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Kerbal Space Program (in-dev retail game)
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softweir



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PostPosted: Fri, 11. Nov 11, 22:45    Post subject: Reply with quote Print

Version 0.12 has released! We now officially have a Mün to fly to! (And an orbital map to make it easier. Smile)


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My new fave game (while waiting for Rebirth) - Kerbal Space Program
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AgamemnonArgon



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PostPosted: Mon, 14. Nov 11, 21:47    Post subject: Reply with quote Print

Yes, I tried this little game after reading it here.
After a couple of hours I made many successful launches of a very simple rocket, and it went higher and higher.
Fun, and a very good idea.


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Master of the Blade





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PostPosted: Wed, 30. Nov 11, 01:32    Post subject: Reply with quote Print

Sorry, dredging this one up because I think it's reasonably justified. Has anyone who preordered got the store account activation email? If not, how has it been sorted out? (or not)


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T.S.Zatoichi



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PostPosted: Tue, 10. Jan 12, 17:50    Post subject: Reply with quote Print

KSP just went mainstream. Sips from Yogscast.


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imperium3





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PostPosted: Wed, 11. Jan 12, 15:03    Post subject: Reply with quote Print

I've been giving it another go, since v0.13 lets you put liquid rockets on side struts, which is really handy.

The good news: I've got an excellent rocket which can reliably get me into orbit and definitely has the capability to get me to the Mun and back.

The bad news: I'm still having a lot of trouble figuring out the orbital mechanics - I don't know how to change the plane of my orbit so if I take off into one that isn't coplanar with the Mun's orbit, I'm mostly screwed. So I'm working on that.

I did just have one go where I launched into a beautifully horizontal orbit, perfect transfer to the Mun's orbit, and we landed on the Mun... however when it got to pointing the rocket at the Mun's surface I got a little carried away and didn't then have the fuel to slow down. So rather than landing properly, Bill, Bob and Jeb became a 1500m/s smear across the surface...


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Dantrithor





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PostPosted: Thu, 12. Jan 12, 00:47    Post subject: Reply with quote Print

I just got an email to notice that the 0.13.1 update is up. And their servers are down, by the way, so if anyone downloads it and uploads it to a filesharing service, give a shout! I'll do it, if I download it.

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PostPosted: Thu, 12. Jan 12, 14:18    Post subject: Reply with quote Print

imperium3 wrote:

The bad news: I'm still having a lot of trouble figuring out the orbital mechanics - I don't know how to change the plane of my orbit so if I take off into one that isn't coplanar with the Mun's orbit, I'm mostly screwed. So I'm working on that.


As far as I know, this is quite simple in principle--you just thrust at 90 degrees to your orbit when you're at the point of maximum deviation from the orbital plane you're after. The Orbiter simulator gives you the instrumentation you need to be able to do this easily, I don't think Kerbal Space Program quite does as yet!

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andrewas





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PostPosted: Thu, 12. Jan 12, 15:12    Post subject: Reply with quote Print

Actually, you need to burn where your orbital plane and the target orbital plane cross. No idea on what instruments KSP currently provides, but the last time I played this would be nigh on impossible to do.

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Dantrithor





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PostPosted: Thu, 12. Jan 12, 23:51    Post subject: Reply with quote Print

Click the mini-arrow on the bottom part when you're in map view. That'll open the nav ball, and then you can maneuver your ship using that instrument and thrust away, while seeing the orbit change in real-time. That will allow you a more accurate control of the navigation parameters.

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imperium3





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PostPosted: Fri, 13. Jan 12, 00:34    Post subject: Reply with quote Print

Dantrithor wrote:
Click the mini-arrow on the bottom part when you're in map view. That'll open the nav ball, and then you can maneuver your ship using that instrument and thrust away, while seeing the orbit change in real-time. That will allow you a more accurate control of the navigation parameters.


Thanks guys, especially for this - I didn't know you could maneuver the ship in map mode!

(@andrewas, they added an orbital map which shows the path of your orbit and that of the Mun, Kerbin etc. So it's not too hard now to see where I'll need to burn).


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dminor



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PostPosted: Tue, 24. Jan 12, 20:06    Post subject: Reply with quote Print

Success Shortbus1 has achieved a stable orbit. Unfortunately its around Kebin's star. KSP officals say that all hope is not lost. With some luck Kebins gravity will pick up the lost space ship one of these years allowing us to recover the flight telemetry


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Dantrithor





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PostPosted: Wed, 25. Jan 12, 00:32    Post subject: Reply with quote Print

And due to a quite awkward bug, when they return to kerbin they will find the planet filled with peaky mountains and artifacts Razz

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Dantrithor





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PostPosted: Sun, 20. May 12, 23:54    Post subject: Reply with quote Print

New version out!

Enjoy your airplanes. And Air-breathing engines. And landing gears. And a new moon!

http://img152.imageshack.us/img152/6499/glider.jpg

http://img341.imageshack.us/img341/1766/glider2.jpg

And that's one of my ugly beasts. A glider. Rather simple to make and fly. My rigid behemoths based on raw fuel power didn't do as well.

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red assassin





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PostPosted: Mon, 21. May 12, 00:19    Post subject: Reply with quote Print

I've not managed to build a flyable horizontal takeoff spaceplane yet. I keep losing control, in a variety of exciting ways. I'm trying to fly with a keyboard, though, as apparently Unity's joystick support is buggy, and the axes are read as hard left when centred and hard right otherwise...

Currently trying to land on Minmus. Keep missing the blasted thing, though.


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Dantrithor





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PostPosted: Mon, 21. May 12, 00:30    Post subject: Reply with quote Print

Regarding horizontal take-off, remember to keep your engines as close as possible to the center of mass of the ship. Otherwise you will experience the same as if you put in a rocket three engines with odd angles between them... loss of control upon takeoff.

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