Kerbal Space Program
Discussion
Dunno official specs but it runs fine on my 3.4GHz Phenom with a somewhat outdated GeForce 9800GT. The way it models it the more parts you ahve on a craft the slower it gets, but I've never had framerate issues.
Looks like the new aerodynamics/heat model is tricker than Deadly Re-entry was. Used to be able to return a Mk1 capsule with a science junior underneith with no trouble, now I've got Jeb trapped in orbit as his capsule burns up every time I try to bring him down (I'm not too proud to revert to a save if it keeps my crew alive). Will have to mount a rescue mission when I have the parts.
Looks like the new aerodynamics/heat model is tricker than Deadly Re-entry was. Used to be able to return a Mk1 capsule with a science junior underneith with no trouble, now I've got Jeb trapped in orbit as his capsule burns up every time I try to bring him down (I'm not too proud to revert to a save if it keeps my crew alive). Will have to mount a rescue mission when I have the parts.
I'm having a lot of trouble with planes in the latest patch, they keep burning up at 1,000 m/s, going higher to get into thinner atmosphere just means the engines don't work. Blasting around in planes used to be one of my favourite things to do but something with the balance of heat/engine intake air just doesn't seem quite right.
I'm back! I've just downloaded 1.0 onto my new laptop, and tried a couple of the tutorials (it's been a while since I played). It's already running really slow though so I'll certainly have to look into that. I'm a bit disappointed actually, I didn't expect it to struggle until I had loads of engines and boosters running, not when it's only the tutorial capsule!
Currently running and AMD A10 with 8GB RAM.
Currently running and AMD A10 with 8GB RAM.
Purity14 said:
Whats the crack with all these addons?
Kerbal Engineer Redux is worth having, it gives you the two extra displays you can see at the top of DIW's picture, meaning you can easily see your apo/peri heights, ground speed/altitude etc without having to change screens. Beyond that many of the more useful addons have been somewhat negated by the recent improvement in the stock game, eg I used to use FAR for better aerodynamics but the standard games aerodynamics make far more sense now.Just fired up the campaign and free mode still can't get an orbit.
It's always a hop that looks like the launch path of a tactical ballistic missile! I'm staying with solid fuel rockets as when I had a solid fuel 1st stage liquid second once my 1st stage was ejected the craft loses all stability.
Any ideas?
It's always a hop that looks like the launch path of a tactical ballistic missile! I'm staying with solid fuel rockets as when I had a solid fuel 1st stage liquid second once my 1st stage was ejected the craft loses all stability.
Any ideas?
firemunki said:
Just fired up the campaign and free mode still can't get an orbit.
It's always a hop that looks like the launch path of a tactical ballistic missile! I'm staying with solid fuel rockets as when I had a solid fuel 1st stage liquid second once my 1st stage was ejected the craft loses all stability.
Any ideas?
You're probably tipping over into the gravity turn too quickly - if your velocity means that your rocket is going sideways, the rocket acts like a big rudder and makes it turn much faster again, which will spin it over. It's always a hop that looks like the launch path of a tactical ballistic missile! I'm staying with solid fuel rockets as when I had a solid fuel 1st stage liquid second once my 1st stage was ejected the craft loses all stability.
Any ideas?
You need to make the turn slowly to keep the rocket thrust near the centreline of the rocket. What I do is engage SAS (letter "T" on the keyboard) and then hit caps lock to put the controls into fine mode. It's a lot easier to control that way.
Do a 90 degree roll pretty quickly off the pad, so that when you tip the rocket over it's pointing east - that's the best direction to hit orbit. I would aim to go vertical to about 7,000m, and aim to be horizontal (or even a little bit below horizontal) by around about 55,000m. Keep burning until you get an apogee above 69km, and then coast up to that. Once there, burn to circularise, and you're in space!
Either that or install Mechjeb, in which case you press a button and then go to make a cup of tea.
I've been playing KSP for quite some time now and have managed to send manned missions to land and return from all the planets and moons in the game with one exception - Eve. It's easy enough to get to, and just as easy to land on, but the consensus of most people is that it is the most difficult to return to orbit from, and my previous attempts at getting an unmanned design back in to orbit have proved quite hopeless.
But I have a new design that should work, so I now have a mission plan to get this thing to Eve that will include a manned landing to plant a flag and, all being well, returning the pilot safely to Kerbin. I'll post up pictures if/when the mission is completed.
But I have a new design that should work, so I now have a mission plan to get this thing to Eve that will include a manned landing to plant a flag and, all being well, returning the pilot safely to Kerbin. I'll post up pictures if/when the mission is completed.
1.0.3 just released - list of changes at the link below
http://forum.kerbalspaceprogram.com/content/346
http://forum.kerbalspaceprogram.com/content/346
budfox said:
I've downloaded 1.03 but when I install the game still reports 1.02.8xxxx
Can anyone explain this please?
Previous 'updates' have always downloaded as a completely new game. Copy across your saves, crafts and any mods (making a back at the same time, just in case) and use the new Ksp.exe application you should be fine.Can anyone explain this please?
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