GrogHeads Forum

Digital Gaming => Computer Gaming => Topic started by: Jarhead0331 on September 25, 2012, 08:00:22 AM

Title: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 25, 2012, 08:00:22 AM
The KSA has recently made technological breakthroughs that are paving the way for a bright future in space.  With these new technologies, we will one day see Kerbals living in space and on distant planets.

The first step in realizing this vision is to map the stars and known worlds.  Our first small advance towards reaching this goal has been the start of a successful mapping operation of both our home world, Kerbin, and the orbiting Mun.  The KSA successfuly designed, launched and placed into orbit, satellites over Kerbin and the Mun.  At this moment, the satellites, known as the Geo Sat III, are mapping these two planetoids.  Images beamed back from the satellites have been declassified and have been released publicly for the first time below.  You are all witnesses.

Kerbin based tracking stations chart the orbits of both Geo Stats
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-b.xx.fbcdn.net%2Fhphotos-ash4%2Fs720x720%2F400956_2440735913955_2069471557_n.jpg&hash=43abef76d6a25d52a53611a97f1c8f130437d79f)

A close view of the Geo Sat in Kerbin orbit
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-b.xx.fbcdn.net%2Fhphotos-ash4%2F390489_2440736073959_1293357831_n.jpg&hash=582c24d9096f90fa6beea72fa736e4dbe4d75f8d)

A close view of the Geo Sat in Munar orbit
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-a.xx.fbcdn.net%2Fhphotos-ash4%2F399622_2440736193962_2070166937_n.jpg&hash=df2ef00b1bfa2f5c5e7d7fd2a3bc809d17640b9d)

A breath-taking view of the Geo Sat orbiting the darkside of the Mun
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-a.xx.fbcdn.net%2Fhphotos-snc6%2F248428_2440736353966_277644810_n.jpg&hash=88c23044f79702d48c7da4bcb1dedfa63a90ef25)

One more look at the Mun's barren and scarred surface
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-a.xx.fbcdn.net%2Fhphotos-ash4%2F301117_2440736513970_1263866978_n.jpg&hash=35c83b5119d4bf37318ff4a43294650eca5692f8)

The Munar Geo Sat transmitting surface data gathered from the KSA Doplar Mark IV-3659 satellite array
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-a.xx.fbcdn.net%2Fhphotos-ash4%2F183378_2440736593972_149284769_n.jpg&hash=6ee0cacd01ed24975084e2c38f20a2bfeab85346)

The Kerbin Geo Sat showing our world in all its glory
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-b.xx.fbcdn.net%2Fhphotos-ash3%2F545351_2440736673974_245483420_n.jpg&hash=e0bd8114cbe2adf67cd87bc61a041b29a7db625a)

Surface data obtained for Kerbin
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsphotos-b.xx.fbcdn.net%2Fhphotos-ash3%2F564125_2440736793977_54311490_n.jpg&hash=640a99452e63a167177ebeb5dfe5d251087c99ce)

The Geo Sat is a rugged and simple design; but it is effective.  Craig Kerman, lead scientist on the Geo Sat team said, "The Geo Sat operation has been a striking success.  But we know it is just the beginning.  We are learning from our mistakes, and are glad that only 246 Kermin astronauts had to lose their lives before we figured out that we could send these things up there unmanned.  Really, it could have been much worse."

Dr. Kerman noted that the KSA is already testing new, more advanced satellite designs, and is already planning manned missions to the surface of Kerbin and the Mun. Dr. Kerman noted, "while we are already living on the surface of Kerbin, the KSA still wishes to send manned missions to the surface of Kerbin." When asked why, Dr. Kerman responded..."Because we can."
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on September 25, 2012, 08:31:04 AM
Cool.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Barthheart on September 25, 2012, 08:51:50 AM
Quote from: Jarhead0331 on September 25, 2012, 08:00:22 AM
...
We are learning from our mistakes, and are glad that only 246 Kermin astronauts had to lose their lives before we figured out that we could send these things up their unmanned.  Really, it could have been much worse."
...

LOL! Sounds like my frog "space men" program from my model rocket days in my youth.....

All this is in the full verson eh? Guess I'll have to pony up for it finally.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: son_of_montfort on September 25, 2012, 09:52:08 AM
I have yet to get my Kerbals into orbit. Mostly, I get them embedded in the ground.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Bison on September 25, 2012, 09:54:04 AM
This on Steam?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on September 25, 2012, 09:58:28 AM
Nope, but it looks like they're thinking about it (http://kerbalspaceprogram.com/forum/showthread.php/20114-KSP-on-Steam).  Its still in development, but you can buy it  directly from them (http://kerbalspaceprogram.com/kspstore/index.php?c=18)...(Squad).  Price is currently $18 for ver 0.17.  If I remember correctly, their pricing model is that the closer they get to an actual release, the higher the price will be. 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: son_of_montfort on September 25, 2012, 10:13:56 AM
Quote from: Bison on September 25, 2012, 09:54:04 AM
This on Steam?

It is still in Beta, but very playable IMHO.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 25, 2012, 11:21:52 AM
Quote from: Barthheart on September 25, 2012, 08:51:50 AM

All this is in the full verson eh? Guess I'll have to pony up for it finally.

orbital ops are in the full version, but I am using many mods, including:  ISA Mapmod, CORE Anvil, KW Rocketry, Mechjeb, and many many others.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Silent Disapproval Robot on September 25, 2012, 11:26:51 AM
Did they get the joystick issues sorted out?  I couldn't get my Sidewinder to work properly in the free 0.13 version.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 25, 2012, 12:18:43 PM
Quote from: Silent Disapproval Robot on September 25, 2012, 11:26:51 AM
Did they get the joystick issues sorted out?  I couldn't get my Sidewinder to work properly in the free 0.13 version.

Not sure. I use the keyboard and mouse exclusively for piloting.  However, i also use mechjeb, which does most of the flying for me.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 25, 2012, 12:22:47 PM
Quote from: son_of_montfort on September 25, 2012, 10:13:56 AM

It is still in Beta, but very playable IMHO.

In my opinion, this is the understatement of the century.  What this game simulation has achieved already is staggering, and with modifications, the possibilities are limitless.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jack Nastyface on September 25, 2012, 12:29:02 PM
great post and great game.  My 'puter with a 3D card crashed a couple of months back, and I miss playing KSP probably more than any other game I had (well...maybe not as much as Red Orchestra).

I was playing the "pre-Mun" version and loved building good and bad rockets.  Why can't more games be like this?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on September 25, 2012, 12:32:36 PM
Looks pretty cool.  I'm still on the fence for awhile, mostly because of what I perceive to be a large time investment in learning how to succeed with it, but I'll buckle and get it some day.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on September 25, 2012, 06:36:33 PM
Buckle and get it now because the price will keep going up. Buy now and you're locked in to future upgrades.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on September 25, 2012, 07:06:54 PM
Quote from: Staggerwing on September 25, 2012, 06:36:33 PM
Buckle and get it now because the price will keep going up. Buy now and you're locked in to future upgrades.

^this
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: son_of_montfort on September 25, 2012, 09:56:16 PM
Quote from: Jarhead0331 on September 25, 2012, 12:22:47 PM
Quote from: son_of_montfort on September 25, 2012, 10:13:56 AM

It is still in Beta, but very playable IMHO.

In my opinion, this is the understatement of the century.  What this game simulation has achieved already is staggering, and with modifications, the possibilities are limitless.

Yes. The mod support is something than needs to be pointed out. There are tons of space ship and rocket parts that are fan made and easily available. The entire design of the game was geared to support fan modification and creation, so this is a huge part of the game.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on September 25, 2012, 10:34:32 PM
Not sure why, but this is looking fun. With JH's endorsement, I'll probably pony up pretty soon for it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pinetree on September 26, 2012, 12:49:30 AM
I love this game, designing a rocket and forgetting to add parachutes, launching and then watching Jeb grinning like a maniac while his crewmates were screaming in terror as their capsule plummeted to the ground was a moment of gaming greatness.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 26, 2012, 07:35:21 AM
This game is great because it tackles a really complex subject by making it extremely accessible. It sucks you in by not taking itself seriously and by encouraging success, but at the same time making failure so much fun.  This is a key point I think, because while the rewards of a successful launch are great, a failure is still wildly enjoyable, and almost feels like a victory in and of itself.  No matter how many ships i've exploded on that launch pad or in the air, i have never been left wih a feeling of defeat or loss.  They give you a giant toy box filled with rockets and fuel, and tell you reach the stars.  The player is limited literally only by his or her own imagination.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on September 26, 2012, 07:53:29 AM
Quote from: Jarhead0331 on September 26, 2012, 07:35:21 AM
This game is great because it tackles a really complex subject by making it extremely accessible. It sucks you in by not taking itself seriously and by encouraging success, but at the same time making failure so much fun.  This is a key point I think, because while the rewards of a successful launch are great, a failure is still wildly enjoyable, and almost feels like a victory in and of itself.  No matter how many ships i've exploded on that launch pad or in the air, i have never been left wih a feeling of defeat or loss.  They give you a giant toy box filled with rockets and fuel, and tell you reach the stars.  The player is limited literally only by his or her own imagination.

OMG

That sounds incredibly fun.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: mikeck on September 26, 2012, 08:12:21 AM
Is it hard to learn? Might have to pick this one up.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 26, 2012, 08:53:18 AM
Quote from: mikeck on September 26, 2012, 08:12:21 AM
Is it hard to learn? Might have to pick this one up.

Easy to learn, difficult to master.  That being said, there are many mods, scripts and plug-ins that make the more complicated maneuvers much more manageable.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 03, 2012, 05:37:44 PM
KSP v0.18.1 is out

http://kerbaldevteam.tumblr.com/post/36932696547/ksp-0-18-is-out-now-and-kerbal-spaceport-and

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on December 04, 2012, 09:07:39 PM
Bought the game because of you guys. Got the hang of piloting and orbiting concepts. Any tutorials on rocket building?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 05, 2012, 04:33:18 PM
Quote from: jomni on December 04, 2012, 09:07:39 PM
Bought the game because of you guys. Got the hang of piloting and orbiting concepts. Any tutorials on rocket building?

There are a couple listed in the Wiki...

http://kspwiki.nexisonline.net/wiki/Tutorials#Rocket_Design
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 15, 2012, 12:45:51 AM
Any 'Must-have' mods you guys recommend?

Haven't messed with it yet, but would like to keep the Mod Soup to a minimum but still try out anything that improves the experience pretty well in a package or two.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 15, 2012, 09:18:34 PM
I expected this to be difficult to get into, with a steep learning curve, but it's not bad.  You can get into the basics pretty quickly and succeed. 

Did they just recently add the space docking stuff in v0.18?  Everyone seems to be pretty keen on hauling modules up and connecting them into a space station.   Anyone here become that Pro at it yet?  8)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 16, 2012, 09:00:51 AM
Yes, docking was added in v0.18. I'm no-Pro (haven't even attempted docking yet), but do enjoy the heck out of this game. 

A must have mod (at least for me) is MechJeb (http://kerbalspaceport.com/anatid-robotics-mumech-mechjeb-autopilot-v1-9-5).  It basically adds in some (OK, many) autopilot features.  Helps a lot until you learn more about the game.

I's also recommend getting one of the big mod packs like KW Rocketry  (http://kerbalspaceport.com/0-18-1-kw-rocketry-overhauled/).  It adds in lots of new parts for building rockets.  There are some other good packs (NovaPunch, Silisko), but I'm not sure if they've been updated for v0.18.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 16, 2012, 01:09:20 PM
Quote from: steve58 on December 16, 2012, 09:00:51 AM
Yes, docking was added in v0.18. I'm no-Pro (haven't even attempted docking yet), but do enjoy the heck out of this game. 

A must have mod (at least for me) is MechJeb (http://kerbalspaceport.com/anatid-robotics-mumech-mechjeb-autopilot-v1-9-5).  It basically adds in some (OK, many) autopilot features.  Helps a lot until you learn more about the game.

I's also recommend getting one of the big mod packs like KW Rocketry  (http://kerbalspaceport.com/0-18-1-kw-rocketry-overhauled/).  It adds in lots of new parts for building rockets.  There are some other good packs (NovaPunch, Silisko), but I'm not sure if they've been updated for v0.18.

Thanks!

I debated using MechJeb but found that I actually enjoy manual piloting.   Are there any extra features besides the AutoPilot that I may need?  In the meantime, I grabbed Kerbal Engineer Redux (http://kerbalspaceport.com/0-18-1-kerbal-engineer-redux-v0-5/) for precise number details in a customizable menu.  I got the impression that some people who don't use MechJeb for auto-piloting may use this for extra rocket building number crunching and flight data.

Definitely need to load up the Rocketry add-on, as more is always better.  It doesn't unbalance the challenge?  No matter, I created a JSGME install for KSP so I'll be able to toy around with the mods rather easily.

Got sucked in yesterday, for hours.   :D  Once they get this all wrapped up, with the "Career" mode hopefully having the management and exploration strategy elements it implies, this'll be the shizt.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 18, 2012, 10:57:22 AM
RPS did an interview (http://www.rockpapershotgun.com/2012/12/18/trajectory-squad-explain-kerbal-space-program/#more-135847) of the Squad developers...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on December 18, 2012, 03:24:50 PM
I have downloaded the new patcher, but I continuously get the error 'Unable to stay logged in' when it tries to download the new version.
Does anyone else have this problem?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 19, 2012, 05:59:44 PM
Quote from: Yskonyn on December 18, 2012, 03:24:50 PM
I have downloaded the new patcher, but I continuously get the error 'Unable to stay logged in' when it tries to download the new version.
Does anyone else have this problem?

New patcher?  You mean for d/l'ing v0.18.1? 

Mine worked great (and left a copy of the installer buried down deep in my User folder).   Sounds like you have a firewall trying to block it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on December 19, 2012, 07:34:20 PM
You guys are really making we want this....
to throw on my "gotta play right away someday" pile
with everything else.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 19, 2012, 08:41:05 PM
I think you can still download the demo. It was frozen at v0.13 and KSP is at v0.18 so there have been a LOT of  changes, but it will give you an idea of what you're missing.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on December 20, 2012, 12:10:41 AM
Thanks steve I am doomed now.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 20, 2012, 08:21:43 AM
Here's the link to the demo (Windows and Mac versions) if anyone else is jonsing to kill some Kerbals....

https://kerbalspaceprogram.com/download.php
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 20, 2012, 09:37:10 AM
I haven't even landed on the Mun yet, in all my noobish splendor, but I seriously wanna start hauling space station pieces up and assembling them in orbit.  8)

It's taking me some time to find optimal vectors for conserving fuel, though.  Have manged to get efficient orbital transfers down for the two satellites of Kerbin (a bit better than MechJeb can do, sometimes) but building efficiently to get on & off the Mun surface has been toeing the line.  :-[  Guess I'll keep shooting unmanned probes around until I get better.  ;)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 20, 2012, 09:08:19 PM
KSP is on sale for 25% off until midnight 12/24.  So you can pick it up for ~$17 vs $23.  Good deal for a great game.. Price will just keep going up as they get closer to an official release.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: CptHowdy on December 21, 2012, 12:35:10 AM
just bought but it seems their patcher is on the fritz so will have to wait until tomorrow sometime to try this out.

finally got it downloadedand unlocked. seems traffic was just to much for the poor server to handle! new build, game on sale. the patcher was from dec. 5th and didnt work so had to find an updated one. not a good mix especially for a new customer to go through all of that but hopefully it will all be worth it!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on December 21, 2012, 12:47:41 AM
Had to buy it anyway might as well when it is on sale.
Oh I am soooooo weak.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 21, 2012, 06:57:27 AM
Damn.. I should've waited a few days.  :-*
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on December 21, 2012, 08:36:41 AM
Well I have checked my firewall settings, but the patcher still comes up with the 'can't stay logged in' error when trying to update. :S
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 21, 2012, 08:44:31 AM
Quote from: Yskonyn on December 21, 2012, 08:36:41 AM
Well I have checked my firewall settings, but the patcher still comes up with the 'can't stay logged in' error when trying to update. :S

Yskonyn --  have you looked at the patcher.log file?  It might provide some clue as to why.  The patcher.log file is showing up in my installed game directory.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 21, 2012, 01:18:30 PM
Just saw this on KSP:

Quote
Today at 12:28 (36 Views)
Store going into Maintenance mode for a while

Hi,

Just wanted to let everyone know, we're putting the store in maintenance mode for a short while, so we can work on a solution to the 18.2 patch problem.

We're fully aware that our patcher isn't working for many of you. There is no time to fix it, so we're going to set up the store to let you download a full zip file, as we did in the old days.

To set that up though, we need to shut down the store for a while. We'll get it back up as soon as we can.

Thanks for understanding, we apologize for the inconvenience.

Cheers
HarvesteR

Hopefully that means everyone will be able to download the full 18.2 version later today...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 21, 2012, 04:55:41 PM
18.2 Now available as a full zip download.
Quote
Hi, Just to let everyone know. We've worked around the patcher issues by not requiring you to use the patcher anymore.

We've set up full zip files for the 18.2 release on our Amazon repository, and tweaked the KSP store to give you a secure link to download them. You should be able to download the full game now from the store's download page.

About the patcher itself, we're writing it off as a total loss for now. We've begun work on an entirely new patcher, which will use a completely different system to update your copy of KSP to the latest version. That will be a while in the making, so for the time being, the full download should do well enough.

To install from the downloaded zip, just extract the contents into a folder of your choosing (something outside Program Files, preferably).

Again, we apologize for the whole patcher mess. Thank you for your patience.

Cheers

...go forth and download.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 21, 2012, 08:31:30 PM
Quote from: steve58 on December 21, 2012, 04:55:41 PM
18.2 Now available as a full zip download.


...go forth and download.

Suhhh-weeeet! 

Anything big in this new update?

My SAS lock was getting stuck after I enabled some time compression, and I would often miss my pre-planned burn point countdowns when having to cycle back through space center and re-take control from there.  >:(  I don't think it started doing this until I put the MechJeb mod in, however, so it's probably that.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on February 13, 2013, 01:31:43 PM
Just a heads up that there is a new version of the demo available.  It'll give you an idea how far KSP has come since the original demo which was based on version 0.13 (I think).

http://forum.kerbalspaceprogram.com/content.php/138-A-New-Demo!

Quote
A new Demo? Yeah! You heard right! Better than ever!

This new demo is based on KSP 0.18.2, so it has all the newer systems, with several restrictions, of course. Here are the main differences:

* Part loading limited to the 25 stock ones.
* No Plugin loading.
* SPH and Runway Facilities are unnaccessible.
* Only one save profile allowed.
* Cannot launch new flights if 3 or more are already in progress.
* Kerbin, the Mun and the Sun are the only celestial bodies in the solar system.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on February 13, 2013, 08:28:57 PM
Damn.. was hoping they had some of the campaign stuff ready to go, when I saw this thread updated.  :P
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on February 15, 2013, 05:07:07 PM
No, doesn't look like campaign stuff yet, but they did just release 0.18.4 which updates KSP to the Unity 4 engine....site is swamped.
Quote
Now that the demo is out, it wouldn't do to have a demo that's actually a later version than the full game, would it? So we're now releasing the 0.18.4 patch.

This patch is a small revision to the game, mainly focusing on porting KSP to the much more awesome Unity4 engine. It also has several bug fixes, and a new stock spaceplane, the Ravenspear Mk4.

Since our new patcher isn't ready yet, we're releasing this one as a full download from our Store.

We're not using the old patcher anymore, so don't try to get this patch using it (not a challenge. you'd probably just get an error, or worse, break your install).

This patch shouldn't break compatiblity. Saves and vessels from 0.18.2 should all be compatible with this build (No guarantee on saves from earlier versions than that though).

For more information and the changelog, check here (http://forum.kerbalspaceprogram.com/content.php/140-KSP-0-18-4-is-out).
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on February 15, 2013, 08:06:14 PM
That's cool.  With all the stuff I've barely touched since Christmas, I'll wait a bit longer & see if another feature update pops out in the next month or two before jumping back in.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 18, 2013, 12:32:25 PM
Look like 0.19 is available:
Quote
We're happy to announce a new release of KSP. This update was a bit of a turning point in our usual way of doing things. These are the most important new features:

* Linux Support:
There is now a native Linux version of KSP! Official support for Ubuntu 12.04, but it should work on most distributions.

* Atmospheric Effects:
Watch your spacecraft flare up as they re-enter the atmosphere, and produce vapor trails during high-speed flight.

* New Kerbal Animations:
The Kerbals got a massive overhaul on their facial expressions! The new Expressions system uses the new Mecanim animation engine from Unity, giving Kerbals a lot more expressiveness. Watch their faces distort in total panic or gleeful joy, now also when you're out on EVA.

* Rover Wheels:
Drive across the surface of other worlds with the new rover wheel parts, which are steerable and self-powered. Construct anything from tiny unmanned rovers, to exploration buggies, to huge mobile contraptions.

* Graphical and Scenery Improvements
We've got a New Launchpad model at KSC, with 100% less launch tower, a new Runway, and much improved night-time lighting, making for greatly improved visuals, especially at night.

* More New Parts
We've added several new parts for general construction. Featuring panels, girders, and a lot more!


For more information, check out the forum post by our lead developer: 
http://forum.kerbalspaceprogram.com/content.php/148-KSP-0-19-Released!

-Team KSP

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on March 18, 2013, 06:10:18 PM
Has anyone build an actual starship out in orbit by ferrying up the parts? Is that even possible yet?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 18, 2013, 09:35:47 PM
Quote from: Staggerwing on March 18, 2013, 06:10:18 PM
Has anyone build an actual starship out in orbit by ferrying up the parts? Is that even possible yet?

After they added the Docking stuff, a couple updates ago, I recall seeing people talking about doing exactly that.  Although I don't know whether it has been fully fleshed out, they were certainly ferrying modules up and plugging them into space stations & such.   ;D

Between this and Aldrin's game through Matrix, we should have all kinds of good sandbox rocket explosions!  ;)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 19, 2013, 04:46:50 PM
...another quick/small update to 0.19.1 (http://forum.kerbalspaceprogram.com/content.php/149-KSP-0-19-1)

Quote
Bug Fixes and Tweaks:

* Fixed re-entry shader failing on highly scaled parts
* Corrected an issue that would prevent large rover wheels from applying brakes
* Tweaked braking speed and power on rover wheels
* Adjusted how rover wheels display resource usage
* Changed Ladders on the launchpad ladders to make it easier to climb them.
* Changed the names of launchpad and runway objects to be more descriptive when you crash into them.

Quote from: Staggerwing on March 18, 2013, 06:10:18 PM
Has anyone build an actual starship out in orbit by ferrying up the parts? Is that even possible yet?

...don't think anyone is building starships yet, but definitely space stations (http://www.youtube.com/watch?v=CfhWLT855yQ)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 19, 2013, 11:04:34 PM
Also thought I saw someone attempting to assemble a moon base and I suspect the extra wheeled vehicle controls, in this latest patch, were being anticipated to help out in this department.  Although they're probably using modded modules & such.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on March 20, 2013, 03:11:47 PM
It is on steam now.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 20, 2013, 03:48:26 PM
^Excellent...sounds like current owners will be able to get Steam keys.  Hopefully this will make updating/patching a bit easier as well...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on March 20, 2013, 04:40:05 PM
My hope as well.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on March 20, 2013, 05:09:45 PM
Just when I forget about this game someone refreshes the thread and reminds me that I ought to get it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on March 20, 2013, 05:52:14 PM
On.  Steam.  Now.  Get.  It.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 20, 2013, 06:05:41 PM
Dont. Bloody. Tempt. Me.

It. Looks. Freakin'. Awesome.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: TheCommandTent on March 20, 2013, 06:18:04 PM
Quote from: bob48 on March 20, 2013, 06:05:41 PM
Dont. Bloody. Tempt. Me.

It. Looks. Freakin'. Awesome.

What he said.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pinetree on March 21, 2013, 02:26:15 AM
With KSP, failure is not only an option, it's mandatory.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on March 21, 2013, 11:28:29 PM
Did a few tutorial missions tonight. I managed to run my orbiter out of fuel and crash it into the planet during the orbit tutorial. The construction and launch tutorials seemed simple enough. See how I do when its not a tutorial.

Took a quick look at some mods as well. I'm shocked at how many their are. Anyone have any recommendations on must have mods?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: son_of_montfort on March 22, 2013, 12:10:22 AM
Quote from: steve58 on March 20, 2013, 03:48:26 PM
^Excellent...sounds like current owners will be able to get Steam keys.  Hopefully this will make updating/patching a bit easier as well...

The latest patch added an autopatcher, but it isn't as easy as Steam's system.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: GDS_Starfury on March 22, 2013, 12:32:23 AM
call me when I can build Battlestars.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 22, 2013, 07:25:28 AM
Quote from: Kushan on March 21, 2013, 11:28:29 PM
Did a few tutorial missions tonight. I managed to run my orbiter out of fuel and crash it into the planet during the orbit tutorial. The construction and launch tutorials seemed simple enough. See how I do when its not a tutorial.

Took a quick look at some mods as well. I'm shocked at how many their are. Anyone have any recommendations on must have mods?

If you're into the rocket aspect of KSP (vs the space plane) I'd recommend either KW Rocketry (http://kerbalspaceport.com/0-18-1-kw-rocketry-overhauled/) or NovaPunch (http://kerbalspaceport.com/novapunch-remix-pack/).  Both mods add lots more parts for rocket building.  Due to the number of parts in the mods, KSP will take longer to start so you may only want to use one of the mods.  And since it is "rocket science" ::), I like to use MechJeb (http://kerbalspaceport.com/mechjeb/), a "flight assistant autopilot".  I figure if the NASA astronauts needed computers and ground control assist for their missions, I can use MechJeb for mine :P
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 23, 2013, 11:24:26 AM
Just got this installed today, and it sure is fun. As Jh said earlier, it has put a complex subject into a format that makes it understandable, and that's not an easy thing to do.

I have not quite managed to get anything into space just yet, but its a lot of fun trying. Lets hope it continues to develop.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on March 23, 2013, 11:29:27 AM
You gave in Bob!!!  Addiction ain't all bad.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 23, 2013, 11:57:51 AM
lol - nope, I didn't give in as such. It was gifted to me by two very good pals.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Longdan on March 23, 2013, 12:44:39 PM
Your pushers!  Yay!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 25, 2013, 10:17:56 AM
I'm seriously crap at this game. Could do with some better guides other than the basic tutorials.....
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 25, 2013, 12:30:45 PM
^I found this one on Orbital Mechanics (http://www.youtube.com/watch?annotation_id=annotation_840316&feature=iv&hd=1&src_vid=BCZRF9o8ytc&v=Fo8NeuQq-zU) helpful....and there are several more tutorials on Youtube (http://www.youtube.com/results?search_query=kerbal+space+program+tutorial&oq=kerbal&gs_l=youtube.1.1.0i3l2j0j0i3j0l6.6437.7505.0.11048.6.5.0.1.1.0.68.312.5.5.0...0.0...1ac.1.snTSXtH3Vx8).
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 25, 2013, 01:25:16 PM
Thanks, Steve. I'll take a good look at those.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 25, 2013, 04:20:35 PM
Quote from: bob48 on March 25, 2013, 10:17:56 AM
I'm seriously crap at this game. Could do with some better guides other than the basic tutorials.....

Lots of YouTube video tutorials, and vids in general, on the gameplay.  Fun to watch other people doing stuff (and making it look easy).
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 25, 2013, 04:43:06 PM
Aye, there is a ton of stuff on youtube, and some of it is quite useful, but there are some parts I can't find info for.

if you IVA the crew, I cannot see how you revert back to the outside view.

Those damn launch support struts. They will not fall away, and most time, my vehicle blows up on the pad, or, more embarrassingly, the bottom bits fall off the rocket and leave the top bits clamped in (funny to watch, though).

In fact, the whole sequence of how stuff kicks in seems a bit strange, and whenever I hit the space bar, whatever I expect to happen, don't!

No doubt this is just me being a total Luddite, but a few documented procedures would have been a big help.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 27, 2013, 07:37:46 PM
(Optional) Steam transfer/keys are now available... (http://kerbaldevteam.tumblr.com/post/46431820897/steam-keys-are-up)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 27, 2013, 08:16:08 PM
Quote from: steve58 on March 27, 2013, 07:37:46 PM
(Optional) Steam transfer/keys are now available...
(http://kerbaldevteam.tumblr.com/post/46431820897/steam-keys-are-up)

I wonder... if you request a Steam key, do they deactivate the direct download version?  It vaguely sounds like it's an either/or thing.  Anyone know?

I wouldn't mind having a Steam version, as a backup, but not if you can only have one active.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 28, 2013, 07:39:46 AM
Tried this as per the instructions, but I don't get an option to transfer to steam.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 28, 2013, 10:42:09 AM
Quote from: bob48 on March 28, 2013, 07:39:46 AM
Tried this as per the instructions, but I don't get an option to transfer to steam.

Looks like you need to have purchased prior to March 20...

http://forum.kerbalspaceprogram.com/entry.php/611-Optional-Steam-Transfer

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on March 28, 2013, 03:05:30 PM
Quote from: Nefaro on March 27, 2013, 08:16:08 PM
I wonder... if you request a Steam key, do they deactivate the direct download version?  It vaguely sounds like it's an either/or thing.  Anyone know?

I wouldn't mind having a Steam version, as a backup, but not if you can only have one active.

It's either/or.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 28, 2013, 03:32:20 PM
Quote from: Huw the Poo on March 28, 2013, 03:05:30 PM
Quote from: Nefaro on March 27, 2013, 08:16:08 PM
I wonder... if you request a Steam key, do they deactivate the direct download version?  It vaguely sounds like it's an either/or thing.  Anyone know?

I wouldn't mind having a Steam version, as a backup, but not if you can only have one active.

It's either/or.

Ahh.  Thanks!

I'll just keep it as-is, then.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on March 28, 2013, 05:44:44 PM
hhmm...this one is getting a lot of attention...might have to break down and give it a try...just not sure if I would like it.....what to do...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on March 28, 2013, 05:46:27 PM
Its...different, and a bit frustrating.......but interesting.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on March 30, 2013, 03:44:53 AM
I think I'll finally pull the trigger on this one over the weekend.fingers crossed that I will like it:)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on March 30, 2013, 03:58:07 AM
You could always try the demo first. ;)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on March 30, 2013, 04:02:48 AM
Quote from: Huw the Poo on March 30, 2013, 03:58:07 AM
You could always try the demo first. ;)

I guess I should have looked if there was one available:)  Thanks for the heads up, I'll likely do that....assuming the demo represents the latest version?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on March 30, 2013, 06:49:34 AM
The Demo is based on v. 0.18.3, the current version is 0.19 http://forum.kerbalspaceprogram.com/content.php/148-KSP-0-19-Released!

Here is the Demo and purchase page= https://www.kerbalspaceprogram.com/download.php

I'm still debating w/ myself about whether to Steam up my version or not.... I like the tidiness of having everything in one 'place' but then in the future I won't be able to play under a non-Steam friendly Linux distro if I ever want to.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on March 30, 2013, 06:50:49 AM
Quote from: Staggerwing on March 30, 2013, 06:49:34 AM
The Demo is based on v. 0.18.3, the current version is 0.19 http://forum.kerbalspaceprogram.com/content.php/148-KSP-0-19-Released!

Here is the Demo and purchase page= https://www.kerbalspaceprogram.com/download.php

Thanks, downloading now!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on March 30, 2013, 11:18:38 AM
Quote from: Staggerwing on March 30, 2013, 06:49:34 AM
I'm still debating w/ myself about whether to Steam up my version or not.... I like the tidiness of having everything in one 'place' but then in the future I won't be able to play under a non-Steam friendly Linux distro if I ever want to.

I wouldn't let that stop you.  I couldn't get Steam working on SolusOS because it's based on Debian stable and some required libraries just weren't available.  There would have been a way to get them but I didn't want to put in the effort.

Since then I've installed Linux Mint and had no problem getting Steam up and running.  I also just installed Bodhi Linux and have similarly had no problem - it was even in the repository!

The moral of the story is that as long as you're using modern packages you probably won't have a problem.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 11, 2013, 02:41:51 PM
If you haven't grabbed KSP yet, here is perhaps a good reason to get it before April 30...

Kerbal Space Program dev pledges free expansions after fan outcry (http://www.eurogamer.net/articles/2013-04-11-kerbal-space-program-dev-pledges-free-expansions-after-fan-outcry)

+1 to Squad!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on April 11, 2013, 08:04:49 PM
Has anyone gotten the Pro version of the Kerbalizer? What does it add?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on April 11, 2013, 09:24:24 PM
Quote from: steve58 on April 11, 2013, 02:41:51 PM
If you haven't grabbed KSP yet, here is perhaps a good reason to get it before April 30...

Kerbal Space Program dev pledges free expansions after fan outcry (http://www.eurogamer.net/articles/2013-04-11-kerbal-space-program-dev-pledges-free-expansions-after-fan-outcry)

+1 to Squad!

Fine. Bought it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 12, 2013, 08:04:04 AM
^Kerbals will die...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on April 12, 2013, 08:31:09 AM
Quote from: steve58 on April 12, 2013, 08:04:04 AM
^Kerbals will die...

I can almost hear their blood-boiled screams right now.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on April 12, 2013, 06:34:25 PM
In space no one can hear you scream...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on April 12, 2013, 07:30:00 PM
Quote from: Staggerwing on April 12, 2013, 06:34:25 PM
In space no one can hear you scream...

Right now the only screams are mine - in frustration.

Fortunately there appear to be some solid tutorials.

I knew the first object I built wouldn't make it far, but when it just sat there on the launch pad I knew I was missing something.

RTFM is the next task. I will get this figured out :)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on April 12, 2013, 10:07:00 PM
OK. Watched the first tutorial vid.

Got my kerbals about 20 km up. Then they came down. Strangely the parachute didn't deploy. Poor kerbals.

Fortunately the game will supply more.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on April 13, 2013, 03:16:50 AM
From my limited time with the demo, I think you're supposed to press space to deploy the 'chute.  Space seems to be the key to advance each stage.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on April 13, 2013, 05:51:17 AM
Yep, Huw. That's correct. I went through the same frustrations as LB until I figured that out. I can now get the little buggers up ok, but have not yet been able to achieve a stable orbit.

Lots of head scratching and muttering of profanities at the moment.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on April 13, 2013, 09:44:19 AM
Quote from: bob48 on April 13, 2013, 05:51:17 AM
Yep, Huw. That's correct. I went through the same frustrations as LB until I figured that out. I can now get the little buggers up ok, but have not yet been able to achieve a stable orbit.

Lots of head scratching and muttering of profanities at the moment.

I pressed space multiple times :)

Not to worry. I was actually quite thrilled the thing took off at all. It was a hoot just getting it off the ground. And I can't tell you how excited I was watching it go up and up - then start to tumble out of control. Sometimes the more I corrected it the worse it got, but that was half the fun!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on April 13, 2013, 11:28:27 AM
Apparently for LB, it is rocket science.  :P

I may have to try this out when I get done with Red Storm work.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on April 13, 2013, 01:24:53 PM
The key to building working rockets is setting up the stages properly.  For basic stuff, they tend to be fine with the default but there is regularly some adjustment needed once you start making them more complex than a simple little Orbit & Back-size. 

Also, once you hit this more complex building stage, you'll begin having to be as efficient as possible with your fuel vs weight for travelling to other planets/moons.  The difficulty definitely keeps rising.  :D
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on April 13, 2013, 09:06:47 PM
w00t!

Second rocket I managed to get 147 km into space and come back to Kerbol safely!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1081.photobucket.com%2Falbums%2Fj349%2Flongblade%2FGrogHeads%2Fscreenshot0_zps4ee2f054.png&hash=c88e7536a69722b494683d19adef789453ac8443) (http://s1081.photobucket.com/user/longblade/media/GrogHeads/screenshot0_zps4ee2f054.png.html)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Toonces on April 13, 2013, 10:24:52 PM
The guy on the right seems fairly stoked, but the other two look like they'd rather be anywhere else but in that rocket!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: LongBlade on April 13, 2013, 10:28:30 PM
Quote from: Toonces on April 13, 2013, 10:24:52 PM
The guy on the right seems fairly stoked, but the other two look like they'd rather be anywhere else but in that rocket!

I haven't figured out if that means anything or not.

For a while I wasn't sure they're return to Kerbol. Then I wasn't sure they wouldn't burn up in the atmosphere. Then I wasn't sure their drag chute wouldn't burn up. Then I wasn't sure it would slow down enough. But miraculously, it did.

I don't know why this game is so fun, but it is.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 22, 2013, 08:08:03 PM
Just in time for the long weekend, version 0.20 is out. 7 new parts, flags and lots more..

http://forum.kerbalspaceprogram.com/showthread.php/30553-KSP-0-20-Released
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 13, 2013, 04:16:30 PM
Kerbal Space Program is on sale @ Steam (http://store.steampowered.com/app/220200/) this weekend for $15.40.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on June 13, 2013, 08:00:56 PM
Quote from: steve58 on June 13, 2013, 04:16:30 PM
Kerbal Space Program is on sale @ Steam (http://store.steampowered.com/app/220200/) this weekend for $15.40.

Thanks for the heads up...maybe I finally pull the trigger, although I am sure $7 more would not have broken me:)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: GJK on June 13, 2013, 09:01:24 PM
My 14yr old is completely addicted to this game/sim.  We've watched "The Right Stuff" and countless space documentaries off of Netflix and he's committed to reproducing each of the aircraft (Yager) and to get to space along the same lines as the Mercury and Apollo missions.  $15 for this "game" is a great deal and you really cannot go wrong with the price for this one.  A "must buy"- really.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on June 13, 2013, 11:14:46 PM
Quote from: steve58 on June 13, 2013, 04:16:30 PM
Kerbal Space Program is on sale @ Steam (http://store.steampowered.com/app/220200/) this weekend for $15.40.

Hell... I may even buy an extra copy of it for Steam at that price. 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Con on July 02, 2013, 07:32:23 PM
I see the Russians have subcontracted out to the Kerbal Space Building Program

Con

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on July 02, 2013, 08:39:00 PM
Con,
Try this:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on July 24, 2013, 05:13:33 PM
Squad has released a new version (0.21).

http://forum.kerbalspaceprogram.com/content.php/201

Quote
Here are the main features for this update:

* Revised Flight-End scene flow.
In preparation for Career gameplay, we've redesigned the way flights are ended. Gone is the 'End Flight' button in the Pause Menu, cause of many a tale of accidental space station deletion. Now, you'll either get to return to the Space Center (as before), or when applicable, Revert to an earlier state (to launch or to the editors).

* New Space Center Scene.
The most underdeveloped part of the game finally gets its much deserved overhaul, featuring new models for nearly all the facilities, plus a couple of new ones as well. Keep on reading for more details on them.

* The Astronaut Complex Facility.
Another huge feature in the making, the Astronaut Complex is a new building at the Space Center, that gives you an overview of all your available victims brave explorers, and lets you recruit new ones from a list of applicants.

* Crew Management
Along with the Astronaut Complex, this adds the ability to select the crew for a vessel before launch (from the launch sites or from the editors). Pick from the list of available crewmembers, and assign them to any (yes, any) part on the vessel.

* New VAB and SPH Interiors.
The insides of the construction facilities are also completely re-done, the models are not only vastly better-looking than before, they're far more efficient as well, so there's no performance tradeoff here.

* PSystem.
This was one of the biggest code overhauls we've ever pulled off. Now, instead of having everything duplicated in each of the game's scenes, all common elements like the scenery, game logic, ambience and the planetarium are created once and get reused. This means the world you see at the space center is now exactly the same as the one you see in flight, and in the tracking station. It also means much slicker transitions between scenes, as we don't have to respawn everything again.

* Overhauled SAS Flight Control Sytem.
Veteran players (and new ones alike) will be happy to know we've done away with the old Stability Augmentation System (or Sickness Avoidance Solution or whatever you want to call it) we had, which caused more flight stability problems than solutions sometimes, and re-built it completely from scratch. We can't understate how much of an improvement over the previous system this is.

* Much Improved terrain on Kerbin, the Mun, and other places.
New procedurally generated craters on the Mun, low hills around Kerbin, and a lot of other tweaks and optimization make for a much more interesting landscape to fly around and crash into land at.

* A Completely Redesigned Website.
Alex's secret project is finally revealed! Check it out.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on July 24, 2013, 05:22:06 PM
Nice!

Sounds like they did some improvements on the scenery, along with some optimization.  8)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on October 16, 2013, 04:14:35 PM
Version 0.22 is now live...and a new trailer.



Quote
* Career Mode:
- Career Mode is now open! Although still very much under development, you can now start new Career saves.
- Sandbox mode, of course, is also available from the start.

* Research and Development:
- Added the Research & Development Facility to the Space Center.
- R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).

* Science:
- Researching requires Science, which must be earned by performing experiments during your missions.
- You can now collect surface samples while on EVA, and process them to do Science.
- Science experiments return results, which are different for each situation in which the experiment is performed.
- Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System.
- Added a new dialog to show the results of experiments when reviewing the collected data.
- Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.

* Parts:
- Added new scientific parts, like the Materials Bay and the Mystery Goo™ Canister. Also added experiments to many existing parts.
- The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.
- The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.
- Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.
- Added a new deployable antenna, which is an intermediate model compared to the two original ones.
- Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.
- Nose Cones now actually help with improving stability during atmospheric flight.
- Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.
- Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.

* Editor:
- Added a system to allow saving and loading of Sub-Assemblies.
- Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.

* Space Center:
- The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.
- Greatly improved the Island Airfield.
- Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.
- Added a new backdrop and soundtrack for the Astronaut Complex Facility.
- Added a new music track for the R&D Facility.

* Flight:
- It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.
- The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever.

* Solar System:
- Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.
- Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.

* Launcher:
- We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.

* Windows and OSX Installers:
- The KSPStore version of the game can now also be downloaded as an installer wizard on Windows, and as a .dmg image on OSX.

Bug Fixes and Tweaks:
* Fixed an issue that caused a stream of errors to be thrown after planting a flag and opening the map.
* Fixed several minor and not-so-minor issues with scene transitions.
* Greatly improved the scene transition times. Loading delays between scenes should be significantly reduced.
* The SAS indicator on the UI now changes colors to indicate when your input is overriding it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: GJK on October 16, 2013, 05:04:41 PM
Well now.  Looks like they've added a thing or two since the initial alpha release.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 17, 2013, 05:23:02 PM
Kerbal Space Program 0.23 (https://kerbalspaceprogram.com/) is available today, but the site is pretty slammed right now.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F84GHdIU.jpg&hash=c23ed15978e66847edb9673a8ccd7808238c8723)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: em2nought on December 17, 2013, 06:52:56 PM
Quote from: GJK on June 13, 2013, 09:01:24 PM
My 14yr old is completely addicted to this game/sim.  We've watched "The Right Stuff" and countless space documentaries off of Netflix and he's committed to reproducing each of the aircraft (Yager) and to get to space along the same lines as the Mercury and Apollo missions.  $15 for this "game" is a great deal and you really cannot go wrong with the price for this one.  A "must buy"- really.

You've got to show this http://www.youtube.com/watch?v=5REsCTG4-Gg to your kid if he hasn't already seen it.  Great science fair project!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on December 18, 2013, 08:35:02 AM
Wow...this thread has opened my eyes to this game. Originally when I saw it on Steam some time ago it looked like a silly, dumb sim. Glad I read through this, I might pick it up now!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 18, 2013, 09:15:54 AM
Quote from: Banzai_Cat on December 18, 2013, 08:35:02 AM
Wow...this thread has opened my eyes to this game. Originally when I saw it on Steam some time ago it looked like a silly, dumb sim. Glad I read through this, I might pick it up now!

It's an excellent sim.  I'm saying that without having even played all the new stuff in the last couple big patches!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pinetree on December 18, 2013, 04:05:31 PM
I LOL'd at this from the changelog:

Quote- Kerbals other than you will now pick themselves up from ragdoll state if they are involved in any 'accidents' or are flat out being used as Kerbowling pins.

and here it is complete:
Quote==================================== v0.23.0 =========================================================

New:

* The Science Archives:
- Browse through all the science you've done in your Career games in this new section of the R&D Facility.

* Tweakables:
- Several parts can now be tweaked individually by right-clicking them during construction.
- Landing Gear can be set to start out deployed or retracted, and can also be made steerable.
- Engines can have a thrust limiter set on them, so you can balance out asymmetrical thruster configurations (or use differential thrust for taxiing).
- Wheels can be tweaked to have their engines toggled, steering locked, all before launch (and after, of course).
- Control Surfaces can be tweaked to toggle response to pitch, roll and yaw input individually.

* Science Revisited:
- Transmitting scientific data no longer allows you to max out the value of a subject just by repeating the transmission multiple time.
- Removing the experiment data from some experiment modules (for transmission or by EVA) will render them inoperable.
- Resetting an experiment can still be done freely as long as the data is not removed from the module.

* Solar System:
- Added a new Biome Map for Minmus.
- Cleaned up the Biome Maps for Kerbin and the Mun, to remove areas where Biomes would be detected incorrectly.

* The Lab Module:
- Added a new part called a Laboratory Module, which allows experiment data and samples to be processed before transmission, increasing their science value.
- The Lab Module requires 2 crews inside to operate and a whole lot of power as well.
- Added a new button to the experiment review dialog to process collected data on the Lab if one is available (and operational) on your vessel.

* EVA Data Transport:
- Kerbals on EVA can now collect the data from experiment modules and store them on crew-carrying modules.
- Kerbals can also collect data from other data container modules, including other Kerbals.
- EVAs can also store samples collected from other experiments on the Lab.

* Part Tooltips Overhaul:
- The tooltips that pop up when mousing over a part on the editors have been completely redesigned.
- The tooltips show essential info only at first, but can be expanded to show more info with RMB.
- Once expanded, you can right-click again to collapse, or to pin other tooltips if you hover over other parts.
- Re-organized the part information to group stats for each module and resource container on a part.
- Added a larger icon for the part on the tooltip itself, featuring a scale to give an idea of size before picking.

* All-around Optimizations:
- We've gone over all our code to make sure it runs as efficiently as possible.
- Upgraded to Unity version 4.2.2 to make full use of its own bugfixes and tweaks.
- Texture loading has been sped up, loading times are noticeably reduced.

* [Windows-Only] 6-DOF Device Support:
- 6-DOF input devices such as the Space Navigator are now supported both as camera and flight controllers.
- Scroll Lock will toggle the device mode in flight.
- Due to driver limitations this is a Windows-only feature for now. We're ready to implement support in OSX and Linux as soon as those drivers become available.


Bug Fixes and Tweaks:

* Parts:
- The logic for all-vessel resource flow (such as Electric Charge and MonoPropellant) has been re-done.
- Fixed those resource containers not being able to drain fully or store an amount larger than their current available space.

* Docking:
- Fixed an issue that caused docking ports to resume their states incorrectly after docking, making it impossible to undock afterwards.
- Fixed a big issue with docking operations through physicsless parts in the hierarchy between the port and the original vessel root.

* EVAs:
- EVAs now use actual resources for their jetpack propellant, instead of their own fuel system.
- Fixed an issue with collision resolution that caused EVAs to sometimes fall over and become uncontrollable.
- Kerbals other than you will now pick themselves up from ragdoll state if they are involved in any 'accidents' or are flat out being used as Kerbowling pins.
- Parts that land onto splashed-down parts are now considered to be landed. This allows EVAs to walk on floating platforms.

* Other Fixes:
- The Return key will no longer reset the staging sequence in the Editors, or return you to the Main Menu at KSC.
- The Main Menu now remembers the 'page' you were at when you left it, so if you return from a loaded game, you'll find it still at the "Start Game" screen.
- Fixed several issues with joystick axis mapping and indexing.
- Updated the Input settings screen to expose a few new control options that weren't accessible before.
- Fixed an issue that could lead to loss of GUI responsiveness after leaving flight during reentry or supersonic flight.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 18, 2013, 04:36:36 PM
Interesting...

so they added TrackIR support.  Dunno if I'd need to use it in KSP but it's nice having the option I suppose.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on December 18, 2013, 04:59:38 PM
So...okay, these Kerbals are basically like intelligent hamsters that you're kind of seriously trying to put into space, but don't have a problem laughing silly about finding a hundred thousand ways for them to die while trying?

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on December 18, 2013, 05:02:34 PM
Quote from: Banzai_Cat on December 18, 2013, 04:59:38 PM
So...okay, these Kerbals are basically like intelligent hamsters that you're kind of seriously trying to put into space, but don't have a problem laughing silly about finding a hundred thousand ways for them to die while trying?

How offensive! Some of the bravest, most courageous, most honorable men I have ever known, have been Kerbals.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 18, 2013, 05:17:19 PM
...brave-ish? and even lovable, but probably less intelligent than a hamster ;D

Other than minor look differences and names, the other two characteristics that come into play when you select a Kerbal from a pool of applicants is Courage and Stupidity.  I think training for the Kerbals will come eventually.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on December 18, 2013, 05:43:13 PM
I vow to actually buy this game during the holiday sale:)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 18, 2013, 05:44:02 PM
Banzai_Cat -- if you haven't already, you may also want to check out all the mods (http://kerbalspaceport.com/) that are available for KSP.  If nothing else, KSP is a fun sandbox...and you cats seem to like those  ;D
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on December 18, 2013, 08:07:28 PM
Quote from: steve58 on December 18, 2013, 05:44:02 PM
If nothing else, KSP is a fun sandbox...and you cats seem to like those  ;D


Nef says, "Get It Right Meow!"
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on December 18, 2013, 09:18:23 PM


I'm too lazy to read a review of it, but if you guys recommend it and it's twisted, I'm putting it on my short list for next week.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 18, 2014, 02:28:11 PM
...for all you Gundam (http://kerbalspaceport.com/?p=64540) fans.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 01, 2014, 03:41:20 PM
The Kerbal Space Program: Asteroid Redirect Mission (http://forum.kerbalspaceprogram.com/threads/74439-The-Grand-0-23-5-Discussion-Thread) (aka v0.23.5) (developed in collaboration with NASA (http://forum.kerbalspaceprogram.com/content/274-KSP-Asteroid-Redirect-Mission-is-Officially-Released!)) is now live!



(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2F31.media.tumblr.com%2F6c1cf85f9c5884661ddf08488c409a92%2Ftumblr_inline_n3d8br0ALp1rr2wit.jpg&hash=0525517db31d5da147f5879fa3ec99df5f222e15)
Title: Kerbal Space Program goes Steampunk
Post by: steve58 on April 10, 2014, 04:54:42 PM
Someone has made Gus a Steampunk mod (http://forum.kerbalspaceprogram.com/threads/74625-0-23-Professor-Phineas-Kerbenstein-s-Wonderous-Vertical-Propulsion-Emporium-v0-13a) for Kerbal.  Very cool...

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi186.photobucket.com%2Falbums%2Fx14%2Flangev%2FKerbalSteam1_zpsdeb59f71.png&hash=dcf792b1703c787f887ba1a5f64521624925c1bc)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi186.photobucket.com%2Falbums%2Fx14%2Flangev%2FKerbalSteam2_zpsa96251a0.png&hash=9038c5de6e176410dc1afad62d45b228cd138382)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Silent Disapproval Robot on April 10, 2014, 05:56:02 PM
I still can't get my god damned joystick to work with this game! 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 17, 2014, 10:33:00 AM
After years of trial and error, the Kerbal Space Agency has succeeded in landing a kerbaled vehicle on the surface of the Mun...in one piece...

Tragically, due to a slight engineering oversight, Kerbal designers mistakenly omitted oxygen from the vehicle's payload.  This had the unanticipated consequence of rendering the crew members of the Kerbal X into a permanently comatose state. Although their present condition is difficult to diagnose across the vast expanse from Kerbin to the Mun, our most experienced medical experts theorize the symptoms exhibited by the permanent comatose state of each crew member bears an uncanny resemblance to death.

A rescue mission is in the works and will be underway just as soon as the next batch of astronauts sign the necessary waivers and releases.

In the meantime, orbiting satellites have captured the following heroic images of the ghost vessel.

Oxygen Count? 0.0000.
(https://scontent-a-iad.xx.fbcdn.net/hphotos-frc3/t31.0-8/10338484_4485663515867_2448873130432521043_o.jpg)

Safely on the darkside of the mun.
(https://scontent-a-iad.xx.fbcdn.net/hphotos-prn1/t31.0-8/10263997_4485663595869_4925675695857108744_o.jpg)

To boldly go where no living Kerbal has gone before.
(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t31.0-8/1559365_4485663755873_6994478390944849044_o.jpg)

The bodies of the brave crew shall be recovered. Here, this lander shall stay, an everlasting monument to the glory and bravery of the Kerbal Space Program.
(https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn1/t31.0-8/10257976_4485663675871_8779446411378558753_o.jpg)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 17, 2014, 11:31:13 AM
Cool stuff.  I love this sim.

I managed to land on the other smaller moon, on full manual control, after a few busted attempts last year.  The handful of failed attempts was usually due to not bringing enough fuel or forgetting to put landing gear on my lander.  Doah!  I wasn't using a joystick at the time either, so I had some serious throttle issues on descent.  The keyboard keys would either provide not enough or too much thrust for the low gravity and I yo-yo'd a few times before touching down hard and my landing gear snapping.  It just sat there on the engine nozzle.   ;D  Didn't have MechJeb installed at all and just using the mouse & keyboard was pretty brutal.

It was fun to do manually, but I need to install MechJeb to avoid such hair raising moments when I don't want to be under pressure.  I've not fired it up in a long time; since before the campaign stuff was added.  I had been hoping to let that stuff get further patched in & expanded for awhile before digging in.  Is the research/funding stuff filled out enough to enjoy at the moment?


I may hook up my older joystick to my other desktop (plugged into the LED TV) and do some KSP on the big screen sometime.  Should be less trying with that and the mods.  I recall having an issue getting MechJeb activated on one install awhile back, however.  Dunno what I did wrong.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on May 17, 2014, 02:56:36 PM
Congrats Jarhead.

My Kerbals would be happy just to reach orbit around Kerbal. They either end up going on a quick sub orbital flight or end up on a solar escape trajectory. At least its an improvement over rockets just exploding on the launch pad.

Looks like your using a couple of mods, do you have any you considered mandatory?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 17, 2014, 03:06:49 PM
Quote from: Kushan on May 17, 2014, 02:56:36 PM
Congrats Jarhead.

My Kerbals would be happy just to reach orbit around Kerbal. They either end up going on a quick sub orbital flight or end up on a solar escape trajectory. At least its an improvement over rockets just exploding on the launch pad.

Looks like your using a couple of mods, do you have any you considered mandatory?

Yeah. Core Anvil and KW Rocketry are pretty cool. Add a lot of useful parts. I'm also playing around with American and Soviet Packs that add real space craft and the parts to build them.  Of course, MechJeb is essential for me to achieve anything substantial. 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 17, 2014, 03:28:50 PM
Squad has announced (http://www.curse.com/news/kerbal/49516-kerbal-space-program-and-curse-join-forces-on-mods) that they are moving the Spaceport (mod depository) to Curse.  I've never heard of that site.  Anyone used it before?  Some of the modders aren't happy about the selection and there are rumblings of discontent in the forums...even to the point of creating yet a 3rd site. Hopefully things will settle/resolve and there will only be one site in the end.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 17, 2014, 03:32:21 PM
Quote from: steve58 on May 17, 2014, 03:28:50 PM
Squad has announced (http://www.curse.com/news/kerbal/49516-kerbal-space-program-and-curse-join-forces-on-mods) that they are moving the Spaceport (mod depository) to Curse.  I've never heard of that site.  Anyone used it before?  Some of the modders aren't happy about the selection and there are rumblings of discontent in the forums...even to the point of creating yet a 3rd site. Hopefully things will settle/resolve and there will only be one site in the end.

Frankly, I'm annoyed they don't use the workshop.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on May 17, 2014, 04:39:38 PM
Quote from: steve58 on May 17, 2014, 03:28:50 PM
Squad has announced (http://www.curse.com/news/kerbal/49516-kerbal-space-program-and-curse-join-forces-on-mods) that they are moving the Spaceport (mod depository) to Curse.  I've never heard of that site.  Anyone used it before?  Some of the modders aren't happy about the selection and there are rumblings of discontent in the forums...even to the point of creating yet a 3rd site. Hopefully things will settle/resolve and there will only be one site in the end.


Curse mainly hosts MMO mods. I'd rather see mods on workshop or the nexus.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 17, 2014, 05:01:00 PM
Quote from: steve58 on May 17, 2014, 03:28:50 PM
Squad has announced (http://www.curse.com/news/kerbal/49516-kerbal-space-program-and-curse-join-forces-on-mods) that they are moving the Spaceport (mod depository) to Curse.  I've never heard of that site.  Anyone used it before?  Some of the modders aren't happy about the selection and there are rumblings of discontent in the forums...even to the point of creating yet a 3rd site. Hopefully things will settle/resolve and there will only be one site in the end.

I used the Curse client briefly in my Warhammer Online days.  It was easy to d/l and install mods with it but I recall there being some updates that made it more of a pain in the ass to find stuff.  I believe you have to create a login there to d/l (or use the client to d/l stuff) which isn't something people are enamored with.  I can't blame them, as so many other mod sites don't require such hoops.  I'd rather not use Curse, myself, but if it's all we got.. *shrug*

What was wrong with the current mod hosting site, btw?  Someone decide to stop running it? 



As for mods.. has anyone tried the Mission Controller mod that includes the types of financial stuff that will eventually be in the game?  Looks interesting enough in Scott Manley's vid and could add that extra dimension while we wait for the official one:

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on May 17, 2014, 07:59:43 PM
That is what Kerbal really lacks.  I got tired of all the sandbox stuff which gives your everything at the start.

I like what these guys are doing:



Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: mikeck on May 17, 2014, 09:50:35 PM
Quote from: Jarhead0331 on May 17, 2014, 03:32:21 PM
Quote from: steve58 on May 17, 2014, 03:28:50 PM
Squad has announced (http://www.curse.com/news/kerbal/49516-kerbal-space-program-and-curse-join-forces-on-mods) that they are moving the Spaceport (mod depository) to Curse.  I've never heard of that site.  Anyone used it before?  Some of the modders aren't happy about the selection and there are rumblings of discontent in the forums...even to the point of creating yet a 3rd site. Hopefully things will settle/resolve and there will only be one site in the end.

Frankly, I'm annoyed they don't use the workshop.

I agree 100%. Now that I have used workshop for a few games, I'm addicted. It's just makes things so much easier
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 17, 2014, 11:46:04 PM
Quote from: mikeck on May 17, 2014, 09:50:35 PM
Quote from: Jarhead0331 on May 17, 2014, 03:32:21 PM
Quote from: steve58 on May 17, 2014, 03:28:50 PM
Squad has announced (http://www.curse.com/news/kerbal/49516-kerbal-space-program-and-curse-join-forces-on-mods) that they are moving the Spaceport (mod depository) to Curse.  I've never heard of that site.  Anyone used it before?  Some of the modders aren't happy about the selection and there are rumblings of discontent in the forums...even to the point of creating yet a 3rd site. Hopefully things will settle/resolve and there will only be one site in the end.

Frankly, I'm annoyed they don't use the workshop.

I agree 100%. Now that I have used workshop for a few games, I'm addicted. It's just makes things so much easier

Me too. I was very apprehensive about the workshop at first, but like everything else steam does  it's extremely easy and convenient.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on May 18, 2014, 06:30:00 AM
I fired it up last night for the first time for ages, and downloaded all the up-dates.

I actually managed to get into orbit AND back down again.........in one piece!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on May 18, 2014, 01:38:13 PM
After hundreds of attempts, and the deaths of at least 40 cousins and 30 brothers, all named Jebediah, Jebediah became the first Kerman to achieve a safe orbit around the planet Kerbal. He orbited the planet for one day before returning safely back to the planet.

Jebediah reported seeing his house from here:
(https://farm6.staticflickr.com/5191/14028481707_6a1feb8128_o.jpg)

Watching the sun disappear behind the planet. Thankfully he reported it reappeared later.
(https://farm6.staticflickr.com/5483/14211766031_f526a2ebd5_o.jpg)

Jebediah reported seeing fire outside the window upon returning. The cause of this will have to be investigated.
(https://farm6.staticflickr.com/5316/14215067365_cfeacb32d3_o.jpg)

Jebediah contemplating the significance of what he has just accomplished or is he just watching to make sure the parachute doesn't detach.
(https://farm6.staticflickr.com/5537/14028481967_89abc59b29_o.jpg)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 18, 2014, 05:46:01 PM
I'm trying to get a terrain mapper working. ISA Mapsat does not seem to be compatible with the latest build of KSP and I don't think its author is updating it anymore. So I've switched to SCANsat, which seems to have a lot of potential. I just need to learn how to really use it.

This is one of the biggest problems with a game that has such a prolific mod selection. Everytime the game is updated, many of the mods no longer work. Sometimes they just don't function, sometimes the parts are locked in the ship assembly area and cannot be used and sometimes the broken mod can cause a crash or a game freeze. Finding out which mod is the cause of the glitch can be a hassle in the extreme.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 19, 2014, 12:51:54 AM
Quote from: Jarhead0331 on May 18, 2014, 05:46:01 PM


This is one of the biggest problems with a game that has such a prolific mod selection. Everytime the game is updated, many of the mods no longer work. Sometimes they just don't function, sometimes the parts are locked in the ship assembly area and cannot be used and sometimes the broken mod can cause a crash or a game freeze. Finding out which mod is the cause of the glitch can be a hassle in the extreme.

The dreaded "Mod Soup" situation.  :buck2:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 06, 2014, 08:38:01 AM
There is a new thread over on the Kerbal forums that is causing quite a stir.  A user has found a way to tweak/mod in a 64-bit Unity player so that KSP can use more that 4GB of RAM.  It appears (so far) to have a fairly high success rate.  It may also provide some internal (bits, registers, etc) benefit to users with only 4GB RAM (like me), so I'm going to give it a shot.  It looks fairly simple to try (download Unity 4.3.3, install it, copy over 2 files (back'em up first just in case!), rename 1 file).  Here's the link to the forum thread:

http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29

Definitely worth trying out if you have a 64-bit OS, especially if you have more the 4GB Ram and use lots of mods.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 06, 2014, 10:32:08 AM
OK, I installed two vanilla copies of KSP 0.23.5 and the 64-bit Unity.  Copied over the 2 required Unity files into one of the vanilla copies of KSP.  Ran some quick simple tests.

Load times:  2:09 (32-bit)                     1:13 (64-bit)
RAM usage:  1,495 KB (32-bit)               1,479 KB (64-bit)

Not sure if this has always been available, but there is also an option to force OpenGL.  I only tried it on the 64-bit KSP/Unity. 

Load times:  1:23 (64-bit)
RAM usage:  700 KB (64-bit)

The OpenGL worked fine and it doesn't look too bad.  I'll have to test it more to see how it works with mods.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on June 06, 2014, 03:07:32 PM
I didn't realize the Unity engine was still limited to 32-bit.   :-\

So is KSP typically pushing the ~3.25GB RAM limits of 32bit programming with all the new asteroids & other stuff in the latest versions?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 06, 2014, 03:34:30 PM
Supposedly Unity does support 64-bit, but talk on the KSP forums (http://forum.kerbalspaceprogram.com/threads/64377-What-is-happening-with-64-bit-Unity?p=883038&viewfull=1#post883038) is that the 64-bit versions are still a bit unstable...and the user poll (http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29) for this Unity 64-bit tweak does tend to support that.  This tweak is only using a 64-bit player.

Quote
Unity works with "players", depending on the support they are running on. For now, the only executable supported by Squad is based on the 32-bits version of this player for Windows.
Turns out the 64-bits version of this player works perfectly fine on several computers, either on DirectX or OpenGL.

The ~3.25GB RAM limit is only a problem depending on how many mods you load.  Some of those mods (i.e., Planet Factory) can really eat up your available RAM.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: RooksBailey on July 12, 2014, 12:57:38 AM
Preview vid for .24!



I am very excited for this build!  While I have had fun mucking around in sandbox mode, this game needs more structured gameplay for it to really come alive.  This looks like it is going to fit the bill!  :smitten:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on July 12, 2014, 12:33:34 PM
Quote from: RooksBailey on July 12, 2014, 12:57:38 AM
Preview vid for .24!


I am very excited for this build!  While I have had fun mucking around in sandbox mode, this game needs more structured gameplay for it to really come alive.  This looks like it is going to fit the bill!  :smitten:

I've been waiting for the campaign stuff to come together before really digging in, even though it has been a blast every time I jacked around in sandbox.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on July 12, 2014, 12:57:40 PM
The new version looks awesome and 64bit support!  :coolsmiley:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on July 18, 2014, 09:26:56 AM
Kerbal Space Program: First Contract (v0.24) Now Available!

Quote
Kerbal Space Program, the award-winning, indie space agency sim game from Squad, is launching its latest update, Kerbal Space Program: First Contract, as part of its active development cycle. This major release, numbered 0.24, is a substantial advancement in the game's Career Mode, which challenges players to run a space agency.  It is also the first time the game offers a a 64-bit version for Windows via STEAM and the KSP STORE.

http://kerbaldevteam.tumblr.com/post/92083380984/kerbal-space-program-first-contract-now-available


More info (http://forum.kerbalspaceprogram.com/content/295-Kerbal-Space-Program-First-Contract-Now-Available) and an FAQ (http://forum.kerbalspaceprogram.com/content/294-Kerbal-Space-Program-First-Contract-The-FAQ)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on July 18, 2014, 10:47:20 AM
Sweet!  A 64-bit version!

I wonder if it's been thoroughly tested yet. 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on July 25, 2014, 04:28:30 PM
...a small update (http://forum.kerbalspaceprogram.com/content/297-0-24-1-Revision-Patch-Available) released to the new contract version of Kerbal.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: RooksBailey on November 03, 2014, 01:40:27 AM
The release of the new Buzz Aldrin game reminded me of this game, so I decided to jump in and see what changes were implemented over the last few months.  I really like the new economy mode!  Well done!  But I have a question:

I was working my way through one of the early contracts when I picked one whose objective was to test a particular liquid engine AFTER my capsule had splashed down.  I thought this was a strange request and assumed it was going to give me some special piece of flotation equipment to make it possible.  Nope.   :)  So, after a bunch of trial and error, I finally settled on this design:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi226.photobucket.com%2Falbums%2Fdd70%2FCrusaderScott%2FKerbal%2520Space%2520Program%2F2014-11-02_00016_zps659271b1.jpg&hash=e25b6513504c91f956832a78b17b418cbc2f4fc1)

Probably the weirdest design I ever came up with!   :idiot2:  But that was the only way I could think of to keep the engines out of the water so that they could be fired up after splash-down!  It kinda worked.  I loaded the thing with six parachutes to ease the impact on the water, so nothing broke when I landed.  However, my craft did flop over.  I was doubtful the engines were going to work like that but they did!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi226.photobucket.com%2Falbums%2Fdd70%2FCrusaderScott%2FKerbal%2520Space%2520Program%2F2014-11-02_00018_zps35310fb5.jpg&hash=584e58af7d9cfc64af947aafef23ef5401035d7e)

LOL!   I actually achieved 4 m/s in the water!   ;D   But then the right engine blew, followed by the left:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi226.photobucket.com%2Falbums%2Fdd70%2FCrusaderScott%2FKerbal%2520Space%2520Program%2F2014-11-02_00019_zps49ed2d5b.jpg&hash=981175463f33034153f3a0fda0ab342701c2e22b)

Still, I completed the contract!   :2funny:

Anyway, I was wondering if there was an easier way to do this (it took two tries; still not sure why it didn't work the first time I splashed down, but it did the second)?  Or is this just a contract that needs some tweaking, like coming with an inflatable platform or some other piece of equipment.  As it currently is, it seems like a really odd request to ignite an engine after splashdown.   :uglystupid2:  Just curious.

Overall, I have to say that KSP is really shaping up to be an excellent game.  I am curious what the first beta (next update!) is going to bring.  The only thing I would want to see added is something like what that Buzz Aldrin game has: the ability to let your crew and mission control take over some of the operations.  Would be nice to have THE OPTION of turning control of a mission over to your Kerbals and their support teams.  I did recall reading somewhere that Kerbals will be getting real stats in a future update, so I think Squad is moving in that direction.  Fingers crossed!

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on November 03, 2014, 09:09:24 AM
After a quick google search found this thread: Test Egninges While Splashed Down (http://forum.kerbalspaceprogram.com/threads/87462-Is-it-Possible-to-Test-Engines-While-Splashed-Down)

Couple of ways. Add more parachutes so that your decent speed is less then the crash tolerance of the engine.

Or build an symmetrical craft that can be rolled using reaction wheels to the ocean from the space port runway or roll it using rover wheels.

Quote from: RooksBailey on November 03, 2014, 01:40:27 AM
The only thing I would want to see added is something like what that Buzz Aldrin game has: the ability to let your crew and mission control take over some of the operations.

I believe the MechJeb mod will handle a lot of that for you. I have MechJeb installed but don't really use it. Part of the fun for me having to manage both my rockets and various craft already in flight. I would really like to see construction times become a thing. No more go to the VAB or Hanger, build a rocket, then immediately launching.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: RooksBailey on November 03, 2014, 01:21:17 PM
Quote from: Kushan on November 03, 2014, 09:09:24 AM
After a quick google search found this thread: Test Egninges While Splashed Down (http://forum.kerbalspaceprogram.com/threads/87462-Is-it-Possible-to-Test-Engines-While-Splashed-Down)

Couple of ways. Add more parachutes so that your decent speed is less then the crash tolerance of the engine.

Or build an symmetrical craft that can be rolled using reaction wheels to the ocean from the space port runway or roll it using rover wheels.

Thanks for the link!  I did see the one concerning parachutes - that is why I added six!  :) - but the other one I didn't try.  I never considered a space plane type of design.  Then again, I haven't unlocked enough gear to build one of those. 

QuoteI believe the MechJeb mod will handle a lot of that for you. I have MechJeb installed but don't really use it. Part of the fun for me having to manage both my rockets and various craft already in flight.

I've always heard about that mod but never checked it out.  I think I will since it sounds like what I want.  I like controlling my craft for simple stuff, but I know I am going to need help when it comes to more advanced missions like making it to the moon, etc. 

QuoteI would really like to see construction times become a thing. No more go to the VAB or Hanger, build a rocket, then immediately launching.

That is a good idea!  The game needs better pacing when it comes to building and launching.  I noticed yesterday that I built and launched three rockets in like 30 mins of game time.   ;D  Something wrong with that....
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on November 03, 2014, 03:26:23 PM
Quote from: Kushan on November 03, 2014, 09:09:24 AM
QuoteI would really like to see construction times become a thing. No more go to the VAB or Hanger, build a rocket, then immediately launching.
That is a good idea!  The game needs better pacing when it comes to building and launching.  I noticed yesterday that I built and launched three rockets in like 30 mins of game time.   ;D  Something wrong with that....

I stole the idea from Scott Manley to impose a 5-7 day period between launches. Spreads the pacing of the game out a little bit.

Another thing I'd like to see is alternate launch facilities. With building damage now a thing, having a rocket explode on the launch pad should make it impossible to launch from there until the damage has been repaired.

I need to do a full reinstall of the game and all of my mods. I've encountered a problem with the latest version that as soon as I start my gravity turn, my rocket just keeps turning and starts to tumble end over end. I'm almost certain its got something to with the Farrem Aerospace and Deadly Reentry mods, but for the life of me I can't figure out whats wrong. I'm using standard rockets that I've used since I started playing the game. Even simple capsule + fuel tank + engine rockets are doing it. Adjusting the throttle doesn't seem to phase it either. Hoping a simple reinstall will fix it. I really don't want to have to go through mod by mod to find what the issue is.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: RooksBailey on November 03, 2014, 09:59:47 PM
Quote from: Kushan on November 03, 2014, 03:26:23 PM
I stole the idea from Scott Manley to impose a 5-7 day period between launches. Spreads the pacing of the game out a little bit.

Another thing I'd like to see is alternate launch facilities. With building damage now a thing, having a rocket explode on the launch pad should make it impossible to launch from there until the damage has been repaired.

That is a good idea, too!  What I would like to see most of all is a simulator mode.  I just had a tough contract where I needed to fire a prototype engine at a low altitude (no higher than 3800 meters) and at a high velocity (290 m/s).  This was very tough since I needed a rocket that could accelerate very quickly before it broke the ceiling.   It took like 24 tries before I got the right design, and even then it was dumb luck.  That was when I started thinking that KSP needs a sim mode.  Really, what we have right now acts JUST LIKE a sim mode in the sense that we can instantly build a craft, instantly launch it, and if necessary, "revert" back to assembly/launch if something goes wrong.  They should take all of this and call it a simulator (maybe change the graphics to wire frames or something sim-y).  In this mode, the player can experiment endlessly without cost or danger.  However, once the player is happy with his design and has practiced a mission, he should then need to submit his rocket design to the VAB where it will be slowly built over a period of days.  Once on the actual launch pad, the player is committed and can no longer revert to a previous point if something goes wrong...just like in real life (albeit, reloading from a save point would still be okay if the player wishes).  I think this would be a good way to both make the pacing more believable, as well as making the actual missions much more tense. 

QuoteI need to do a full reinstall of the game and all of my mods. I've encountered a problem with the latest version that as soon as I start my gravity turn, my rocket just keeps turning and starts to tumble end over end. I'm almost certain its got something to with the Farrem Aerospace and Deadly Reentry mods, but for the life of me I can't figure out whats wrong. I'm using standard rockets that I've used since I started playing the game. Even simple capsule + fuel tank + engine rockets are doing it. Adjusting the throttle doesn't seem to phase it either. Hoping a simple reinstall will fix it. I really don't want to have to go through mod by mod to find what the issue is.

I am always careful with mods.  With most games, I usually only use one or two at most because I know how delicate they can be.  I learned that the hard way when my modded version of Skyrim stopped working suddenly, ruining hours of questing.  >:(   

I did install the MechJeb mod today, though.  :)  I suspect this mod is going to be officially incorporated at some point.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on November 03, 2014, 11:29:23 PM
Quote from: RooksBailey on November 03, 2014, 09:59:47 PM
I am always careful with mods.  With most games, I usually only use one or two at most because I know how delicate they can be.  I learned that the hard way when my modded version of Skyrim stopped working suddenly, ruining hours of questing.  >:(   

I did install the MechJeb mod today, though.  :)  I suspect this mod is going to be officially incorporated at some point.

Despite all the modding I've done to Skyrim, I only had one game that really broke. But I abused that save a lot, installing, updating, and uninstalling mods at will.

Just like Skyrim, I find the vanilla KSP is good, modded KSP is even....better when it works and it usually does. After using mods like Farram Aerospace and Deadly Reentry I have a hard time going back to vanilla.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on November 04, 2014, 07:54:20 AM
I should have thought of asking Neil deGrasse Tyson about this game when I saw him last week.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on November 04, 2014, 08:02:20 AM
Quote from: Banzai_Cat on November 04, 2014, 07:54:20 AM
I should have thought of asking Neil deGrasse Tyson about this game when I saw him last week.

A lot of controversy surrounding that cat these days.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on November 04, 2014, 08:22:38 AM
Quote from: Jarhead0331 on November 04, 2014, 08:02:20 AM
Quote from: Banzai_Cat on November 04, 2014, 07:54:20 AM
I should have thought of asking Neil deGrasse Tyson about this game when I saw him last week.

A lot of controversy surrounding that cat these days.

Yeah, though I don't recall him doing a lot of quotes in his speech. He stuck with a basic 'science in schools needs to be better' approach and highlighted it with some of his own history (though I suppose that could have been fabricated as well).
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on November 04, 2014, 04:24:43 PM
Quote from: RooksBailey on November 03, 2014, 01:40:27 AM
The release of the new Buzz Aldrin game reminded me of this game, so I decided to jump in and see what changes were implemented over the last few months.  I really like the new economy mode!  Well done! 

Same here. The buzz about BASPM (yes, pun intended) inspired me to load up KSP for the first time in well over a year. The game has progressed a lot! The career mode was all news to me.

Spent last night building a SR-71 mock-up space plane (which I cleverly named the "KR-71"). Thing looked sweet but was barely air-worthy. This game taps into my inner Lego-building-7-year-old like none other. (Never got into Minecraft.)

Don't think I'll take the dive on BASPM, although the price is certainly right. Just seems too dry compared to KSP. Not being able to actually design anything is a deal-breaker for me.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on November 04, 2014, 06:33:40 PM
Quote from: sandman2575 on November 04, 2014, 04:24:43 PM
Quote from: RooksBailey on November 03, 2014, 01:40:27 AM
The release of the new Buzz Aldrin game reminded me of this game, so I decided to jump in and see what changes were implemented over the last few months.  I really like the new economy mode!  Well done! 

Same here. The buzz about BASPM (yes, pun intended) inspired me to load up KSP for the first time in well over a year. The game has progressed a lot! The career mode was all news to me.

Spent last night building a SR-71 mock-up space plane (which I cleverly named the "KR-71"). Thing looked sweet but was barely air-worthy. This game taps into my inner Lego-building-7-year-old like none other. (Never got into Minecraft.)

Don't think I'll take the dive on BASPM, although the price is certainly right. Just seems too dry compared to KSP. Not being able to actually design anything is a deal-breaker for me.

I've been tempted, but still putting it off until the economic & pilot training side is also feature complete.  The economic facet interests me as much as the launches and space travel so I want the 'new car' smell in it's full glory when it's near completion. 

Already had some fun with building rockets and manually landing on Minmus before, but I may actually use MechJeb for some stuff when I make my return.  Mods like that are practically essential for reaching other planets in the system, due to the fine timing calculations required.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: RooksBailey on November 05, 2014, 01:33:17 AM
Quote from: sandman2575 on November 04, 2014, 04:24:43 PM
Spent last night building a SR-71 mock-up space plane (which I cleverly named the "KR-71"). Thing looked sweet but was barely air-worthy. This game taps into my inner Lego-building-7-year-old like none other. (Never got into Minecraft.)

I hear you on that!  I used to love to build model rockets and launch them when I was in college.  This is the closest I have come to that fun experience.   :)

QuoteDon't think I'll take the dive on BASPM, although the price is certainly right. Just seems too dry compared to KSP. Not being able to actually design anything is a deal-breaker for me.

I actually sort of like the more "dry" approach of BASPM.  Not as a substitute but as a compliment to KSP.  The only thing that tempers my enthusiasm for BASPM is the fact that we are currently limited to the 50s-70s.  I look forward to the day when we can play straight through to the present day and beyond!

Quote from: NefaroI've been tempted, but still putting it off until the economic & pilot training side is also feature complete.  The economic facet interests me as much as the launches and space travel so I want the 'new car' smell in it's full glory when it's near completion. 

Already had some fun with building rockets and manually landing on Minmus before, but I may actually use MechJeb for some stuff when I make my return.  Mods like that are practically essential for reaching other planets in the system, due to the fine timing calculations required.

I also want the pilot training/guidance stuff in there ASAP.  That is the thing that always keeps me from playing KSP for long.  I always get to a portion of the game where I need to do some precise maneuver, something that requires me to run off to the forums or Youtube and locate some sort of "how to" guide or video, which also requires a "how to" guide to understand the steps and terminology contained within.  ;D  It becomes very frustrating and tedious.  That is pretty much when I lose interest.  The game desperately needs some automation so that less scientifically inclined players can still make it to the Mun and other planets without taking a self-taught course in astrophysics.   :) 
Title: Re: Kerbal Space Program has gone BETA
Post by: steve58 on December 16, 2014, 10:51:31 AM
KSP is BETA than ever (http://forum.kerbalspaceprogram.com/content/323-The-KSP-Beta-Than-Ever-FAQ).

New features, highlights, etc here (http://forum.kerbalspaceprogram.com/threads/103034-KSP-0-90-Beta-Than-Ever-Grand-Discussion-Thread%21).

KSP 0.90 has been released...and as to why it went from 0.25 to 0.90?

Quote
What happened to 0.26 to 0.89? Why did you skip straight to 0.90?

We're going to call our first Beta version KSP v0.90.0 (zero-ninety-zero, or oh-ninety-oh if you live across the pond), to make it clear to everyone that KSP is nearing a state of completion. Of course, that doesn't mean we plan to do exactly 10 Beta patches to reach 1.0. It could be more, it could be less, we can't tell. If we run past 0.99. the next version could be 0.100.0, or we could change the system a bit, and increment the revision numbers instead, depending on how much we feel a release has added. In a way, Beta updates really are more like revision patches actually. We'll keep announcing new releases as we have always done in any case, so just hang around the community and you'll never miss a release.

Title: Kerbal Space Program 1.0 release date is April 27
Post by: steve58 on April 21, 2015, 09:28:55 AM
Squad has announced that the official Kerbal Space Program 1.0 (http://forum.kerbalspaceprogram.com/threads/116085-Just-7-days-til-Kerbal-Space-Program-1-0-comes-out!?p=1848359#post1848359) release will be on April 27.  O0

...this Kerbal forum thread (http://forum.kerbalspaceprogram.com/threads/110482-KSP-1-0-General-Thread-All-the-new-features) has an unofficial list of 1.0 features.
Title: Re: Kerbal Space Program 1.0 release date is April 27
Post by: ArizonaTank on April 21, 2015, 04:57:26 PM
Quote from: steve58 on April 21, 2015, 09:28:55 AM
Squad has announced that the official Kerbal Space Program 1.0 (http://forum.kerbalspaceprogram.com/threads/116085-Just-7-days-til-Kerbal-Space-Program-1-0-comes-out!?p=1848359#post1848359) release will be on April 27.  O0

...this Kerbal forum thread (http://forum.kerbalspaceprogram.com/threads/110482-KSP-1-0-General-Thread-All-the-new-features) has an unofficial list of 1.0 features.

Wow...it has been in beta so long....  Glad to see it come out.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 27, 2015, 12:32:04 PM
...and KSP 1.0 is now live.  Current price is $29.99, going up to $39.99 on May 1.

https://kerbalspaceprogram.com/en/

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Shelldrake on April 27, 2015, 01:37:22 PM
Also available from GOG.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on April 27, 2015, 04:11:16 PM
Whole night spent in it and I love it!  O0 O0
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on April 27, 2015, 07:28:21 PM
The dev's logo

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fforum.kerbalspaceprogram.com%2Fimage.php%3Fu%3D68258%26amp%3Bdateline%3D1368904243&hash=38b7e6576eb0c1a217f1423317b17e9a1e9d6a3e)

always reminds me of Lancelot Link, Secret Chimp...

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Freyland on April 27, 2015, 10:55:55 PM
What is the final goal of the game? I get that it is fun to build and fail, but I am fuzzy about what exactly happens once you become capable of space exploration.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on April 28, 2015, 12:41:51 AM
Quote from: Freyland on April 27, 2015, 10:55:55 PM
What is the final goal of the game? I get that it is fun to build and fail, but I am fuzzy about what exactly happens once you become capable of space exploration.

There's a career mode (http://wiki.kerbalspaceprogram.com/wiki/Career).
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on April 28, 2015, 05:40:52 AM
The Career mode plays a bit like a Tycoon game, where you develop your Space Program facility, research to unlock more advanced modules, etc.
You take on Space Program goals to accrue money and reputation which will enable you to expand your operations, finally resulting in interplanetary ops. You can mine moons now for resources, but in order to do so you need to devise a plan to get a mining vehicle to the target and the resources back to Kerbin (Earth).
It has gone long past the simple funny sandbox 'Let's build a funny rocket and see what happens'. It's pretty intricate now with many gameplay elements.
I saw a stream yesterday where a guy had built a rocket consisting of a propulsion element to get it into orbit. Then disconnect the top part which housed a Satellite that needed to get into circular orbit around Kerbin. Then the last part consisted of a mining vessel which could be launched from the satellite towards the Moon.
Pretty advanced stuff and it contained no Mods. It's all in the base game.

Meanwhile my own little campaign has just started and the doofus I am; found out that its pretty useless to use fuel tanks on a fuel booster... duh.. (boosters already have their own tank and do not use fuel from external tanks).
So the end result was a 30 part vessel where over half of the parts were not going to be used.  :idiot2:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on April 28, 2015, 05:56:36 AM
Quote from: Huw the Poo on April 28, 2015, 12:41:51 AM
Quote from: Freyland on April 27, 2015, 10:55:55 PM
What is the final goal of the game? I get that it is fun to build and fail, but I am fuzzy about what exactly happens once you become capable of space exploration.

There's a career mode (http://wiki.kerbalspaceprogram.com/wiki/Career).

Finally
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on April 28, 2015, 11:33:14 AM
So it looks like this game has come a long, long way. Originally I thought it was just a silly game of minion-like dudes getting killed in comical ways as you work your way through a fledgling space agency's ups and downs.

Now it seems your goals are a lot more concrete (in Career mode, anyway). Is there some kind of end goal in the sandbox? You mentioned interplanetary ops...does this go as far as colonization?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on April 28, 2015, 11:36:52 AM
I've got the pre-steam version which does not seem to want to update ???
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on April 28, 2015, 12:22:52 PM
Quote from: bob48 on April 28, 2015, 11:36:52 AM
I've got the pre-steam version which does not seem to want to update ???

I think you have to log onto the store section of their website Bob.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on April 28, 2015, 12:36:34 PM
Quote from: Banzai_Cat on April 28, 2015, 11:33:14 AM
So it looks like this game has come a long, long way. Originally I thought it was just a silly game of minion-like dudes getting killed in comical ways as you work your way through a fledgling space agency's ups and downs.

Now it seems your goals are a lot more concrete (in Career mode, anyway). Is there some kind of end goal in the sandbox? You mentioned interplanetary ops...does this go as far as colonization?

Don't let the goofy Kermit-like creatures fool you.  This has serious physics involved. 

I'd even recommend using a joystick if you're going to use manual control, which was the only option without using a mod last time I played.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on April 28, 2015, 12:54:35 PM
Quote from: bob48 on April 28, 2015, 11:36:52 AM
I've got the pre-steam version which does not seem to want to update ???

I think they've switched to a Steam only system quite a ways back, but everyone who bought it before that gets a Steam key.
Their store, or otherwise their forums, have instructions on how to obtain your Steam key.

As for colonizing; not really. The thing that comes closest are building outposts or forward bases to use as refueling points for further Operations into the Kerbal system. There are no settlements or the like in the game.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 28, 2015, 01:05:51 PM
Quote from: Yskonyn on April 28, 2015, 12:54:35 PM
Quote from: bob48 on April 28, 2015, 11:36:52 AM
I've got the pre-steam version which does not seem to want to update ???

I think they've switched to a Steam only system quite a ways back, but everyone who bought it before that gets a Steam key.
Their store, or otherwise their forums, have instructions on how to obtain your Steam key.


Actually its an either/or type of thing.  This is from the FAQ/Support:

Quote
I bought the game on the KSP Store, but I want it on Steam. Will you give me a Steam Key?

Yes, we now offer the choice to transfer KSP purchases from before the game was available on Steam, note that this process is OPTIONAL and IRREVERSIBLE. If you transfer your purchase to Steam, you will no longer be able to download or update the game from the KSPStore, but also nobody's forcing you to go to Steam, if you opt not to transfer, you can still download and update the game as usual. To move to Steam, log in to your KSPStore profile and you will find the button to start the process next to your download link. If you can't see the button in your profile it means you purchased the game after it was on Steam and you are not eligible, no exceptions, please don't insist. As you can see in our Steam store page, the release date for Steam is March 20th 2013.


I bought the game on Steam, but I want it on the KSP Store as well. Would you activate my account for download?

No, sorry, the migration will not work that way. If you bought the game on Steam, you will only have it on Steam. To get it in the KSP Store too, you will have to purchase it here. Do keep in mind that the Steam version is DRM free, so it can be played offline as well, so you're really not missing out on anything with the Steam version instead of the KSP Store one.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bob48 on April 28, 2015, 01:12:52 PM
Thank you, gents. I'm checking now - must admit, I have not played it for some time.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 28, 2015, 01:18:28 PM
There are some absolutely incredible mods for KSP.  If you haven't already checked out Magic Smoke Industries Infernal Robotics (http://forum.kerbalspaceprogram.com/threads/116064-1-0-Magic-Smoke-Industries-Infernal-Robotics-0-21-0), do it!  I recently upgraded my ancient PC from 4GB to 8GB RAM and have only now been able to expand beyond the basic mods like MechJeb.   Fun times in the sandbox...



Also, in addition to the Curse (http://www.curse.com/ksp-mods/kerbal) site for mods, there is also one called Kerbal Stuff (https://kerbalstuff.com/).  I like its layout better than Curse, but not all mod authors are using it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on April 28, 2015, 03:22:21 PM
Quote from: bob48 on April 28, 2015, 11:36:52 AM
I've got the pre-steam version which does not seem to want to update ???

If you have the non-Steam version, you must log in to the KSP website with your purchase log-in and download the latest installer.

During early access, I had to download the full installer package every time I updated.  They rarely made patches IIRC.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: OJsDad on April 29, 2015, 10:45:38 AM
I just downloaded the demo.  It looks older but I hope to give it a try tonight.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 29, 2015, 11:47:49 AM
The Demo is based on version 0.18.3.  Lots of changes since then, bit it should still give you a good idea of the game.

http://wiki.kerbalspaceprogram.com/wiki/Version_history
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on April 29, 2015, 11:53:43 AM
Has there been mention of KSP getting Steam Workshop?

Started up a new career the other night.  For the life of me, I could not design a ship that could get into orbit with the 18-ton weight limitation.  I upgraded the launch pad a few times and that upped the limit -- was able to get a 24-tonner into orbit without much difficulty.

Also discovered the hard way that you have to 'unlock' maneuver nodes in Career mode -- you have to upgrade mission control and the monitoring station each to lvl 2.

EDIT -- appears Workshop is not in the plans... too bad.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 01, 2015, 11:51:53 AM
The first update to version 1.0 is live on Steam and KSP...

================ v1.0.1===================

Bug Fixes and Tweaks:

Thermal:
* Temperature gauge system.
* Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster.
* Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts.
* Parachute heating/burning.
* Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates.
* Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated
* Updated emissivity for spaceplane configs.
* Lowered heat production on LV-N.

Resources:
* Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic.
* Removed Overheat Throttle mechanic.
* Increased mass of Ore tanks to match wet/dry ratio of stock tanks.
* Aerodynamics
* New values for physics global drag and lift multipliers.
* Added a CoP offset calculation to procedural fairings
* Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan)
* Fixed occlusion on mk2 docking port.
* Fix for Laythe's atmosphere.

Solar Panels:
* Solar panels now use the proper inv square from FI's solar flux.
* Removed obsolete power curves from solar panels.
* Rebalanced solar panels against each other.

Career:
* Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker.
* Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment.
* Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour.
* Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety.
* Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears.
* ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity.
* Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight.
* If the game cannot find an agent listed in the save file, it will pick a random agent.
* Remove some debug information from survey waypoint generation.

Parts:
* Added Tier 0 rocket fin.
* Added RescaleFactor to the RT-5 (preventing a potential regression bug).
* Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part.
* Fixed an issue where the physicsSignificance flag was set to 1 for heat shields.
* Added an option to clamp the lower bound of the deploy pressure of parachutes.
* Adjusted parachutes to open at a slightly higher atmospheric pressure.
* Fixed fairings not initializing their masses in flight properly.
* Added module info section for fairings.
* Rebalanced engine entry costs.

Miscellaneous:
* Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part's drag cube information in their info.
* MapSO and CBAttributeMapSO methods made virtual and member variables protected.
* Made physics-less part mass effect KB mass value.
* Zero part count vessels will not be run through Flight Integrator.
* Increased mass on some wings.
* Fixed a nullref being caused when clicking between vessels and empty space in map view.
* Vessels that blow up in atmosphere properly kill off their crew members.
* Added Part temperature gauges/highlighting (toggle with F10).
* Part temperature overlay can now be toggled with F11
* Part aerodynamic forces overlay can now be toggled with F12
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 03, 2015, 06:40:07 PM
So I've been dabbling in this again since version 1.0 was released and I've started to try to design multi-stage rockets. I've designed one, the KW-I, that on paper, at least, looks like it would get me into a stable orbit. However, for some reason, around 100,000 KM, the rocket starts doing cartwheels and the spin has proven to be unrecoverable. Even Mechjeb cannot keep it stable.

I'm assuming the sudden loss of control has something to do with a change in the atmosphere. Any of you experts have any idea what I can do to keep this roman candle stable? Does it need some fins or control surfaces? Is it an unbalanced weight problem, ie. the third and final stage in the nose is too heavy?

Attached are blue prints of the KW-I so you can see all the parts. As you can see, its a rather simple design with not much to go wrong. The loss of control occurs after the boosters have separated and after the rocket has been flying straight up under main booster control.

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/1509288_10200783195298403_6260742452305775943_n.jpg?oh=3a3787ea66d9146b395a141a41896145&oe=55C1ABDB&__gda__=1441143524_58bac29355729395c3a9ff1f5e702945)

(https://scontent-lga.xx.fbcdn.net/hphotos-xfa1/t31.0-8/11157436_10200783195378405_2068242643772470393_o.jpg)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 03, 2015, 06:55:00 PM
I'd put some stabilization fins on the bottom of the main rocket, JH. 

I seem to recall similar builds, which had a larger section on the top of the stack, spinning after the boosters were jettisoned and three or four of those helped stabilize it.   If it's still in the atmosphere when that happens, anyway.  I believe the single vector thrust of the nozzle couldn't keep up with the yaw/spin in a long stack with a tip that was of a larger circumference, or it would just make it worse at times.

Took a little doing to get them evenly spaced on the main engine using the appropriate setting, in combination with the boosters around it, but that's probably worth checking out. 

If it isn't enough with plain 'ole stabilizers, then add some control planes that can help you steer better.  Those weigh more, I'm sure, so the non-moving stabs would be the better first test.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 03, 2015, 09:39:28 PM
I think the problem is definitely a weight imbalance in the nose. Once I reach altitude and the atmosphere starts to thin, the heavy nose drops and there is nothing to counteract that force. I tried adding some canards, but it wasn't enough and I had the same problem. I think I either need to add weight to the bottom of the rocket to balance it out, or add some kind of thrust vectoring capability. I rather not add weight, as this will obviously require more thrust to get into orbit. I like the design so I'm going to keep experimenting,
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on May 03, 2015, 09:55:47 PM
have you tried to spin stabilize it?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on May 03, 2015, 10:00:03 PM
Quote from: Jarhead0331 on May 03, 2015, 06:40:07 PM

(https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpf1/v/t1.0-9/1509288_10200783195298403_6260742452305775943_n.jpg?oh=3a3787ea66d9146b395a141a41896145&oe=55C1ABDB&__gda__=1441143524_58bac29355729395c3a9ff1f5e702945)

(https://scontent-lga.xx.fbcdn.net/hphotos-xfa1/t31.0-8/11157436_10200783195378405_2068242643772470393_o.jpg)

Needs two balls for stabilization.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 03, 2015, 10:02:15 PM
Quote from: Capn Darwin on May 03, 2015, 09:55:47 PM
have you tried to spin stabilize it?

Yes. Spin has no effect on this issue.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on May 03, 2015, 10:20:14 PM
Bummer. Small set of thrusters near the top? Pointed outward? Is it possible the load is shifting in flight and that is adding to the CG issue? Just thinking out loud.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 03, 2015, 10:27:57 PM
Quote from: Capn Darwin on May 03, 2015, 10:20:14 PM
Is it possible the load is shifting in flight and that is adding to the CG issue? Just thinking out loud.

Hmmmm...I suppose the command module could be wobbling inside of the fairing, but it looks totally solid. Again, I really think it is a weight imbalance issue. I just need to figure out the best way to counteract this.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on May 03, 2015, 10:34:06 PM
At 100,000km the atmosphere should have no effect on your aerodynamically since your in space once you reach 70,000km and above. Not sure why it would start spinning at that point. You can try hitting F12 in flight and it will display an aerodynamic overlay on your craft. It will show you what parts on your craft are causing drag, thrust, etc. Might help you determine whats causing it to spin.

I've been experiencing end over end tumbling much lower in the atmosphere, ~10km, but nothing that high.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on May 04, 2015, 12:38:21 AM
Its definately a weight and balance issue. The game tracks fuel levels and shift in center of mass because of these weight changes.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bbmike on May 04, 2015, 05:35:08 AM
Hopefully all of your Kerbals are surviving all of these tests.  ;D
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 04, 2015, 06:12:04 AM
Quote from: Kushan on May 03, 2015, 10:34:06 PM
At 100,000km the atmosphere should have no effect on your aerodynamically since your in space once you reach 70,000km and above. Not sure why it would start spinning at that point. You can try hitting F12 in flight and it will display an aerodynamic overlay on your craft. It will show you what parts on your craft are causing drag, thrust, etc. Might help you determine whats causing it to spin.

I've been experiencing end over end tumbling much lower in the atmosphere, ~10km, but nothing that high.

I meant to correct that. It's meters, not kilometers.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 04, 2015, 06:15:59 AM
Quote from: bbmike on May 04, 2015, 05:35:08 AM
Hopefully all of your Kerbals are surviving all of these tests.  ;D

Actually, they are. Once the tumble begins, I'm able to disengage the engine and separate the command module from the tumbling rocket. The command module is then able to recover stability and make it back to land, or sea, in one piece. I do feel bad for jebediah kermin though. He has tested this failure of a design at least 8 times.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 04, 2015, 06:26:06 AM
Try adding an Advanced Reaction Wheel module/Advanced Inline Stabalizer (or 2) between the payload/capsule and the top fuel tank. That and MechJeb should keep it under control...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 04, 2015, 06:38:09 AM
Quote from: steve58 on May 04, 2015, 06:26:06 AM
Try adding an Advanced Reaction Wheel module/Advanced Inline Stabalizer (or 2) between the payload/capsule and the top fuel tank. That and MechJeb should keep it under control...

Interesting point. I have one of those on the command module, but not the main rocket. I'll give it a shot.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pinetree on May 04, 2015, 06:54:55 AM
Quote from: Jarhead0331 on May 04, 2015, 06:15:59 AM
Quote from: bbmike on May 04, 2015, 05:35:08 AM
Hopefully all of your Kerbals are surviving all of these tests.  ;D

Actually, they are. Once the tumble begins, I'm able to disengage the engine and separate the command module from the tumbling rocket. The command module is then able to recover stability and make it back to land, or sea, in one piece. I do feel bad for jebediah kermin though. He has tested this failure of a design at least 8 times.
I don't think Jeb will mind, he loves that kind of stuff. I bet he was grinning like a maniac through it all..
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: FarAway Sooner on May 04, 2015, 09:05:41 AM
Did you remember to secure all your on-board office furniture to a bulk-head?  I've thought a desk-on-wheels would be a great utility, but the implementation details have been proving harder.

  8)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on May 04, 2015, 11:19:41 AM
Hhhhnnnnnnnnnnnnggggggg <- that's the sound of me trying to resist buying this game.

I've bought too many games recently, some of which don't even bloody work.  But KSP looks so goooooooood. :(
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Barthheart on May 04, 2015, 11:21:22 AM
Quote from: Huw the Poo on May 04, 2015, 11:19:41 AM
Hhhhnnnnnnnnnnnnggggggg <- that's the sound of me trying to resist buying this game.

I've bought too many games recently, some of which don't even bloody work.  But KSP looks so goooooooood. :(

LOL! That's the same sound I make every time I read this thread.  :P
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 04, 2015, 11:54:59 AM
Quote from: Huw the Poo on May 04, 2015, 11:19:41 AM
Hhhhnnnnnnnnnnnnggggggg <- that's the sound of me trying to resist buying this game.

I've bought too many games recently, some of which don't even bloody work.  But KSP looks so goooooooood. :(

I think the game is revolutionary. It is a must have.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on May 04, 2015, 12:49:45 PM
Yeah, it's probably top of my wish list right now.  Let's see how long I last...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on May 04, 2015, 12:55:36 PM
"Revolutionary" is exactly right. There's nothing else like KSP. It's breathtakingly original, and tremendous fun. (It's also very challenging, IMO)  I wish even a fraction of devs of space-themed games took the 'outside the box' thinking approach of Squad.

Agree this is an essential game. And that's from someone who takes a fairly ruthlessly minimalist approach to 'games that MUST be on my HD.'

So really, Huw, you have no choice but to go buy this RIGHT NOW...    O0
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 04, 2015, 12:58:40 PM
+1 on the "Revolutionary".

Huw, I'd have to say that your timing is not so good.  The price for KSP just jumped to ~$40 pretty much everywhere.  You might be able to get it cheaper on Greenmangaming if any of their vouchers work for KSP.  If I had to guess, I'd bet it'll be on sale somewhere within a month (if you can wait, I know I couldn't  O:-))
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on May 04, 2015, 12:59:05 PM
I don't own it yet though I've seen plenty of YouTube vids on it to know it's staying on my wishlist until the next super sale. :)

Then it shall be bought.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on May 04, 2015, 01:03:26 PM
I'll try to hold on for the next sale, but unless I get distracted by something, this will be the next game I buy.

Have any of you guys posted any videos?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on May 04, 2015, 01:09:35 PM
Anyone else try making a go of "Career Mode"?

It doesn't detract anything from my amazement of this game -- but I'm finding Career Mode somewhat more 'frustrating' than 'hard but fun.'  The Tech Tree needs some serious tweaking, as more than a few have been pointing out over on the KSP forums. The components that some early advancements open up are sometimes pretty puzzling and not very useful, while some essential components (like the "Terrier" liquid-fuel engine) are too far down the tree -- not to mention simple things like ladders so your Kerbals can easily get back on board after surface EVA.

I like Career Mode because I like the limitations it places on you to 'make do with what you've got'. But it seems that what you've got to make do with, in the early stages of the game, could be much better thought out.

I finally managed to rendezvous two craft in orbit at 0 relative velocity last night. By the skin of my teeth (i.e. fuel and electrical charge nearly empty on the intercepting craft).  Game is hard, but man do you get a sense of accomplishment from figuring these things out...


@Huw -- check out Scott Manley's vids on YouTube -- they're excellent.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 04, 2015, 02:39:23 PM
Quote from: sandman2575 on May 04, 2015, 01:09:35 PM

.. check out Scott Manley's vids on YouTube -- they're excellent.


This.


He started making new Tutorial-ish vids for the official release version's Career Mode.  O0
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on May 04, 2015, 02:54:02 PM
I will, thanks - very interested in videos from our very own Grogs though. :)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 04, 2015, 09:58:39 PM
I used to be able to build simple rockets and get them into orbit regularly. I've even made it to the mun and back. However, since I started playing again, I'm finding it much more difficult to build a craft that is stable and not prone to spinning out of control. I'm assuming they have adjusted the physics making it much more realistic since I last played.

The most frustrating thing is, I really can't figure out what is causing the problem. I've tried all different sorts of combinations, but the problem is consistent, the only difference is the altitude in which it starts to occur.

I've loaded some of the stock ships and I'm able to fly them into orbit just fine. They don't look much different in design than the ships I'm building so I'm totally out of ideas.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on May 05, 2015, 05:36:17 AM
Jarhead0331, I just uninstalled and reinstalled last night to get a clean build of 1.0.2 and clean out some old mods (pre beta stuff) and built a simple rocket. It was running good and straight until it hit a point around 20km and just fell over and started to tumble. That looks like a bug to me. With the atmosphere getting thin and gravity falling off I can't think of any reason for it to suddenly tip over. I'll have to test out a rocket with no payload and separating nosecone to see if that is the problem part.

Very weird bug.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 05, 2015, 06:11:44 AM
Quote from: Capn Darwin on May 05, 2015, 05:36:17 AM
Jarhead0331, I just uninstalled and reinstalled last night to get a clean build of 1.0.2 and clean out some old mods (pre beta stuff) and built a simple rocket. It was running good and straight until it hit a point around 20km and just fell over and started to tumble. That looks like a bug to me. With the atmosphere getting thin and gravity falling off I can't think of any reason for it to suddenly tip over. I'll have to test out a rocket with no payload and separating nosecone to see if that is the problem part.

Very weird bug.

Interesting. If it's a bug I'm going to be really pissed because I've risked my marriage trying to solve this problem. It's really eating at me.

I even simplified my design by making a single stage rocket. Just a pod, fuel tanks and a motor, and I had the same damn problem. I'd think if this was a bug though, the Internet would be abuzz. I'll have to check again to see if there is any word on this. As of last night there wasn't.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 05, 2015, 07:15:43 AM
Well, I found this...might have something to do with it.

http://www.reddit.com/r/KerbalSpaceProgram/comments/34ms1n/veteran_player_here_i_am_extremely_disappointed/ (http://www.reddit.com/r/KerbalSpaceProgram/comments/34ms1n/veteran_player_here_i_am_extremely_disappointed/)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 05, 2015, 08:27:22 AM
I've not played the release version yet.  Figured there would be patches & tweaks for any issues in the latest version and it's patches & tweaks.  Vicious cycle!

Looking forward to it, but it sounds like they added more physics changes in the release update.  Between that reddit post Jarhead linked mentioning recent atmosphere fixes, and the mention of inevitable rocket tumbling here, I'm gonna wait awhile before diving in.  I've been doing that with most of the new releases I've purchased lately.  ???
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on May 05, 2015, 09:14:41 AM
Wow, those comments on reddit are pretty damning.  Glad I exercised a little patience for once in my life!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on May 05, 2015, 09:19:15 AM
Sounds like you can edit the handful of parameters for atmosphere and put them back to 1.0. I may test that tonight.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 05, 2015, 09:23:32 AM
Quote from: Huw the Poo on May 05, 2015, 09:14:41 AM
Wow, those comments on reddit are pretty damning.  Glad I exercised a little patience for once in my life!

Despite the frustration I am having with the hot fixes, I don't think it is fair to lambast the development team who has created a spectacular one-of-a-kind product. All through early access, this game was a joy to play. They may need to do some tweaking now, and I have every faith in them that what needs to be fixed, will be fixed. I still would not hesitate with a purchase.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: MikeGER on May 05, 2015, 11:13:34 AM
could the problem has something to do with alignment of center of mass and thrust vector of your spacecraft generating a small torques. in addition when the tanks empty the center of mass shifts and also the 'stabilization effect' of drag (the surfaces of the rocket) of the thinner and thinner atmosphere vanishes with altitude. 
if they also had changed the parameters of the atmosphere, it has altered the altitude were the drag doesn't compensate torque any more
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 05, 2015, 11:55:04 AM
http://steamcommunity.com/app/220200/discussions/0/620712364044578663/ (http://steamcommunity.com/app/220200/discussions/0/620712364044578663/)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on May 05, 2015, 12:07:50 PM
Sorry if I overlooked this, but to raise a somewhat simple-minded question -- JH, are you using SAS with your launches?  Probably not good for me in the long run, but I find myself only using the pilots -- Jeb and Valentina -- for my craft, since only pilots have 'native' SAS ability (and I haven't unlocked the SAS modules yet).  Without SAS, launches are extremely hard for me to control -- with SAS, I can get into orbit pretty easily, using standard designs and following the usual procedures for gravity turn.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Philippe on May 05, 2015, 12:19:54 PM
And now for the really simple-minded question.

Does it make any sense to attempt to play this game without a joystick?

[I used to own a very nice one, along with throttle and rudder pedals, but they were casualties of a very sudden move.  My current living arrangements preclude the possibility of replacing them].
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on May 05, 2015, 12:36:54 PM
I play KSP completely with mouse and keyboard, without any problem.  I do use a stick for flight sims however.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 05, 2015, 12:43:45 PM
Quote from: Philippe on May 05, 2015, 12:19:54 PM
And now for the really simple-minded question.

Does it make any sense to attempt to play this game without a joystick?

[I used to own a very nice one, along with throttle and rudder pedals, but they were casualties of a very sudden move.  My current living arrangements preclude the possibility of replacing them].


I haven't played in quite awhile but the last time I did, it was using just mouse & keyboard.

It was often okay for many maneuvers but insufficient for my last manual landing on Minmus.  The gravity is so low on such a small moon that adjusting throttle with they keys wasn't fine enough (and to a lesser extent the attitude adjustments needed to be more minute too).  I ended up constantly going up & down because I couldn't get the throttle fine-tuned enough until I finally gave up and just let it land harder than I wanted.  Knocked the nozzle off my thruster on landing and realized I would need a proper throttle (and probably a stick) for more fine manual control in the future.  Without it, there may be some cases where using keyboard controls is just too much hamfisting.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 05, 2015, 12:51:59 PM
JH, not really sure what the problem could be.  I can get a rocket with a good sized payload up into a 100Km orbit without too much difficulty (thanks to MechJeb2).  However, I'm just in the sandbox, not messing with career/science.  I'm also using the latest version of KSP (1.0.2) and the latest dev version of MechJeb2 (442).  I just flew a space station core up using this rocket:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi186.photobucket.com%2Falbums%2Fx14%2Flangev%2FSimple%2520Spacestation%2520rocket_zpsoylpdcbx.jpg&hash=f577467b6af466e2e0dd756cdc87b8890f635764)

Its all vanilla parts with the exception of the Procedural Fairings.  It also has one Adv Reaction Wheel just under the fairings.  Perhaps one of the mods you're using hasn't been updated for 1.x? 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 05, 2015, 01:46:15 PM
Quote from: steve58 on May 05, 2015, 12:51:59 PM
JH, not really sure what the problem could be.  I can get a rocket with a good sized payload up into a 100Km orbit without too much difficulty (thanks to MechJeb2).  However, I'm just in the sandbox, not messing with career/science.  I'm also using the latest version of KSP (1.0.2) and the latest dev version of MechJeb2 (442).  I just flew a space station core up using this rocket:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi186.photobucket.com%2Falbums%2Fx14%2Flangev%2FSimple%2520Spacestation%2520rocket_zpsoylpdcbx.jpg&hash=f577467b6af466e2e0dd756cdc87b8890f635764)

Its all vanilla parts with the exception of the Procedural Fairings.  It also has one Adv Reaction Wheel just under the fairings.  Perhaps one of the mods you're using hasn't been updated for 1.x?

Can you take a look at the blue prints I posted on the last page and tell me if anything jumps put at you as being problematic?

I only have 4 mods installed. Mechjeb. Chatterer. Infernal Robotics and KW Rocketry. Although many of the parts used in the vessel depicted in the blueprint are from KW Rocketry, I have also removed those components and tried with a very simple vanilla rocket. Still had the problem.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 05, 2015, 02:57:56 PM
I looked at the BPs and didn't really see anything that'd make me say "that's it!"  That Kronal Vessel Viewer is nice, but it doesn't label every part.  Maybe you can send/post the .craft file and I can try it on my 1.0.2 install.  I can load up KWR and see what happens.  Also, if we're not running the same ver of KSP and MJ, that'd probably throw the results off, but it'd still be interesting to see what'd your rocket would do on my install...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 17, 2015, 09:09:01 AM
...just an FYI that the KW Rocketry (http://forum.kerbalspaceprogram.com/threads/51037-1-02-KW-Rocketry-v2-7-Available-1-02-Compatibility%21-16-05-2015) mod has been updated for KSP 1.0.2.  O0
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on May 17, 2015, 10:42:01 AM
Sweet! Thanks for the heads up!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 26, 2015, 06:59:22 PM
Finally got around to watching some of the newer vids for KSP.  May get around to starting a new game before long.

The only question I have is regarding Mods.  I don't want to get on the "Mod Soup" kick, but there are a couple UI mods I've seen people using. 

One lists the Peri/Apoapsis distance and altitude info as data blocks without the need to check the map view.  I think this is a mod, but it's been awhile since I played stock so not sure.  The other is the interactive window for fine-tuning your burn nodes, which is almost definitely a mod. 

Those are probably all I really want at the moment.  Minimalist.  I don't know the names of these, but I'll dig around the mods and try to find them before I begin.  But if there is another related UI mod that you guys find a must, let me know about it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on May 26, 2015, 08:09:38 PM
Quote from: Nefaro on May 26, 2015, 06:59:22 PM
Finally got around to watching some of the newer vids for KSP.  May get around to starting a new game before long.

The only question I have is regarding Mods.  I don't want to get on the "Mod Soup" kick, but there are a couple UI mods I've seen people using. 

One lists the Peri/Apoapsis distance and altitude info as data blocks without the need to check the map view.  I think this is a mod, but it's been awhile since I played stock so not sure.  The other is the interactive window for fine-tuning your burn nodes, which is almost definitely a mod. 

Those are probably all I really want at the moment.  Minimalist.  I don't know the names of these, but I'll dig around the mods and try to find them before I begin.  But if there is another related UI mod that you guys find a must, let me know about it.

I think Kerbal Engineer or MechJeb is what your looking for.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 26, 2015, 09:48:09 PM
Quote from: Kushan on May 26, 2015, 08:09:38 PM
Quote from: Nefaro on May 26, 2015, 06:59:22 PM
Finally got around to watching some of the newer vids for KSP.  May get around to starting a new game before long.

The only question I have is regarding Mods.  I don't want to get on the "Mod Soup" kick, but there are a couple UI mods I've seen people using. 

One lists the Peri/Apoapsis distance and altitude info as data blocks without the need to check the map view.  I think this is a mod, but it's been awhile since I played stock so not sure.  The other is the interactive window for fine-tuning your burn nodes, which is almost definitely a mod. 

Those are probably all I really want at the moment.  Minimalist.  I don't know the names of these, but I'll dig around the mods and try to find them before I begin.  But if there is another related UI mod that you guys find a must, let me know about it.

I think Kerbal Engineer or MechJeb is what your looking for.


Thanks.   I know MechJeb has some of those pop-up windows with the detailed UIs, so maybe the Node Tuner was in that. 

I recall Kerbal Engineer only gives extra UI readouts when you're in the Assembly Building, regarding build stats.  But that may be wrong because I've not tried either since last year.

Will investigate.  I kinda expected another KSP patch to come along since the May 5th one but I dunno now.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Kushan on May 26, 2015, 10:56:42 PM
Quote from: Nefaro on May 26, 2015, 09:48:09 PM
Thanks.   I know MechJeb has some of those pop-up windows with the detailed UIs, so maybe the Node Tuner was in that. 

I recall Kerbal Engineer only gives extra UI readouts when you're in the Assembly Building, regarding build stats.  But that may be wrong because I've not tried either since last year.

Will investigate.  I kinda expected another KSP patch to come along since the May 5th one but I dunno now.

Kerbal Engineer has part that adds flight information. Used to be a mod that added it into the capsules themselves, so you didn't need the part.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on May 26, 2015, 11:35:30 PM
Quote from: Kushan on May 26, 2015, 10:56:42 PM
Quote from: Nefaro on May 26, 2015, 09:48:09 PM
Thanks.   I know MechJeb has some of those pop-up windows with the detailed UIs, so maybe the Node Tuner was in that. 

I recall Kerbal Engineer only gives extra UI readouts when you're in the Assembly Building, regarding build stats.  But that may be wrong because I've not tried either since last year.

Will investigate.  I kinda expected another KSP patch to come along since the May 5th one but I dunno now.

Kerbal Engineer has part that adds flight information. Used to be a mod that added it into the capsules themselves, so you didn't need the part.

Awesome.  Thanks!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 22, 2015, 03:47:24 PM
KSP 1.0.3 is out...

http://forum.kerbalspaceprogram.com/content/346


=================================== v1.0.3 ============================================================

New:

Parts:
* Added five new Radiator parts, three of which are deployable.

Bug Fixes and Tweaks:

Misc:
* Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial.
* Made part's internal highlighter much more efficient.
* Disabled flashing highlighter in temperature gauges. (fixes memory leak with temperature overlay)
* Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values.
* Fix for horizontalSrfSpd being incorrectly calculated.
* Fixed unfortunate typo in the Docking Tutorial.
* Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors.

Thermal:
* 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes.
* Parts now have separate internal temperature and skin temperatures.
* Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage.
* Part internal temperature is increased by modules that generate heat and is used for part-part conduction.
* Part internal and skin temperature also conduct between each other.
* Solar panel efficiency is now calculated based on skin temperature.
* When in an atmosphere, there is a divide between the exposed (to convection) and unexposed skin temperatures.
* When not in an atmosphere, only one skin temperature is tracked; the two temperatures are unified on atmosphere exit.
* Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature).

Physics:
* Added curve to control drag coefficient exponent to DCL and Physics.cs
* With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to match.
* Convection velocity exponent raised to 3.3 to increase reentry heat, as well as convection factor.
* Convection min area typo corrected.
* Newtonian convection kept pace with hypersonic convection.
* Drag curves modified to lower transonic hump.
* Wing curves modified to lower change in drag based on deflection.
* Calculation of exposed area for convection fixed, spaceplanes no longer get as extreme heat.
* Flight integrator: allow setting of newtonian density exponent (default 0.5) and use density or density^exponent whichever is greater.
* Broke radiation into two parts, you get the regular background temp on your face not exposed to reentry flux, and the very high reentry one for the area that is.
* Clamped convection correctly so you will never pass external temperature.
* Added a factor to simulate the switch from laminar to turbulent flow (in layman's terms, if you're going too fast too low, you get a massive boost to heating). That corrects so steep reentries are in fact deadlier than shallow ones.
* Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill chutes), buffed heat shields for new heat loads. Changed burn/rip numbers for drogue chutes.
* Parachute module updated to use the new convection code.
* Skin temperature variables are controllable on per-part basis.
* Sped up Flight Integrator slightly by minimizing repeated loops through parts.
* Better compute various vessel values This should lower phantom orbit changing and wobble!
* Remove thermal mass as a factor in conduction rate: what matters is area.
* Add conduction between parts' skins (as well as between the internals of parts, between a part's internals and its skin, and between the exposed and unexposed skin of a part, all of which were already in.)
* Fix some small issues in conduction (better clamping), sped it up slightly.
* Fixed issue with radiation (no longer have to use dirty hack to prevent parts blowing up).
* Lowered skin thickness slightly globally, made magic number sane (part.skinMassPerArea is now in kg/m^2).
* Added Hsp (resource thermal mass value) to Ore resource.

Parts:
* Updated Mk1 Inline Cockpit model.
* Further decrease in LV-N heat production.
* Rebalance of SRB for the new drag changes.
* KR-2L description updated, mass to 9t, SL Isp to 255.
* Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet Isp halved due to increased fuel quantity and lower drag.
* Lowered LV-N heat a bit, still a bit hot.
* Edited KS-25x4 "Mammoth" engine description.
* Update description of radial-mount engines to recommend use for extra attitude control.
* Mk1 fuel tank: uses same dry mass fraction and resource filling compared to its LFO counterpart as Mk2 parts do.
* Radial attachment point cost lowered.
* Shielded docking port radial attach node fixed.
* Aerospike mass lowered as a buff (it needed a buff to compete with late-tier engines) and tangents fixed.
* Heat shield thermal mass modifier increased to 0.05 to deal with increased heating. Max temp lowered to 3000 to avoid totally overpowered radiation heatloss.
* Mk3 cargo bays have override cubes (they got missed when cargo bays got custom cubes) - should now have expected drag.
* New large landing gear have override cubes (cubes were reversed).
* Mk3 parts have breaking forces/torques specified and should no longer break on landing.
* Mk2 cockpits have same breaking force/torque as other Mk2 parts.
* Ablator resource heat capacity increased.
* Rebalanced LV-1 to have Sea Level ISP of 80.
* Rebalanced Poodle to have Sea Level ISP of 90.
* To fix spaceplane vs pod reentry and better allow hot reentries, temp is separated between part internal temperature and part skin temperature.
* Fixed some occlusion issues. Occlusion is now over-generous rather than under-generous.
* Buffed heat resistance of spaceplane parts.
* Added in CoL and CoP offsets for wing parts, no longer at the attach node.
* Fix for ablator and configs not taking skin temp into account.
* Fixed Radian vs Lat/Lon bug in Overlay and made displays more consistent.
* Fixed potential exploits with sci lab.
* Removed transparency and added direct-attach node to heat shields.
* Balanced heat shields for skin temps. A Mk1-2 straight-in reentry to Eve starting at 6.5km/sec surface (more orbital) is just barely survivable (ablator fully depletes), and regular Eve and Kerbin Munar reentries deplete about 1/6 to 1/4 the shield.
* Added a tuning factor to conduction between parts with different shielded states, so a cargo/service bay won't conduct much to parts within it. Since radiation is disabled for parts within bays, they'd just increase in temperature with no way to cool during reentry, and parts in bays would be the first to blow up on reentry.
* Upped non-drogue chute default full-deploy altitude since pods were crashing before the chute fully opened.
* Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is now around 290m/s at sea level rather than 250). Increased the time to fully deploy slightly so less of a G shock.
* Increased max temp of linear RCS, slightly decreased max temp of RCS quad.
* Tweaks to fairings to change the skin:internal thermal mass distribution, and better protect parts inside fairings and cargo bays.
* Not-Rockomax Micronode side stack nodes corrected.
* Parachutes now have deployment warnings in the Part Action menu, when it's safe to deploy etc.
* Halved intakeAir requirements for jets. Slightly raises service ceiling, mainly helps mitigate flameouts due to resource transfer issues.
* Balanced thermal mass of drogue chutes to correct max opening velocities.
* Attach node refinements on Wing Connector Type A and Structural Wing Type A.
* Removed drag from Intake context UI.

Modding API:
* flow multiplier curves can multiply thrust rather than flow.
* Added method to convert string to ConfigNode.
* Un-hardcoded altitude for navball velocity indicator to change modes.

FX:
* Heat animations for engine nacelles and 1.25m intakes.
* SR-71 style exhaust flame for TurboRamjet.
* Nose and tail cones heat animation.
* Fixed incorrect transparency on the letter P on the UKSA flag.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Silent Disapproval Robot on June 22, 2015, 04:04:14 PM
I still can't get my joystick to work with this game.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on June 22, 2015, 04:56:12 PM
I'm bumming that there is no fix for the aerodynamic center bug on rocket bodies. :'(
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 23, 2015, 12:56:32 PM
...and KSP 1.0.4 is now available. 

Quote
We've just released a small patch to resolve an issue some users were having with craft in saves created in KSP 1.0.3 that were not loading properly, and became uncontrollable.

If you were not experiencing this issue you won't need to update to 1.0.4, though Steam users will see this update applied automatically. The patch is now available on Steam and through our website, with other services following shortly.

http://forum.kerbalspaceprogram.com/threads/126423-1-0-4
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on July 01, 2015, 04:17:48 PM
Squad has released the second official mod:  Asteroid Day!

Quote
Introducing Kerbal Space Program's second official mod: Asteroid Day! We've partnered with the B612 Foundation to bring you this mod which will give you four new parts, a new experiment, and a unique contract.

The Sentinel Infrared Telescope mimics the real world Sentinel mission being planned by the B612 Foundation, which plans to map 90% of the larger asteroids threatening Earth's orbit sometime between 2018 and 2024. Due to sun glare it is difficult for telescopes on Earth to observe objects passing on the planet's day side. Deploying a telescope into a solar orbit near Venus and facing it away from the Sun, back towards Earth's orbit, would cover that blind spot.

Your mission will be to recreate this mission profile in Kerbal Space Program, deploying a telescope around Eve's orbit. When deployed with an antenna and a power source between Eve and Kerbin, aligned to face away from the Sun, and activated, the telescope will begin to map the orbit of the outer planet in a 200° vision cone for passing asteroids.

Other than the telescope itself, you will have three new parts to make your unmanned missions more enjoyable:
The HECS-2 Probe Core comes with integrated batteries and SAS, to make building a compact Sentinel probe much easier.

The OX-STAT-XL Photovoltaic Panels are a much larger version of the stock solar panels, for larger probes.
The HG-55 High Gain Antenna can transmit larger amounts of data than any of the existing antennae in the game.

This pack also includes a long-term contract to map asteroids around Kerbin as well as other planets that match various specifications. It differs from other contracts in that it encourages the use of existing infrastructure. It does not require a new vessel for each contract, and each scan is faster with more telescopes deployed.

Mod is available here: http://www.curse.com/ksp-mods/kerbal/232196-asteroid-day
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: BanzaiCat on July 01, 2015, 04:21:57 PM
Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Huw the Poo on July 01, 2015, 05:04:35 PM
Quote from: Banzai_Cat on July 01, 2015, 04:21:57 PM
Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.

Same here.  For once I'm showing remarkable restraint.  I love the idea of the game but the combination of an easily-distracted mind and limited playtime means I'll probably see about 1% of what the game has to offer.  There's just no point buying it, as much as I want it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Rayfer on July 01, 2015, 06:48:15 PM
Quote from: Huw the Poo on July 01, 2015, 05:04:35 PM
Quote from: Banzai_Cat on July 01, 2015, 04:21:57 PM
Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.

Same here.  For once I'm showing remarkable restraint.  I love the idea of the game but the combination of an easily-distracted mind and limited playtime means I'll probably see about 1% of what the game has to offer.  There's just no point buying it, as much as I want it.

+1 HtP.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on July 01, 2015, 07:40:53 PM
This is the wrong game to be showing remarkable restraint. The developers have really created something special. They deserve the support of your purchase. You've all probably bought so much junk software that has never been touched, yet one of the few true revolutionary gems is here and you won't buy it, why?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: mikeck on July 01, 2015, 07:51:45 PM
Agreed. Any game worth playing is going to take some time to learn. Once you get the hang of the basics, the "learning" is what becomes fun. Trying to design and launch a trip to the Mun take all of work...but the failed attempts are just as fun as the success. You can't look at the game as a series of things you have to learn before you get the good part. The learning is the good part
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on July 02, 2015, 02:37:49 AM
Quote from: Banzai_Cat on July 01, 2015, 04:21:57 PM
Jeez, they add a LOT to this game, and so many have trouble just getting a Kerbal up and down again without blowing up or dying from sudden deceleration trauma. I really need to get this eventually, though I fear I don't have the patience to trial-and-error my way through a giant physics sandbox.



Quote from: Huw the Poo on July 01, 2015, 05:04:35 PM

Same here.  For once I'm showing remarkable restraint.  I love the idea of the game but the combination of an easily-distracted mind and limited playtime means I'll probably see about 1% of what the game has to offer.  There's just no point buying it, as much as I want it.



You guys are really missing out. 

I didn't think the learning curve was too difficult, at least compared to some of the strategy & sim games I own.  I'm a bit familiar with the physics of space travel but didn't know the fine details; learned some with KSA.  When I first started, back in Alpha, there wasn't much in the way of a tutorial but what it had was enough to start and I'm pretty sure it's much more fleshed out nowadays. 

Besides there are some superb beginner YouTube vids that can get you doing the initial stuff in one vid. 

And the fun is in the trial & error.  Well.... building for it & specific goals.  It's an excellent mix of Manager Sim & Light Flight Sim.   O0


KSA is probably one of the highest value games I've purchased in the past few years.  Top three, at the least.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on July 02, 2015, 02:47:24 AM
KSP is one of those really nice games that  I don't play.   It's there in my HDD but there are just other games out there that  I like playing more than this.

My early experience is that the game is too sandbox and I hated that. No story, no limitations, no consequences. Now that there's economy, it should be a bit more structured right?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on July 02, 2015, 02:48:08 AM
Yup I agree! With all the aparent throwing of money at obscure and mediocre titles around here I am surprised at the restraint towards throwing money at KSP!

Its a very original game and lots of fun!
The learning curve is not that high either, especially not if you take a look at Scott Manley's beginners video's on YT.

Go for it guys !
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Silent Disapproval Robot on July 02, 2015, 02:56:12 AM
Owned it since the early days of pre-access and still have less than 4 hours total play time because I simply cannot get the GOD DAMNED JOYSTICK to work.  I tried flying with the keyboard but it just feels wrong.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on July 02, 2015, 04:55:14 AM
Well, I don't know of any soul who actually needed a joystick in this game.
Its perfectly controllable with a keyboard only as long as you keep balance of the spacecraft in mind. Also 'T' turns on the stabiliser (works only if a pilot is flying, not for the engineer or Scientist
) which tells Jeb to help you pilot the craft.
This is not FS or DCS by any standard. :D
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pinetree on July 02, 2015, 05:07:03 AM
Quote from: jomni on July 02, 2015, 02:47:24 AM
KSP is one of those really nice games that  I don't play.   It's there in my HDD but there are just other games out there that  I like playing more than this.

My early experience is that the game is too sandbox and I hated that. No story, no limitations, no consequences. Now that there's economy, it should be a bit more structured right?
Try the career mode. You start off with limited rocket parts where you have contracts to fulfil. You also must complete science experiments so you can get more advanced parts
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on July 02, 2015, 07:24:27 AM
I bought into KSP way back around v0.17.  It was definitely the best $10 I've ever spent on a game.  Since its out of early access, the price has gone up a bit, but I'd still buy it today at full price.  KSP also has a great modding community; tons of mods to play around with...MechJeb is must have (for me anyway).  With the stock parts and all the mods, what you can create with KSP is limited only by your imagination.

@SDR -- what joystick are you trying to use?  I've never felt the need to use one (but then I use MechJeb and don't mess with the space planes (yet)).  I've read that the Fly-By-Wire mod (http://forum.kerbalspaceprogram.com/threads/95022-0-90-AFBW-v1-5-1-(Joystick-controller-mod-we-re-back!)) has helped some who had joystick issues.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Skwerl on July 02, 2015, 08:24:03 AM
I really want to buy this game.  However, I played the demo when it first came out (a very early demo I think) and it absolutely kicked my ass. Has it become any more playable (ay least for chimps like me) since the early days?

The bottom line is that I'd love to play this game, but I don't want to shell out the asking price if all I'm ever going to be able to do is replicate the North Korean missile program.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on July 02, 2015, 08:56:03 AM
Quote from: Skwerl on July 02, 2015, 08:24:03 AM
I really want to buy this game.  However, I played the demo when it first came out (a very early demo I think) and it absolutely kicked my ass. Has it become any more playable (ay least for chimps like me) since the early days?

The bottom line is that I'd love to play this game, but I don't want to shell out the asking price if all I'm ever going to be able to do is replicate the North Korean missile program.

Once again, half...no, maybe more than half of the fun is failure. Its brilliant fun to have a rocket spin out of control, explode or simply fall apart. Its then also very enjoyable to explore what went wrong in an effort to fix the problem. This is one of the few games I have ever played where failing and sucking at it is actually enjoyable.  At the same time, few games offer such a rewarding feeling when a design works and the mission is accomplished.

KSP is definitely on my top 10 greatest games of all time list.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on July 02, 2015, 09:06:23 AM
For those of you wondering wether the game is more structured since early versions, or those having trouble getting stuff done, please do yourself a favour and follow these video's : http://www.youtube.com/playlist?list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75

It'll flatten the learning curve and get you up and running with your own space program before you know it. ( No joystick required! ;) )
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Skwerl on July 02, 2015, 09:13:58 AM
Thanks for the advice.  I think I'll go ahead and pick this one up.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on July 02, 2015, 09:28:33 AM
It's a great game and fun to play. I'm still waiting for the fix for aerodynamic centers on rocket bodies. Either the graphic is off or the bodies do not have one. This causes tumble issues at high altitude that should not happen. Adding aerodynamic fins solves the problem,but I should be able to launch without them as well.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on July 02, 2015, 10:22:52 AM
Quote from: Capn Darwin on July 02, 2015, 09:28:33 AM
It's a great game and fun to play. I'm still waiting for the fix for aerodynamic centers on rocket bodies. Either the graphic is off or the bodies do not have one. This causes tumble issues at high altitude that should not happen. Adding aerodynamic fins solves the problem,but I should be able to launch without them as well.

This is the one thing that has frustrated me in the game. The problem I believe is with the mathematics in the air density at altitude. Its one thing if you can understand what is causing the problem and then correct it, but when the same failure event occurs over and over no matter what changes the player makes, that causes frustration with the game.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pete Dero on July 12, 2015, 10:57:58 AM
Great mod suggestion by Scott Manley : Real Solar System and Realism Overhaul

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on October 17, 2015, 06:26:02 AM
Thinking of finally picking this one up....couple quick questions.

1)  I know there are tutorial videos out there, but does the full game itself come with any kind of tutorial mode? 

2)  If I pick this up likely will go with the GOG version....assuming all mods work with this version just like steam?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pete Dero on October 17, 2015, 06:39:52 AM
Use this software (CKAN) to manage all your mods :

http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-6-16-13-May-2015

Quote : "CKAN knows which version of KSP you're running, which mods are compatible, and how to install, uninstall, and manage them"

However be careful : installing to much mods might make your game crash  (install some mods - test - install next mods - test - ... )
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on October 18, 2015, 06:47:36 PM
Thanks, ended up buying...just need time to play:)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on November 10, 2015, 03:27:13 PM
KSP v1.0.5 is now live (http://forum.kerbalspaceprogram.com/content/358-KSP-1-0-5-is-live%21).

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on November 10, 2015, 04:52:31 PM
Does anyone know if they fixed the busted aerodynamic center on rocket bodies yet? That was a bad bug a while back causing body only rockets to tumble in flight.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on November 10, 2015, 05:36:04 PM
Quote from: Capn Darwin on November 10, 2015, 04:52:31 PM
Does anyone know if they fixed the busted aerodynamic center on rocket bodies yet? That was a bad bug a while back causing body only rockets to tumble in flight.

I thought that was supposed to be fixed awhile back.  But I dunno for sure.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on November 11, 2015, 11:11:06 AM
A silent(?) patch has been released to fix a few issues that popped up in the update.

Quote
Steam users will not have to do anything to have this patch applied to their game, those of you who have downloaded it through the KSP store can redownload the game, and finally if you've bought the game through GOG the patch is currently in their approval process, we'll update this thread once it's available. The build number in the main menu will jump from 1024 to 1028 after the patch is applied.

The update is now available for download.

http://forum.kerbalspaceprogram.com/threads/139001-Silent-patch-for-KSP-1-0-5-published

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: OJsDad on December 20, 2015, 04:54:48 PM
I see KSP is on sale on steam right now for $23.99. 

Question, does it allow you to build space stations either in orbit, the moon, or on another planet.  Or is it strictly getting ships into space.

I also see that Matrix has Buzz Aldrins SPM on sale for $14.99
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Grim.Reaper on December 20, 2015, 04:59:47 PM
Not sure of the answer, but happened to notice on sale at kinguin for only $11.

http://www.kinguin.net/product/109489/kerbal-space-program-steam-cd-key/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on December 20, 2015, 06:30:41 PM
Quote from: OJsDad on December 20, 2015, 04:54:48 PM
I see KSP is on sale on steam right now for $23.99. 

Question, does it allow you to build space stations either in orbit, the moon, or on another planet.  Or is it strictly getting ships into space.

I also see that Matrix has Buzz Aldrins SPM on sale for $14.99

You most certainly can build space stations around Kerbin, the Mun and the other planets.  In addition to the stock parts, lots of mods have space station parts.  All you got to do is ferry up the parts and dock'em together in a stable orbit  :))  It can get as complex as you want.  The MechJeb mod will help a lot.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jack Nastyface on December 21, 2015, 05:32:45 PM
^I have been desperately trying to figure out docking with no joy.  I must have tried the tutorial 10 times, and I always seem to run out of fuel before docking.  Most disappointingly, there are no terrific explosions when I fail. Really, what's the point?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on February 14, 2016, 04:07:33 PM
If anyone is interested in seeing/experiencing Kerbal Space Program's humble beginnings, several very early versions have been made officially available for download over on the Kerbal forums.  Legalese: they are offered "as is" without any warranty, etc

http://forum.kerbalspaceprogram.com/index.php?/topic/131906-the-earliest-versions-of-kerbal-space-program/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 18, 2016, 02:33:11 PM
Saw on RPS mention of an early US manned space mission simulator.  Turns out the guy creating it, is a modder over on the KSP forums (http://forum.kerbalspaceprogram.com/index.php?/topic/119139-new-mercury-simulator-coming-out-soon-this-is-why-i-have-so-little-time-for-ksp-modding-now/).  Its on Kickstarter and has a demo.  Go For Launch: Mercury (https://www.kickstarter.com/projects/1280672150/go-for-launch-mercury)

Quote
The Alpha demo puts you in the cockpit of Mercury-Redstone 3 "Freedom 7", the first American manned space mission. Every detail of the cockpit, systems and flight have been meticulously researched to be as authentic as possible. What you experience is exactly as it was seen by astronaut Alan Shepard on the morning of May 5 1961 as he sat in his capsule atop a modified Redstone missile.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on March 18, 2016, 03:09:43 PM
Holy cow that is fantastic!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 30, 2016, 06:39:33 AM
fyi:  There is a 1.1 pre-release version now available.  Steam-only though :-\

http://forum.kerbalspaceprogram.com/index.php?/topic/133680-general-information/

http://forum.kerbalspaceprogram.com/index.php?/forum/78-11-pre-release-branch/
Title: Kerbal Space Program 1.1 released!
Post by: steve58 on April 20, 2016, 08:55:05 AM
KSP 1.1 has been released!  Unity 5 and 64-bit binaries  O0   ...and its on sale on WinGameStore (http://www.wingamestore.com/product/4432/Kerbal-Space-Program/)/MacGameStore (http://www.macgamestore.com/product/4432/Kerbal-Space-Program/) for $20 and Steam (http://store.steampowered.com/app/220200/?snr=1_7_7_204_150_10) for $24.  Also $24 at the KSP store (https://kerbalspaceprogram.com/kspstore/).

Quote
Kerbal Space Program is "Turbo Charged" by the release of patch 1.1!

After almost a year of hard work our major update is finally here! In the package you'll find a large boost in performance due to the upgrade to the Unity 5 game engine, 64 bit binaries for Windows and OSX that will help you mod the game to ridiculous lengths, and the brand new KSPedia reference guide for all the information you need to play the game!

That's not all though, here are some of the highlights for this patch:

All new user interface
The user interface has been rewritten from the ground up to take full advantage of Unity 5's new integrated systems. The 'parallel' UI systems have been removed and the game now uses only one system, adding to the performance bonus the update already brings. Almost all interface elements have been redesigned and tweaked but have retained the familiar feel for experienced players. The most notable tweaks can be found in the map view, staging, IVA portraits and the right-click part menus.

Players can now search through parts by typing in text greatly reducing the time needed to find that one part needed to complete the rocket. The Tracking Station will inform the player of a craft's next maneuver node time, helping players to maintain several active flights at any one time. The Space Center overview features buttons for all the buildings, making sure you don't miss out on any part of the space program by overlooking mission control!

KSPedia
KSPedia will be the primary source for information on just about anything in the game. New players will find the basics of building and flying explained here, and more experienced players can take in information about more advanced concepts such as docking, in-situ resource utilisation and all the information they need to plan a successful mission to the next planet or moon.

New tutorials and scenarios
The tutorials have been extended and reworked from the ground up. The new tutorials will cover topics ranging from basic and advanced construction and flight, to docking and landing on Mun. Learn how to execute the perfect gravity turn, orbit Kerbin and land the Eagle.

Not only tutorials have been reworked: we've extended the available pool of scenarios as well, increasing it by 150%! Use a spaceplane to re-enter the atmosphere and land it back on the runway at the Kerbal Space Center, return a craft without heat shield from Duna, or beat SpaceX at their own game by flying back the first stage of a rocket to the launch pad. These new scenarios will unlock these advanced topics for any player!

http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/kerbal-space-program-11-turbo-charged/&page=6#comment-1152

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on April 20, 2016, 09:16:20 AM
Anyone who doesn't have this game yet should just be dragged into the street and shot.  :knuppel2:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on April 20, 2016, 09:22:45 AM
Sounds like just the thing I need to get back into KSP... haven't played in many months.

Agree with JH's sentiment ... KSP is a special game, and a masterpiece. One of the *very* few games I make sure to install on all my PCs.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Father Ted on April 20, 2016, 03:05:21 PM
Quote from: Jarhead0331 on April 20, 2016, 09:16:20 AM
Anyone who doesn't have this game yet should just be dragged into the street and shot.  :knuppel2:

*Locks self in safe room and cowers*  Actually I do have it, but it's one of those games that I really like the idea of, but never seem to have the energy to play.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on April 20, 2016, 03:20:26 PM
Quote from: Father Ted on April 20, 2016, 03:05:21 PM
Quote from: Jarhead0331 on April 20, 2016, 09:16:20 AM
Anyone who doesn't have this game yet should just be dragged into the street and shot.  :knuppel2:

*Locks self in safe room and cowers*  Actually I do have it, but it's one of those games that I really like the idea of, but never seem to have the energy to play.

The beauty of the game is that even failure is a ton of fun. Failing in spectacular and explosive fashion and then trying to learn from the failure is really what the game is all about. Sorting a problem and achieving your objective is extremely rewarding in this game, but the process of trial and error provides a joy in this game like no other.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on April 20, 2016, 03:23:31 PM
KSP definitely keeps you on your toes, if you're playing the career mode.  Not what I'd call a relaxing game, unless you're just goofing around with it in sandbox mode (totally legit way to play in its own right).

I remember the reason I stopped playing last time was that I could not for the life of me get the hang of rendezvousing in orbit. Did my 'due diligence' of internets research (folks interested should definitely check out Scott Manley's KSP vids on YouTube), but I just kept botching my attempts, and eventually gave up in frustration.

Getting into orbit is generally a piece of cake once you get the hang of it. But orbital maneuvers, that ain't so easy. (Landing on Mun and getting back to Kerbin -- I found that super challenging.)

JH is right though -- the sense of satisfaction you get from KSP for figuring out difficult tasks or mastering difficult skills is really pretty special.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: JasonPratt on April 20, 2016, 03:26:47 PM
Quote from: Father Ted on April 20, 2016, 03:05:21 PM
Quote from: Jarhead0331 on April 20, 2016, 09:16:20 AM
Anyone who doesn't have this game yet should just be dragged into the street and shot.  :knuppel2:

*Locks self in safe room and cowers*  Actually I do have it, but it's one of those games that I really like the idea of, but never seem to have the energy to play.

This. It isn't even a question of trying and failing. I never get around to even trying!

Now that the career/campaign has finally arrived, I keep reminding myself toOOOOHSHINYTHINGOVERTHERETOPLAY! {glomp}
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 20, 2016, 04:23:05 PM
Quote from: sandman2575 on April 20, 2016, 03:23:31 PM
KSP definitely keeps you on your toes, if you're playing the career mode.  Not what I'd call a relaxing game, unless you're just goofing around with it in sandbox mode (totally legit way to play in its own right).

I remember the reason I stopped playing last time was that I could not for the life of me get the hang of rendezvousing in orbit. Did my 'due diligence' of internets research (folks interested should definitely check out Scott Manley's KSP vids on YouTube), but I just kept botching my attempts, and eventually gave up in frustration.

Getting into orbit is generally a piece of cake once you get the hang of it. But orbital maneuvers, that ain't so easy. (Landing on Mun and getting back to Kerbin -- I found that super challenging.)

JH is right though -- the sense of satisfaction you get from KSP for figuring out difficult tasks or mastering difficult skills is really pretty special.

Alls I can say is that MechJeb makes KSP fun to play (for me) and not a chore, also I mostly play just sandbox mode.  My gaming time is limited enough as it is, so if Neil Armstrong and Buzz Aldrin got Ground Control / NASA, I get MechJeb (http://forum.kerbalspaceprogram.com/index.php?/topic/111978-110-anatid-robotics-mumech-mechjeb-autopilot-257-19-apr-2016/) >:D
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on April 20, 2016, 04:44:16 PM
RE: MechJeb -- I've avoided this because it kinda seems to defeat the point of KSP (or what I take the point to be), which is the challenge of figuring out how to do the things that MechJeb automates for you. Still, I can understand the usefullnes of it if your m.o. is to build space stations and do grander things than just get Kerbals into orbit.

I'm also pretty reluctant to go down the modding rabbit hole with KSP, the way I have with too many other games. I've always played vanilla and kept my eyes averted from all the mod goodies...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 29, 2016, 02:14:17 PM
Patch 1.1.1 now available.  Patch info here (http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/kerbal-space-program-patch-111-is-now-live-r190/&page=6#comment-1416).

...however, there may be some hotfixes in the works for the 1.1.1 patch.  Saw this over on the GOG.com Kerbal forums:

Quote
Hey everyone,

Squad have asked us to hold out on rolling the patch as they've encountered a few nasty bugs and are working through hotfixes. We're working with them and as soon as they provide a patch that they're happy with, we'll roll it out :).

Sorry for the inconvenience!

https://www.gog.com/forum/kerbal_space_program/kerbal_space_program_111_aka_patch_1_for_11_is_out
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Hofstadter on April 30, 2016, 06:36:56 AM
I honestly could never get into it, I found it so ridiculously tedious and just plain uninteresting :/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on April 30, 2016, 06:48:01 AM
Quote from: Hofstadter on April 30, 2016, 06:36:56 AM
I honestly could never get into it, I found it so ridiculously tedious and just plain uninteresting :/

You should probably see somebody about that problem...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on April 30, 2016, 07:29:10 AM
Quote from: Hofstadter on April 30, 2016, 06:36:56 AM
I honestly could never get into it, I found it so ridiculously tedious and just plain uninteresting :/

Did you try Career mode? It definitely gives some structure to the game and makes it less of a sandbox free-for-all.

OK if KSP just isn't your thing. But if you have *any* interest at all in rocketry or space exploration, KSP delivers some incredible experiences you won't find elsewhere.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 30, 2016, 09:16:49 AM
Patch 1.1.2 (http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/kerbal-space-program-patch-112-is-now-live-r191/&page=1) is live...
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 01, 2016, 01:32:33 PM
HarvesteR (aka Felipe Falanghe) the Lead Developer of Kerbal Space Program is moving on to new frontiers.  :(

Quote
Hi,

There's no good way to ease into news like this, so here it is: I'm stepping down as Lead Developer of KSP.

For the last five and a half years, I put all my work, my thoughts and my time into KSP. I've watched it grow from this little unassuming idea for a 2D game in which you'd put together rocket parts to see how high you could get, into a complete spaceflight simulator, a space agency tycoon, a planetarium of truly astronomical scale, a home for little green men and their space program, a Kerbal space program.

KSP has become far more than the game I imagined half a decade ago. When we first set out to take on this project, I could not have expected anything even remotely close to what it ended up becoming. To say KSP surpassed my every expectation would be, at best, a colossal understatement.

There was a time, years ago, when any single design decision of mine had the power to drastically change the direction of the project. There was the danger that by even moving ahead on development of one area instead of another, the entire feel of the game, the intent it carried, could be morphed into something else. There was a fine line we needed to stay on, lest we let the project slip and become something other than what we intended. That is no longer the case, and that's a very good thing. It means that conceptually, the game is complete.

This isn't to say KSP's development is complete, however. Far from it. Plans for KSP reach far into the future, and there are enough ideas to keep us all going for years. The console versions are coming up, there are new updates in development, the list goes on. For myself, however, I desperately need to have something new, to create more than one game in my life.

I need to make one thing perfectly clear: development on KSP will continue as always. No features, upgrades, bugfixes or anything of the sort are being discontinued because of my leaving.

This I say with absolute confidence, because I have complete trust in every member of the KSP team, and I know they are fully capable of handling anything that comes their way.

The KSP team deserves more praise than I can give them. This is a band of outstanding people, all brilliant and excellent at what they do, never tiring, never doing anything less than their best. I'm very proud of what we have accomplished together. It's something I'll carry with me for ever. I also know beyond any question that KSP would not have become what it is without every single one of them. I am forever grateful and in awe of all the work they put in.

And of course, I must give all my thanks to the founders at Squad, Ezequiel and Adrian, who took this wild leap of faith with me, putting their unconditional trust in me without ever requiring any failsafes or guarantees of success. We all know games are a notoriously risky proposition in the best of times, and they nonetheless extended their full support to me, at a time when none could tell what lay ahead.

Lastly, but most certainly not least, I have to thank every single one of you, the community, our players, kerbalnauts, space enthusiasts, reckless rocket engineers, our friends. All of you, who like us, believed in our weird little game and supported us throughout the years with your ever-inspired ideas, your unparalleled willingness to help, your relentless honesty and your unfailing loyalty. I cannot thank you enough for all of it, and I can only hope I am so lucky to see you again in whatever comes next.

This isn't goodbye. It's just farewell for now. In the meantime, however, I hope you all enjoy playing KSP as much as I enjoyed being part of its making.

Felipe


Signing off,

Felipe Falanghe, aka HarvesteR

http://forum.kerbalspaceprogram.com/index.php?/topic/140824-my-farewell-to-kerbal-space-program/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 22, 2016, 03:18:51 PM
New patch is out 1.1.3 (http://forum.kerbalspaceprogram.com/index.php?/developerarticles.html/kerbal-space-program-patch-113-is-now-available-r195/&page=6#comment-1945).


=================================== v1.1.3 ============================================================

Editor:
* Fixed game crashing during deletion of parts under certain conditions.
* Fixed Gizmos buttons not properly highlighting after loading a craft.
* Fixed Fuel tank Part Action Window sliders to dynamically update symmetry partners when adjusted in editor.
* Fixed frozen parts showing up in front of the main vessel.
* Fixed fairings being see-through when a part inside or behind is highlighted.
* Fixed certain fairing configurations causing inputlocks.
* Fixed interstage fairing panels not being properly deleted when an interstage is removed from the ship.
* Fixed Abnormal lighting and contrast.
* Fixed Re-rooting and attaching frozen parts causing improper part selection.
* Fixed an exception in FXModuleAnimateThrottle when in the editor.
* Fixed inputlock preventing pressing [Delete] key from deleting a part.
* Subassemblies can now be used as the start of a craft (fixes editor being non-responsive).
* CoM indicator now accounts for mass of physicsless parts added to parent.
* "Ground Crew" option now toggles off all animated components of VAB/SPH. Fixes increased CPU Load and Temp.
* "Place" gizmo now provides onscreen message in editor to be consistent with other gizmos.

Orbit:
* Fixed Circular Orbit Ap/Pe jump on exiting timewarp.
* Fixed on-rails SoI transition message to properly report both SoIs.
* Greatly reduce Apoapsis/Periapsis changing with no input, with thanks to ferram4 and eggrobin. option is toggleable in Settings->Gameplay and tunable in Physics.cfg.
* Lower the thresholds for floating origin shift and krakensbane when above the inverse rotation threshold, and use doubles when recomputing velocity during change (and do so immediately rather than via PhysxX).
* GetEccentricAnomaly now correctly returns negative eccentric (hyperbolic) anomaly values when the true anomaly is before the hyperbola's periapsis, and should be more numerically stable.
* GetEccentricAnomaly no longer spams E is NaN.
* Conic patch creation is a little more efficient.
* Ignore G spike on the frame where SoIs switch.
* Orbit reported position will no longer be a frame ahead of velocity.

Misc. Fixes:
* [KSPedia] Fixed Bug with KSPedia asset bundle Dependancies.
* Fixed symmetric part stage icons not expanding in stage manager.
* Fixed Quicksave filename accessibility.
* Fixed Multiple core heat producers not being properly cooled by radiator panels.
* Fixed NRE when trying to overwrite or cancel out of save folder overwrite dialog.
* Fixed E is NaN! tA: (pi) spam with some generated contracts.
* Fixed Flags no longer displaying properly in the Tracking Station Info Box..
* Fixed Flag transparency issues in editor.
* Fixed Science lab spamming the log with "Updating" warnings whenever right-click menu is open.
* Fixed funds penalties not being applied when Hiring Kerbals.
* Fixed being unable to rename vessels via Knowledge Base.
* Fixed NRE in ModuleGrappleNode.Release when parent is null.
* Fixed UI_ChooseOption - onFieldChanged being called even when the field value hasn't changed.
* Fixed Body lift missing when loading the Physics.cfg file.
* Fixed Parts Tooltip window location being misplaced when changing UI scale.
* Fixed issue with the sea level pressure display in the Knowledge Base.
* Fixed an exception in PartModule OnLoad and OnStart causing vessel load failure.
* Fixed a NaN in FlightIntegrator atmospheric thermo.
* Fixed issue in Moment of Inertia calculations.
* Fixed Rocket Exhaust FX not being moved by FloatingOrigin/Krakensbane when emitters are disabled.
* Fixed missing parachute deployment sound.
* Fixed VesselModules not being properly destroyed when a vessel object is destroyed.
* Fixed unit tests from main menu causing every test to be run 4 times.
* Fixed having an abstract UnitTest type causing TestManager to throw an exception.
* Fixed regression that was causing global gravity to be non-zero, which should help with phantom drifting, especially with wheels.
* Fixed a logical issue causing crew rotation objectives to be much rarer than intended on station and outpost contracts.
* Fixed staging requiring two activation's when resuming in flight mode.
* Fixed navigation waypoint getting stuck if a survey is killed in the middle of the flight scene.
* Fixed Waypoint Markers not showing on Navball in IVA view.
* Fixed potential error from generating if attempting to IVA an EVA kerbal that has just been loaded outside of a vessel.
* Fixed RCS TorqueProvider implementation to take thrust limiting and alternate precision mode into account.
* Fixed an issue where the NBS dialog was not resetting its coordinates properly.
* Fixed reported typos and grammatical issues in various areas of the game.
* Fixed ITargetable FlightCoMTracker.GetVessel always returning null.
* Fixed Asteroids all spawning with a mass of 150t, regardless of class.
* Fixed race condition with map filters causing asteroids to be invisible in new games until they were modified.
* Fixed asteroids sometimes appearing to be pitch black while being seemingly immune to light when rotated at certain angles.
* Adjusted science data collection range of Mk1 cabin to match other science options.
* Kerbals can no longer "Take surface sample" while in command seat.
* Fairing base purchase and entry costs adjusted to vary by size.
* Part Action Window for symmetric parts no longer needs modkey to open when a sibling window is open.

Misc. Tweaks:
* [Modding] Additional access to fields in Mission Control.
* [EVA, Gameplay] R&D upgrade text adjusted.
* Added onVesselCrewWasModified, which consolidates many events in which crew changes on a specific vessel. Use this to fix a few issues with crew rotation objectives.
* Added ITargetable.GetActiveTargetable, which allows us to specify if a target should be allowed on something that is part of the active vessel.
* Added AeroFXIgnore layer so some parts (Gigantor e.g.) can have parts of their model ignored by AeroFX. Fixes an issue with odd Aero FX streamers.
* Added "EVA" layer, added it to various cameras, physics casts, lights, and collision matrices to behave exactly like normal parts, except suspension raycasts ignore it entirely. Prevents violent interactions when kerbals touch wheels.
* Added alwaysRecomputeLift to ModuleControlSurface so it can be set to not ignore slight actuation.
* Added wheel weight stress and slip stress multipliers to game settings, allowing players that do not want these stresses to disable them globally.
* Added onCommandSeatInteraction GameEvent, and deployableSeated to science experiments. Use these to disable scooping up surface samples when seated.
* Added Felipe to crew name generation.
* Satellite contract orbit generation made much more modular and maintainable, allowing us to validate generated orbits now. If an orbit parameter becomes corrupt through save manipulation or other means, that parameter can be regenerated without affecting the rest of the orbit.
* Clarify R&D facility upgrade text to make it clear that Kerbin is still fair game for surface samples without the astronaut complex upgrades.
* Crew Transfer more moddable.
* Game is now paused going to MissionControl, AstronautComplex, Admin, R&D and unpaused when closing them.
* Renamed Telus ladder to Kelus Ladder to avoid naming conflicts.
* Improvements to flag rendering in KB.   
* Improvements in Tutorial input locks and Error checking
* Adjustments to the Repair/Downgrade costs of the Facilities
* Changed "Cancel warp" to use forward slash instead of Esc.
* When repaired, wheels become temporarily immune to weight and slip stresses, slowly rising back to normal over a period of between 30 to 90 seconds.
* Reduction in the creation of Garbage Objects in Flight scene.
* Reduction in the creation of Garbage Objects in Space Center.
* Optimize Part.GetConnectedResources and Vessel.GetActiveResources for speed and to not create garbage.
* Dramatically improve resolution of asteroid textures, while simultaneously improving their shader performance by 400%. New shader can have very subtle desaturated brown/red hues sometimes.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on September 19, 2016, 03:59:31 PM
The 1.2 pre-release version is/has been out and is available from Steam and the Kerbal store.

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on September 19, 2016, 04:13:58 PM
Very cool. Did they fix the aero center on rocket bodies yet?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on October 12, 2016, 08:42:21 AM
Official 1.2 release is out (http://forum.kerbalspaceprogram.com/index.php?/topic/149681-kerbal-space-program-update-12-%E2%80%9Cloud-and-clear%E2%80%9D-is-now-available/).



Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: sandman2575 on October 12, 2016, 10:32:07 AM
Wow -- great additions!  May be time to get back into this!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: OJsDad on January 27, 2017, 02:53:33 PM
Elon Musk player Kerbal

https://www.reddit.com/r/IAmA/comments/2rgsan/i_am_elon_musk_ceocto_of_a_rocket_company_ama/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: OJsDad on January 27, 2017, 02:56:24 PM
What do you think SpaceX uses for testing software?
permalinkembedparent



[–]ElonMuskOfficial 3538 points 2 years ago 
Kerbal Space Program!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 18, 2017, 09:29:32 PM
New expansion announced for Kerbal Space Program.  It should be free for us who purchased prior to May 2013...will be interesting to see how it plays out.

Quote
Kerbal Making History

Hello everyone,

Over the past months, we've undertaken a huge endeavor to bring Kerbal Space Program towards its next leap forward. KSP is by now a mature game with tons of content and an immense modding community, which has devised all kinds of tools and creative additions to the game, so making something new and exciting for our players was a challenge that we faced head-on.

We wanted to do something that could enrich the Kerbal experience, offer value to players, bring exciting new content and allow more creativity - all while bringing countless more hours of enjoyment. And with the 1.2.2 release we had a game in an optimal state to tackle an idea that has been in discussion for a while.

We are thrilled and proud to announce Kerbal Space Program: Making History Expansion. This content filled expansion to the base game will include Mission Builder and History Pack.

Mission Builder is an exciting new feature that puts the process of creating and editing missions in your hands. We wanted to give you the tools to get the sense of being part of a space program's Mission Design Division by tailoring your own missions and narratives in a friendly and intuitive interface. Once created, you will be able to easily share your missions with the wider community.

But that is not all, Kerbal Space Program: Making History Expansion will include loads of additional content to enjoy. This includes History Pack, which are pre-made missions for you to play immediately. You will have the opportunity to re-live historical missions from humankind's own space history, all with that unique Kerbal Space Program twist! The pack will include a new set of parts and a new astronaut suit for your brave heroes. Imagine walking in the boots of the astronauts who witnessed the majesty of outer space for the first time or landed on other celestial bodies as the first of their kind.

Keeping up with Kerbal Space Program tradition, Kerbal Space Program: Making History Expansion will be highly customizable and moddable.

Key Features:

Simple interface: Using an intuitive drag and drop node interface, you can easily create new and exciting new missions for yourself or others to enjoy. Creators can also add constraints such as time, fuel and parts limits; as well as unexpected mission events.

Recreating history: Included in Kerbal Space Program: Making History Expansion is the History Pack. Players will be able to experience the trials and tribulations of the early days of Space Exploration on missions inspired by real life historical events.

New parts: Aside from mission creations tools, Kerbal Space Program: Making History Expansion will have additional parts such as new fuel tanks, adapters, decouplers, fairings and command pods... inspired by both American and Soviet space programs!

Kerbal Personal Parachute: Your astronauts will now be safer in case of imminent disasters with all new personal parachutes. So next time Jeb is in trouble and all systems are failing, you can simply eject him and activate his parachute. Then, you just have to hope, there's an atmosphere to slow him down...

Challenge other players: A new addition to Kerbal Space Program: Making History Expansion will be the concept of scoring. At the end of a mission you will get a numerical score to compare with your friends and the community.

Kerbal Space Program: Making History Expansion is still in development and will be released as a paid expansion. Pricing and availability details will be announced at a later date.

It seems as though our announcement two weeks ago was met with some disappointment, but we were just holding onto the good stuff. We can't wait to see what the community is going to be able to create with this new creative tool within Kerbal Space Program, now more than ever with an enriched and diverse community of people from all around the world, who can now enjoy KSP in their own language!

Keep tuned to KSP Weekly to learn about the ongoing development and upcoming details.

Happy launchings!


-The KSP Development Team

http://forum.kerbalspaceprogram.com/index.php?/topic/157802-ksp-making-history/


Update:  seems Squad will be keeping their promise to those who purchased prior to May 1 2013.  O0

Quote

Yes we will keep our promise

http://forum.kerbalspaceprogram.com/index.php?/topic/157802-ksp-making-history/&do=findComment&comment=2988228
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on March 19, 2017, 11:34:04 PM
I bought Dec 2012.  ;D
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 19, 2017, 11:47:59 PM
Quote from: jomni on March 19, 2017, 11:34:04 PM
I bought Dec 2012.  ;D



Groovy.

Had to check mine:

2012-12-14

:coolsmiley:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: MikeGER on March 20, 2017, 02:21:36 AM
3/22/2013 Phew!  ;)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jomni on March 20, 2017, 03:39:30 AM
I actually haven't played for years.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: HoodedHorseJoe on March 20, 2017, 04:51:26 AM
How do you check when you bought it? O haven't played it since April 2016, but I do love this game. Even though I'm not that good :D.

Not especially 'whelmed' by this expansion announcement but some content is better than no content.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pete Dero on March 20, 2017, 05:37:33 AM
Quote from: WargamerJoe on March 20, 2017, 04:51:26 AM
How do you check when you bought it?

Went to my steam account to check my purchase history only to discover I bought it in june 2013  :(
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: HoodedHorseJoe on March 20, 2017, 05:50:22 AM
Ah, April 2015. Miles off.

Fun Fact: First purchase seems to be June 2009, Empire: Total War - Elite Units of the West.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: bbmike on March 20, 2017, 05:54:53 AM
Quote from: WargamerJoe on March 20, 2017, 04:51:26 AM
How do you check when you bought it? O haven't played it since April 2016, but I do love this game. Even though I'm not that good :D.

Not especially 'whelmed' by this expansion announcement but some content is better than no content.

In the Steam client click on "Steam" then "Settings" (upper left). When the Settings window pops up, click "View Account Details" (upper right). When the "Account" windows pops up, click on the dollar amount shown for "Wallet Balance". Easy to find!  ::)

I'm showing that I purchased it in April 2013.  O0
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on March 20, 2017, 08:09:34 AM
It came to Steam after being available for a while via Squad's site itself.
So you might have bought it earlier than your Steam library shows, actually.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on March 20, 2017, 12:50:58 PM
Quote from: WargamerJoe on March 20, 2017, 04:51:26 AM
How do you check when you bought it?


If you got it direct from their site, then you should have a login for the "Store".  Where you can see when you purchased and (re)download the game.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: jamus34 on March 20, 2017, 01:50:10 PM
July 13, dammit missed by a couple of months.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: dinsdale on March 20, 2017, 09:55:45 PM
I just checked at the Squad site. I paid $17.25 back in 2012.

It already feels like I've stolen it, probably the most play per $ of any game I've gotten. I can't believe they're still supporting this 5 years later.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 01, 2017, 09:35:45 AM

Kerbal Space Program update 1.3 "Away with words" is now available! (http://forum.kerbalspaceprogram.com/index.php?/topic/161033-kerbal-space-program-update-13-%E2%80%9Caway-with-words%E2%80%9D-is-now-available/)

Update added Japanese, Simplified Chinese, Russian and Spanish languages, integration of Asteroid Day mod, and Ambient Light Adjustment feature.


KSP Acquired by Take-Two Interactive (http://forum.kerbalspaceprogram.com/index.php?/topic/161355-ksp-acquired-by-take-two-interactive/)  :o ??? :-\

https://www.rockpapershotgun.com/2017/05/31/take-two-interactive-buy-kerbal-space-program/#more-450483
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: HoodedHorseJoe on June 01, 2017, 10:50:04 AM
Yeah I saw that - really weirds me out when a publisher that has no involvement in a successful games genre then go and buy that game. I mean, it's blatantly just for the money and franchise potential, which is fine, but literally anyone could have bought up that franchise. Why them?

I also worry what this will mean for KSP itself. Saying that, there have been rumours circulating that all was not well at Squad anyway, so maybe this was necessary to keep things running?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Philippe on September 08, 2017, 02:50:04 PM
I think I may have asked this before, but can one have a reasonably good flight experience in this game without a joystick?

I'm going to be sans joystick, rudder pedals, and track IR for the forseeable future (their presence in the vicinity of my monitor would probably trigger a divorce).

I've tried flying in the demo but never had much success.  Is that because I'm not used to rockets, or because they don't work very well with a mouse?

(I'm asking this because Kerbal is on sale at a really good price right now).
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 08, 2017, 03:22:14 PM
I've never used a flight stick in KSP. So, yes.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Philippe on September 08, 2017, 03:32:04 PM
Thanks, Jarhead.  It's good to know that you fly without a joystick, and that means I just need to put more time into learning how to control things.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: mirth on September 08, 2017, 03:34:43 PM
He's never successfully made it off the launchpad though :P
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Jarhead0331 on September 08, 2017, 06:01:14 PM
Quote from: mirth on September 08, 2017, 03:34:43 PM
He's never successfully made it off the launchpad though :P

Not true. I've traveled all over the solar system. I've even mapped youranus.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: mirth on September 08, 2017, 06:02:55 PM
Keep your Kerbals out of there.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Nefaro on September 09, 2017, 01:44:22 PM
Quote from: mirth on September 08, 2017, 06:02:55 PM
Keep your Kerbals out of there.

Because..

It's already populated by polyps.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on September 09, 2017, 01:47:50 PM
Why would you invade Kling-on space???  :bd:
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on February 08, 2018, 12:26:20 PM
Kerbal Space Program: Making History Expansion will be available for PC on March 13th, 2018. (https://forum.kerbalspaceprogram.com/index.php?/topic/170582-kerbal-space-program-making-history-expansion-release-date-announcement/)

With over a year in the making, we are getting closer to bringing Kerbal Space Program towards its next leap forward. Today, we are proud and super excited to announce that Kerbal Space Program: Making History Expansion will be available for PC on March 13th, 2018.

Kerbal Space Program: Making History Expansion brings a lot of new and exciting content to KSP, including the powerful and intuitive Mission Builder, where you will have the tools to create and share your own scenarios with other players. We are also including the History Pack, a set of missions ready to be played immediately, inspired by historical moments in space exploration, and more.

The new Mission Builder puts the process of creating and editing missions in your hands with endless possibilities. You'll be able to customize your own missions to include launches, landings, rescues, malfunctions, explosions, repairs, and much more. You can set unique victory conditions, add exciting challenges, and place unexpected obstacles to keep other players on their toes as they play through these complex missions. Challenge others to complete your missions by sharing them with the Kerbal Space Program community!

The History Pack includes a variety of pre-made missions inspired by humankind's own space exploration. Now you can spacewalk, pull off a crash landing, and attempt to recreate some of the most memorable moments inspired by historic events. But with our unique Kerbal twist, of course.

The expansion also includes a bunch of new parts and astronaut suits inspired by the Space Race that you can use throughout Kerbal Space Program!

Kerbal Space Program: Making History Expansion will be available for $14.99 (USD) on PC. And yes, we're keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We'll provide more details on how that will work before launch.

Stay tuned for more news and exciting updates about Kerbal Space Program: Making History Expansion.

Happy launchings!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Pete Dero on February 08, 2018, 01:06:25 PM
Purchased in juli 2013  :'(
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Capn Darwin on February 08, 2018, 01:18:19 PM
Does it include a red Tesla?
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Staggerwing on February 08, 2018, 07:06:21 PM
No. It's a red Kerbla. It's like a Tesla but has a freaked-out Jeb in the driver's seat.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on March 13, 2018, 10:29:27 AM
Its KSP: Making History release day so that means Kerbal Space Program is on sale pretty much everywhere.   Indiegala (https://www.indiegala.com/store/product/220200) has it for $14.79 and Fanactical (https://www.fanatical.com/en/game/kerbal-space-program?aff_track=CJ) has it for $15.99. 

Note that this is for the base program and does not include the new Making History DLC.

p.s.  Also note that there has been some concerns (mostly privacy issues I think) raised in the KSP forums about the new Take Two EULA that comes into play with the new 1.4/DLC release.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on April 12, 2019, 10:43:40 AM
Just noticed a version 1.7 released this week.

https://forum.kerbalspaceprogram.com/index.php?/topic/183554-kerbal-space-program-17-%E2%80%9Croom-to-maneuver%E2%80%9D-grand-discussion-thread/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: mbar on April 12, 2019, 12:06:59 PM
Quote from: steve58 on April 12, 2019, 10:43:40 AM
Just noticed a version 1.7 released this week.

https://forum.kerbalspaceprogram.com/index.php?/topic/183554-kerbal-space-program-17-%E2%80%9Croom-to-maneuver%E2%80%9D-grand-discussion-thread/

Those new orbital controls look long overdue. I'll have to reload KSP and try that out. I got tired of having to manually control any basic maneuver. Most youtubers seemed to resort to mods to fix it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 20, 2019, 12:03:44 AM
Quote
Brand new downloadable content for Kerbal Space Program is on its way! Filled with new content and features, Kerbal Space Program: Breaking Ground Expansion will give new meaning to the Kerbal scientific endeavours.

Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study the soaring plume of a cryovolcano on Vall, mysterious craters on Moho, and even more new features on all of the other moons and planets of the Solar System. Deploy experiments for the long-term study of Minmus and let them collect data while you explore further sights. Test your creativity with a new suite of robotics parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science!

These are the most significant features coming to Kerbal Space Program: Breaking Ground Expansion.

Robotic Parts
Brand new robotic will add a whole new level of creativity to your craft. These parts will include some new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe!

Surface Features
Scattered across the Kerbin System, you'll find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features. Study them and collect valuable scientific data with a brand-new Rover Arm!

Deployed Science
Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty experiments for you to try out!

New Space Suit
Kerbals are also getting a fresh new space suit to wear for their scientific endeavors! This sleek futuristic suit will make your Kerbals look flashy while they explore the canyons of Duna, the shores of Laythe, or any other exotic destination.

Kerbal Space Program: Breaking Ground Expansion will be released on May 30th for PC for $14.99 USD. And yes, we're keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We'll provide more details on how that will work before launch.

https://forum.kerbalspaceprogram.com/index.php?/topic/184279-kerbal-space-program-breaks-ground-with-a-new-dlc/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 26, 2019, 10:05:33 AM
Breaking Ground trailer...

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 30, 2019, 11:18:39 PM
Base program on sale for $10 until June 6 @ Steam (https://store.steampowered.com/app/220200/Kerbal_Space_Program/).

Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: HoodedHorseJoe on June 06, 2019, 05:46:03 AM
Just fired this up again for the first time in a while.

oh no.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on October 22, 2019, 12:38:27 PM
Update 1.8 for KSP 1 was released on Oct 16:   Moar Boosters!!! (https://forum.kerbalspaceprogram.com/index.php?/topic/188932-kerbal-space-program-18-%22moar-boosters%22-grand-discussion-thread/)

Update highlights:
Title: Re: Kerbal Space Program 1.9: "There’s No Place Like Home”
Post by: steve58 on February 14, 2020, 04:36:51 PM
Kerbal Space Program 1.9: "There's No Place Like Home" (https://forum.kerbalspaceprogram.com/index.php?/topic/191573-kerbal-space-program-19-there%E2%80%99s-no-place-like-home%E2%80%9D-grand-discussion-thread/)

1.9.0 Changelog

=================================== v1.9.0 ============================================================
1.9.0 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog)

+++ Improvements
* Added Camera mode (unlocked camera movement controls) when game is paused in flight and you hide the UI.
* Adjust Kerbal ladder navigation to remove sliding and provide better automatic transition between ladders.
* Part Mass and Cost now clamp their value to avoid negative numbers results from Mass/Cost Modifiers - configured per part via minimumMass and minimumCost in each parts cfg.
* Revamped Kerbin scaled space planet.
* Implement single camera system when running in DX11 for improved performance.
* Add new part - FTE-1 Drain Valve to drain resources from attached parts.
* Add new Cheat option in the Debug Menu  - Set Position to teleport a vessel to a position relative to the surface of a celestial body.
* Added medium and high Quality shader for Moho.
* Adjust Wheel brake setting and auto-friction to take into account Gee. Helps with rovers flipping over.
* Each KAL Window now persists its screen position with the KAL.
* KSPedia slides and assets now load on demand and are released when the KSPedia window is closed.
* Add handling for Ships folder in GameData/SquadExpansion where stock craft including DLC parts can be stored.
* Added Ultra Quality shader for Kerbin.
* Implement new Max Time Warp logic to allow faster warp rates when on rails. This is managed by gamesettings (ORBIT_WARP_MAXRATE_MODE = PeAltitude).
* Implement Limit modifier for altitude based Max Time Warp logic so players can tune when the mode is set to (ORBIT_WARP_MAXRATE_MODE = VesselAltitude).
* Change Default VesselSwitching Keys ( [ or ] ) to bypass debris and spaceobjects.
* Add Mod + VesselSwitching Keys  ( [ or ] ) to include debris and spaceobjects.
* Add search box to career tech tree.
* Added High Quality shader for Kerbin.
* Created new textures with higher detail for Kerbin's low quality terrain shader.

+++ Localization
* Fix variant name in selector being cropped in some languages like Japanese
* Fix missing font character affecting some KSPedia slides in Russian.
* Fix missing font character affecting Orbit Info UI in Chinese.

+++ Parts
* Revamped Skipper engine.
* Revamped Mainsail engine with silver variant.
* BACC "Thumper" Solid Fuel Booster revamp.
* RE-M3 Mainsail (New "Full", "Mid" and "Bare" variants).
* RE-I5 Skipper (New "Shroud", "Truss Mount" and "Bare" variants).

+++ Bugfixes
* Fix tab key switching for columns in the settings screen, it will focus the first available item.
* Fix part filter showing no parts after switching between subassemblies, variants and simple mode.
* Fix renamed asteroids needing a scene change to update screen and kb info.
* Fix NREs where Breaking Ground Science VesselType should not be available without the DLC.
* Fix surface attach node handling on Part Variants.
* Fix action sets input losing focus when renaming and moving the mouse away from the input field.
* Fix errors EVAing in timewarp via crew hatch dialog.
* Fix additional launchsite CommNet stations being active even when those launchsites are not active in the currently loaded save.
* Fix shadows on KSC filler tiles when lights are shone on them.
* Fix NREs and oxygen timeliness checks resulting in kerbals dying when they shouldn't when no helmet on.
* Fix NRE pressing Ctrl-Z (undo) many times with symmetry part selected.
* Fix audio FX fade when objects move away from player's camera.
* Fix dV calcs for boosters with fuel flow priorities changed (specific use cases).
* Fix Discontinuity in texture mapping on the Mun with high quality shader.
* Fix Walkway textures around level 3 RnD building.
* Fix issue where symmetry could break when restoring a held part on a vessel and immediately placing the held part again.
* Fix Inputlock manager issue with MenuNavigation breaking single mouse clicks.
* Fix SAS target mode misalignment when control point is not the vessel root
* Fix NRE when deploying science experiments attached to debris when on EVA.
* Fix reentry FX.
* Fix target marker disappearing in the Ascent Tutorial.
* Fix Terrain shader causing crashes on AMD GPUs.
* Fix underwater fog.
* Fix log spam when player attempts to drag maneuver nodes backwards through patched conics crossing SOIs.
* Fix dV calcs on stages that have different tank priorities in the same stage.
* Fix manipulating maneuver nodes unhiding the Navball throughout gameplay.
* Fix NRE being generated when staging a service module inside of a fairing in liftoff during flight.
* Fix Kerbodyne S3-14400, Kerbodyne S3-7200 and Kerbodyne S3-3600 colliders being visible during Place Mode.
* Fix Rockomax Brand Adapter 02 being off-center.
* Fix Mastodon and Skiff bottom attach nodes being backwards.
* Fix issue with quicksaves loading active vessel about to crash causing the vessel to pass through the terrain. Quicksaves can no longer be made when the active vessel is about to crash into the ground (including EVA kerbals).
* Fix contract generation issues in Editor when reputation changes by allowing contract generation in Editor scene.
* Fix parachutes deploying on quicksave load or staging when set to only stage when safe and conditions are not safe.
* Fixed texturing being broken on corner of Bop.
* Fix part highlight remaining on parts when removed from action groups in the editor.
* Fix error when manipulating servos that are part of an action group
* Fix terrain texturing jitter on celestial body low quality shader when landing from Orbit.
* Fix mirror attach on bicouplers.
* Fix KSPedia Aircraft/Basics/Balancing act page slide missing in Chinese
* Fix opening the In-Flight Action Sets Editor unlocking vessel functions without a Command Module present in flight during gameplay.
* Fix the KAL-1000 curve starting below minValue for some parts.
* Fix Flight UI mode being locked during Time Warp.
* Kerbal Body collider adjusted to reduce collisions while on a ladder.

+++ Mods
* Add Per Kerbal PhysicMaterial Accessors for Modders so you can adjust each kerbals bounciness - SetPhysicMaterial, ResetPhysicMaterial.
* Fix Issue for mods when copying parts that had modified resource lists.
* Fix potential NRE in music player for mods.
* Set the KSP Assembly version correctly on game start so KSPAssemblyDependency will work for KSP versions.
* Added events for Action Groups in flight visibility changes so mods can handle any UI changes they need to in each mode
* Added Pause/UnPause events when the action groups show/hide in flight.
* Fix PQS.radiusmax not including some noise PQSMods in the calcs PQSMod_VertexHeightNoise and PQSMod_VertexPlanet. Should mean that radisumax is no longer below any vertex in most cases

Making History 1.9.0

+++ Improvements
* Added new stock vessels to be used in any game mode. Some of them are featured in stock missions.

+++ Parts
* Retuned Engine Plates mass and costs.

+++ Bugfixes
* Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions.
* Fix in mission builder where an NRE is generated when a flag planted in a pod triggers a node to destroy the same pod.
* Fix a truck collider in the Dessert Airfield.
* Moved the mission status check from the physics loop to the main game clock to prevent physics simulation being out of sync with respect to UI.
* The VAB and SPH should not be open in the stock Meet me in Zero G mission.
* Fix missions getting stuck if they have a mission briefing and the player changes scenes before closing the mission briefing dialog box.
* Fix scoring in Trouble in the Void stock mission.
* Body collider adjusted to reduce collisions while on a ladder for vintage suits.

Breaking Ground 1.4.0

+++ Improvements
* Blade controls are no longer instantaneous.
* Blades SAS support improved.
* Added new stock vessels to be used in any game mode.
* Add new kspedia slides.
* Blades auto-detect cyclic vs collective control mode based on location of rotation axis relative to the vessel center of mass, per control axis. Mode indicated in Rotation Control State group in Advanced Tweakables.
* Blade authority limiter default set to 3 degrees.
* Blades auto-detect inoperable control axis (rotation axis within 5 degrees of control axis).
* Blade rotation axis shown as green arrow in aero debug display. Length is logarithmically proportional to rotation velocity (vessel relative).

+++ Bugfixes
* Fix cargo part model getting stuck on screen when pressing altimeter buttons.
* Fix deployed science power kerbal trait text in AC tooltips.
* Fix NRE when launching vessels with Breaking Ground Robotic parts and wheels in missions.
* Fix heaviest part autostrut for robotic parts attached in reverse depending on ship part order.
* Fix potential NREs using rotate tool on robotic parts.
* Fix robotic part animations stutter changing Auto-shift state playing through KAL-1000.
* Fix robotic parts losing functionality when auto-restart is enabled.
* Body collider adjusted to reduce collisions while on a ladder for futuristic suits.

Kerbal Space Program 1.9: There's No Place Like Home is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game.

As with every release this thread will be used to bundle all general discussion about the new version so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program 1.9: There's No Place Like Home.

Happy launchings!
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on May 06, 2020, 09:31:28 AM
Fanatical (https://www.fanatical.com/en/game/kerbal-space-program?aff_track=CJ&CJEVENT=7d6dfed88fa411ea81f200a20a240614&utm_source=CJ&cj_pid=5715555&cj_aid=13212017) has Kerbal Space Program and its DLC on sale:

Kerbal Space Program             $8.79
Making History Expansion        $9.74
Breaking Ground Expansion     $10.04




Title: Kerbal Space Program 1.10 Shared Horizons coming
Post by: steve58 on June 29, 2020, 02:43:49 PM
Kerbal Space Program 1.10 Shared Horizons is coming on July 1.

Quote
Big news, Kerbonauts: We're partnering with ESA for the 1.10 update #SharedHorizons!

We're excited to include ESA Space Transportation Ariane 5 and two ESA Science missions Bepi Colombo and Rosseta, to the game.

Releasing on PC on July 1st. Coming soon to consoles. More info to come.

https://www.space.com/kerbal-space-program-esa-shared-horizons-expansion.html
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Martok on June 29, 2020, 08:05:59 PM
Okay, that's pretty cool.  :) 
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on July 01, 2020, 11:10:01 AM
Kerbal Space Program 1.10 Shared Horizons is out.

https://forum.kerbalspaceprogram.com/index.php?/topic/195192-kerbal-space-program-110-%E2%80%9Cshared-horizons%E2%80%9D-is-now-available/
Title: Kerbal Space Program update 1.11: "Some Reassembly Required" available
Post by: steve58 on December 27, 2020, 02:16:31 PM
A few highlights:

  EVA Construction Mode
  Inventory System Changes
  New Lights and RCSs
  Joolian Moons' Visual Improvements

https://forum.kerbalspaceprogram.com/index.php?/topic/198773-kerbal-space-program-111-some-reassembly-required-is-now-available/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 13, 2021, 04:42:12 PM
Quote
...in a couple of weeks we will be celebrating the game's 10th anniversary. And on that day, we are releasing Kerbal Space Program 1.12: On Final Approach, our 12th major free update!

Kerbal Space Program 1.12: On Final Approach is going to be special in many ways. We are not only packing this free update with a massive amount of new content, player requests and all sorts of fixes, but it is also our thank you letter to everyone in our community who supported us along the way and made our dreams come true. Unfortunately, all good things must come to an end, or rather move on to the next chapter. So yes, On Final Approach is the last major planned release for Kerbal Space Program.

https://forum.kerbalspaceprogram.com/index.php?/topic/202965-ksp-loading-getting-ready-to-celebrate/

Coming June 24th.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on June 14, 2021, 02:31:50 AM
I recall they said the same thing when the contracts patch dropped a few years back.
But I guess the time has come for real. They've improved the overa graphics and added many requested components. I do see where the devtime vs reward curve is flattening here.
Absolute top tier game! Many thanks for the devs for sticking with it.
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 26, 2021, 12:43:33 PM
Kerbal Space Program 1.12: "On Final Approach" is now available! (https://forum.kerbalspaceprogram.com/index.php?/topic/203227-kerbal-space-program-112-on-final-approach-is-now-available/)
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: Yskonyn on June 28, 2021, 09:56:03 AM
https://www.pcgamer.com/uk/kerbal-space-program-creator-looks-back-on-leaving-it-behind-the-hardest-thing-ive-had-to-do-in-my-whole-life/
Title: Re: Kerbal Space Agency - Advancing technology today, for a better tomorrow.
Post by: steve58 on June 28, 2021, 02:08:29 PM
Thanks for the link Yskonyn. 

How and where I stumbled on KSP on the internet is long forgotten, but I remember being utterly fascinated with it.  I played the heck out of the first demo version (0.7.3) (I still have downloads of the pre-release versions burned on a CD/DVD somewhere).  This was in the days prior to early access and Kickstarter, but the KSP devs set up a store/site for buying in to help development.  I remember the buy in cost was a whopping $7.  I liked the game so much I went all out and sent them $10 in August 2011. :buck2:  Best $10 I ever spent.  Looking forward to KSP 2.  It probably won't be a Day 1 purchase because I want to see what the new devs have done with it, but I'm sure I'll grab it.