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

I feel we need OPs that have a bit more info for newcomers like the following link to the intro videos by Scott Manley.

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.

Thank you, that helps a lot. I will at least watch the first videos and then try my luck on my own without any mods.
After that we will see how it turns out for me.
 
I bought this game a year ago, in the winter sale...
...I've never reached even Mun.
I totally love the idea of the game, but it sure needs lot of time to grasp it.
And maybe I should follow some guide :)
 
My question as well. I'm considering picking this up in the Sale.

Thank you, that helps a lot. I will at least watch the first videos and then try my luck on my own without any mods.
After that we will see how it turns out for me.

I bought this game a year ago, in the winter sale...
...I've never reached even Mun.
I totally love the idea of the game, but it sure needs lot of time to grasp it.
And maybe I should follow some guide :)

Scott Manly is excellent, and I'll second that recommendation, but if you like a little history lesson with your gaming, I'd also recommend the way I learned the basics. On the wiki, there is a list of tutorials that recreate the major space missions in the real-world space programs, starting with Sputnik to teach you basic craft design and orbiting, all the way to putting together the International Space Station.

Either way, once you learn the basics, a lot of people recommend starting in Science mode first. Science mode starts you with just a basic set of parts and then you have to go gather science (take pressure readings at the poles, temperature readings on the Mun, etc.) to research and unlock more and more parts to build more and more complex ships. It keeps you from being overwhelmed with choices while not putting the pressure of Campaign mode on you.

Campaign mode requires you to manage a complete space program, fulfilling contracts, earning and managing money and reputation, upgrading buildings to handle bigger and better things, etc. It's tons of fun, but a lot for a beginner.
 
I bought this game a year ago, in the winter sale...
...I've never reached even Mun.
I totally love the idea of the game, but it sure needs lot of time to grasp it.
And maybe I should follow some guide :)

Before you try and land on the moon or even orbit it, maybe try a free return trajectory mission. Basically, get your ship into orbit and then create a maneuver node that will pass you in front of the moons path and slingshot back towards Kerbin, ideally without you needing to make another burn.

Then build up. But watch those videos!
 
Thank you everyone for the suggestions, I'll watch those tutorial and start over with KSP, hope to achieve something sooner or later :)
 
One thing that is probably overwhelming for new players is the sheer number of parts available in sandbox mode.

There are so many parts in there with different sizes, and around half are actually meant for planes, not rockets. So it seems like it would be hard for a new player to identify the ones that are actually essential to a basic rocket.

Starting with career mode could make things simpler, since you only start with the basic rocket parts, and have to research to get progressively more specialized parts.
 
Yeah, starting in career is much simpler as it doesn't overwhelm you with a billion parts and with a little science done on the launch pad you can open up the stack decoupler which will really help.

I'm working my way through Scott Manleys Interstellar Quest videos, only on ep 19 of about 97 lol
 
Starting with career mode could make things simpler, since you only start with the basic rocket parts, and have to research to get progressively more specialized parts.

Maybe I should try this. I've been playing around in sandbox but I can't even really get off the ground :( I haven't really grasped how to effectively build yet I guess, so I'll give career mode a shot tonight.
 
Maybe I should try this. I've been playing around in sandbox but I can't even really get off the ground :( I haven't really grasped how to effectively build yet I guess, so I'll give career mode a shot tonight.

I find the career mode a lot of fun. It definitely makes you learn progressively, but I especially love how it makes doing science worthwhile. It adds the game to KSP in my opinion. I'm on like my third restart for the career mode, they keep adding stuff that changes it up so much.
 
On the subject of mods for any players, there is now a nice easy way of managing all of your mods!

A program called CKAN (Comprehensive Kerbal Archive Network) by pjf on the KSP forums.

This neat little app will go to its repository, download a list of all the available mods that are in its system (about 300 right now) and will show you which ones are compatible with your version of KSP and install/maintain them all for you!

The only minor issue is that a mod that does not officially support the latest version is not able to be managed by the app, as it will not allow incompatible mods to be installed. Right now for example the KW Rocketry mod is not available, but works fine if you install yourself. It can take a modder a few days to update. Right at this moment there are 305 mods in it's repository, and 102 of them are not yet officially compatible with 0.90.

Someone also made a little video to help get you started
https://www.youtube.com/watch?v=_wsBK1ovKtA

EDIT:

By default CKAN uses the Kerbal Stuff site for lots of its files, however in recent weeks the site is unable to handle the load so the devs are suggesting people swap to one of the mirrors.

Go to Settings -> CKAN Settings and in the Repository box put in http://amsterdam.ksp-ckan.org/master.zip or http://nurnberg.ksp-ckan.org/master.zip
 
On the subject of mods for any players, there is now a nice easy way of managing all of your mods!

A program called CKAN (Comprehensive Kerbal Archive Network) by pjf on the KSP forums.

This neat little app will go to its repository, download a list of all the available mods that are in its system (about 300 right now) and will show you which ones are compatible with your version of KSP and install/maintain them all for you!

The only minor issue is that a mod that does not officially support the latest version is not able to be managed by the app, as it will not allow incompatible mods to be installed. Right now for example the KW Rocketry mod is not available, but works fine if you install yourself. It can take a modder a few days to update. Right at this moment there are 305 mods in it's repository, and 102 of them are not yet officially compatible with 0.90.

Someone also made a little video to help get you started
https://www.youtube.com/watch?v=_wsBK1ovKtA

Perfect. That's something I was hoping for. (Even though I have to use mono)

Thanks for the link!
 
If I may make a pitch for my personal favorite mod, Kerbal Alarm Clock. This mod lets you set alarms that that will alert you when certain things are about to happen. Sending a probe to Minimus? Launch it and send it on its way, then set an alarm to alert you when the probe changes to Minimus' sphere of influence. Then you can go and launch a few satellites, maybe a Mun mission, all the while secure in the fact that you won't forget about your Minimus probe or waste days of in-game time just time warping to your destination. Once that alarm goes off, it'll kill your time warp so you don't blow past it and pop up a message reminding you and even let you just straight to that Minimus probe.

It can also be set to alert you when interplanetary transfer windows open, when you approach a maneuver node you set, and plenty of other situations. All around, it's an incredibly useful mod.
 
If I may make a pitch for my personal favorite mod, Kerbal Alarm Clock. This mod lets you set alarms that that will alert you when certain things are about to happen. Sending a probe to Minimus? Launch it and send it on its way, then set an alarm to alert you when the probe changes to Minimus' sphere of influence. Then you can go and launch a few satellites, maybe a Mun mission, all the while secure in the fact that you won't forget about your Minimus probe or waste days of in-game time just time warping to your destination. Once that alarm goes off, it'll kill your time warp so you don't blow past it and pop up a message reminding you and even let you just straight to that Minimus probe.

It can also be set to alert you when interplanetary transfer windows open, when you approach a maneuver node you set, and plenty of other situations. All around, it's an incredibly useful mod.

Yep, not one I've used yet as I've only been doing one thing at a time, but very useful if you have multiple ships in flight. Also for reminding you that a launch window to certain planets is open too.

How is this game still in beta?

They've done a great job not trying to run before they can walk and loads of people are having great fun with a game that is probably still 6 months from being a final release, though I'm sure it'll get support well beyond that date.

It's a great advert for early access working right.
 
As i noted in the OP, the game is now Feature complete. not many betas can ake that claim. anything else will be extra community requested feature or other things. for example, they are working on Multiplayer i believe
 
As i noted in the OP, the game is now Feature complete. not many betas can ake that claim. anything else will be extra community requested feature or other things. for example, they are working on Multiplayer i believe

Well, "feature complete" in that every feature that they want in the final game is present in some form or another, but that form is not necessarily the finished one. The most glaring example is probably aerodynamics at the moment. Yes, there is an engine in the game, but it's far from as good as the devs want it to be.
 
I had a quick play with Ferram Aerospace Research, Remote Tech and Deadly Re-entry this morning before bed (yay night shifts!). Hoping to get more time in this week with lots of screens.

I do wonder why the game isn't more popular on GAF though.


KSP Noob info!

I've made this post to try and help those that are new to the game with the shiny new Beta release. If there is anything I've missed let me know!

FAQ

Where should I start, Career, Science or Sandbox mode?
  1. Science mode will limit you to smaller parts until you've done some Science to unlock new parts. No worrying about money/reputation or building upgrades and lack of manoeuvre nodes! THE place to start.
  2. Career mode has you still collecting science but with the addition of finances, contracts and reputation as well as building upgrades. Also, at first you can't use manoeuvre nodes which can make getting anywhere very difficult.
  3. Sandbox will dump a lot of ship parts on you all at once. However, you don't have to worry about money, science, reputation or limits placed on making manoeuvre nodes, size of craft etc.
What is Science?
Science is what your missions can gather all the time to give you Science Points. Science Points when accumulated allow you to unlock new parts to use on your ships. Science can be gathered anywhere from the very launch pad you launch from to the Mun to all of the planets moons and even Kerbol (the sun). This can be from instruments (thermometer, barometer, etc), Crew reports, EVA Reports, Goo pods and Contracts.

Who can I watch on the YouTubes to help me?
See the Resources serction below. Scott Manley is the default answer, however.

I can't get into orbit!
Annoying isn't it! KSP can feel very daunting at first with people struggling to get into orbit. It's ok, we all started the same. Once you get it down it's easy! Orbit in KSP means getting to 70,000m altitude and a sufficient horizontal speed to maintain that orbit. Anything below that and you'll come back with a crash. Check out the videos in the Resources section for some useful tips on building a ship, getting into orbit and then getting home!

What next?
KSP is a fairly open game. You could follow a NASA like path and go from orbit to rendezvous & docking to free return trajectory mission to the mun to a landing on the Mun. Or, for a slightly easier path, start with a free return trajectory mission to the Mun. This involves getting into a LKO (Low Kerbal Orbit, say 75-100km), then setting a burn up to reach the Mun AHEAD of time. With the right burn you can then get slung back from the moon straight back to Kerbin. Then maybe try a landing! For reference, a mission to land on Minmus is far easier to execute than to the Mun despite being farther away. Gravity is lower so landing is easier and a less powerful ship is needed to land/return.

Rendezvous is really hard!
Again, yes it is! But once more, once you understand how to do it, it becomes second nature (The Docking Port Alignment Indicator also REALLY helps for the final step). One key principal to understand is that a faster speed = a higher orbit = longer orbit duration. So despite travelling faster, it still takes longer to complete an orbit because that orbit is so much longer. Lets assume you are in a 95km orbit and your target is in a 100km orbit. If your target is in FRONT of you, you ideally want to slow down a little in order to catch up faster, maybe drop to a 80km orbit. If it is BEHIND you then you want to speed up, to allow it to catch up, maybe climb to a 110km orbit. Learning rendezvous is best done in small agile ships, as a little RCS thrust can drastically alter your orbits. Watch the videos!

Mods
Do I need them?
Not at all. KSP is, in my opinion, best learned at first with no mods at all. However, the mod community is huge and has created some fantastic mods that many consider to be part of a standard install now.

Which are suggested?
One of my defaults is Kerbal Engineer. This mod will help you see how much dV your ship has (change in velocity), so you can see from the VAB whether your ship even has a chance of reaching orbit, let alone the Mun. It's also packing a ton of other information that will be useful in your future missions.

Other popular ones are
Kerbal Alarm Clock (KAC) - Set yourself alarms to stop time warping past your manoeuvre node!
Ferram Aerospace Research (FAR) - More accurate aerodynamics
Docking Port Alignment Indicator (DPAI) - For a much easier time when trying to dock two craft
Deadly Re-Entry (DRE) - To kill and destroy your Kerbals and ships if you try to enter an atmosphere too fast
Remote Tech - To control any unmanned probes in space, you'll need to put relay satellites in place
TAC Life Support (TACLS) - Your Kerbals now need Oxygen, water and food! They can survive a while with no food, less with no water and even less with no Oxygen!
Real Solar System (RSS) - The entire Kerbol system is replaced with a replica of our own solar system. Your launch planet is MUCH larger as a result! You'll need bigger rockets to go anywhere.

How do I get them?
Some are hosted on GitHub, some on Curse, some on KerbalStuff. All will have links from the KSP Forum.
The best way 99% of the time is to use the CKAN app. It will connect to its repository and show you all mods officially compatible with your version of KSP and will install them all for you!

Resources
KSP Forum - The official forum
KSP Wiki - The official wiki
The Drawingboard - A forum thread with far too many useful links to share. Just look at it!
YouTube Playlists
Scott Manley - KSP Career Mode Tutorial
Hot Jupiter - KSP Basic Tutorials
 

Great post. Thanks.
Maybe add the ingame tutorials? I just did all prior to the Mun part2 one and they are pretty good.
I even landed on the mun, yay.
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Great post. Thanks.
Maybe add the ingame tutorials? I just did all prior to the Mun part2 one and they are pretty good.
I even landed on the mun, yay.

Thanks :) I'll add those and some more bits.

you should definitely collab with whoever does the OT. good stuff

Thanks :)

Gutterboy44 did the great one for 0.24/0.25 so I'd be happy to contribute.

EDIT:

Just having a quick fiddle before bed again (oo er missus).

Now running 22 mods, normally only have 5 lol.

This one in particular (Surface Lights) does nothing but add some wee lights to your arsenal. Very pleasant.


Also had a brief play with OBS recording my gameplay to see how it looks.
 
I don't think anyone else is playing, but damn the Career on hard is hard!

Like, its difficult enough on normal with no manoeuvre nodes and stuff but on hard you get even less money for doing anything and parts cost more so getting the upgrades to allow you do do EVAs and do manoeuvre nodes cost a bomb!

I killed Jeb :(
 
The problem I had with the standard Hard settings is that building upgrades cost way too much (6+ million for the second R&D upgrade), to the point where it just felt like a grind. Also, it didn't feel like the cost of rockets was very significant in comparison.

Right now I'm playing with some custom settings. I set fund rewards to 30% and penalties (which determines the cost of building upgrades) also to 30%. Since ship parts aren't affected by any of the sliders, this effectively makes building rockets a lot more expensive, giving more incentive to build cheap and/or reusable. It cuts down on profit margins by enough that building upgrades at 30% are still significantly expensive without being ridiculous.
 
Well I started a new game on Normal but with all the options for reloading, respawning etc off. Money and stuff all remains at 100%.

First launch, launch a vehicle and reach 5000m. Easy peasy. Then I launched with my chute and the SRB in the same stage. Jeb died.

I decided that that silly mistake was very dumb so I restarted and this time Jeb made it a good 6 or so missions before he died due to re-entry heat destroying his chute. The very next mission to get out of the atmosphere was successful, but cost another pilot.

I've just landed on the Mun for the first time in months with no manouver nodes, as a result my burns were all inefficient and Samvan sits on the Munar surface with only 188m/s dV remaining. He shall not go home today.

 
Ha. Quality.

I have been experimenting with the Contracts Configurator mod on my days off. It allows people to make contract packs for mods a bit easier. There is already a basic SCANsat one and a little larger Remote Tech one. Even made a video of me completing a contract that I'd modified a bit.

http://www.youtube.com/watch?v=w_BW3HGVMTQ
 
The next release of KSP will be Version 1!

http://forum.kerbalspaceprogram.com/content/326-Beyond-Beta

Early Access ends, development does not. Work will continue post release adding more and more to the game and eventually moving to Unity 5 when it's released (much needed for better physics and 64bit support)

1.0 will feature
  • New drag model - pointy things fly better than flat things
  • New lift system - lift will now be generated as a function of the square of velocity, not linearly. More effective wings
  • Aero Stability Overlay - UI to show how stable your craft will be
  • Engineers Report - Panel will warn you if you've forgottn pesky things like engines, or landing gear
  • TimeWarp to - Pick a point on your orbit and warp to it as fast as possible. No more missing your manoeuvre nodes.
  • Deep space and planetary refueling - Can collect matter form asteroids and planets to convert to fuel
  • Game Over - Carelessness with funds or reputation will end your game
  • New larger Landing gear - Bigger parts to go with the Mk3 parts
  • New larger wings - Bigger parts to go with the Mk3 parts
  • Kerbal clamber - Kerbals can now climb over small obstacles
  • Female Kerbals - New equal opportunity laws enacted on Kerbin
  • Economic systems rebalance - part costs, contracts etc all rebalanced
  • Part stats rebalance - all parts weight and power rebalanced
  • New contracts - Bit of balancing to ease out the learning curve
  • Tier 0 Buildings - Buildings revamped
  • Sound overhaul - adding and improving sounds throughout
  • Bugfixes - a lot of long standing bugs squashed

Also, my SCANSat contract pack is out and 109 people already downloaded it from KerbalStuff. No idea how many from CKAN. Very happy!
 
The next release of KSP will be Version 1!

http://forum.kerbalspaceprogram.com/content/326-Beyond-Beta

Early Access ends, development does not. Work will continue post release adding more and more to the game and eventually moving to Unity 5 when it's released (much needed for better physics and 64bit support)

Sweet! I'm going to start a new campaign once 1.0 hits. Started a new one with the last update but decided to stop playing and wait because they stated that 1.0 would be "soon".

Man, with this coming soon and Starbound getting it's first big update in over a year I'm going to be real busy very soon...
 
sounds good to me, I still play this game now and again but I always forget about it for months, come back and there's lots of new juicy things to mess with.
 
Updated and ready....Poor Bob has been stuck on the Mun for months...er munths? I should rescue him...

But it looks like I'll just start over and experience the career upgrades from the beginning.

Whats the rumors/news on what they are adding for V1.0? is Multi player on the horizon? (edit...DOH, 3 posts up covers my question!)

God this game is fun...I need to get this playable on my TV, and not my laptop, I just hate sitting in front of a computer after sitting in front of a computer all day.
 
I think Gutterboy is doing the OT.

1.0 might be a little longer to release than normal because of all the changes they are fixing.

I'm thinking about some kind of giveaway of some KSP codes too. I only paid ÂŁ10 for KSP in a sale and I feel like they got cheated lol.
 
1.0 is coming soon? Great.

I only picked up KSP two weeks ago, but I've been having tons of fun with it. Started building my own space station from scratch and made several trips to the mun. I've also been working on my own space shuttle since I can't seem to install any mods or player made items... Playing on mac.

Finally made my first mun landing today too. The taste of success was oh so sweet... For about ten seconds. Landed on an incline with enough fuel for the return journey. My Kerbal was climbing down the ladder when the lander suddenly tipped over. Long story short, but the first Kerbal to walk on the moon is (hopefully) temporarily stranded until I can land another craft with a spare seat in the pod within reasonable distance.
 
Why can't you get your Kerbal back in and use the crazy torque from the SAS to right the ship?

Or, turn the engine down low (right click on it and move the thrust slider down to like 30%) and burn a tiny bit and use the SAS to get off.

Or did the ship fall apart in the fall?

I don't think playing ion mac stops you using mods though? What the problem been?
 
I think Gutterboy is doing the OT.

1.0 might be a little longer to release than normal because of all the changes they are fixing.

I'm thinking about some kind of giveaway of some KSP codes too. I only paid ÂŁ10 for KSP in a sale and I feel like they got cheated lol.
I probably already knew it was him. My mind just went blank.

I remember getting it for $15 before it got steam. Quite the investment
 
Why can't you get your Kerbal back in and use the crazy torque from the SAS to right the ship?

Or, turn the engine down low (right click on it and move the thrust slider down to like 30%) and burn a tiny bit and use the SAS to get off.

Well as this is my first landing, there may be some tricks I'm unaware of. The problem is that the lander tipped over and landed with the crew hatch face down. Luckily, my kerbal made it out, but he seems to be stranded for the time being. I repeatedly nudged it with my kerbal (aka, I ran into it repeatedly in an attempt to turn it around), but there are two landing gears in contact with the ground making rotating the craft a difficult (or impossible) task. I have four landing gears in total, which I installed in symmetry mode.

Still, a rescue mission sounds quite exciting.

Or did the ship fall apart in the fall?

I don't think so.

I don't think playing ion mac stops you using mods though? What the problem been?

I know that mods are supported on mac, but I haven't been able to get any to work. Even simple things like installing a user made space shuttle on one of my sandbox saves. I will admit to being much more of a windows person than a mac person, so I'm probably doing something wrong. It's not really a big deal for the moment as the game is still fairly new for me and there are still a lot of things I have yet to see/do, but some of the mods seem to add lots of interesting elements to the game. Either way, I'm looking forward to the release of 1.0 and eventually figuring out how to install mods.
 
Well as this is my first landing, there may be some tricks I'm unaware of. The problem is that the lander tipped over and landed with the crew hatch face down. Luckily, my kerbal made it out, but he seems to be stranded for the time being. I repeatedly nudged it with my kerbal (aka, I ran into it repeatedly in an attempt to turn it around), but there are two landing gears in contact with the ground making rotating the craft a difficult (or impossible) task. I have four landing gears in total, which I installed in symmetry mode.

Still, a rescue mission sounds quite exciting.

Ahh ok. Annoyingly on an EVA you can use a Kerbal to do some things like extend a solar panel, but not move the legs! Another option might be to try using tyour RCS system to propel you a bit faster, but I doubt it'll be enough.

You could use the debug screen (Alt+F12 on PC, something and F12 on Mac). There you'd have either a) the option to hack gravity which might work, or b) Use the whack-a-kerbal option to throw things at it in the hope of shifting it. Note, it might just make it explode!

Rescue missions are great fun. Landing nearby can be a tough challenge. They often result in needing to send a rescue mission for the rescue mission :P

I know that mods are supported on mac, but I haven't been able to get any to work. Even simple things like installing a user made space shuttle on one of my sandbox saves. I will admit to being much more of a windows person than a mac person, so I'm probably doing something wrong. It's not really a big deal for the moment as the game is still fairly new for me and there are still a lot of things I have yet to see/do, but some of the mods seem to add lots of interesting elements to the game. Either way, I'm looking forward to the release of 1.0 and eventually figuring out how to install mods.

Ah, its possible you're just putting them in the wrong place. Literally they just go in the GameData folder contained within your KSP directory.

Failing that, download CKAN and let it deal with it!
http://forum.kerbalspaceprogram.com...ork-(CKAN)-Package-Manager-v1-5-0-24-Dec-2014

When you boot up it'll find your KSP folder and then when you get into the main window, hit the big Refresh button to get the latest list of mods, tick the ones you want, go to the "go to changes" page and hit install!
 
Are they still talking about multiplayer potential being part of the game. I know there was a mod that worked OK a whole ago (never used it myself). This game would be great fun to play in a cooperative way.
 
The 1.0 dev notes are really exciting. As soon as we get a rough date together let's start coordinating the OT. I am happy to handle it all or take any suggestions. So happy to know KSP 1.0 is coming in 2015! They have done such an amazing job developing this game and are already promising further development after 1.0 launch.
 
My friend is having a problem whereby he can't save or anything as it says his current ship (which can be any ship he tries it with) is under acceleration even though is isn't.

Do you guys have any ideas as to how this can be fixed? He's quite disappointed about it as he's put in 65+ hours into designing a building a space station.
 
My friend is having a problem whereby he can't save or anything as it says his current ship (which can be any ship he tries it with) is under acceleration even though is isn't.

Do you guys have any ideas as to how this can be fixed? He's quite disappointed about it as he's put in 65+ hours into designing a building a space station.

Is he positive his throttle is at zero? Even if he isn't burning engines, you have to make sure your throttle is all the way down.
 
The 1.0 dev notes are really exciting. As soon as we get a rough date together let's start coordinating the OT. I am happy to handle it all or take any suggestions. So happy to know KSP 1.0 is coming in 2015! They have done such an amazing job developing this game and are already promising further development after 1.0 launch.
Feel free to lift from my OP for features you don't have stuff written down for.
 
Enjoying this version a lot, has been a long time since I've played and having it force me into a new save was fine too it's interesting mucking about in career mode though I've already maxed my tech tree just doing kerbin and mun stuff.

Still fun to do contracts figuring out specific objectives. Though now I made a large munar colony for one, got it into orbit around the mun but didn't strap a large enough fuel tank to slow it down enough to land =(

I have a docking port on top of it and I've sent a smaller vessel to try two things, first to top up the fuel tank completely which still wasn't enough. My second spur of the moment idea was to leave it attached and flip it around using the second to burn speed with its ion drive, undock and flip and burn with main drive the rest of the way but naturally that didn't work with the ions miniscule thrust lol.

So now I have three stranded kerbals spinning around that rock going crazy. I'm thinking either build a better tug with more than an ion drive (couple nuke engines maybe hm), or sending a copy of the original colony lander with a bigger fuel tank this time and then a taxi to ferry the kerbals down to it if rendezvous is too much a pain with the large ship.

Honestly this is the funner part of the game when you are jury rigging crap to fix a failed mission lol.
 
Is there any talk of a UI redesign? I find the game difficult to play at high resolutions since the UI doesn't scale at all in most modules.
 
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