Kerbal Space Program

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Re: Kerbal Space Program

Postby Lum » Sun Nov 01, 2015 12:25 pm

That can happen? Motherofkerbalgod!! Ye'r in a dangerous place m'friend! :D
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Re: Kerbal Space Program

Postby Etsu » Sun Nov 01, 2015 12:45 pm

I started playing again last week. (A new campaign. It's alway a new campaing.) But I had to eliminate FAR (and by instance Realism Overhaul as well due to being a requisite) because my planes were turning heavily in the runway no matter what, becoming impossible to control or take off. It doesn't seem to do anything anyway so I didn't care too much, but I didn't want to eliminate the other stuff.

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I had Real Solar System (which I don't like) because it was impossible to use Remote Tech otherwise, but conducting a survey (probably my favorite kind of contract, always it's below some altitude and not above, because those can't be achieved with early planes as far as I know) in a real scale world at fifty meters per second would have been a matter of expending the full night flying around so I eliminated that too. The result? A better and smoother experience now with all the other realistic stuff still there, including Construction Time, Real Fuels and TAC.

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I wish they add some kind of cost for recovering Kerbals and vessels, otherwise making expeditions with aircraft it's way too easy because you don't need to come back home, you just need enough fuel to get there and then just press the magic recovery button, you don't need to plan ahead and there is not reason to conduct recovery missions at all, which would be a lot of fun I think. (You may also choose to recover only your kerbal and leaving the capsule and other equipment behind because is cheaper, however if you have scientific data you will want to recover that as well, leaving Kervin with lots of empty junk here and there. Of course, if you are using Construction Time you will want to recover expensive parts for reutilization too.)

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I remember to post here that I wanted to have to pay for using specific parts after research, and they added that, so I may be lucky again with this. Who knows. :squirrel:
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Re: Kerbal Space Program

Postby HowSerendipitous » Sun Nov 01, 2015 1:34 pm

Your graphics look so much shinier than mine, Etsu.

Also, Thomdon Kerman is now in orbit.... And his bird is an absolute beast! Just need to get it refuelled and he'll be ready to go places.

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:twisted: :twisted: :twisted: :twisted:
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Re: Kerbal Space Program

Postby Cornflakes_91 » Sun Nov 01, 2015 1:42 pm

There is a recovery cost, if you land somewhere != KSC you get less than the full worth of your equipment back.
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Re: Kerbal Space Program

Postby Etsu » Mon Nov 02, 2015 4:13 pm

HowSerendipitous wrote:Your graphics look so much shinier than mine, Etsu.

The first pic was using Real Solar System, and that may be why the terrain looks different.

Cornflakes_91 wrote:There is a recovery cost, if you land somewhere != KSC you get less than the full worth of your equipment back.

I didn't know that. May justify returning your planes if the difference is big enough.

However, you still will want to recover your craft. Having to pay for it would change that dynamic I think.
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Re: Kerbal Space Program

Postby Cornflakes_91 » Tue Nov 03, 2015 12:28 am

Etsu wrote:However, you still will want to recover your craft. Having to pay for it would change that dynamic I think.


You do pay :roll:

The unrealistic part is that you can recover 100% of your craft's worth.

And if you had to pay more than the recovery of the craft gives you, why do it?
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Re: Kerbal Space Program

Postby Etsu » Tue Nov 03, 2015 3:41 am

Cornflakes_91 wrote:And if you had to pay more than the recovery of the craft gives you, why do it?

If those parts have scientific data, of if building new ones becomes too expensive. (Using Kerbal Construction Time.) If the cost is still too much, well great. Then you have a good reason to conduct recovery operations yourself and it's an incentive to try to land close to the Kerbal Space Center anyway.
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Re: Kerbal Space Program

Postby HowSerendipitous » Tue Nov 03, 2015 3:37 pm

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So I got a nice juicy refueller ship up to Thomdon's plane. It's now fully loaded up. I reckon it's got enough to go to another planet, assuming I don't do anything stupid.

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I also popped a satellite in there, you know, because it'd be nice.

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So, any suggestions where to? Duna or Eve? I suspect Duna is the more feasible of the two and less likely to result in a horrible death. :squirrel:
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Re: Kerbal Space Program

Postby Silverware » Tue Nov 03, 2015 3:54 pm

HowSerendipitous wrote:So, any suggestions where to? Duna or Eve? I suspect Duna is the more feasible of the two and less likely to result in a horrible death. :squirrel:

Thus Eloo is the obvious choice.
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Re: Kerbal Space Program

Postby Etsu » Mon Nov 09, 2015 10:38 am

Kerbal Space Program 1.0.5 is coming and this are some of the new features:

Scott Manley video

This is not the 1.1 version that will bring Unity 5 to Kerbin. It's just a generous series of improvements and new parts, but still very cool.
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Re: Kerbal Space Program

Postby BFett » Mon Nov 09, 2015 1:37 pm

What does the roadmap for KSP look like? What can I do in the current version which I can't do in the demo?

(In the demo I was able to get a ship into orbit around earth and then get another ship to the moon.) Is there mining, or some way to manage expenses? How does the multiplayer play like? Is multiplayer structured into game types or is it similar to a sandbox?
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Re: Kerbal Space Program

Postby Cha0zz » Mon Nov 09, 2015 1:41 pm

BFett wrote:What does the roadmap for KSP look like? What can I do in the current version which I can't do in the demo?

(In the demo I was able to get a ship into orbit around earth and then get another ship to the moon.) Is there mining, or some way to manage expenses? How does the multiplayer play like? Is multiplayer structured into game types or is it similar to a sandbox?

Multiplayer is planned for later.

The full version has
mining
more parts,
more planets with each of them their own moons
spaceplane stuff
better aerodynamics
quests
reputation
budget
etc
Last edited by Cha0zz on Mon Nov 09, 2015 1:41 pm, edited 1 time in total.
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Re: Kerbal Space Program

Postby Cornflakes_91 » Mon Nov 09, 2015 1:41 pm

BFett wrote:What does the roadmap for KSP look like? What can I do in the current version which I can't do in the demo?


you can fly to more planets than just kerbin and the mün for starters, tons of more parts, a cash system, mining for (at least) fuel, dont remember what more

BFett wrote:How does the multiplayer play like? Is multiplayer structured into game types or is it similar to a sandbox?


what multiplayer?

theres a mod that somewhat adds multiplayer, but thats hacky and buggy as hell.
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Re: Kerbal Space Program

Postby BFett » Mon Nov 09, 2015 1:53 pm

Okay, thanks for the quick responses. I may pick it up during the Christmas sale. Hopefully they'll have the next patch out by then.
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Re: Kerbal Space Program

Postby Mistycica » Wed Jan 27, 2016 7:40 pm

So I got back into the game after all this patching and release and stuff, and wow I'm surprised. Atmospheric model changed a ton - I used to be good at sending Remote Tech + Deadly Reentry probes to Duna and Eve, but suddenly my early-game craft are having a huge lawn dart rate. We make it past the thermal hazards fine, me, my 1.25 capsule, service box, crew cabin, heat shield, and three parachutes. Then the ground rushes at us with speeds still too high to pop chutes. Well, not all the time. Sometimes we make it, which is all the more confusing. All this from 80k LKO, 35k initial periapsis, and a 40-unit detachable heat shield.

What am I missing? Descent too steep? Not steep enough and I get hung up in high alt too much? Is my craft too heavy for its cross section?
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