Kerbal Space Program - Out of Early Access - £30

Anything to do with games at all.
User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: Kerbal Space Program - FREE!
by smurphy » Tue Jul 19, 2011 11:07 pm

Calculated that it's going to take me over two and a half hours to reach the apogee of my orbit, so another four hours back down. :|

Next step: Stable, circular orbit. Step after that: Deliver payload into orbit and return to the surface.

User avatar
Alvin Flummux
Member
Joined in 2008
Contact:

PostRe: Kerbal Space Program - FREE!
by Alvin Flummux » Tue Jul 19, 2011 11:44 pm

TheTurnipKing wrote:
Alvin Flummux wrote:I got to over 3,000m/sec on my re-entry into the planet's atmosphere, but it became greatly reduced after I opened my chute.

Actually, the atmosphere itself will reduce your speed. Popping the chute helps a little, but the real kicker doesn't come 'til about 500m when the chute opens.

On the plus side, it does mean that - once you ditch all your engines, have hit the apex of your climb, or break orbit, you can pretty much just pop the chute and let gravity take you back planetside unattended.


My module hit the ground after a 2 hour round trip, only going a handful of meters per second, and it sploded. :fp:

User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by TheTurnipKing » Wed Jul 20, 2011 12:00 am

Actually, i was just reviewing some of my early models, and came across an exploitable glitch that might be of use to some of you inventive types.



One of my early models, the KSP Tom Jones, consists of a set of tri-SFB attached to a set of tri-LFBs. Here's the thing. The SFBs can't actually lift the rocket off the ground... the LFBs are too heavy, I assume.

However, if you fire up, and then detach the boosters, they'll actually be able to magically push the now lighter rocket up :) Of course, you've got no control over the solid fuel boosters anymore, and can't even see their fuel level... and god help you if they start to go off course.

I actually forgot all about this once I started building the Tom Jones successor, the Atomic Jones. But still, could be a useful trick.

User avatar
Rightey
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by Rightey » Wed Jul 20, 2011 12:30 am

Roonmastor wrote:Has anyone beaten my 2600m/s max speed yet? May get back into this in a few days and better it.


Rightey wrote:I broke 3000m/s today with my rocket the Hobnobber Mk IV \o/

I got to 3007m/s to be exact.


That was from 2 pages before your post :P

More exciting news, the progress continues with the Hobnobber Mk IVB

Image


It reached a top speed of 3343m/s the only difference between it and the Hobnobber Mk IV is that the SAS module has been placed lower down so it can be jettisoned when you are higher up and don't need as much power.

The Hobnobber Mk V unfortunately failed to beat the earlier model only reaching 2700m/s it's quite an unconventional design as you can see with those crazy fins that help stop it from spinning out of control...

Image


It also has one extra stage compared to the Mk IV, so just goes to show big is not always best. But I will try to tweak it some more, probably move the SAS module further down like in the MK IVB (which was built after the MK V)

Pelloki on ghosts wrote:Just start masturbating furiously. That'll make them go away.

Image
User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: Kerbal Space Program - FREE!
by smurphy » Wed Jul 20, 2011 12:42 am

Currently sitting at 8275km up. I think it's time to end this.

User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by TheTurnipKing » Wed Jul 20, 2011 12:45 am

Rightey wrote:
Roonmastor wrote:Has anyone beaten my 2600m/s max speed yet? May get back into this in a few days and better it.


Rightey wrote:I broke 3000m/s today with my rocket the Hobnobber Mk IV \o/

I got to 3007m/s to be exact.


That was from 2 pages before your post :P

More exciting news, the progress continues with the Hobnobber Mk IVB

Image


It reached a top speed of 3343m/s the only difference between it and the Hobnobber Mk IV is that the SAS module has been placed lower down so it can be jettisoned when you are higher up and don't need as much power.

The Hobnobber Mk V unfortunately failed to beat the earlier model only reaching 2700m/s it's quite an unconventional design as you can see with those crazy fins that help stop it from spinning out of control...

Image


It also has one extra stage compared to the Mk IV, so just goes to show big is not always best. But I will try to tweak it some more, probably move the SAS module further down like in the MK IVB (which was built after the MK V)

In my experience big is rarely "best".

But it is often the most fun to build, and to desperately stop from tearing itself to pieces in midair. :lol:

User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Re: Kerbal Space Program - FREE!
by TheTurnipKing » Wed Jul 20, 2011 12:51 am

Alvin Flummux wrote:
TheTurnipKing wrote:
Alvin Flummux wrote:I got to over 3,000m/sec on my re-entry into the planet's atmosphere, but it became greatly reduced after I opened my chute.

Actually, the atmosphere itself will reduce your speed. Popping the chute helps a little, but the real kicker doesn't come 'til about 500m when the chute opens.

On the plus side, it does mean that - once you ditch all your engines, have hit the apex of your climb, or break orbit, you can pretty much just pop the chute and let gravity take you back planetside unattended.


My module hit the ground after a 2 hour round trip, only going a handful of meters per second, and it sploded. :fp:

Its a funny thing. For some people, it seems, the command module acts like it's made out of cardboard.

I can only speak from my own experience. I've only rarely seen it explode on the odd landing.

I mean, i just attached a solid fuel booster to the top of one (KSP CaU Punishment), and it took a good 13 seconds to overheat and explode...
edit: Just tried it again. 9 Seconds. Interesting. I guess the amount of damage it can take (or that exhausts cause) is at least partially random.
edit edit: Ok, the last three or four attempts have come out at 9 seconds.

Now I don't know what to think.
edit edit edit: aaand 11 seconds.

Image

User avatar
Rightey
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by Rightey » Wed Jul 20, 2011 5:45 pm

Hobnobber Mk VI reached 3800m/s at first I thought this was just a minor improvement but then after 2 hours of flying my speed had only dropped to 2700m/s and I had gone past 20,000km's. Then I went back and tried to orbit Kearth, I have no clue if I did though as I got bored and went to watch some TV then when I came back I was floating off into space. Orbiting seems to be pretty hard.

Pelloki on ghosts wrote:Just start masturbating furiously. That'll make them go away.

Image
User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by TheTurnipKing » Wed Jul 20, 2011 5:53 pm

Rightey wrote:Hobnobber Mk VI reached 3800m/s at first I thought this was just a minor improvement but then after 2 hours of flying my speed had only dropped to 2700m/s and I had gone past 20,000km's. Then I went back and tried to orbit Kearth, I have no clue if I did though as I got bored and went to watch some TV then when I came back I was floating off into space. Orbiting seems to be pretty hard.

I did it by accident. If I understand it right, basically all you need to do is slowly add some horizontal momentum at about 25000 meters. If you get it right, your ship should drift between states of "losing momentum but gaining height" and "losing height, but gaining momentum".

Getting back out of orbit seems to be a case of applying the reverse of the horizontal thust you applied so that your orbit degrades. Just applying thrust towards your destination is inefficient.

User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: Kerbal Space Program - FREE!
by smurphy » Wed Jul 20, 2011 7:24 pm

There's a table on the KSP Wiki with the speed you need for a particular height when orbiting. The higher the slower you need to go. The idea is to hit the right horizontal velocity just as you peak in your ascent. If you miss, you'll either fall or have a wildly eccentric orbit as I did. You can correct it by either firing your thruster to move you higher or lower, or backwards and forwards. Move into position, then fire in slow bursts. Don't leave your engine burning all the time, and don't try to move 'a bit forward and a bit up', it's too difficult.

Use the yellow indicator on the globe. It shows you which way your moving, while the orange crosshair shows which way you're pointing. It should be level with the horizon when you get to the right horizontal speed.

User avatar
Mogster
Member ♥
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by Mogster » Wed Jul 20, 2011 8:37 pm

I started playing this yesterday, and ended up staying up until 2am trying to make orbit. This was my best attempt, which says it all:

Image

That open throttle was due to my desperate attempt to stop my ascent and return to Kearth. It didn't work.

I'm Let's Playing my way through the Tomb Raider series: https://www.youtube.com/c/JevanMoss
User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by TheTurnipKing » Wed Jul 20, 2011 8:59 pm

and as usual, the other two are panicking, and Jeb is just like "SPAAAAAAAAAAAAAAAAAAAAACE!"

User avatar
Lex-Man
Member
Joined in 2008
Contact:

PostRe: Kerbal Space Program - FREE!
by Lex-Man » Thu Jul 21, 2011 8:00 am

TheTurnipKing wrote:
Alvin Flummux wrote:Is there any way to break free of the planet's gravity? Or get to the moon?

There's no moon yet, but stranding your Kermen in space is a definite possibility.


If they keep the game in real time won't it take 2-3 weeks to get to the moon? Also isn't it quite hard to miss such a tiny dot in such a large amount of space?

Amusement under late capitalism is the prolongation of work.
User avatar
TheTurnipKing
Member
Joined in 2008

PostRe: Kerbal Space Program - FREE!
by TheTurnipKing » Thu Jul 21, 2011 5:33 pm

There are apparently plans afoot for time compression.

User avatar
T9Flake
Member
Joined in 2008
Location: In front of a PC
Contact:

PostRe: Kerbal Space Program - FREE!
by T9Flake » Thu Jul 21, 2011 6:16 pm

TheTurnipKing wrote:There are apparently plans afoot for time compression.


cool :D

User avatar
smurphy
Member
Joined in 2008
AKA: A Little Cocky Child
Location: Scotland

PostRe: Kerbal Space Program - FREE!
by smurphy » Thu Jul 21, 2011 8:27 pm

Time compression or not, I doubt the moon will be as far away as it is IRL. Much like the size of the Kearth, it'll be a scale distance.

User avatar
1cmanny1
Member ♥
Joined in 2008
Location: New Zealand

PostRe: Kerbal Space Program - FREE!
by 1cmanny1 » Sat Jul 23, 2011 2:22 am

Image


I assured them they were actually getting closer... :shifty:

Image
User avatar
Alvin Flummux
Member
Joined in 2008
Contact:

PostRe: Kerbal Space Program - FREE!
by Alvin Flummux » Sat Jul 23, 2011 10:44 am

13 hours? :lol: Christ...

User avatar
Lex-Man
Member
Joined in 2008
Contact:

PostRe: Kerbal Space Program - FREE!
by Lex-Man » Sat Jul 23, 2011 3:13 pm

Alvin Flummux wrote:13 hours? :lol: Christ...


I'm guessing when you get high enough you can just ignore it.

BTW how high do you have to get before you keep going and how high do you have to get to put your self in orbit?

I've got to about 300,000 meters with my best effort which is currently hurtling toward the ground at 137m/s not sure if I will deploy the parachute.

I want them to add a successful flight screen.

Amusement under late capitalism is the prolongation of work.
User avatar
Lex-Man
Member
Joined in 2008
Contact:

PostRe: Kerbal Space Program - FREE!
by Lex-Man » Sat Jul 23, 2011 3:32 pm

Image

Image


Images of my flights.

Amusement under late capitalism is the prolongation of work.

Return to “Games”

Who is online

Users browsing this forum: Xeno and 650 guests