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Kerbal Space Program


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#61 Rickard N

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Posted 28 April 2015 - 0138 AM

KSP 1.0 is out now. Restarted and can't fly if my life depended on it :D

 

/R


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#62 BansheeOne

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Posted 28 April 2015 - 1453 PM

Oooohhh ... freely adjustable fairings! Ressource mining and refining! Heat shields! Airbrakes! And finally some serious landing gear for these giant SSTOs of mine so I don't need to land like on raw eggs anymore!

 

Good thing that the great socialist holiday of 1 May is on Friday. That means a long weekend for me to get lost in space.


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#63 Mr King

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Posted 29 April 2015 - 0012 AM

Bill and "Y"eb  are sure to be off to even greater adventures now. 


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#64 BansheeOne

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Posted 17 May 2015 - 0727 AM

The law of unintended consequences is strong with me recently. I inadvertendly built the biggest RPG in the world to launch an asteroid base that turned out to look like something from "Iron Sky" and accidentially destroyed the drill ship previously anchored to the target asteroid when it jettisoned its upper ascent stage ...

 

screenshot320%20-%20Verbesserte%20Astero

 

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screenshot328%20-%20Asteroidenbasis%20Ab

 

screenshot329%20-%20Versehentliche%20Zer

 

screenshot331%20-%20Asteroidenbasis%20im


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#65 sunday

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Posted 17 May 2015 - 0843 AM

If you want a political career, delete those pictures ASAP!!!  :D


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#66 BansheeOne

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Posted 26 May 2015 - 1250 PM

Went crazy last night, trying to launch a lifting body from the cargo hold of an air-breathing carrier aircraft until two hours after I should have gone to bed to get up in time for work in the morning. Since big stuff is hard to attach inside bays, I designed various helpful applications like mobile cranes and lifting platforms to load the smaller craft separately into the larger and finally succeeded. Unfortunately is was all for naught as the game doesn't allow you to switch between ships in an atmosphere. Something to store away for a future multiplayer feature.

 

screenshot90%20-%20Mobilkrantests%20mit%

 

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screenshot105%20-%20Misteltransport%20st

 

screenshot107%20-%20Misteltransport%20na


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#67 rmgill

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Posted 26 May 2015 - 1543 PM

If you want a political career, delete those pictures ASAP!!!  :D

It's the closest thing Germany has had to an independent space program in years though!


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#68 Mr King

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Posted 23 June 2015 - 2309 PM


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#69 BansheeOne

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Posted 23 July 2015 - 0421 AM

As somebody who is lucky to get a Kerbalnaut from one docked spacecraft to another on jetpack, I'm utterly impressed by this.

 


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#70 rmgill

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Posted 23 July 2015 - 1103 AM

This really does apply....

orbital_mechanics.png


Oh and Guenter Kerman was not happy with the smell of Jeb's space suit upon his return to Kerbin. 


Edited by rmgill, 23 July 2015 - 1109 AM.

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#71 Guest_Jason L_*

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Posted 02 August 2015 - 1619 PM

I need to start playing this again.....


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#72 BansheeOne

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Posted 09 February 2016 - 0943 AM

I'm getting a little frustrated here. My previous joystick developed a nasty habit of spontaneous steering input on the roll axis (I probably caused or exacerbated this by dripping a little oil into the joint to stop the annoying creak), so I thought it was time to go one up and bought the Saitek FlightPro X-55 HOTAS stick/throttle combo. Which is great ergonomically, but unfortunately while all the buttons on both units work, KSP only accepts the steering axes of one at a time - apparently whichever gets plugged in last. This is even though the axes of both units are detected in the input settings, though they show up as "Saitek FlightPro X-55 R.Axis 0" etc. without distinction. Consequently, once I get the stick to work, I can't use the throttle - even the dials which are axes 3-5, not having an equivalent on the stick.

 

When I first installed the driver, I think I did something out of sequence, and got an error report saying something about USB 3.0. I reinstalled, and the problem did not show up again though. At this point I'd even be content if the game couldn't distinguish the 0-2 axes on either unit; I could put throttle on a dial (actually quite nice for rovers since they have a middle rest for neutral) and use the quadrants for trimming. Currently it's on one of the little thumb sticks since the keys happen to be the same as for jetpack up/down, but that just sucks for bringing your engines up or down quickly.


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#73 Mr King

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Posted 29 April 2017 - 0956 AM


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#74 CT96

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Posted 30 April 2017 - 1728 PM

Saw it on discount, picked it up. Didn't kill my pilot on first flight... but I should have. Gonna be a fun learning curve.


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#75 sunday

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Posted 30 April 2017 - 1839 PM

(...) Gonna be a fun learning curve.

 

Famous last words!


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#76 CT96

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Posted 08 May 2017 - 1909 PM

Talk about an addictive game...

 

I successfully worked my way through a Mercury program, with a single pilot capsule and initially suborbital flights followed by a series of orbital flights. I then moved into a Gemini/Apollo program, with a multi-crew capsule. I started this effort with a rather more organized method:

 

I assembled a default Command Module/Reentry-vehicle with abort mechanism etc.

 

I then assembled a Service Module which I was able to set as a Subassembly - meaning I can make different versions (say a long duration one, or a crew shuttle one or...).

 

The combined CSM I then launch tested (turns out the TWR for my Mk I CM and Mk I SM is sufficient to actually launch), and I successfully tested the abort system as well (and a good thing too for subsequent flights).

 

The Launch Booster system I moved on too took much more effort. My first booster did not have enough power to get off the pad. The second one did, but as the fuel drained it became unstable and I had to pull the abort to save the crew. The followon mod led to a catestrophic pad failure, but the abort system again saved the crew. 

 

A few more tweaks and I got into orbit, followed by some very solid and reliable CSM orbit booster (I'm still using too much of the CSM delta-V to circularize the orbit). Next up, Rendezvous, Docking, EVA.


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#77 rmgill

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Posted 09 May 2017 - 1032 AM

 

A few more tweaks and I got into orbit, followed by some very solid and reliable CSM orbit booster (I'm still using too much of the CSM delta-V to circularize the orbit). Next up, Rendezvous, Docking, EVA.

 

Sounds like your booster needs more delta Vee. You want to get to a point where your CSM is used for Mun or Minimus return burns only. 


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#78 CT96

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Posted 09 May 2017 - 1838 PM

Actually, my problem was too low an ISP on the primary booster. When I increased the available delta-V, my TWR was too low, and burned too much of the fuel before it got moving. My current one has too much fuel in the 2nd stage. An iterative improvement to be sure. But I think I have a second stage booster which I can modify to hold a lander etc. and do TLI, leaving the CSM for lunar orbit capture and subsequent return. 


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#79 rmgill

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Posted 10 May 2017 - 0012 AM

Add moar SRBs!!!
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#80 CT96

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Posted 10 May 2017 - 0748 AM

I'm actually trying to do this without SRBs. I used them in my Mercury Missions, but now I'm trying to go without. 

 

So far, so good. I did a full checkout series on a large Command Module (5 crew), and an extended duration Service Module last night. Even have my two stage boosters get me reliably to orbit with enough dV to spare to get me to a TLI or do a heavy lift.

 

My next wrinkle is figuring out how to deorbit the boosters after placing my CSM/Primary Payload in orbit. I'm getting a fair number of boosters hanging out in orbit.

 

 

My next decision point is between building an orbital station, or going for a Moon Shot.


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