Kerbal Space Program

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petey
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Kerbal Space Program

Post by petey »

Free, moderately challenging. I have no idea what I'm doing but I'm determined to send them into space via ridiculous amounts of fuel :nod: :aussie:

http://www.kerbalspaceprogram.com/index.php

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If you can leave two black stripes from the exit of one corner to the braking zone of the next, you finally have enough horsepower.
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NeilPearson
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Re: Kerbal Space Program

Post by NeilPearson »

thats wicked! :D
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Re: Kerbal Space Program

Post by NeilPearson »

:D

Design of my ship to the right, is all the stages. press spacebar to acitvate the next stage! (stage 7 are the decouplers, they make it so you can go to the next stage by gettising the spent fuel/engines)
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On the launch pad!
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Lift off!
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Uh oh shes curving to the left! no amount of pitch or yaw could bring her back
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Oops
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There were a few failures...
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petey
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Re: Kerbal Space Program

Post by petey »

haha! Nice, yes there is much trial and error :p it's best to keep it simple if your aiming for an easy outer atmosphere run. The more parts/stages the wayy more thought is needed to get it working right :p (where are the grammar nazi's eh? ;))

I unfortunately lost a bit of interest after making it into space and today picking up a G27 ( :yummy: ) Being only in beta, once you make it up there - there's unfortunately not much to do...at all. :p most definitely going to keep an eye on it though for future developments.
Last edited by petey on Fri Jul 22, 2011 9:32 pm, edited 1 time in total.
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If you can leave two black stripes from the exit of one corner to the braking zone of the next, you finally have enough horsepower.
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NeilPearson
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Re: Kerbal Space Program

Post by NeilPearson »

its definatly got potential, needs alot more parts and more depth, but they are planned. once it becomes available for purchase ill be buying!


I made it up to 26,000m before it started to plummit back to earth. Good fun!
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smithcorp
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Re: Kerbal Space Program

Post by smithcorp »

It's great fun. Took me three goes at the tutorial launch before I could get the guys back safely - on my second time the command module smacked into the booster on the way down!

Might mess around with this for a while.
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Re: Kerbal Space Program

Post by ysu »

lol, looks like fun :)
Edit: tried it, for some reason nothing happens after landing - is there magic key or something?
ah nevermind you have to hit esc...meh :)
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Doso
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Re: Kerbal Space Program

Post by Doso »

Just getting the rocket to escape velocity is pretty easy, the real challenge is getting into orbit!

much MUCH harder to try and get a stable orbit!
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Re: Kerbal Space Program

Post by ysu »

it could become a very good game, but there's a lot of things missing as of yet. Still it's good for a couple hours of fun :)
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Dr. Pain
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Re: Kerbal Space Program

Post by Dr. Pain »

Image

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That's my best so far. Might try to beat it one day.
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Re: Kerbal Space Program

Post by c.j »

I built a UFO, then when I tried to launch it my little netbook started getting really hot and the game crashed. :(

I saved it, so I will turn down some of the shiny aspects and try again.
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Re: Kerbal Space Program

Post by Dr. Pain »

I'm currently doing a flight and its been an hour of climbing for 8673K in height and still climbing at 2358.6 m/s. This is going to take a while.

An hour and a half to climb 13000K and I still had 2300 m/s when I gave up.
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Re: Kerbal Space Program

Post by KNAPPO »

Care to take a screen of your rocket in the construction hanger Mr Pain?

Ive been playing a bit of this making some insane rocket bombs, ive reached space a few times now but never into a prolonged proper orbit.
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Re: Kerbal Space Program

Post by Dr. Pain »

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Re: Kerbal Space Program

Post by r8response »

Made a replica. Fat bastard can barely make it off the launch pad, and rolls over and crashes :D
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SE1Z
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Re: Kerbal Space Program

Post by SE1Z »

Finally made it!

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Steve
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Re: Kerbal Space Program

Post by Dr. Pain »

Mines overkill to get into space but I was aiming for height. You need to look at your stages as you want to bottom liquid and solid rockets to fire at once. The solids burn out faster but the liquids keep going. Once their done then dump the stage so the single engine stage is all that's left. Once its done separate the capsule. It's a 4 stage rocket mine.
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Re: Kerbal Space Program

Post by ysu »

I've made one with 9 boosters on the bottom level. Otherwise very similar to the pic.
Goes up nicely and goes pretty far. I could get it on orbital if I was able to nail it, LOL!
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Re: Kerbal Space Program

Post by smithcorp »

There's a useful youtube link with a guy showing getting to orbit and then returning to close to the launch point here: (two-parter).

[youtube] [/youtube]
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Re: Kerbal Space Program

Post by wobblysauce »

I got to space a few times with the dial getting to 500k's+ with small craft(around 10tanks high total, 1 booster as unit of measure.)

My 30 tank high beast on the other hand... quite different, there needs to be something you can do to join the tri-split on long rocket, spins and warps like a plane wing..
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Re: Kerbal Space Program

Post by tehsid »

Been playing the hell out of this. Fantastic game, and I can't wait to see what comes of it once an objective is added.

But hey, yall still playing with the default parts? Fuck that, get some mods in ya!

Kerbal Space Program EXTRA PARTS! (and some mods)
Just extract into your parts folder. Some mods may increase load times, and you're best of reinstalling every time a new version comes out.

Sunday Punches parts pack (the best pack!)
http://www.multiupload.com/7GU2VF2O2K" onclick="window.open(this.href);return false;
It adds;

*1 metre to 3 metre adapter
*3 metre to 1 metre adapter
*Aerodynamic nosecone
*3 metre decoupler
*1X3 metre to 5X1 metre coupler
*3 metre engine cluster
*Dual coupler, 2 versions
*Quad coupler
*Escape tower
*3 metre fuel tank
*Lateral coupler, 2 versions
*Medium liquid engine
*Medium solid motor
*NERVA engine
*RCS module
*Retrorocket module
*Small fuel tank
*Small solid motor
*small liquid engine
*Decoupler shroud, 3 lengths
*Decoupler matching decoupler shrouds appearance
*long 1 metre fuel tank
*high thrust liquid engine
*lateral tricoupler, 2 versions
*3 metre decoupler shroud for 4X liquid cluster
More parts hosted here, including an brilliant Atlantis model, some of them may not work with the newest version so install carefully. Sunday Punches mod is also hosted here, but the version is out of date so grab it from the link above.
http://mod.gib.me/kerbal/mods/" onclick="window.open(this.href);return false;

The Atlantis model increases load times by quite a lot, so be patient.

And, for an regularly updated listing of mods, check out.
http://kerbalspaceprogram.com/forum/ind ... opic=633.0" onclick="window.open(this.href);return false;

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Re: Kerbal Space Program

Post by wobblysauce »

I also have played with the mods..it is pretty samey after a while with them but what about a simple challenge..
Best time to get to say 20,000k, as 1 of mine just has.

My time is 1h1min1sec, traveling speed of 6200m/s when I got there. Stock

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And for people wanting to do orbits.. here is some easy math for you.
" onclick="window.open(this.href);return false;




:( Game crashed some time while i was at work.. it got up to 76,346k going 6110m/s...


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Re: Kerbal Space Program

Post by Shonky »

If you have an Android based phone check out KSP Orbit in the market, tis a handy calculator. :D
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Re: Kerbal Space Program

Post by KNAPPO »

Cheers Shonky.

Was mucking about with a rocket bomb the other night. :D
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Re: Kerbal Space Program

Post by NeilPearson »

This has had an update, Bug fixes and 1 more part it looks like :|
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