Kerbal Space Program

Post » Tue Jul 19, 2011 5:47 am

I've uploaded a new video chronicling my many failed attempts to reach maximum velocity: http://www.youtube.com/watch?v=hK84RVrQ5QU

Hope you enjoy! :P


..Glorious...

...a Thrilling Masterpiece...

I laughed, I cried, I sat in confusion.

I enjoyed it, good video. However, I think you're having too much fun with this game.
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Big Homie
 
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Post » Tue Jul 19, 2011 2:12 pm

..Glorious...

...a Thrilling Masterpiece...

I laughed, I cried, I sat in confusion.

I enjoyed it, good video. However, I think you're having too much fun with this game.

Just because you can't get a rocket past 40000m. :P
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sas
 
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Post » Tue Jul 19, 2011 1:53 pm

Just because you can't get a rocket past 40000m. :P


Oh, way to post my insecurities on a public forum.

Spoiler

:P

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Roberto Gaeta
 
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Post » Tue Jul 19, 2011 10:32 am

Is there anyway to attach rockets to the main body at multiple points, or do I just have to deal with things flipping all over the place all the time. :unsure:
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jeremey wisor
 
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Post » Tue Jul 19, 2011 12:11 pm

I've uploaded a new video chronicling my many failed attempts to reach maximum velocity: http://www.youtube.com/watch?v=hK84RVrQ5QU

Hope you enjoy! :P

I like the one that has three boosters twisting in a dance.

Is there anyway to attach rockets to the main body at multiple points, or do I just have to deal with things flipping all over the place all the time. :unsure:

Yes, unfortunately.


I now have new, topical avatar.
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marie breen
 
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Post » Tue Jul 19, 2011 8:44 am

Is it possible to burn up on re-entry? If not, they should add that, you have to re-enter in a certain and have your capsule sturdy enough.
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Sammykins
 
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Post » Tue Jul 19, 2011 12:59 am

Is it possible to burn up on re-entry? If not, they should add that, you have to re-enter in a certain and have your capsule sturdy enough.

Currently, the command module will survive as long as poor rocket design doesn't cause it to be destroyed (by say, a solid booster flying into it), or as long as it doesn't slam into the ground at too high a speed.
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Manuela Ribeiro Pereira
 
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Post » Tue Jul 19, 2011 8:26 am

Currently, the command module will survive as long as poor rocket design doesn't cause it to be destroyed (by say, a solid booster flying into it),

Although you'd have to be pretty stupid to let that happen. :unsure:
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aisha jamil
 
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Post » Tue Jul 19, 2011 12:16 pm

Although you'd have to be pretty stupid to let that happen. :unsure:

No good rocket build were ever achieved without at least a few Kerbal deaths. For science!
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FABIAN RUIZ
 
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Post » Tue Jul 19, 2011 3:10 am

No good rocket build were ever achieved without at least a few Kerbal deaths. For science!

I think every rocket I've built has killed the crew at least once.
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Damien Mulvenna
 
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Post » Tue Jul 19, 2011 12:36 pm

I think every rocket I've built has killed the crew at least once.

Same here. Sometimes it's just pilot error, but they die all the same. Maybe Kerbal Rocket fuel is actually made out of Kerbals, and that's why the only settlement on Kearth is the space center?
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jaideep singh
 
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Post » Tue Jul 19, 2011 5:25 am

That's hilarious. I like the one that just explodes on the launchpad.

I enjoyed it, good video. However, I think you're having too much fun with this game.

I like the one that has three boosters twisting in a dance.

Thanks. To think it took 3 days to edit 6 minutes of film... :P


I now have new, topical avatar.

Brilliant. :laugh:


Is it possible to burn up on re-entry? If not, they should add that, you have to re-enter in a certain and have your capsule sturdy enough.

Probably a feature to be added later. They have G-forces modelled already, but they don't do anything yet; however, I imagine bringing your Kerbals back from the void safely will become more of a priority in later versions.


Same here. Sometimes it's just pilot error, but they die all the same. Maybe Kerbal Rocket fuel is actually made out of Kerbals, and that's why the only settlement on Kearth is the space center?

Soylent fuel... :ahhh:
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Chris Guerin
 
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Post » Tue Jul 19, 2011 1:59 pm

I've uploaded a new video chronicling my many failed attempts to reach maximum velocity: http://www.youtube.com/watch?v=hK84RVrQ5QU

Hope you enjoy! :P

yup.

that's about the sum of my space program...

Good thing I never took that job as NASA space director.. :ermm:
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Cheryl Rice
 
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Post » Tue Jul 19, 2011 6:09 am

They should also add some parts that look good. For example, a retro 50's sci-fi booster that does the same job as a normal one but just looks 50's. I like those kind of ships :P
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rheanna bruining
 
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Post » Tue Jul 19, 2011 6:21 am

Downloaded this last night. Stayed up 'til 4 in the morning trying to reach escape velocity.
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Emmie Cate
 
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Post » Tue Jul 19, 2011 8:59 am

Just downloaded this now. I like the concept of creating rockets, sending them into space and creating bases on uninhabited planets.
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rae.x
 
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Post » Tue Jul 19, 2011 3:09 pm

These damn rockets have killed at least over two dozen of my Kerbals so far. R.I.P. :sadvaultboy:

Edit: 0.8.5 has been released! List of changes include the following:
Spoiler
New:
* Added copying of parts (and sets of parts) by holding Alt while clicking on them.
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)
* Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed)
* Stage decouplers can now share fuel across stages.
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling)
* Added Keys to control the camera in flight (+/- for zooming)
* Added some sound effects for the parachute opening
* Added cfg-definable parameter for parachute autodeployment delay
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)
* Right-clicking the Symmetry Button will now step the symmetry mode back.
* It is no longer possible to select a part of the ship while the mouse is over any interface items.
* Added toggle key to switch between precision or instant input modes (Caps Lock)
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision)
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules

Bug Fixes:
* Fixed the staging lock LED not turning purple after launch
* Icons no longer show a transparent border floating around then mousing over disconnected parts.
* Fixed a bug where deleting a symmetrical part would sometimes leave it’s counterparts floating around.
* Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors.
* Fixed most sound volume decay over distance problems.
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug)
* The Flight camera will now remain always centered on the ship’s center of mass.
* The Screenshot function will now create a Screenshots directory if one isn’t found.
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on)
* Fixed a bug that could cause large ships to explode at 5,000m altitude.
Note: We expect there will be some server difficulties because of the sudden rush of traffic. Please bear with us as the server explodes ;)

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Daniel Lozano
 
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