or midlands? Is this the east crater or the east farside crater? Guess we find out when we land."
Well, I dunno about yours, but my earlier version of mechjeb stopped working entirely with that same patch and I had to update it to get any functionality whatsoever.hah, it looks like it's time for me to upgrade. I was keeping this info in a spreadsheet, along with good lat/longs to land at.
There've been problems with some of the nightly builds. Version 2.1.1.0 has been stable and working, so I haven't mucked with it.Well, I dunno about yours, but my earlier version of mechjeb stopped working entirely with that same patch and I had to update it to get any functionality whatsoever.
Nnnnot exactly. Nobody died, nobody was left on the surface, there were no alien martian prehumans... and I didn't have Jeb jump "at" anything other than just "must get higher, must achieve orbit... will worry about what happens then later!"
Here are some tips.Ok, spent some time on this game this past weekend, and had some fun with it. My biggest frustration right now is that the process of building rockets is very exacting, and my mouse control is not, so if I'm even a little bit off on where I place something on a rocket, the whole thing topples over on the launch pad (ok, well, no - if I'm a little bit off it just doesn't fly straight. It takes being a moderate bit off for it to topple over). Is there a mod that takes care of this, or a setting I'm missing somewhere, or something?
Uh oh. Is it at least a circular orbit, or is it eccentric?Finally found that radial symmetry button. Makes design and building a lot easier. Sadly, now poor Bill is stuck in a solar orbit.
I've had good luck building regular jet planes. I find they are a lot simpler if you stick a reaction wheel in the middle and fly with SAS. But even on my old save, I barely managed to push 25km altitude with a whoooooooole lot of air intakes. So yeah, there's not much point in using jet engines at all, I'm finding. I had some crazy idea about hauling one over to Eve strapped to the back of a rocket, but even just getting it off kerbal seems more trouble than it is worth. Anyway it was really just a distraction to do something different after sucking every drop of science off of Mun before I started wading out into the rest of the solar system.Spaceplanes are a real bitch. In all the time I've been playing, I've only ever gotten one that worked worth a damn.
If you're going to get up in orbit, you'll need a combination of liquid fuel engines and dual-fuel rockets. At 15-20K, it's hard to get enough air into the liquid fuel rocket, and you need to spam a few ram intakes on the thing. Even so, you'll never get into orbit, because there's no air in space..you'll have to switch to a bonafide rocket engine eventually.
It's an eccentric orbit... I was actually just trying to orbit Kerbal, but I got a little bit carried away on my thrust amounts. Got a decent amount of science from it though, even with having to send the data back to Kerbal without re-landing.Uh oh. Is it at least a circular orbit, or is it eccentric?
What'd you do, shoot for the moon and miss?
Man.. you had to REALLY overshoot to do that. Heh. Well, if you're not TOTALLY out of fuel, you stand a chance of recapturing him in a year. Or it might make for an interesting mission to try to send a refueling probe to him... if you remembered to put a docking port on his ship.It's an eccentric orbit... I was actually just trying to orbit Kerbal, but I got a little bit carried away on my thrust amounts. Got a decent amount of science from it though, even with having to send the data back to Kerbal without re-landing.
Well, the point in using jet engines is that they run for freaking ever on a load of fuel. It's evidently a lot easier to make single-stage-to-orbit vehicles using a combination of jets and rockets than any other way. One small jet tank to get you in the 20K's, and another small rocket to push you to orbit. Other than that, I haven't had a whole lot of use for space planes, and so haven't spent a lot of time on them.I've had good luck building regular jet planes. I find they are a lot simpler if you stick a reaction wheel in the middle and fly with SAS. But even on my old save, I barely managed to push 25km altitude with a whoooooooole lot of air intakes. So yeah, there's not much point in using jet engines at all, I'm finding. I had some crazy idea about hauling one over to Eve strapped to the back of a rocket, but even just getting it off kerbal seems more trouble than it is worth. Anyway it was really just a distraction to do something different after sucking every drop of science off of Mun before I started wading out into the rest of the solar system.
Do you get science for recreating Mythbusters?so far all I've managed to do is ram Kerbonauts into the water at the end of the runway at 120m/s (268mph) over and over.
Nope. And I'm also kind of disappointed the physics engine in KSP doesn't allow for "skipping" off the surface of water. KASPLOOBOOM.Do you get science for recreating Mythbusters?
--Patrick
Docking ports... yeah, I'm really looking forward to getting those later in the science tree.Man.. you had to REALLY overshoot to do that. Heh. Well, if you're not TOTALLY out of fuel, you stand a chance of recapturing him in a year. Or it might make for an interesting mission to try to send a refueling probe to him... if you remembered to put a docking port on his ship.
If not, I think the grabbing claw part actually lets you transfer fuel.
Welp, you know, there was one time I had to do a corrective maneuver but was out of fuel.. and what I did was I had the kerbonaut literally get out and push the ship from the side with his jetpack. It's hard to do accurately, but since you get replenished from a neverending source every time you go back inside the ship, if you start from far enough away, you could potentially really alter your orbit back into kerbal intercept.Docking ports... yeah, I'm really looking forward to getting those later in the science tree.
That would be hilarious... and amazingly inane, I imagine. Maybe I'll send up another rocket and try to very gently nudge Bill back into Kerbal orbit.Welp, you know, there was one time I had to do a corrective maneuver but was out of fuel.. and what I did was I had the kerbonaut literally get out and push the ship from the side with his jetpack. It's hard to do accurately, but since you get replenished from a neverending source every time you go back inside the ship, if you start from far enough away, you could potentially really alter your orbit back into kerbal intercept.
That'd be difficult, as the farther down the gravity well Bill falls, the faster he will be moving, and thus that much harder to intercept. Comes a point where it'd get as hard as trying to shoot a bullet at an already fired bullet. But what you might could do is jettison all stages possible so you're down to the lightest ship you can manage, and then just have Bill push it sideways until the return trip is once again in Kerbal's influence. It won't take much lateral force when you're millions of KM away. Then use Bill's pack again to circularize in high orbit (or at least attain orbit rather than escape again), then send another rocket out with an empty seat for him to take. Just be careful never to run out of propellant on any given EVA. Get back in to refuel frequently. Because if you run out, you're screwed, as you probably won't make it back inside the command module.That would be hilarious... and amazingly inane, I imagine. Maybe I'll send up another rocket and try to very gently nudge Bill back into Kerbal orbit.
Well, for future reference, you can also kill the ship from mission control, which kills the kerbonaut as well... but dead Kerbals come back to work after a couple days.Eh, in this instance I opted to just restart the career mode. It may or may not have had anything to do with the fact that I was attempting to EVA bump my way out of solar orbit and lost the ship.
It'll be challenging to figure out how to move the ballast forward as the fuel drains to the rear. The ships generally don't have moving parts (other than things like retractable landing gears and solar panels, neither of which weigh enough to matter), and pumping fuel forward during powered flight in a craft with nacelles is a good way to unbalance and go into an unrecoverable spin.Maybe you need to install some "ballast" weight on the ship to keep it's center of mass where you want it?
http://forum.kerbalspaceprogram.com/threads/25823-0-23-0-23-5-TAC-Fuel-Balancer-v2-3-22DecIt'll be challenging to figure out how to move the ballast forward as the fuel drains to the rear. The ships generally don't have moving parts (other than things like retractable landing gears and solar panels, neither of which weigh enough to matter), and pumping fuel forward during powered flight in a craft with nacelles is a good way to unbalance and go into an unrecoverable spin.
I've actually done very little math in this game, especially in the beginning missions. It's all about using the map and the maneuver nodes. When you lift off, and start your gravity turn at 8km, switch to map mode with M and bring up the nav control bubble from the bottom of the screen. Continue to thrust at 45 degree incline, using your mouse to watch your apoapsis grow. When your apoapsis gets to be about 80-85 km, stop thrusting and click the apoapsis, and create a new maneuver node. then drag the "forward" widget on it away from the center until the dotted orange line becomes a circle and the periapsis appears, then keep doing it until the periapsis is also 80-85km. This will put a blue "Target" on your nav bubble, along with a countdown and a deltaV meter. When the countdown gets near zero (say around T minus 5 or 10 sec), do a full throttle burn pointed at the blue target until the DeltaV meter empties. You just circularized your orbit with no math.Meanwhile, I'm still back here on Kerbin, trying to land my first successful science mission to Minmus. I mean, I've had a mission there, collected some science from my science lab in orbit, and managed to have enough fuel to get all the way back to Kerbin... but I forgot to put landing legs on my vehicle, and hit the ground at 6.8m/s, causing my labs to separate from the control pod and fail to count toward that launch. Still, this game is a lot more fun once you get some of the orbital math figured out.
Droooool.http://forum.kerbalspaceprogram.com/threads/25823-0-23-0-23-5-TAC-Fuel-Balancer-v2-3-22Dec
I hear it's all the rage among space plane guys
That's what I do.Oh, and as far as your science lab goes, once you do the experiment, have your Kerbonaut do an EVA, climb/jetpack down next to the science module, right click it and have him collect the data. Then he can go put it in the command module. This not only keeps it safe in the case of your above scenario, but it allows you to now design rockets that incorporate a stage separation between the command capsule and the entire rest of the rocket. So when you're re-entering Kerbin atmosphere, you can jettison all but the command capsule, which drastically reduces your mass and makes you slow down much further, and (if you're using a Mk 1 command capsule) only require one parachute to land safely even with no landing legs or engine (if you're using a Mk 3 command capsule, I recommend both the size appropriate nose parachute and a pair of symmetrically placed surface mount parachutes).
xenon engines are fun to play with in sandbox mode--throwing out neat little probes that can go places easier than most ships. I'm talking something with hardly any weight at all, likeHeh, I see you didn't get xenon-ion engines either. Does anybody? I know the ISP is ungodly high but what use is a 2 kN thrust engine? Even the 60 kN thrust atomic engine feels anemic. I can't imagine depending on 2 to do anything worthwhile.
Also, damn, Seismic scans are bank. Maybe I should rethink skipping gravimetrics.
nobody really bothers with probes in the career version of .23.5. They're strictly sandbox fun. There's a transmission cap that didn't exist in prior versions.Question about probes in general - I keep reading stuff from 2013 on various KSP forums about sending a bunch of probes to other planets instead of manned ships, and about repeated transmission of research data that eventually equals getting and returning it by a kerbal... but my attempts at that don't work. It seems to me that there's now a cap on transmitted data's science value - you can never get more than 25% of the max potential science from a given experiment in the same biome? Am I just doing something wrong? If so, why would anyone even bother with probes at all instead of manned missions? Especially given that the 100% transmit value stuff - crew reports and EVA reports - can't be done by a probe?
An easy way to make satellites/probes worthwhile would be to introduce a new surface mount camera science gear. They could get goofy and call it a "visible electromagnetic spectrometer" or something, with a description of "we taped a disposable camera to the side." Make it reusable like the thermometer, and have it give 100% transmission value for pictures taken, but be worth something like 1/4th of a crew report.nobody really bothers with probes in the career version of .23.5. They're strictly sandbox fun. There's a transmission cap that didn't exist in prior versions.
But yeah, in the older versions, I'd send one mission to duna, and ultra-spam transmissions all the way there, getting every last drop of both Kerbol and Duna science. I think I got over 10K for one mission, which is probably why they made the transmission cap. I was able to max out my science tree in like 5 launches.
What I'd *like* to see is satellites and probes having a larger impact on the game. Maybe make it so that each orbiting body trickles down some small amount of science points every hour or day until they reach some threshold of data. That'd probably take a drastic re-balancing of the current science points and tree, though.
if one of our blender (or other 3d program) wizards on the board could make a 300-polygon or less mesh and collision mesh (using the directions found here) that looks like a digital camera, I could probably mock up the functionality.An easy way to make satellites/probes worthwhile would be to introduce a new surface mount camera science gear. They could get goofy and call it a "visible electromagnetic spectrometer" or something, with a description of "we taped a disposable camera to the side." Make it reusable like the thermometer, and have it give 100% transmission value for pictures taken, but be worth something like 1/4th of a crew report.
Hah, we all did that at one point. Matter of fact I think I documented my marooning of Jeb (and Bob and Bill for that matter) in this very thread.Pfft. I feel like an amateur just listening to you and GB. Hell, I am an amateur! So far my best accomplishment has been crashing poor Jebediah into Mun because his lander didn't have enough fuel to slow down sufficiently.
Pfft. Amateur. My rockets have been exploding on the way up for years.Ho wow this is way different. I'm not used to my rockets exploding on the way UP.
Well, sure, I had some come apart in my early models, but once I got struts that problem went away entirely. Now I have the problem of entirely structurally sound rockets blowing up because apparently going over mach 2 immediately causes spontaneous combustion.[DOUBLEPOST=1430335518,1430335398][/DOUBLEPOST]Oh, and I'm still using Tinwhistler's camera mod Even though now they give you the goo cannister immediately and the Science Jr module in the very next upgrade level, which has meant for a lot less mucking about having to gather science from Kerbal's own biomes before making a mun-shot.Pfft. Amateur. My rockets have been exploding on the way up for years.
Oh... you mean they shouldn't?
Depends. If you're making fireworks rockets, that seems like the way to go.Pfft. Amateur. My rockets have been exploding on the way up for years.
Oh... you mean they shouldn't?
Playing career. But I'm miserly and build the cheapest rockets I can, and purpose them to run multiple missions in a single launch. In all previous versions of KSP, I ended up with tens millions of bucks by the end game. I'm doing alright in 1.0, but it is a little rougher.I assume, you, like me, are playing the "science" version of the game instead of "career?" The expenses in career seem way too punishing, and the contracts don't reward nearly enough, imo.
1.1 is out. This bug (among others) is fixed.Also the new heat shields seem to make my rockets want to flip over backwards, and the new cargo pods are difficult to actually place things inside. The official forum seems to agree with me on these, there's already a mod available to fix the heat shield issue.
Fixed an issue where the physicsSignificance flag was set to 1 for heat shields
Dude, if it wasn't $40 now, I'd get you a copy. It's a bad ass game.I love this game, I just wish I could actually buy the full version.
I appreciate the thought but I'll pick it up in time. It's just going to be a few weeks before I can fit it into the ole budget. I am excited for it though. I'm afraid I may need a new video card for it before I can really run it. The card I run now, although a great card for back in the day is under utilized because of lack of support in Linux environments and I won't install windows again just for one game.Dude, if it wasn't $40 now, I'd get you a copy. It's a bad ass game.
Is this before or after you finally buy & play Minecraft?I feel like I should finally buy and play KSP.
At the rate I'm (not) buying and playing games, it's hard to say.Is this before or after you finally buy & play Minecraft?
Well it's better than buying & not playing games at least. I've bought both games & barely touched them - I think I've got maybe an hours playtime between the two of them. Part of why I'm trying not to buy any more new games until I've spent more time on games that I've already bought & never gave a decent crack at.At the rate I'm (not) buying and playing games, it's hard to say.