Kerbal Space Program

Author
Discussion

RizzoTheRat

25,165 posts

192 months

Tuesday 18th August 2015
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Good point on the ASAS, if you've got a scientist or engineer in the capsule rather than a pilot you'll need one of the remote control jobbies to control it. An untrained pilot (assuming you're in career mode) can manage the basic task of keeping it stable but will need training (experience of visiting and planting flags on other bodies) to get extra functions like prograde/retrograde hold.

Alex@POD

6,151 posts

215 months

Tuesday 18th August 2015
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ash73 said:
Are you sure they're control fins, i.e. the ones that waggle about? I think you have to press T to activate them, you may also need an ASAS fitted (can't remember as my ships always have one). Could be too much thrust, but fins fixed it for me (and rotating to horizontal slowly).
I think they waggle about, they're the only ones I can get at this stage anyway.

Alex@POD

6,151 posts

215 months

Tuesday 18th August 2015
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OK, got the 17k and 28k contracts, but I don't think I received any science from them. I splashed down somewhere and got the module recovered.
I cannot get my ship to 2500kph though, and I have no idea how I can progress further in the game. Help!

callmedave

2,686 posts

145 months

Tuesday 18th August 2015
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Alex@POD said:
OK, got the 17k and 28k contracts, but I don't think I received any science from them. I splashed down somewhere and got the module recovered.
I cannot get my ship to 2500kph though, and I have no idea how I can progress further in the game. Help!
What are you stuck on? not enough parts? not enough cash?

If you can upgrade the <contract building> then you can take on more contracts at once.

The beginning is difficult, no money, no parts, no crew. stick with it.

Alex@POD

6,151 posts

215 months

Tuesday 18th August 2015
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I've got plenty of cash, but I'm not sure what I can do to get more science. The one contract I have left is quite difficult to get with the parts I have.

How do you upgrade the buildings?
ETA: nevermind. I found how to do that.

Edited by Alex@POD on Tuesday 18th August 19:57

callmedave

2,686 posts

145 months

Tuesday 18th August 2015
quotequote all
Alex@POD said:
I've got plenty of cash, but I'm not sure what I can do to get more science. The one contract I have left is quite difficult to get with the parts I have.

How do you upgrade the buildings?
ETA: nevermind. I found how to do that.

Edited by Alex@POD on Tuesday 18th August 19:57
If you can dock and land on minmus then you can make a small lander, drop down to a biome, gather all the data, dock to an orbiting fuel station and repeat in another biome.

This is a long winded and a little 'grindy' but can give great gains. if it fufills a contract at the same time then great.

Failing that, make a simple plane and fly to the biomes in kerbin and gather science there.

Alex@POD

6,151 posts

215 months

Tuesday 18th August 2015
quotequote all
callmedave said:
If you can dock and land on minmus then you can make a small lander, drop down to a biome, gather all the data, dock to an orbiting fuel station and repeat in another biome.

This is a long winded and a little 'grindy' but can give great gains. if it fufills a contract at the same time then great.

Failing that, make a simple plane and fly to the biomes in kerbin and gather science there.
Ha, I can't even get into orbit yet! I don't have any wheels to make a plane either...

callmedave

2,686 posts

145 months

Tuesday 18th August 2015
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Alex@POD said:
Ha, I can't even get into orbit yet! I don't have any wheels to make a plane either...
Get science from the launch pad and run way.

In the VAB get a mk1 pod, get another pod and stick it upside down on top. turn this 90° and you can now roll this off the launch pad (using SAS) this will get you to the 'shores' and 'water' biomes.

You can get surface and crew experiments. if you unlock mysterious goo and science jr, visit the biomes again and run these there.

This will give you enough to launch something that can get you in to the hills for more biomes.

You will be floating in orbit before you know it! smile

Alex@POD

6,151 posts

215 months

Tuesday 18th August 2015
quotequote all
callmedave said:
Get science from the launch pad and run way.

In the VAB get a mk1 pod, get another pod and stick it upside down on top. turn this 90° and you can now roll this off the launch pad (using SAS) this will get you to the 'shores' and 'water' biomes.

You can get surface and crew experiments. if you unlock mysterious goo and science jr, visit the biomes again and run these there.

This will give you enough to launch something that can get you in to the hills for more biomes.

You will be floating in orbit before you know it! smile
Good to know, I never thought of doing that! Thanks. Last question for today, how can I tell where the biomes are?

RizzoTheRat

25,165 posts

192 months

Tuesday 18th August 2015
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Not sure how to check in a stock game other than getting a crew report, but KER will also tell you what biome you're over.

On your early sub orbital shots R-Click on the capsule and get a crew report while in the air, and again once you've landed. If you do shots East (always take off going East unless you have a good reason not to so the planetery rotation helps you), North and West you should be able to hit water, grasslands, shores and maybe even desert on sub orbital shots. Once you get get the materials bay and goo container you can do experiments with them to gain science a lot faster.

ajprice

27,483 posts

196 months

Monday 24th August 2015
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KSP is coming to Xbox One, at some point in the future. That's about as far as the announcement goes hehe

http://www.mcvuk.com/news/read/kerbal-space-progra...

RizzoTheRat

25,165 posts

192 months

Monday 24th August 2015
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Not sure I'd fancy trying to play it on a console controller, it might make flying planes a bit easier but the VAB would be a nightmare without a mouse and keyboard.

callmedave

2,686 posts

145 months

Monday 24th August 2015
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I played Minecraft on the PC,

the kids have it on Xbox and it feels terrible, the buttons are just wrong.

Some games are PC (keyboard and mouse) games, some are console (controller) games.


It makes sense financially to do so, the game is 'there' it just needs a little bit of work doing to get it working on a console and you have a whole new market you can tap in to.

callmedave

2,686 posts

145 months

Friday 4th September 2015
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I've set up a new install on the secondary drive with remote tech (un manned probes must have a connection via satellites to the space centre) scansat, adds more science experiments and planet scanning facilities, and some mods that expand the contracts available. This is great fun and requires a lot more planning and infrastructure to the game.

davepoth

29,395 posts

199 months

Friday 4th September 2015
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Alex@POD said:
ash73 said:
Are you sure they're control fins, i.e. the ones that waggle about? I think you have to press T to activate them, you may also need an ASAS fitted (can't remember as my ships always have one). Could be too much thrust, but fins fixed it for me (and rotating to horizontal slowly).
I think they waggle about, they're the only ones I can get at this stage anyway.
If you're a filthy cheater like I am, you will have installed MechJeb, which automates most things. The Ascent Guidance module will automate the launch and perform a gravity turn all by itself, but there's on interesting tidbit of information there - that while the ship is in the lower atmosphere, the maximum angle of attack of the ship to the direction of travel is limited to five degrees as standard.

That really isn't much at all and makes for pretty slow turns, if you try and limit yourself to that sort of angle you'll be OK. What might help is to turn on fine control mode by pressing caps lock. All of the yaw, roll and pitch indicators will turn blue, and now any keypresses will have a much smaller effect on the ship's orientation.

I would do the science as above, and then try to get a stack decoupler as quickly as possible so you can stage your ship properly. After that, go for the science stuff.

DIW35

4,145 posts

200 months

Saturday 5th September 2015
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Anyone want a rocket pack that includes all the vehicles necessary to put a station together in orbit around Kerbin?




http://forum.kerbalspaceprogram.com/threads/133384...

RizzoTheRat

25,165 posts

192 months

Saturday 5th September 2015
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I like that refueling connector. I tend to use the big cube connector with a docking port on each face to build modular stations. Fuel tanks are usually built in partially filled and extra fuel brought up later. Fancy having a go at building a cube station using 12 orange tanks as the core.

DIW35

4,145 posts

200 months

Saturday 5th September 2015
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I have an old PC, so my KSP creations tend to stay at the lower end of the part count spectrum to avoid lag. It's the main reason I haven't tried building an insanely large orbiting station, as the resultant lag makes it a real bind when trying to dock anything to it. A cube station sounds interesting, so I will have to try and think of a design that keeps the part count down.

RizzoTheRat

25,165 posts

192 months

Saturday 5th September 2015
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My designs don't tend to be quite that neat, having just docked my first mining probe and rover to my Munimus station the whole thing now looks a bit of a mess biggrin




ETA: Yay, finally got a spaceplane in to orbit in 1.0, next challenge is try and get one back down on to the runway





Edited by RizzoTheRat on Sunday 6th September 19:58

DIW35

4,145 posts

200 months

Monday 21st September 2015
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Thought I'd stick a couple of pics of my latest SSTO here as this thread hasn't had any posts for a little while.