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Kerbal Space Program : like model rocket building but better and [no longer] free

I just started playing 0.23 on steam after not playing since 0.18. The game is crashing a lot due to mod instability.

Currently I am just running Kethane and Interstellar but B9, Farrem, Deadly Reentry, and a few other mods seem to crash the game. I wish some of these would just be integrated into the main game.
 
Finally learned how to make gifs from the PC gif thread. Here is some random Munar fun I FRAPS'd a while back.
c4F48xr.gif
 
Squad is not becoming a publisher per se, rather an incubator for the passion projects of its staff.
"Hey let's do stuff that interests us and try to make some money along the way."
I can't stop laughing at how great that is. It took some gumption for them to let a key team member wander off on a project like that. Good for them and I wish them all the success in the world. Very happy with how Kerbal turned out.

Excellent article so thanks for posting it. The blurb about promoted talent and the devils of annualized franchises would get a lot of play on wider GAF.
 

Wow, what a fantastic article. Thank you for linking it, I never would have caught it. I had no idea about the origins of Squad and KSP. It thrills me to see them partnering with NASA and bringing KSP into the educational field. This will be one of the first games I put in front of my future kids. I look forward to the day it gets an official release so I can vote it as a long deserved GOTY. This game brings me back over and over again and manages to excite my curiosity and creativity in a new way every time. So few games can do that.
 
The team posted their goals for the upcoming 0.24 update!

Here: http://forum.kerbalspaceprogram.com/content/250-The-0-24-Update-Goals-Post

Hi.

Once more, here we are at the beginning of a new update, and I want to share with everyone our goals and ambitions for the upcoming 0.24 release of KSP.

We continue pushing forward with Career Mode, but this update has a few other neat things that should be very welcome additions, be you a Career-driven achiever or a Sandbox tinkerer, something in between, or even extrapolating the ends of that spectrum! We’ve got a lot to accomplish but we feel like this will be a great way to kick off a big 2014 for KSP.

Anyhow...

These are our main goals for 0.24:


Contracts
The first iteration of the contracts mechanic is coming up. At the Mission Control Facility, you'll be able to take on contracts from a list of offers. Each contract will give you a set of objectives to fulfill, possibly with added requirements, and a deadline. These contracts are going to be dynamically generated off a number of different basic mission templates, and filled out with detail based on how far you've advanced in your Career. A feature this large is most likely not going to be complete in a single update, but we feel like we’re off to a very good start with our initial plan.

New Mission Control Screen
It's been there for a while, but so far no Kerbal has dared enter that mysterious building at the space center. Oh, plus the fact it didn't have an inside also made it extra difficult. We're adding a new Mission Control Screen, accessible through the already-there Mission Control Facility, which will present you with a UI where you'll be able to pick out contracts and decide whether to accept them or pass them by.

Improved Part-to-Part Joints
There is one unassuming line in the Unity 4.3 changelog that made a world of difference to us. I'll quote it here in fact: "Physics." Joints can now have separate anchor points configured for both connected rigidbodies. What this means is that the era of rockets 'dancing' on top of their engines is coming (finally) to an end. We are completely re-doing the joints, to have much more control over how they link together, and not least, how much we want them to be bendy and wobbly. We're not eliminating the wobble altogether, as that would actually be removing a lot of what makes failures fun. We're aiming to have better control over it, so we can have wobbly bits where we want them to wobble, and more rigid connections where things are supposed to be firmly attached.

Multiplayer's First Steps
This isn't so much a feature at this point, but it's worth mentioning in any case. We're starting work on the core components of multiplayer now, so by the time we're about done with Career Mode, we'll already have a solid platform to start building multiplayer features on top of it. Right now, the primary goal is to write the server backend that will run things. There won't be much to show of this for a while, but we'll keep everyone posted about the progress being made.

Tutorials Revisited
It’s been a long time since we did the in-game tutorials now. They harken back to ye olden times of version 0.17, and when you consider that 0.18 was when we added maneuver nodes and docking, you start to get a sense of just how much has changed in the game since the tutorials were written. Needless to say then, they’re in dire need of a revision, and that’s what we plan to do on this update, and if time allows, also add a couple of new ones.

And as always, the usual batch of small tweaks and bug fixes that we do as we go along.

And we can't say this enough, this list isn't a preview of the changelog for the next update. These are our ambitions, not promises. Some of this might not make it in, while at the same time other things not on this list might be included as well, so the bottom line is, don't take this as if it was written in stone. (It was, in fact, written on my sweet new G19s keyboard, which the kind folks at Logitech sent to us. And no, they didn't make me say this).

Anyhow, that's all the news for now, stay tuned for more as it develops.

Cheers!
 
Remember when they said they were going to do frequent small updates? Ha.

This sounds good though, I wish they updated the engine though. I want larger space ships.
 
- Realising I forgot a ladder (felt like a nob)

- Raising the landing struts to lower the pod further to the ground, putting the hatch just within reach for a "jump & grab" entrance (felt like Ed fucking Harris at the end of Apollo 13)

These two things are what makes the difference with these kind of scenarios. Its great that a) the option was there to raise the struts and work around the problem but b) that you saw the problem and found the workaround. Others would have just given up.

We are heading to the moon and will die in 17 hours, to save us, we have a small orange, 2/3" of duct tape and a spoon. Go.


My suggestion is to watch Scott Manleys tutorials on youtube.
http://www.youtube.com/user/szyzyg

Just found these myself. Very enjoyable.

My brother was showing me KSP last night but was very slap dash and trying to achieve orbit mostly by eyballing it lol. a few minutes of this video and I learn about maneuvers which makes things much simpler.

I can't wait to have a play with the game, though that won't be for a few days at least :(
 
The team posted their goals for the upcoming 0.24 update!

Here: http://forum.kerbalspaceprogram.com/content/250-The-0-24-Update-Goals-Post

Improved Part-to-Part Joints
There is one unassuming line in the Unity 4.3 changelog that made a world of difference to us. I'll quote it here in fact: "Physics." Joints can now have separate anchor points configured for both connected rigidbodies. What this means is that the era of rockets 'dancing' on top of their engines is coming (finally) to an end. We are completely re-doing the joints, to have much more control over how they link together, and not least, how much we want them to be bendy and wobbly. We're not eliminating the wobble altogether, as that would actually be removing a lot of what makes failures fun. We're aiming to have better control over it, so we can have wobbly bits where we want them to wobble, and more rigid connections where things are supposed to be firmly attached.

*swoon*
 
Ive been paying KSP for a while and had no idea Gaf had a KSP thread so now I do its time to share a couple of my most recent creations.

Also really loving the NASA news cant wait to try landing on a asteroid.

The first a large SSTO kerbal carrier

vpRx2uO.jpg


U3COr6B.jpg


Carries 13 Kerbals and makes it into space fairly easily, this wasn't quite the final design I ended up moving a few bits around for practicality but nothing to warrant a new screen shot.
I also took this model and made an interplanetary version (basically just swapped some engines for nuclear ones) made it much harder to get into space but it could easily make it it Eve or Duna and I think at a stretch probably Jool

The Next my Duna mission (this was my first mission planning to land on another planet it started with planning to just build a lander got truely into the KSP spirit and got carried away)

NYSLIyb.jpg


Shot of the full ship sailing away from Kerbin (in the background) and on to Duna from top to bottom the ship includes. 1 The interplanetary tug, 2 Duna Lander (with dock-able crew capsule for easy return), 3 Little extra fuel for safety, 4 Duna Habitat, 5 Space station, 6 Rover (needless to say I didn't have much of a frame rate by the time this was finished)

Having arrived at Duna and successfully aerobraked and circularized it was time to do a little ship juggling

xuCzxyu.jpg


Moving the Station out and docking back to the rover (was a little tricky as the rover has absolutely no way to move in space)

PMxahm1.jpg


Tug then docked to the space station for safe keeping the extra fuel removed from the lander

DEedAHl.jpg


Final shot of the lander before heading down

yblOrO8.jpg

And Finally all Kerbals down safely we suffered a little damage to the habitat module ( a couple of broken solar panels but all within tolerances ( the rover sort of landed on it)).
At this point I unfortunately realised a sneaky little Kerbal had hidden himself in the Habitat so i have 4 kerbals on the planet and only space to return 3 of them. Time for a rescue mission!

(as note this is my first large image included post on Gaf so if I have done anything wrong please let me know ASAP so I can edit it)
 
Amazing work there - I somehow missed the game until last week, but have now downloaded the demo and managed to get to Mun.

So exited to get the full version and start messing about properly.
 
Update: It works. You can do either Sandbox or Career mode. Players can dock for community stations, collisions are possible. Shit is amazing. Currently able to get it working with Hamachi. Is there anyone that can host a proper server? Seems like it's pretty easy.
 
Update: It works. You can do either Sandbox or Career mode. Players can dock for community stations, collisions are possible. Shit is amazing. Currently able to get it working with Hamachi. Is there anyone that can host a proper server? Seems like it's pretty easy.

I wonder if KSP has the kind of crowd who will de orbit or move peoples space stations just because. lol

Yesterday I managed to play the demo for the first time.

First ship

Pod, small tank, engine, chute.

throttle up, press space bar, engine ignites and chute opens. forgot a decoupler lol.


Second went up about 30,000, third had a second stage so went to about 77,000. Looking forward to pushing higher and toying with things!

My dad and brother have both bought the game!
 
I wonder if KSP has the kind of crowd who will de orbit or move peoples space stations just because. lol

Yesterday I managed to play the demo for the first time.

First ship

Pod, small tank, engine, chute.

throttle up, press space bar, engine ignites and chute opens. forgot a decoupler lol.


Second went up about 30,000, third had a second stage so went to about 77,000. Looking forward to pushing higher and toying with things!

My dad and brother have both bought the game!

I'm sure people would but when you're in your craft in the multiplayer mod you can either set it to public or private so only you can control it or anyone can. Nice to hear your family is getting into it, fantastic game.
 
I'm well up for a KSP Gaf server but I'm afraid I don't really have the Internet upload speed to actually run one myself (damn you bt) and a unfortunate personal vendetta with himatchi means i just wont use that program is it possible to run one without it?
 
Update: It works. You can do either Sandbox or Career mode. Players can dock for community stations, collisions are possible. Shit is amazing. Currently able to get it working with Hamachi. Is there anyone that can host a proper server? Seems like it's pretty easy.

How does time acceleration work with the multiplayer aspect?
 
I haven't played this game in a while, but the lovely post above really got my in the mood. Can anybody recommend me a goal? My main claim to fame thus far has been making it to the Mun and back to Kerbal with a classic 3 stage ship (liftoff, between stellar bodies, lander).
 
I haven't played this game in a while, but the lovely post above really got my in the mood. Can anybody recommend me a goal? My main claim to fame thus far has been making it to the Mun and back to Kerbal with a classic 3 stage ship (liftoff, between stellar bodies, lander).

Learning to rendezvous and dock is incredibly rewarding and also opens up a lot more that can be done in the game so how about

Making a Little Space Station lets go for 4 parts

1. Station core
2. Habaitat module
3. Power module
4. Science module

That is assuming you haven't already done something like this.

If that all sounds to much one little thing i did that gave me a lot of joy was simply sending a Kerbal up to geostationary orbit and claiming that he is equivalent to The Watcher from the Marvel comic universe
 
I'm well up for a KSP Gaf server but I'm afraid I don't really have the Internet upload speed to actually run one myself (damn you bt) and a unfortunate personal vendetta with himatchi means i just wont use that program is it possible to run one without it?

Should be possible if you can assign a port and IP to it in the config file. Try it.

How does time acceleration work with the multiplayer aspect?
Physics warping isn't included but time acceleration works. What it does it predict where a ship will be and players will show up with a (Past) or (Future) tag next to their name. When you want to re-sync with them you just click the Sync button next to their name to get on the same page essentially.
 
I haven't played this game in a while, but the lovely post above really got my in the mood. Can anybody recommend me a goal? My main claim to fame thus far has been making it to the Mun and back to Kerbal with a classic 3 stage ship (liftoff, between stellar bodies, lander).

Build a station and depot around mun and then go back with a module to head to another planet. Multiple trips, lots of docking, etc etc. Small projects :-)
 
I haven't played this game in a while, but the lovely post above really got my in the mood. Can anybody recommend me a goal? My main claim to fame thus far has been making it to the Mun and back to Kerbal with a classic 3 stage ship (liftoff, between stellar bodies, lander).

The KSP reddit has regular challenges. The current one is "Wait, Where'd I Leave My Wallet?".
I recommend not reading any of the posts beyond the rules or you might spoil yourself with other's efforts.
 
So I have set up a server, but please be aware that its running on a year or so old multimedia laptop (Its the only thing I have got) and I don't have a particularly good Internet connection so I'm afraid its not going to be on all the time and I have no idea how well it will play.

I have tested it with a friend and he got in fine and was able to play though so fingers crossed.

All in all I'm basically hosting this in the hopes that someone with a decent rig and Internet connection will run one at some point.

And with all that said anyone that wants to join please just drop me a pm and I shall let you have the details.

Happy Kerbaling
 
I tried the MP with my brother, it isn't very polished. The synch idea is great though.

Also Bouniter, your fps must be hideous! Great ships though!
 
Just taking to my dad who bought it the other day after my brother and I were talking about it.

He downloaded the Demo on Thursday morning with the intention of playing for an hour before he started on other bits he had to do. That was about 10am. At 3pm he realised what the time was.

He doesn't play many games but is very into his MS Flight Sim which might explain why he's gotten hooked already lol
 
I tried the MP with my brother, it isn't very polished. The synch idea is great though.

Also Bouniter, your fps must be hideous! Great ships though!

Thanks very much the Plane was about 300 parts which was fine, the Duna ship on the other hand. I have no idea how many parts that was in total, but I was getting about 1-2 frames per second and a noticeable delay on all my inputs. This made docking the last piece (the interplanetary tug) an absolute nightmare. Why I ever thought leaving the hardest piece for last was a good a good idea I will never know.
 
I don't know if any of you have seen these. I stumbled over them on Reddit (which I never ever use) and love them.

Short cinematics made using video from KSP, edited with music and other effects. Some great work.

Kerpollo 11
http://www.youtube.com/watch?v=gHUxeaqstcU

The Giant Leap
http://www.youtube.com/watch?v=dYOKGPN3sZI



EDIT: Got home, bought KSP, started career, got some science sorted, got a rocket out not high enough for orbit but it had some goo pods on, successfully used 3 at various stages and sent Jeb out to collect data. Then went in and found I could use the 4th, went out to collect.

Then the problem started. I was still inside the atmosphere so on my space walk I drifted from the module and then hurtled toward Kerbal. He survived all the way down until he hit the sea. Not sure how he didn't burn up on re entry lol.

RIB Jeb.
 
Have had this sitting in my Steam library for a while now, but never gotten around to playing it. However, now that I'm in a post Dark Souls lull, I thought I'd have a slight change of pace and plough a few hours into this.

As a complete newbie (learning using Scott Manley's excellent tutorials) am I good to go with just the vanilla version? Or are there any mods I'm picking up that will enhance the game without making the learning curve insurmountable?
 
Have had this sitting in my Steam library for a while now, but never gotten around to playing it. However, now that I'm in a post Dark Souls lull, I thought I'd have a slight change of pace and plough a few hours into this.

As a complete newbie (learning using Scott Manley's excellent tutorials) am I good to go with just the vanilla version? Or are there any mods I'm picking up that will enhance the game without making the learning curve insurmountable?
I really recommend no mods for your first few major accomplishments - Orbit, Mun Landing, docking, Duna Landing. Feels that much better when you do it with the base game. :)
 
I really recommend no mods for your first few major accomplishments - Orbit, Mun Landing, docking, Duna Landing. Feels that much better when you do it with the base game. :)

Cool, makes it even quicker to get set up and started - shall attempt to get to grips with it today :D
 
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