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Kerbal Space Program

Hellraiser

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Is there a tutorial or beginner's guide for non-autistic people retards for this? I'm trying to get into it, but the interface is daunting.

Not sure which part of the interface is daunting, the Navball is probably the hardest one to figure out though. Everything else not so much. Well apart from alt+click to select two fuel tanks and transfer fuel between them. Or indeed part right-clicking. Those bits are a bit obfuscated. Everything else was rather intuitive.

Just say what you want to do and what you are having a problem with.
 

Data4

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moraes Definitely check the Scott Manley videos. Even if some of the features have changed/are changing since he did his basic tutorial stuff, some of the fundamentals are still sound. He's got a lot of content. Just check his YouTube channel and look for tutorials in his playlists.

Start here: https://www.youtube.com/watch?v=tgPr4q5tj-Q As you can see, it's a much older build, but you'll get something from it and the videos following.
 
Self-Ejected

Ulminati

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Cur refreshing every 5 minutes today to see if KSP is up. Took a sick day :M

1.0 is probably gong to break 0.9 saves. SO send your old savegames out in style! :D

 
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Data4

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:lol: Unfortunately, I don't have anything I can destroy quite that spectacularly. I just filled out the tech tree in the my last .90 science career, so I decided to dig into the FASA mod. I did an as-faithful-as-I-could Apollo 11 flight, using the FASA Saturn 5, CSM, and LEM. Everything but the landing zone, at least. Had some weirdness send me off course and plunk me down on this hillside. Still, I thought it was pretty cool.

OZEFlzV.png



I'm thinking about looking into the Real Scale Solar System mod for 1.0, once it gets updated. Manley mentioned on one of his recent vids that he might be doing that for his next series, and while I've seen other videos of it, I'm interested in his take. Anyone here ever tinker with it? It's one of those mods I keep telling myself I'd do, but never follow through.
 
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Ulminati

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Just saw this on KSPTV stream (looks better in motion):
7pc7HW1.png


Press N to toggle. blue spikey vecotrs = lift, red spikey vectors = drag, yellow spikey vectors = control surfaces. Really useful for analyzing why you fly like a brick :D
 

Hellraiser

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Really? You have to migrate your servers now? How about you do that a couple of days before you are supposed to be officially launching your game, assbuckets...

Server up and ITS OUT!

Got back home right on time for release nearly to the minute, talk about luck!

Changelog:

changelog said:
=================================== v1.00.0 ============================================================

* New:

Editor:
- New Engineer's Report Toolbar App, provides warnings and advice during construction, notifying players of possible design issues with their ships.
- Added 'Cross-Section Profile' Filter to Parts List.
- Added Thumbnail images for Craft files in both Launch Dialog and Craft Browser screens.
- Added 'Merge' button to Load dialog, allowing ships to be loaded without replacing the current one
- Added confirmation dialogs when overwriting a save, launching or leaving editor without saving.


Aerodynamics:
- Complete overhaul of the flight model.
- Lift is now correctly calculated and applied for all lift-generating parts.
- Drag is now pre-calculated automatically based on part geometry, and applied based on part orientation in flight.
- Both lift and drag are dependant on density and the speed of sound; both properly calculated from temperature and pressure.
- Stack-mounted parts can occlude each other for drag calculations.
- Lift-Induced drag now properly simulated.
- Stalls are now properly simulated.
- A new body-lift system meaning parts can induce lift even if they are not designed to do so.


Heat Simulation:
- Completely revised part heating model, energy flux is considered, not merely temperature.
- All game temperatures changed from ‘Kervin’ to proper Kelvin.
- Radiative, conductive, and convective heating and cooling are simulated.
- Parts can have individual radiative, conductive, and convective properties.
- All parts now emit a blackbody radiation glow if they get hot enough.
- Conduction between attached parts is more accurately modelled.
- Parts can occlude other parts from being exposed to sunlight, celestial body albedo/radiation and supersonic flow.
- Reentry/hypersonic flight heating is now simulated.
- Added difficulty Setting to scale aerodynamic heating.
- Atmospheric temperature, and thus density, takes latitude and sun position into account.
- Celestial bodies accurately emit thermal radiation making nearby craft warmer.
- Service modules, fairings and cargo bays can be used to protect parts inside from heat.
- Heat shields provide (finite) ablation-based protection for parts behind them.


Parts:
- New procedural Fairings added, in 3 sizes
- New Heat Shields added, in 3 sizes
- Service Bay parts added in 1.25m and 2.5m sizes
- Several new Landing Gear parts added, in many sizes.
- Many New large airliner and shuttle style wing sections added.
- Large wing sections have internal fuel tanks.
- All old spaceplane parts overhauled with a more up-to-date style.
- Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomous SAS module.
- New atmosphere scanner part added.
- New Inline Xenon Tank part added.
- New RT-5 'Flea' Solid Rocket Booster added.
- New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer into Electricity when turned on.
- New models for Circular and Ram air intake parts.
- New models for Engine Nacelle parts.
- Several new nose cones and tail sections.
- New Airbrake part.
- New module for Airbrake parts, responds to Brakes input and can also be used as pitch/yaw actuator.


Internal Spaces:
- Added new IVA space for the Mk1 Inline cockpit
- Added new IVA space for the Science Lab
- Added new IVA space for Mk3 Shuttle Cockpit
- Added new IVA space for Mk3 Passenger Cabin
- Added new IVA space for Mk2 Passenger Cabin


Resources:
- Added 'Ore' resource, which can be mined across the Solar System
- New drill part added
- Ore container tanks added
- ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or MonoProp
- Three new Ore scanner parts added
- Added new MapView overlays displaying Ore density for all Celestial Bodies.
- Support for moddability of resources added (including atmospheric and oceanic)
- New Difficulty Setting to scale resource abundance (both stock and modded).
- Asteroids can also be mined for Ore.
- Engineer Kerbals are able to ‘overdrive’ drilling equipment for increased yield (and less safety).


Kerbals:
- Female Kerbals added, with new randomly-generated female names
- Valentina Kerman (Pilot) added to initial Crew Roster
- Kerbals are now able to clamber onto ledges within reach, because their jobs weren’t dangerous enough already.
- Kerbals can now climb out of ladders onto ledges.
- Tourist Kerbals added. They have zero skills, are unable to control vessels, and are required to keep their heads inside the vessel at all times.
- Kerbals now cost increasingly larger amounts of Funds to hire in Career Games.


R&D:
- R&D Tech Tree completely revised. Several new nodes added; many, many parts reassigned for a better progression.
- Kerbal Scientists are now able to restore inoperable experiment modules.
- The Science Lab has been retooled to run long-term research on experiment data, providing much higher amounts of science over time.


Graphics:
- New Smoke effects added to Launchpads
- New Surface Effects added whenever rocket engines fire near terrain
- New Water Effect added whenever rocket engine fire near water
- Revised all part shaders for improved rendering of lighting effects and shadows.
- Main Flight UI can now be made transparent.


Career:
- Added new Tourism contracts and tourist kerbals.
- Added ISRU resource extraction contracts.
- Added Grand Tour contracts.
- Replaced Rescue contracts with Recovery contracts, which can ask the player to recover a part, a kerbal, or both, and can spawn on the surface of planets, with “props” nearby.
- Added two 'immediate' Strategies to convert existing Reputation and Science into Funds.
- World First contract line now extends all the way out to Eeloo, and is dependent on player progression.
- Record contracts are now always active, and will complete in order even over the course of a single mission.


Tutorials:
- All tutorials revised and rewritten to explain most game features.
- Expanded Flight Basics Tutorial to cover the essentials of launching into orbit.
- Added new Return from Mun tutorial.
- Added new Science and R&D Tutorial.
- Added new Docking tutorial.


Flight:
- 'Warp To' action added to orbit context menu. Allows warping to a specific spot along your trajectory.
- 'Warp to next morning' button added to KSC toolbar.
- Asteroids can now be found orbiting near Dres.
- Engine thrust now varies according to Isp and throttle setting, instead of the other way around.


Controls:
- Completely revised Input Mapping system.
- Flight input bindings is now much more straightforward and more flexible as well.
- Duplicate control bindings for Docking/Staging modes now replaced by a much more robust system based on secondary key bindings.
- Joystick Axes are now consistently enumerated and persist across sessions.
- Up to 10 joysticks with 20 axes each now supported.
- Added secondary channels for Axis Bindings.


Cameras:
- New 'Chase' Camera mode added, old mode now called 'Locked'.
- Added Camera wobble/vibration effects during flight (engine vibration, explosions, ground roll, G-force, and many more)
- TrackIR support added to all game views (toggleable independently in game settings). (FreeTrack also reported to work)
- Added FOV control to main flight camera. (Hold ModKey and zoom)




* Bug Fixes and Tweaks:

Editor:
- Fixed several issues with editor attachments, attachment node orientation and symmetry.
- Shift+Clicking a 'frozen' part in the editor will detach it from its parent.
- Fixed several bugs with cloned parts and persistence.
- The editor no longer requires a full scene reload to load new craft files.

UI:
- The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn time to 0m/s' (as shown on navball) fields.
- Several part context menu actions now properly apply to symmetry counterparts automatically.
- Added new custom cursors.

Simulation:
- Fixed 'infiniglide' bug.
- Switching SOIs no longer causes the next orbit to change at high time warp rates.
- Added a warp speed limit when approaching an SOI transition.
- Kerbal EVAs should no longer fly off when disembarking in space.
- SAS now disengages autopilot modes automatically (and falls back to stability assist) in cases where the target vectors would change very rapidly.
- Parachute deployment should no longer cause vessel disassembly at high physics warp rates.
- Deployed parachute sway now actually has an effect on the vessel.

Parts:
- LV-N “Nerv” Engine now runs solely on Liquid Fuel and has no gimbal.
- OSCAR-B tank can now be surface attached
- Air-breathing engines now drain fuel evenly from all tanks in a vessel.
- Fixed radial decouplers not applying ejection forces correctly.
- Parachutes no longer cause massive G spikes when opening.
- Control Surfaces can now be deployed as flaps, controllable via context menus and Action Groups.
- Stats of Antennas revised for a proper progression with the more advanced models.
- Added nicknames to all engine parts.
- Revised and balanced part costs.
- Balanced fuel amounts for Mk2 and Mk3 tanks.
- Balanced engines (Isp/thrust/mass) in line with the new aerodynamics.
- Added fuel gauge to LV-1 “Ant” engine.
- Materials Bay now faces away from the part it’s radially attached to.
- RoveMate rover body is now a probe body as well.
- The unshrouded solar panels are now non-retractable.
- Balanced probes electric charge usage, mass and crash tolerance.
- Lowered crash tolerance of the Structural Pylon to 70 from 999!
- All parts given ‘bulkhead profile’ tags in cfg files. Profile tags inferred automatically for parts missing this field.
- Cargo bays now properly detect enclosed parts, and can be grouped to make larger bays.
- Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed inside a fairing or cargo bay.
- RCS thrusters will not function if stowed inside a closed cargo area (or fairing).
- Lifting surfaces will not generate lift if stowed inside a closed cargo area (or fairing).

Audio:
- Much improved flight ambience sounds for Kerbin and other bodies with atmospheres
- Added new sound effect when pulling high G forces.
- Eliminated audible gaps on several looping clips.

Effects:
- Improved sound/particle effects for all Air-Breathing engines
- Splashdown effects no longer spawn underwater.


General:
- All part textures converted to DDS format, load times are now 3x faster.
- Fixed a serious persistence bug which prevented Scenario/Training saves from updating scenario modules properly.
- Fixed persistence bugs which caused state data from Upgradeable Facilities to carry over to other saves.
- Fixed an issue which caused Kerbals to not be generated randomly enough, which led to slowdowns with larger Crew Rosters.
- Fixed issues with the terrain during scene switching making scene load times faster.
- Fixed terrain scatter generation which was causing memory leaks.
- ‘Elon Kerman’ added to name pool.
- Crew name generator can now output 10,000+ female names
- Fixed an issue with markers in the KSC scene potentially causing the game to lock up.
- Restructured GameData folder, integrated the NASA folder into the Squad one.
- Valentina Kerman added to Main Menu’s Space scene.

Gameplay:
- All contracts other than World Firsts or Records are halted until the player reaches space.
- Prevent “stacking” of various contract types.
- Resource parts added into satellite, station, and outpost contracts.
- Prose of contracts involving kerbals re-evaluated with gender appropriate text.
- All contracts in career given balanced income for all three currencies.
- Science and reputation no longer scale with the celestial body of a contract, and are handed out more conservatively in general.
- All strategies in career given equivalent exchange rates.
- Aggressive Negotiations strategy given a discount on building repair/upgrade.
- Recovery Transponder strategy now lowers maximum recovery rate, while raising minimum recovery rate.
- Facility upgrade costs re-evaluated, lowered by about a quarter overall.
- Kerbals now properly receive experience for suborbital flights.
- Part Test contracts now request much saner flight parameters.
- Survey contracts choose much saner locations to survey.
- Sensor Experiment Modules are now able to perform experiments in all situations.

Debugging/Modding:
- The R&D Tech tree is now defined in a cfg-file.
- The cfg file for the Tech Tree is defined separately for each save.
- GameVariables methods are now all virtual and can be overwritten by mods.
- Added a new set of debug tools to tweak Physics parameters.
- Added a new set of debug tools to tweak R&D tech tree nodes and part assignments.
 

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Damn, it is really out. I haven't played the early access much, but I bought it so I can play it someday. I'm glad I have the game now, I will have a ton of fun with it once I have the time.
 

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Quick question to the pros. Is a joystick mandatory for flying the ships you build or you can get away with a k+m?
 

Data4

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Over there.
Relax. :lol: Give it a few days for mods to catch up. I'm just going to dick around in the stock game for a while before I do anything super cereal.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
This game is a lot harder now.

Took me 2 hours to make it back into orbit.

A lot of the necessary tech is also locked much further into the tree now.

And I still can't build a plane for shit.

In short, game is great, 9/10.
 

Hellraiser

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Choson, a.k.a. the best and only Korea, reached spess using the Hyu Gi Wang rocket (a follow up to the Tai Nee Dong prototype), fires solid rocket booster upper stage to try to achieve orbit:

choson%201.png~original


Wang Il Seong did not achieve orbit. However much science was collected.

choson%202.png~original


Which in the end did not mater as during re-entry aerodynamic forces flipped his craft the wrong way around and his pod went boom since the heat shield was not the part in front of the re-entry plasma.

Dear Leader is not pleased, that was his only pilot :M

So yeah, it is hard to get into orbit with the first few nodes. My main problem is rocket stability, I can't gravity turn until higher up in atmo because you either spin out of control due to aero forces or the stabilizers make the whole thing a bitch to turn.

Money is less of an issue so far though.

Still, trying aerocapture with the new aero model is going to be hilarious.
 
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Ulminati

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Quick question to the pros. Is a joystick mandatory for flying the ships you build or you can get away with a k+m?
I have a joystick but never use it. KB is fine for ksp


Lots of great achievements already!

The Pillars of Inanity, under the guiding hand of Captain Undead Phoenix became the first vessel to escape the treacherous new atmosphere that does not behave like it used to
N5pLxkd.jpg


The KSS Randy Bobandy under captain Hellraiser made it into orbit and performed EVA on suborbital trajectory in the upper atmosphere
wYKgnEA.jpg

NcY6id0.jpg


The Fake Aussie under captain Ashery became our first atmospheric vessel, nearly tore itself apart when ti broke the sound barrier at 3km
D57KMch.jpg


And the Alpenschleuder under Captain Scrooge, well...
1Zyq9vB.jpg

vwT3PSO.jpg


The mün is now called New Bavaria
 
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Self-Ejected

Ulminati

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Ulminati

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Don't forget Kerbal Engineer. It's updated for 1.0 and will help you figure out the new engine values.
 

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