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Kerbal Space Program: Beta v0.90.0 - Beta Than Ever!

iosefe

Member

HarvesteR said:
Version 0.90.0 marks the transition from alpha to beta development of the game and will introduce the final major components to career mode. This then is the version that makes the game ‘scope complete’: every major feature that the game was designed to incorporate now exists and from here on, development will shift focus from implementating new systems to improving the existing ones, adding content, polish, balancing and bug fixing.

Here are some specific new additions, but please click the banner for more information, and a full change log.

Upgradable Facilities
  • Start with the basics
  • Complete missions to gain money!
  • Spend to get better facilities, leading to better capabilities.

Kerbals take a level in Badass
  • Going on missions gives your kerbals experience
  • Their experiences shape them into a role: Pilot, Scientist, Engineer
  • These roles give them SKILLS! Pilots are obviously better at command, scientist have a science bonus for research in the field, and engineers repair what you eventually break

Editor Overhaul
  • Look up parts by function, resource, Module type, Tech level, and so much more
  • reate and save a list of your favorite Parts
  • extra sorting options, such as Mass, size, and cost

And so much more, such as new Mk3 Parts, more Contracts, and more Biomes!

Go get patching, and get crashing, comrades!
 
KSP is the gift that just keeps on giving. I'll play the shit out of it for a few days, and then a few months later when I play it again, it just magically gets better.
 
The $18 I paid for this two years ago might be the best investment I ever made. Love this game.

P.S. Every problem can be solved via intelligent application and distribution of more struts.
 
Does this mean Eeloo isn't ever going to get that gas giant it was destined to orbit? I love this game and invested so many hours but it's gonna really suck if the solar system never gets finished.
 
^they said they are working on new content. it might happen

i had a crash of my first entrance to the VAB, anyone else? i decided to opt into the win64 beta
 
^they said they are working on new content. it might happen

i had a crash of my first entrance to the VAB, anyone else? i decided to opt into the win64 beta

Good to hear. As for x64 I haven't played for a few versions but the x64 version often led to random crashes for me once it was added. It also didn't open up any extra room with part count either. It may have been improved in newer builds but I doubt it's fully stable yet.
 
Good to hear. As for x64 I haven't played for a few versions but the x64 version often led to random crashes for me once it was added. It also didn't open up any extra room with part count either. It may have been improved in newer builds but I doubt it's fully stable yet.

clarification: i opted into the win64 after the crash, though i already had a 64 bit downloaded from .25

*EDIT* The Beta that says Win64 is alpha 0.25. back to Regular we go
 
I have a family member who doesn't play games, but has worked in the industry as an aerospace engineer for decades.

Do you think they will be interested in Kerbal?
 
I have a family member who doesn't play games, but has worked in the industry as an aerospace engineer for decades.

Do you think they will be interested in Kerbal?

Have them try the demo. You can also install Kerbal Engineer Redux to appeal to the engineer in them and show them hard numbers for things like delta-V. :)
 
Changelist:

Code:
=================================== v0.90.0 Beta =======================================================

New:

Editor Overhaul (Gizmos):
* Added Offset and Rotation Gizmos to Editor ([2] and [3] keys)
* Added Re-root tool to Editor ([4] key)
* Gizmo coordinate system can be toggled between Absolute and Local with the [F] key.
* Rotation and Offset gizmos can also snap to angles and to a 3D grid.
* Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame.
* Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo)
* WSADQE keys still work to rotate in 90° or 5° (Shift) increments, and are now more consistent with pitch, yaw and roll rotations.

Editor Overhaul (Parts List):
* Fully overhauled Parts List UI.
* Added Filters system to allow new methods to find parts, apart from the existing category tabs.
* Existing categories overhauled into 'By Function' Filter.
* Split Propulsion category into Engines and Fuel Tanks.
* Added 'By Resource' Part Filter: Lists parts based on resources they contain/use
* Added 'By Manufacturer' Filter: Lists parts based on their manufacturers
* Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement.
* Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree.
* Custom Filters (and subcategories) can also be created and edited for user-made collections of parts.
* The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering).
* Added Sorting by Size to parts list 
* Added Sorting by Cost to parts list
* Added Sorting by Mass to parts list
* Added Sorting by Name to parts list (default)
* Subassemblies can also be sorted and arranged into custom categories.

Editor Overhaul (General):
* The VAB and SPH are now based on a single scene. 
* Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game.
* Most editor Keyboard inputs are now remappable.
* All Craft files can now be cross-loaded in the VAB and SPH.
* Crew assignment is now fully persistent during construction, including detached parts.
* Vastly improved placement logic for angle-snapped parts.
* Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key
* Radial Symmetry coordinate frame can also be toggled with [F] key.

Upgradeable Space Center Facilities:
* All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities).
* Added new models for KSC facilities at each level.
* KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately.
* Upgrading Facilities costs Funds, lots of Funds.
* Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair)

KSC Facility Upgrade Effects:
* Vehicle Assembly Building / Spaceplane Hangar:
	- Increase part count limit
	- Unlock Basic and Custom Action groups
* Launchpad / Runway:
	- Increase Mass Limit for launched vessels
	- Increase Size Limit for launched vessels
* Tracking Station:
	- Unlock Patched Conics in Map View
	- Unlock Unowned Object Tracking
* Astronaut Complex:
	- Unlock EVAs off of Kerbin's surface.
	- Increase Active Crew Limit
	- Unlock Flag-Planting during EVA
* Administration:
	- Increase Active Strategy Limit
	- Increase Strategy Commitment Limit
* Research And Development:
	- Increase Max Science Cost Limit
	- Unlock part-to-part Fuel Transfer
	- Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex)
* Mission Control:
	- Increase Max Active Contract Limit
	- Unlock Flight Planning (Requires Patched Conics in Tracking Station)

Space Center (General):
* All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible).
* Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels.
* Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats.
* Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level.
* Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.
* The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures.

Facility Interiors:
* Editor scenery now loads independently of the editor scene.
* Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH)
* The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside.
* Interior Scenery loads based on current editor Facility and Facility Level.
* Added new 3D interior scenery for Level 1 and 2 VAB
* Added new 3D interior scenery for Level 1 and 2 SPH
* Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI
* Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab)
* Added new 2D interior backdrops for Level 1 and 2 Mission Control UI
* Added new 2D interior backdrops for Level 1 and 2 Administration UI


Parts (Mk3 Spaceplane Set):
* Added 15 new 'Mk3' parts:
	- Mk3 Cockpit (IVA is blank atm)
	- 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions)
	- 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions)
	- Mk3 MonoProp Tank
	- Mk3 Crew Tank (holds 16 Kerbals, IVA is blank)
	- Mk3 - Mk2 Adapter
	- Mk3 - 1.25m Adapter
	- Mk3 - 2.5m Adapter (slanted)
	- 1.25m to Mk2 Adapter
	- 1.25m to 2.5m Adapter
	- 1.25m to 2.5m Adapter (slanted)
	- 3.75m to Mk3 Adapter
	- Mk3 Cargo Bay Long 
	- Mk3 Cargo Bay Medium 
	- Mk3 Cargo Bay Short 
* Old Mk3 cockpit, fuselage and adapter removed.

Parts (General):
* Struts and Fuel Lines now use a common base system called CompoundPart.
* New CompoundPartModule base class added to provide functionality for parts based on CompoundPart.
* Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart.
* Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart
* Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart.
* LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted.
* Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly)

Kerbals:
* Kerbals now have Skills they can develop.
* Kerbals now gain experience after returning from missions.
* Kerbal Experience is needed to level up crew skills.
* Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab).
* Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes.
* Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard.
* Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing).

SAS Overhaul:
* SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available.
* Level 0 pilots and basic probes provide basic SAS functionality (kill rotation)
* Higher level pilots and more advanced probes provide new Autopilot Functions.
* Added new Autopilot System featuring 8 modes:
	- Stability Assist (Basic SAS)
	- Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors.
	- Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors.
	- Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target.
	- Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector.
* AP modes respect the current reference frame on the navball (surface, orbit or target).
* Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level.
* Removed ModuleSAS from all parts except probe cores.
* Tweaked the R&D tech tree progression for all probe cores.
* Tweaked costs and descriptions for all probe cores.
* Probe cores set up with progressing levels of SAS service.

New Contracts (Fine Print Mod by Arsonide):
* Added asteroid redirection contracts.
* Added surface outpost construction contracts.
* Added orbital station construction contracts.
* Added satellite deployment contracts.
* Added survey contracts at specified locations on the map.
* Fine Print contracts revised and overhauled with new graphics and to follow Career progression.
* Fine Print contracts unlock based on KSC Facility level when applicable.
* Existing contracts also revised to better follow progression of KSC facilities.
* Existing and new contracts revised to be configurable.

New Biomes:
* Added new Biome Maps to all celestial bodies.
* Over a hundred new biomes available in total.
* Added cheat menu option to visualize biomes in map view.

Misc:
* Added a one-page 'Welcome Intro' tutorial module to all newly-started games.
* Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to.
* Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas.
* Added new ESA flags.
* Improved some of the Loading Screen images.
* Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size.
* Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level.
* Added new sound fx for gizmos and re-root in editors.
* Added new destruction FX for all new facility models.
* Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior.

Bug Fixes and Tweaks:
* KSPScenario 'Remove' creation options now work.
* Added new PreSAS and PostSAS callbacks to vessel API.
* Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can.
* Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway)
* Fixed several issues with destructible building persistence. 
* KSC grounds grass shader now uses worldspace UV coords for consistent tiling.
* KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain.
* Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales.
* Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors.
* Tweaked sideslip factor in landing gear (was much too strong).
* Increased Mk55 Engine's ISP and gimbal range.
* Fixed an issue with part rotation and placement using Mirror symmetry.
* Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry.
* Re-saved all stock craft so they are fully compatible with this version.
* Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data.
* Crew auto-hire will respect Astronaut Complex crew limit.
 
It is almost ready as a game, i think.
Almost.
It still needs new aerodynamics, re-entry heat, and probably some kind of integrated resource system and in-situ resource utilization system. With those three systems, i'd certainly label it a complete game, though naturally there's a lot of stuff that could be added to it still, and most likely will be.

Anyone wanna bet if the re-entry heat will be the next big feature?
 
I have a family member who doesn't play games, but has worked in the industry as an aerospace engineer for decades.

Do you think they will be interested in Kerbal?

It's NASA approved, so I don't see why not?
 
Love the new updates, especially the SAS. Still not going to play career until the game is finished :p I'm afraid of burning out before all of the features are done.

Lately I've been in a bit of a SSTO craze. The Mk2 parts added in 0.25 are really lovely.

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Love the new updates, especially the SAS. Still not going to play career until the game is finished :p I'm afraid of burning out before all of the features are done.

Lately I've been in a bit of a SSTO craze. The Mk2 parts added in 0.25 are really lovely.

that is a beautiful craft you got there. mind sharing the files?
 
Great game, had it since v.17 , or something like that, need to get back into it, jeb, Bob, bill, Thurman and Giles have been stuck on the moon for months!!!!!!
 
that is a beautiful craft you got there. mind sharing the files?

Thanks! And sure.

Here are the first two, called 'Ikara'.
The cargo version is capable of lifting 5 tonnes to orbit. The ascent profile:

Launch-20km - 25 degrees
20km-35km - 15 degrees
35km - 5 degrees
37km+ - 0 degrees

And the other 5 are 'Akala' variants. There's a bunch of info about each (incl, ascent profile) here: http://imgur.com/a/B9ENG

The Akala is 9 tonnes vs. 13 tonnes for the Ikara, so it's a lot easier to fly. Flight time is 7-8 minutes down from 15 minutes.
 
Thanks! And sure.

Here are the first two, called 'Ikara'.
The cargo version is capable of lifting 5 tonnes to orbit. The ascent profile:

Launch-20km - 25 degrees
20km-35km - 15 degrees
35km - 5 degrees
37km+ - 0 degrees

And the other 5 are 'Akala' variants. There's a bunch of info about each (incl, ascent profile) here: http://imgur.com/a/B9ENG

The Akala is 9 tonnes vs. 13 tonnes for the Ikara, so it's a lot easier to fly. Flight time is 7-8 minutes down from 15 minutes.

i'm totally gonna learn to be a good pilot to fly these. thanks
 
If you can, download the Alcubierre Drive add on. Despite sounding like warp drive is easy mode, the limitations of the drive actually add a whole tonne of complexity to the game as you translate your position without changing your velocity. Coming out of warp near Jool will still cost you thousands of metres per second of velocity to orbit it properly.
 
So happy to see them finally get to Beta. Such a fun game.

Not played in a while but will dip back in soon before I have to relearn orbital rendezvous!

Great for kids and grups alike!
 
Love the new updates, especially the SAS. Still not going to play career until the game is finished :p I'm afraid of burning out before all of the features are done.

Lately I've been in a bit of a SSTO craze. The Mk2 parts added in 0.25 are really lovely.

KSP is generally beyond me (I'm not a smart man), but I love admiring the creations of others - and that is some really impressive and well developed work, strata8 (not to mention beautiful and practical as well). Thanks for sharing. Please keep us posted regarding the next steps!

0.90 looks like a terrific step forward yet again. So pleased to see this game as well supported as it is.
 
Reinstalled and started a new game last night just for this update. I'll admit, it's pretty fun having to work under the new limitations. Not having maneuver nodes or time to apoapsis certainly threw me for a loop when I went to circularize my orbit, but it was a nice feeling when my periapsis broke 70k with fuel to spare.

Love the new updates, especially the SAS. Still not going to play career until the game is finished :p I'm afraid of burning out before all of the features are done.

Lately I've been in a bit of a SSTO craze. The Mk2 parts added in 0.25 are really lovely.

Dang, do those look nice. One of these days I need to learn how to build and fly these things, especially with how valuable those planetary survey contracts are. Any suggestions?
 
Was gonna make a thread about this.

Lots of great looking changes but I am still such a noob I'm scared to try them haha.

Still working on a mission to rescue 2 of my guys I stranded on Duna....

This game is so damn underrated
 
Man I suck at completing the contracts where you have to be at a certain altitude range and speed, THEN activate a booster etc. I'm always going to fast by the time I get to that height
 
Finally got a basic science vessel on a flyby of the Mun. Hopefully that'll solve my science issues and let me pick up since of these more lucrative contracts.

It was particularly annoying that I got a satellite into the proper orbit only to discover that "has power" apparent means "has solar panels", since the contact didn't complete despite having four 90% full batteries on the ship.
 
Yeah, it says "power" instead of specifically "solar panels" because an RTG would also qualify

Really it should say something like power generation
 
Man I suck at completing the contracts where you have to be at a certain altitude range and speed, THEN activate a booster etc. I'm always going to fast by the time I get to that height

try making a plane, or just throttle down when you approach the speed you need.
 
I don't k ow how I missed this game. I installed the free demo 2 days ago and have been addicted since. My 7 yr old and 14 yr old boys are loving it too. Educational and fun!
 
I really need to play through the tutorial on this.
So far all I can do is put as big an engine as possible on along with lots of boosters, then send my Kerbals on a one way trip into deep space....

Not a clue how to get things to actually orbit rather than just flying away faster and faster....
 
I remember when I first tried doing orbits. I went straight up to 100k, turned 90°, then full blast. Needless to say, I had almost no fuel for anything else
 
I don't k ow how I missed this game. I installed the free demo 2 days ago and have been addicted since. My 7 yr old and 14 yr old boys are loving it too. Educational and fun!

Enjoy it! I can highly highly recommend a few mods that simply make a few things a little more straightforward and less frustrating.

1) Kerbal engineer. This will provide a host of data that you can't get in the stock game, including the dV of each stage of your rockets. No more trial and error to see how big to make it to get into orbit, just have about 4500m/s dV! Also very helpful with landings and stuff as you get much more data about your speed in different directions.

2) Docking port alignment tool Because when you're 50 feet from your target and trying to dock, this really really really helps! When you're ready to have two ships dock, don't go without this!

3) RCS build aid - for balancing your RCS thrust out so that when you are trying to translate you don't rotate, and vice versa. More important when you're getting a bit more adventurous!

So much fun to be had. Enjoy your first Mun landing!

I really need to play through the tutorial on this.
So far all I can do is put as big an engine as possible on along with lots of boosters, then send my Kerbals on a one way trip into deep space....

Not a clue how to get things to actually orbit rather than just flying away faster and faster....

Scott Manley is the man to seek on YouTube. Many videos from really early bits.

Basically. Build ship, launch, at 10k start to roll over slightly, at 30 roll a bit more, and so on. Ideally you want your time to apoapsis to be about 60 seconds and keep it there. When your Ap (apoapsis) on the map is showing a height of about 80KM cut thrust. Just before that Ap start a burn toward your Prograde marker and on the map, watch as your orbit becomes large enough so that your Ap and Pe are both above 70 km! You're now in orbit.

Watch his videos, it makes it MUCH, easier to understand lol.
 
Built a new smaller SSTO. It's called Naerne.

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http://imgur.com/a/BUo6C

Also launched a tiny Mun mission from a cargo variant!

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http://imgur.com/a/ASN1q

Dang, do those look nice. One of these days I need to learn how to build and fly these things, especially with how valuable those planetary survey contracts are. Any suggestions?

I think the best guide to look at is this one about aircraft design. Otherwise I'd suggest flying and looking at Akala and Naerne to get a feel of things. My first SSTO was based on someone else's design and I gained experience from that to build what I have now.
 
I remember when I first tried doing orbits. I went straight up to 100k, turned 90°, then full blast. Needless to say, I had almost no fuel for anything else

I still haven't managed a full orbit. Best I've done is a decaying orbit where I re-entered pretty much exactly where launched. No fuel to correct so fell out of the sky.
 
I think the best guide to look at is this one about aircraft design. Otherwise I'd suggest flying and looking at Akala and Naerne to get a feel of things. My first SSTO was based on someone else's design and I gained experience from that to build what I have now.

Thanks for the advice, I'll take a look.

I still haven't managed a full orbit. Best I've done is a decaying orbit where I re-entered pretty much exactly where launched. No fuel to correct so fell out of the sky.

Watch a few videos, read the wiki, and most of all, keep at it. One you get it, it's easy and you'll be able to do it basically every time.

The way I learned is I followed the series of tutorials on the wiki that mimic the real world space program. It starts you of with Sputnik to get you into orbit, eventually takes you to Gemini to learn docking, and finally does the full Apollo 11 mission to get you on the mun. It was a lot of fun and does a great job of teaching you all the basic skills.
 
Thank you iosefe on picking up the slack and making a new thread. This game deserves way more attention on GAF and unfortunately
I haven't had the time to update the last thread when .90 dropped. I definitely will want to be a part of the official OT when this game finally hits 1.0. It had been my unofficial GOTY every year since .15 and I can't wait to get to finaly vote for it next year.

I need to take a breather from Destiny and build some more space planes damn it!

Edit: speaking of Destiny. Playing KSP and learning about orbital mechanics makes me enraged at the ship designs and way they behave in the loading sequences of that game. I have learned so much from KSP.
 
Thank you iosefe on picking up the slack and making a new thread. This game deserves way more attention on GAF and unfortunately
I haven't had the time to update the last thread when .90 dropped. I definitely will want to be a part of the official OT when this game finally hits 1.0. It had been my unofficial GOTY every year since .15 and I can't wait to get to finaly vote for it next year.

I need to take a breather from Destiny and build some more space planes damn it!

Edit: speaking of Destiny. Playing KSP and learning about orbital mechanics makes me enraged at the ship designs and way they behave in the loading sequences of that game. I have learned so much from KSP.

no problem. you should claim OT duty asap then. i still remember when it was barebones in 0.13, when the demo was basically the same content as the paid version, except the paid had guaranteed updates. it was a risky purchase back then, but they've come so far along it's been worth it
 
I just bought KSP, was considering it for a long time now. The Steam sale gave me the final push to actually buy it.
Is there really a need for some of the mods? I heard a lot of good things about Kerbal Engineer but is it really necessary?
It is kind of a bummer that there is no workshop support and I don't want to hassle with installing a lot of mods only to update/delete them after an update…
 
I just bought KSP, was considering it for a long time now. The Steam sale gave me the final push to actually buy it.
Is there really a need for some of the mods? I heard a lot of good things about Kerbal Engineer but is it really necessary?
It is kind of a bummer that there is no workshop support and I don't want to hassle with installing a lot of mods only to update/delete them after an update…

My question as well. I'm considering picking this up in the Sale.
 
I just bought KSP, was considering it for a long time now. The Steam sale gave me the final push to actually buy it.
Is there really a need for some of the mods? I heard a lot of good things about Kerbal Engineer but is it really necessary?
It is kind of a bummer that there is no workshop support and I don't want to hassle with installing a lot of mods only to update/delete them after an update…

Yeah Engineer can be really usefull to quickly see your numbers.

And yeah it's a shame about the lack of Workshop support.

Like many "hardcore" sim communities (I have the exact same issues with the FSX community and the sim racing community), a lot of the members are not gamers (lots of older people too compared to the average gamer) which means that they are scared of change and scared of Steam for some reason.

There's been a ton of simulators (including KSP) that have been added to steam in the past but are forced to still offer the game the original way cause a large portion of the community "hates" steam.

FFS, I remember the 100+ pages thread on the Project CARS forums with people arguing if it was a good idea or not to offer the game on Steam...Seriously, wtf people?

What's even worse with KSP is that 6 months before puting the game on Steam the devs created from scratch their own "workshop wanabe" website. The site was bad but at least most of the mods were available in one spot. But that was 6 months before steam! They could have just put in workshop support but nooooooo of course not...

Then that website shutdown for some reason (KSP Spaceport) and the devs decided to go with Curse as the official mod provider.

Obviously Curse is complete bullshit so people don't want to use them. Aka most of the mods are not on the Curse website...

The community created a new "independant" Spaceport equivalent that is all right but even then, some of the mods are not available anywhere outside of the forums.So the only way to be sure to get all your mods is to go to the official forums and search for the mod thread and then hope that you find a working link for the latest version.

Welcome to fucking 1999 people


Ughh... sorry but I had to vent a bit lol... that whole situation pisses me off so much.
 
I feel we need OPs that have a bit more info for newcomers like the following link to the intro videos by Scott Manley.

I just bought KSP, was considering it for a long time now. The Steam sale gave me the final push to actually buy it.
Is there really a need for some of the mods? I heard a lot of good things about Kerbal Engineer but is it really necessary?
It is kind of a bummer that there is no workshop support and I don't want to hassle with installing a lot of mods only to update/delete them after an update…

My question as well. I'm considering picking this up in the Sale.

No mods are necessary, just very useful.

If you try and just build blind you'll soon get frustrated when on your return from a very successful Mun landing you are a couple of hundred dV short of re-entry leaving you either forever in orbit or having to get out and push. With Kerbal Engineer you can much more easily see how much your ship has and in which stages, and the approximate dV for the majority of maneuvers is known so you can design a ship accordingly.

I think starting with stock is best after watching Scott Manleys intro videos on YouTube. Once you can reliably get to the Mun and back and maybe even land on it, you'll have enough of a grip on the building side of the game to get the full benefit from Engineer as you'll know more what you're looking at.

I get my mods on the forum. Some link to github, some curse. I think 99% are just extract the zip into your gamedata folder and boot the game.

Some mods also support the KSP AVC mod which helps you track new versions.

Mods make the game IMO. The stock gets you hooked and the mods just make you want to try again and again.

There are mods with more parts, more accurate aero, real relay satellites, space telescopes, warp drives, planet mapping, life support, accurate re-entry, etc etc. The stock game is gradually adding some that the devs feel are that important.

My personal faves are
Kerbal Engineer
Docking port alignment indicator
KSP AVC
Procedural fairings
RCS Build aid.

I've not yet tried the big one for more realistic aero (Farram Aerospace Research or FAR), the relay sats or planetary mapping, all of which I plan to use soon.

The career mode has come on leaps and bounds in recent releases with lots of different contracts offering you a range of missions to test yourself.
 
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