Kerbal Space Program

Author
Discussion

Alex@POD

6,151 posts

215 months

Tuesday 28th April 2015
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What PC specs are needed to run this well? I'm trying to decide between upgrading my ageing desktop or buying a new laptop...

RizzoTheRat

25,162 posts

192 months

Tuesday 28th April 2015
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Dunno official specs but it runs fine on my 3.4GHz Phenom with a somewhat outdated GeForce 9800GT.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.

FunkyNige

8,883 posts

275 months

Tuesday 28th April 2015
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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.

RizzoTheRat

25,162 posts

192 months

Tuesday 28th April 2015
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Blackbird ran at about 1000m/s so it seems a semi sensible top speed for air breathing engines.

MartG

20,676 posts

204 months

Friday 1st May 2015
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First patch is now patched biggrin

1.0.1 had a bug discovered after it was release, so they rushed out 1.0.2 a couple of hours later

callmedave

2,686 posts

145 months

Saturday 2nd May 2015
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I'm on 1.0.0.8, my patcher doesn't seem to work. Do I have to back up my saves and do a new install?

RizzoTheRat

25,162 posts

192 months

Saturday 2nd May 2015
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I've just done exactly that and it's working fine. Update seems to have fixed the patcher problem.

DIW35

4,145 posts

200 months

Thursday 28th May 2015
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Finally got round to overhauling my Duna ship to allow for the changes in the aerodynamics. Here it is at lift off, on it's proving voyage to Duna and back, which was a complete success.


Tycho

11,598 posts

273 months

Thursday 28th May 2015
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Nice, I just got back from my trip to Minmmus and got over 500 science from it!!! Going to try out all the new parts I now have.

Alex@POD

6,151 posts

215 months

Tuesday 2nd June 2015
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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.

RizzoTheRat

25,162 posts

192 months

Tuesday 2nd June 2015
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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.

firemunki

362 posts

131 months

Saturday 13th June 2015
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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?

DIW35

4,145 posts

200 months

Saturday 13th June 2015
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A picture of your craft would assist in making a diagnosis.

davepoth

29,395 posts

199 months

Saturday 13th June 2015
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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.

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. wink

DIW35

4,145 posts

200 months

Sunday 14th June 2015
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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.

DIW35

4,145 posts

200 months

Monday 15th June 2015
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Yay, it worked. Bit of a faff involving refuellers to top it up in Kerbin orbit having used a lot of it's fuel to get there, and again when it got to Eve orbit, but it worked. A support vessel went along to Eve as well, to be used as the return craft.








CrutyRammers

13,735 posts

198 months

Monday 15th June 2015
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Nice one. I've not played for a while, but I know that returning a kerbal from Eve is proper hard smile

MartG

20,676 posts

204 months

Monday 22nd June 2015
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1.0.3 just released - list of changes at the link below

http://forum.kerbalspaceprogram.com/content/346

budfox

1,510 posts

129 months

Monday 22nd June 2015
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I've downloaded 1.03 but when I install the game still reports 1.02.8xxxx

Can anyone explain this please?

callmedave

2,686 posts

145 months

Tuesday 23rd June 2015
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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.