Steam KSP is on STEAM!

Discussion in 'Digital Distribution & Mobile Game Applications' started by Judge_Kiwi, Mar 26, 2013.

  1. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Kerbal Space Program is now an "Early Access Game" available on Steam

    Kerbal Space Program on Steam

    If you haven't seen it before and don't know what it is about ... do youself a favour and D/L the Demo.

    Essentially, you build rockets and space ships but underlining the giggles and explosions and the manic smiles of Jeb lies some real physics and some deep science.

    You can actually accidently LEARN something if you're not carefull :)
     
    Last edited: Mar 26, 2013
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  2. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    So - After much (WAY too much) practice, I can finally dock. Creating a space station now and re-fueling it. I still have to move that large fuel tank to the back but I need a couple adaptor ... so I'm in the process of making one and getting it up there. Nothing more stressful than attempting to dock a 2 ton tube filled with highly explosive liquid onto a port no bigger than a Wamp Rat whilst whistling around a planet at 2000 m/s ...


    ... and, apparently, this is fun!

    [​IMG]
     
  3. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    If anyone has some tips to remove that annoying debris ... I'm all ears (and eyes)
     
  4. TONSCHUH

    TONSCHUH Well-Known Member

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    So it's really Fun or do I have to be Strategic-Game-Enthusiast ?

    :confused:
     
  5. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Challenging! It's all Sandbox ATM with a Career path in the future

    First, there's making a ship ...

    Then there's trying to get a ship into space

    Obtaining a stable orbit is the next challenge.

    Landing on Mun and Minmus (the two moons) (or even getting close ...) is the next goal

    Getting Kerbanauts to those moons would seem easy after that.

    Ahhh - a space staion. I could use that as a fueling station ...

    ... but that means I have to dock ...

    And now? Off to Interplanetary Exploration!

    There's lots of Tutorials and 'how-to' guides so don't let the Math and Science fool you. Once you learn to safetly dock and create a station then most of the terms and numbers stuff is pretty easy.

    My station has progressed! Behold, my creation!

    [​IMG]
     
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  6. TONSCHUH

    TONSCHUH Well-Known Member

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    Wow, sounds interesting and your Station looks already great ! :bigthumbsup:

    Ok, bought it. Thanks for the Info's and recommending the Game !

    :bigthumbsup:
     
  7. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    ... you could try the demo :)
     
  8. TONSCHUH

    TONSCHUH Well-Known Member

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    I started with the Tuts and it's quite complex. :eek:

    Will take me some time to figure everything out.

    :)
     
  9. astrospud

    astrospud Sandpit Raker for Toy Box Captain

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    I pre-ordered KSP ages ago, but never really invested any time into it. Now it's on Steam and the community has developed a fair bit now, I'm re-visiting with renewed interest.

    I've ported over my license to the Steam release. I've been lurking in the forums and watching the great videos posted on YT. Namely this one:
    pebblegarden - YouTube

    Now, to build a launcher and insert a stable orbit...

    BTW Judge, that's a stunning achievement! So, as you add to the mass of the station, do you have to give a bit of a prograde burn to maintain the same orbit? I love the idea of building a Base on the Mun....:D
     
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  10. TONSCHUH

    TONSCHUH Well-Known Member

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    Thanks a lot for the Link !

    :bigthumbsup:

    I had in the old days a Space-(Ship)-Simulator or how it was called, but it was really crap. KSP is much better.

    My first fast build rocket didn't launch, as the Crane didn't release the top part / capsule, so all the rest got destroyed.

    :D
     
  11. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    No.

    However, I did recently move the entire structure to a higher orbit (120 to 150)

    WOW! To say it was a 'sight to behold' is an understatement - It was terrifying! :)

    Stats for Station (Current time. Addition and subtraction of fuel makes it fluctuate a little)

    Total Mass: 281.82 tons
    Apoapsis: 149.78km
    Periapsis: 149.15km
    Orbital Speed: 2172m/s
    Inclination: 1.8 degrees
    Eccentricity 0.00042

    Would like to get the Inclination to zero but have decided (after the move) that "this baby ain't going ANYWHERE!"

    Ok

    Useful Addons;

    Head to Kerbal Space Port and grab;

    1. MechJeb
    2. Lazor Docking Cam

    The first makes obtaining and keeping an orbit a dream. Also makes docking approaches and landing a cinche. Couple of things to remember tho;

    1. Watch your RCS fuel. MechJeb uses SAS a lot and if you have your RCS on it will burn through your fuel pretty damn quick.
    2. Using a MechJeb module can drain your elctricity to ZERO! Once you have no spark you cant do anything. RCS wont work, main engines wont work, you can't even extend solar panels to recharge your batteries. Pro tip: Take a battery and a solar panel or 2. Even a glimps of sun will return function to your ship.

    The second is a MUST HAVE (IMO) for docking. essentially puts an iR camera on your docking port so you can line up the OTHER docking port without having to move the camera all the time. You can even rescue a f*cked-up attempt as long as you get the red coss somewhere near the grey cross and that's somewhere near the black cross ... and you aren't doing more than 0.5m/s :p

    Have fun, and see you out there.

    I still have to go configure a prograde burn ...
     
  12. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Ok

    On to "Insane Project number 3".

    Thought I might share this one as the ship is ... 'impressive'

    I currently have an unmanned probe circling Jool (that was fun ...) and discovered some interesting things ... sooo ... I thought I might send a manned flight.

    Problem is, there's no way you can refuel or anything once you get there ... The Kerbals are on their own and, quite frankly, this is probibly a one-way mission. "FOR SCIENCE!" was what was written on the recruitment posters.

    Had to create a ship. Need at least 5 landers (I made 6 for 'balance'), a base station for high orbit over Jool (needs to be high) and a star-drive to get me there. I figure 8 Jumbos and 8 'Mainsail' drives should do.

    Getting the individual components into a 1,000 km orbit and then 'assembling' them has been an engineering nightmare.

    Well, I'm about to 'set sail' so Good Luck, brave Kerbals and farewell.

    [​IMG]
     
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  13. astrospud

    astrospud Sandpit Raker for Toy Box Captain

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    I'm having real trouble getting a launch vehicle out of atmo. All my attempts to structurally stabilise the different stages meet disaster. I like KW Rocketry mod and try to use the 3.75m sections where possible (want a manned return mission to the Mun). My staging must be snafu.I will persevere, but it's becoming tougher the more time I invest in it.
     
  14. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Have a look at how an "Asparagus" rocket works and practice getting into orbit.

    This is a simple Asparagus setup;

    [​IMG]

    The key here is the FTX-2 External Fuel Duct. It is critical that this is placed correctly. The Fuel Duct is directional and forces fuel flow from point A to point B (A being the first placement and B being the destination placement of the tube)

    [​IMG]

    I'll assume you know about staging. If you don't, go do some tutorials :)

    Begin on the Launch pad;
    1. Set your SAS to 'ON' (default=T)
    2. Set your thrust to MAX (default=SHIFT)
    3. Fire your rockets and power-burn until the 10km mark.
    4. Turn off SAS and start your gravity turn - Look at the NAV ball and push your rocket over the 90 degree heading (it's easier to go East as you will be working 'with' Kerbins orbit)
    5. Initially, set the nose to the 40degree inclination
      [​IMG]
    6. After a while you can try pushing your rocket futher over towards the horizon. As long as you are climbing you can keep the nose close the the horison
    7. If you look at your map you will watch your Apoapsis (Ap) grow.
    8. You should start to 'level out' (by pushing your nose BELOW the horizon mark)when your Ap reaches about 100 km and increase your Periapsis (Pe) to about 100 km
    9. Cut your engines - congratulations, you now have a stable orbit

    To get to Mun you need to perform a "Hohmann Transfer" Essentially, it's just a case of getting into a circular orbit and then burning prograde untill your Apoapsis intersects with Mun.
     
  15. astrospud

    astrospud Sandpit Raker for Toy Box Captain

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    Thanks for taking the time to put this together.
    I believe I get the gist of staging. My problem always seems to be structural stability.
    I've tried several methods (I'm not doing it "by the numbers". Just by feel at this point), including SRB's with and without decouplers, externally staged liquid boosters, staged with decouplers. On 1st stage separation, if my rocket hasn't blown up on the pad, or shaken to pieces, I often get a collision with one or more of the first stage elements, resulting in a failure not long after during 2nd stage burn.

    I think I may have to FRAPs a launch, or take some screenies to give you an idea.

    Thanks again Judge :).
     
  16. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Have a look at the Kerbal - X rocket (You can load it up in the VAB). It is an Asparagus design and will get you into orbit. Be warned - it does not have ASAS or RCS so its a 'manual' rocket ... but good to learn with
     
  17. astrospud

    astrospud Sandpit Raker for Toy Box Captain

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    Yeah I gave the Kerbal X a go last night. I felt I had to put and ASAS on, though :)
    I will keep plugging away until I get my technique right, then move onto landings.

    Cheers, Judge :)
     
  18. astrospud

    astrospud Sandpit Raker for Toy Box Captain

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    Woohoo! first stable orbit, EVA of all 3 crew and safe re-entry!
    I used a slightly modified Kerbal X (ASAS) and while by many standards to was a roguh and ready insert and de-orbit, I have to say I'm pretty chuffed :D.
    I'll see about uploading some screenies tomorrow. Right now I need a rest, and so do Ebdin, Merkin and Hanfred :).
     
  19. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Welcome to Kerbal Space Program :)
     
  20. Judge_Kiwi

    Judge_Kiwi Star Citizen: Vice Captain

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    Well, it's taken a while (and no, I'm not going to count the 'quick-loads' :( ) but I've managed to land on most of Jools moons so far;

    [​IMG]

    This is Val with Jool in the background

    ----------------------------------------

    [​IMG]

    Here's Pol. Gravity is so light you can jump over the Lander and clear it by another lander! You can actually get into orbit using the Kerbals RCS unit. There's Jool in the background again ... a little farther away this time.

    ----------------------------------------

    [​IMG]

    Here we have Laythe during sun-rise. Laythe is the closest moon to Jool and the most interesting.

    See how the sky is blue?

    There's also some other very interesting things about Laythe ... but I'm not telling :p

    ----------------------------------------

    I'm currently trying to land on Tylo, however, it is proving to be most troubling. Tylos gravity is massive and has claimed the life of poor Robert (RIP). I have gone back to the VAB and am attempting to design a lander to combat the massive gravity ... not an easy task.

    [EDIT]

    Just made a landing on Bop. the landing itself is fairly easy but it's the approach vectors that are a real pain.

    [​IMG]
     
    Last edited: May 15, 2013

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