I have it. Haven't played it in a while though. I found the funnest thing was designing weird space ships or enormous ones and just seeing how elaborate a design you can come up with that will actually make it in to space. I had some beastly ships at some points. The getting into space part is easy though, the hard part is getting things into orbit and landing on stuff successfully. My one and only mission to the moon ended in utter failure as I misjudged my speed and crashed into the surface. I kind of gave up after that because it takes a lot of effort to do it.
If they've added it to steam I may have to dig my serial key out and give it another go. It's been probably almost a year since I last tried it.
This game is amazing.
I'm currently designing a "mothership" of sorts in medium-low orbit which is going to be both a fuel depot, hangar bay and an assembly station for future missions.
But before that I got to send a rover rescue mission to the mun where Jeb got stranded a long way from his landing pod due to me not knowing about the backpack fuel limit :oops:
Been to the moon, seen it.
Would actually be really cool and worth playing if i would bother to use actual physics and formulas with Kerbal variables to calculate a proper moon mission, with right amount of fuel, rocket weight, right time to launch, the right orbit/route.
Played it in the really early versions, curious what they have added now.
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Unmanned moon landing and return in career mode.(click to show/hide)(click to show/hide)
To minimus with in the career mode.(click to show/hide)(click to show/hide)(click to show/hide)
I successfully landed on Mun with plenty surplus fuel and only explored one biome qq
It seems rocket parts "stick" to each other much better than last time I played. I had few structural problems even with very long rockets.
My latest 200t beast! ( Removed payload side fairings to reveal the satelite :) )
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At some point, i always have to use struts - either to prevent side-tanks from swaying from side to side, or to prevent a 1500kN engine from plowing my entire rocket on launch :) But you can get a mod to make it more stable:
http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29 (http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29)
From mod description:
"Tired of crazy wobbling making building your large rockets impossible?
Irritated that even though your large rocket stack is strong enough to handle the engine, you need to place struts between connected fuel tanks and engines to keep it from sliding all over the place?
Would you believe that the the rocket below has NO STRUTS, but flies perfectly rigidly?"
I might get this installed, since i want to cut down on the number of parts in my rockets :) At around 400 parts, i am starting to get FPS issues at launch, so dropping a spiderweb of struts might help with that issue. Although I am used to "strutting" everything at this point, so re-learning the pressure limitations might be annoying... But yeah, check out all the great mods out there! My list so far ( they all work well together! ) :(click to show/hide)
My latest 200t beast! ( Removed payload side fairings to reveal the satelite :) )
At some point, i always have to use struts - either to prevent side-tanks from swaying from side to side, or to prevent a 1500kN engine from plowing my entire rocket on launch :) But you can get a mod to make it more stable:
http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29 (http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29)
From mod description:
"Tired of crazy wobbling making building your large rockets impossible?
Irritated that even though your large rocket stack is strong enough to handle the engine, you need to place struts between connected fuel tanks and engines to keep it from sliding all over the place?
Would you believe that the the rocket below has NO STRUTS, but flies perfectly rigidly?"
I might get this installed, since i want to cut down on the number of parts in my rockets :) At around 400 parts, i am starting to get FPS issues at launch, so dropping a spiderweb of struts might help with that issue. Although I am used to "strutting" everything at this point, so re-learning the pressure limitations might be annoying... But yeah, check out all the great mods out there! My list so far ( they all work well together! ) :(click to show/hide)
It seems rocket parts "stick" to each other much better than last time I played. I had few structural problems even with very long rockets.
i have always wanted this game, but i missed the steam sale :(. Whats your pc look like to be getting fps issues? id surely not wanna run into the same issues, im just curious.
Flying to Eve(click to show/hide)
It is... It is beautiful!..
Building it was surprisingly easy (good tip for docking is have lots of lights and lots of RCS).
It isn't easy to fly: everything wobbles (more struts needed maybe).
I found/worked out after I built it that the right and left engines destroy the craft if switched on: in the spirit of KSP :)
That's one ugly bitch. Thanks for the info though
Check out this mod:
Mod make it possible to pre-attach strut connection points to multiple parts, in order to be manually connected ( via IVA interface / FPS style : ) in orbit. So in other words, you can attach struts in space!
i have always wanted this game, but i missed the steam sale :(. Whats your pc look like to be getting fps issues? id surely not wanna run into the same issues, im just curious.
Its on sale today!
Nukes and Aspargus rockets are for pussies. Real rockets don't use Aspargus staging or nukes.. :)
Just installed FAR, but haven't tried it yet.
My best non-FAR ssto:(click to show/hide)(click to show/hide)(click to show/hide)
I managed to save over the successful version with a less successful (8 engine..)version.. :D
* Place wings a little high so the engines come more in-line with center of thrust.
* Engine "unit" have just an aviation tank and a small rocket tank.
* Keep the main body as light as possible. No tanks on it.
* Do use a strut under each wing connected to the engine units! Their weight counteract a lot of wing bending, but need some support on the ground and extra stiffness.
* I try to have 1 lift per tonne.
For stock, I think this is a fairly clean practical design. Didn't try to land it, but I landed one of the prototypes. It flies ok, but needs love at high altitudes and speeds. :)
Some numbers I figured out:
Try to have about 1 lift per tonne.
Each "Rapier Engine unit" can support around 10 tonnes of your total mass to orbit.
I'll try to play a bit with FAR now.. but I doubt it will be feasible. Perhaps less tonnage? We'll see.
Interesting. Hmm, what is the theory behind the light body/fuselage?..
I don't know anything about real-life aircrafts or even engineering in general, but ( my ) common sense suggests keeping all mass in front of the center of thrust. In other words i try too have all the weight as close to the center of my craft as possible, while having engines as far behind as possible. ( excluding landers, rovers and other specialized stuff )
The sum/vector of all the thrust is in the center anyways, or that is not how physics works?.. I honestly don't know. Just having a "gutfeeling" that heavy wings and light body will make it spin and shake at some point. :)
edit: Made the best I can.. final one :) 10 tonnes to orbit, with FAR. This is the new truck to Orbit and beyond!.craft: https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_C.craft (https://dl.dropboxusercontent.com/u/486399/FAR_ssto_mkIII_C.craft)(click to show/hide)
Late last night.. I started career mode on hard. With FAR. Omg.. so many tumbling rockets.. Pure luck I haven't lost any kerbals yet..
The genius of career mode is that as you are constrained by money you can't just build a gigantic spaceplane and use it to put everything into orbit.
It is possible to get it into orbit without lots of extra fuel though :) You have to climb as quick as you can to around 20k.. I pay attention to AoA and vertical speed. Try to find a sweetspot. Usually i have 300m/s at 13k, 400 at 14k, 500 at 15k, and so on. I think it's flat flight ceiling is around 27k, don't remember. Anyway, when around 1200-1300m/s and perhaps 25-29k altitude, when the first airbreathing engine cuts, switch to rockets and point nose up up up, without tumbling. As you get higher you can point nose higher, until your apo is at 80k. Then coast for the circularization burn.
Well once it's built and working, you should only have to pay the fuel.. Not there yet though! :)
Each time you launch one you have to land carefully or lose all your money on building a new one.
You heard the man Kafein, show us the vehicule
I assume this is worth a buy then.