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The Kerbal Space Program Appreciation thread

CEbbesen

Member
arg-fallbackName="CEbbesen"/>
Well, I thought since we are a few players of this awesome little indie game, We could share our creations and give some tips to other players

For people that have no idea what I'm talking about you can learn all about it here http://www.kerbalspaceprogram.com
 
arg-fallbackName="GeologyJack"/>
I think it may be handy if I write some basic guides here, I'll probably do some with pictures later but for now, wordage!
 
arg-fallbackName="GeologyJack"/>
Guide number one, successful orbital insertion.

If the foundation is the most crucial part of a skyscraper, then the successful orbital insertion is the foundation of a successful Mun launch. Before you even think of leaving the merciless grasp of Kerbalian gravity, you should first become familiar with the methods of how to achieve orbit.

You may be tempted straight off to design a 24 booster Mun monstrosity, but hold the phone just a bit, you don't practice driving in a Bugatti, first we start with the basics. I will detail a basic rocket in my next post so I will assume you look there to search for a reliable design for this practice. If you feel like being daring, just remember, the foundation of every good rocket is a decent set of controls. Some winglets, an advanced SAS unit, a parachute, and some decouplers are essential if you want to celebrate the return of your Kerbalnauts from their first mission rather than sweeping up a field of twisted metal and Kerbalnauts. You will have plenty of time to do that later when you practice your lander.

With your rocket out on the pad, step one is always to turn on your SAS unit. This is achieved by tapping the t button. Next throw the throttle on high by holding shift. With the SAS on and the throttle up as high as it will go, it is time to put on some intense music and hit the spacebar. I personally recommend starting about 7/8ths of the way through the 1812 Overture.

Now we play the most intense waiting game ever. At some point you will likely have to discard some stages, this is achieved by the spacebar. There are two main points that you need to reach to start aiming your orbit, the first is a decent speed, I recommend between 600 and 700 m/s though 500 works as well. Also you need to achieve a height that will allow you to start an orbit that is drag free, if you are getting to around 600 m/s the height should be around 35km. Once this is achieved it is time to begin the orbit.

For your first practice orbits, any direction should be fine, just orient your ship by briefly turning off the SAS, this is done by holding f, once you have SAS disabled you can use a, d, s, and w to orient your ship towards the horizon. Presuming you have a decent speed upwards, then you will still be moving up, even if you are pointed towards the horizon. Keep your thrust high and keep heading the same direction. If you have done everything right you should be able to keep going until you get to around a speed of 1800 m/s or 2000 m/s. At around this speed you should be checking the map by hitting m to see if you have developed both a Apoapsis and a Periapsis. If both of these are above 70km then congratulations, you sir or madame have reach orbit!

Check back later for more guides to know what to do beyond here.
 
arg-fallbackName=")O( Hytegia )O("/>
There was a challenge on reddit there they were trying to get to Space, come back and land, and then enter space a SECOND TIME and land safely in one go.

I was the first one to get it - but the problem they had was that they didn't seem to grasp the fact that (regardless of the size of the planet) "Space" was the same height in-game that it is in real life... The Mass of the planets are the same, therefore their gravitational field is the same distance from the surface.

:cool:
 
arg-fallbackName="CEbbesen"/>
I present to you! The Wing

hBDAq.jpg
 
arg-fallbackName="Duvelthehobbit666"/>
I have the free version. However, none of my ships seem to gain enough altitude for orbit. Does anyone have any hints?
 
arg-fallbackName="CEbbesen"/>
Duvelthehobbit666 said:
I have the free version. However, none of my ships seem to gain enough altitude for orbit. Does anyone have any hints?

first, it's worth buying the game :) a lot has been done since the free version.

Just add more rockets! or checkout the guides on Youtube
 
arg-fallbackName="australopithecus"/>
Bill Kerman; the first Kerbal on the Mún.

r8ft4p.jpg


So now I think I've gone as far as the demo will allow, I think I shall get the full game tomorrow. PAYDAY!
 
arg-fallbackName="Visaki"/>
Got KSP demo a few days ago and noticed that my usual tactic of "damn the manuals and tutorials, I'll learn as I play" didn't really work this time. More spesifically using liquid fuel rockets was... unspetacular when one does not know there is actually a throttle for them. Solid rockets were fun though I think that now that I know how to actually manuvre the damn thing there is a chance to get into orbit and not only have a nice little hop into space.

P.S. Casulties thus far: 1. Seperating solid rockets when they are still on burn can get messy.
 
arg-fallbackName="malicious_bloke"/>
I still only have the free version, I got as far as putting a rocket into orbit but no further. I might have to drop a bit of cash on the full game :)
 
arg-fallbackName="australopithecus"/>
Got the full game today, so far I have a 3 man crew in orbit around the Mun, and a lot of quicksaves. 4 failed landings due to running out of fuel, but I think I got that fixed. The extra parts are awezome.
 
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