Kerbal Space Program
Discussion
So I'd like to get back into this game. Fired it up (Steam) and went for the full career mode. Found my way to the mission selection screen and picked the first one (find some science around Kerbin).
Now what? Was half expecting one of the tutorial pop-up screens to appear, giving at least some idea where to start next but nothing...
Now what? Was half expecting one of the tutorial pop-up screens to appear, giving at least some idea where to start next but nothing...
8bit said:
So I'd like to get back into this game. Fired it up (Steam) and went for the full career mode. Found my way to the mission selection screen and picked the first one (find some science around Kerbin).
Now what? Was half expecting one of the tutorial pop-up screens to appear, giving at least some idea where to start next but nothing...
When you click Start Game there's the option to go in to Training or Scenarios rather than start a new game or resume saved. Apparently the tutorials have all been revamped as of 1.1.Now what? Was half expecting one of the tutorial pop-up screens to appear, giving at least some idea where to start next but nothing...
However the missions are quite good ways to learn too. Your gather science mission can be done by just launching a crewed pod, taking a crew report, and then recovering it. You can do the same from the Spaceplane hanger as well if you want a little bit more early science.
Then go on to the launch missions, first rocket will be a pod, parachute, solid booster and some fins, angle it out to sea a bit after launch and when you splash down you're in a different biome so can take another crew report.
A key thing early on is never do anything you're not being paid to do, and if you cna try and do multiple missions in one launch.
8bit said:
So I'd like to get back into this game. Fired it up (Steam) and went for the full career mode. Found my way to the mission selection screen and picked the first one (find some science around Kerbin).
Now what? Was half expecting one of the tutorial pop-up screens to appear, giving at least some idea where to start next but nothing...
Not to counter anything Rizzo has said as it all great tips, but if you mean 'how do you complete the mission?' Now what? Was half expecting one of the tutorial pop-up screens to appear, giving at least some idea where to start next but nothing...
Science is gathered by using the components found under the Science tab in the VAB ( Vehicle Assembly Building) each one is different, some can only be used on land, some only in orbit some can be both. Some only work once (unless reset by a scientist) some can repeat (thermometer for example)
So get a pod and strap on a 'Mystery goo container' when sitting on the launch pad, click on the item and select 'observe mystery goo' then recover the vehicle - Science has now been recovered. - you can also get science from running a 'crew report' by clicking on the crew pod.
A lot of the time, people over think the contracts, when generally they are simpler than they sound, and most of the time there is more than one way to do it.
For example there are contracts that have a tourist who wants a suborbital flight, and to orbit Kerbin, why not do it in one launch?
Why not run some more science experiments why you are up there? why not take a few tourists up at once?
Hope this has helped!
If you get stuck with anything, just ask!
RizzoTheRat said:
Did you resolve this by the way? I had it working ok in 1.1.1 but it died in 1.1.2 Problem turned out to with Module Manager, downloaded the latest version (ie not the one bundled with RemoteTech) and it's all fine again.
Yes its working currently, never found the cause. Just kept changing mods around until I had a stable platformIl check i have the latest MM though.
- do you get Mods manually or use CKAN?
ash73 said:
Lead developer HarvesteR has resigned.
Yup, and while they are working on 1.1.3, 1.2 apparently will include another unity upgrade (a point upgrade, not a major version), needed to fix some unity related issues.Personally i havent played it since 1.1 dropped, might roll back to 1.0.x for a while.
RizzoTheRat said:
I'm guessing there must be some hardware compatability issues, I've had no trouble with 1.1 and on the forums or seems most people have no major issues but some are finding it unplayable.
Isn't HarvesteR the guy who started it? Suggests all is not well at squad :-(
Not only no major issues, but many people reporting double the amount of performance (especially when running multiple mods, 32bit to 64bit coming in to play there I think).Isn't HarvesteR the guy who started it? Suggests all is not well at squad :-(
I doubt his departure is going to be massively detrimental - a lot of the developments over the years have been the incorporation of community mods, and the quality of some of the non-official mods is astounding. It's also grown well beyond one person in the last 5 or 6 years. There are enough extremely talented and devoted designers/programmers to draw on if he needs to be replaced.
It's worth remembering that this is (was) a sideline for Squad, they're not a games developer in the main.
ash73 said:
I can't really see how they make any money out of it. I think I paid about £16 for the game way back when, which included lifetime updates. Compare it to something like World of Tanks where there are tons of in-game upgrades you can buy, or Elite or Assetto Corsa with their various expansion packs.
It's £30 on Steam currently, although no doubt there are offers available. I think I paid £23ish during a Steam offer. There are over 30k reviews on Steam, if that represents 5% of the people who have paid something for it that's 600,000 sales. It's not a AAA title; IIRC there are about 5 people on the team (4, if one of them has left). The steam chart shows an average 3000-4000 concurrent players per month. The KSP forum has 151k members, although some may be duplicate accounts.Who knows what their budget is, but while looking for some interesting stats, Battlefield 3 had $2.75m spent just in Facebook ads http://kotaku.com/how-much-does-it-cost-to-make-a-...
From another article about an indie game produced in the course of a year, http://forum.kerbalspaceprogram.com/index.php?/top..., that was about $400k; given KSP has been in development since 2010 or 2011, mulitplying it by 5 is $2m; of course, I've no idea the game level of that example and how KSP compares, but let's double it and add a bit to round up to $5m (although salaries/life/things could be cheaper in Mexico). For those guesses of sales and budget, they would have broken even selling it at $8.33.
ETA: I expect Assetto Corsa has licensing costs for the cars and tracks on top of dev costs, as well as major art costs to reproduce them (laser/3D scanning?).
Edited by xRIEx on Thursday 2nd June 11:31
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