Kerbal Space Program

Touche.

How about non contained multidirectional explosions then. We want none of those.

The technical term you’re looking for is “rapid unplanned disassembly” :P

That reminds me…

Such glorious explosions.

Set all engines to fire at lift off. This included the lander section engine.

Heated up the main fuel tank and BAM! Six solid rocket boosters kind of flower off a little before exploding themselves.

Blew all the gear off the capsule, including the parachute.

AW well, back to the Recruitment Center.

This has turned into one of those games I pick up every six months, re-learn, take on a challenge, then put it down. Last time I put a rover on the mun and completed a bunch of missions. Time before that was an asteroid intercept. Thinking about a space plane now but the aircraft assembly has always seemed overly finicky.

Landed on Mun and lived to tell about it.

Congrats!

And with a big fat rocket as well. Something quite heavy and tall like that is difficult to do.

The question is: Did you manage to make it home? :)

Yes. Barely.

Ran out of fuel doing the thing where you reduce the Pe enough to make land fall. (rocket science/physics is hard lol)

Had to do a couple orbits until it decayed enough to land.

This was an attempt at a rescue mission for the several stranded Kerbels on Mun. (lots of exploding/crashing rockets, fatal and nonfatal)

I’ve had more luck with big fat rockets.

Yeah, it can be tough when trying to rescue stranded Kerbals due to the mass of the 3-kerbal pod and the higher fuel requirements that entails. Consider using three Mk1 Lander Cans instead of a Mk2 Command Pod next time. 1.37 units of mass per Kerbal for the pod versus 0.66 units/per for the can. That will allow you to use a smaller engine, which means less fuel.

For the longest time my tourist module was two Mk 1 pods stacked nose to nose, with radial parachutes. Looked hilarious.

I will try this.

There’s only 2 stranded. I used the Terminate button.

No more “Orbiting the Sun” Kerbels.

Guess there’s a bug that if you use the speed-up warp it can make your keyboard not work for basic controls.

Lost many flights to this.

Warping again fixes, sometimes. (rescued 2 little guys by fixing the bug)

The Kerbel race seems pretty hardy. Last for weeks in space. (Ship or not)

So you found the Kraken, eh?

New patch is out http://forum.kerbalspaceprogram.com/content/358-KSP-1-0-5-is-live!

Contextual Contracts & Contract Changes
The contracts system has had a major overhaul with the goal of providing you with more varied and relevant contracts. Front and center in this overhaul are the contextual contracts, which adapt to your progress in the game. Contextual contracts will take your existing infrastructure consisting of bases, stations, satellites and rovers, and will challenge you to do things such as adding new modules, rotate crews, fly in a Kerbal with a specific skill, explore the surface around it, move the orbit and so on.

The goal of the integration of the contracts with your existing missions is to integrate them more in the natural gameplay. You will be asked to use what you have built already, alongside the existing contracts that mostly ask you to launch new items.

More changes can be found in the passive milestone rewards, which automatically reward you for any milestone you cross. These rewards are not only reflected in reputation gains, but also in funding and science bonuses. Higher rewards are still available to players who actively pursue a goal from a World’s First contract they’ve accepted. New milestones are also available, targeting objectives such as space walks, crew transfer and atmospheric flights on alien worlds, and if you’re not someone who spends a lot of time at mission control then a new strategy available from the Administration Building is right up your alley: leadership initiative increases the passive milestone rewards at the expense of contractual rewards, providing a boost to more independent players. Finally, the game now tracks manned and unmanned progress separately.

Thermodynamic improvements
Update 1.0.5 features many improvements to the thermodynamic systems. The thermodynamics (‘thermo’) system has been reworked to correct the various issues encountered in 1.0.4. In addition the thermodynamics at high timewarp feature more customizability, and support differential skin-internal temperatures and non-instant changes. We’ve also corrected some issues with the atmospheres of other celestial bodies, and better tuned re-entry and aerobraking across the board. When loading a long-unloaded vessel, unloaded thermal changes will be applied, too.

The concept of core heat was also introduced, which in combination with various fixes should stop unexpected overheating of parts. Probably the best analogy of how this interacts with the rest of the thermal system (internal and skin temperature) would be to compare it to your computer’s case temperature, the temperature inside of the case, and the temperature of your CPU. For example, the ISRU should be capable of smelting materials, yet not melt the rocket it’s attached to. In game, this means that the ISRU works best with a core temperature of about 2000K, even if the part only has an internal temperature of 200-300K. This system allows us to be very expressive with the core temperature and simulate things such as warm-up time & overheating without it being directly coupled to the part temperature, which would become problematic as we enter analytics warp and temperatures equalize.

New buoyancy model
The water buoyancy has been completely reworked. Water is now less soupy and it’s very possible to build seaplanes. In keeping with our commitment to make the game as moddable as possible all the physics values can be tweaked in config files. The density of oceans differs across celestials bodies, invoking new gameplay challenges. The impact speed not only depends on the speed of the craft when it hits the water, but also the angle at which it hits the water.

New rocket and spaceplane parts
A wide range of new and overhauled parts were introduced. The toroidal aerospike rocket engine has had an overhaul, as did the basic- and ramjet engines, the radial air intake and many mk.1 spaceplane parts. Among the new parts we find a complete working kit for mk.0 jet engines, the “Goliath” turbofan engine that would be a great fit on a large airliner and the “Vector” rocket engine, which mimics the Space Shuttle’s main engines. The mk. 3 Cargo Ramp is a brand new part as well. This’ll allow you to drive a payload into the back of an aircraft, or perhaps you want to create a docking bay on a space station with it! These are just some of the updated parts, we’re hoping to see many new creations that incorporate them. We’ve also added new stock craft in the game for you to play around with.

Bugfixes & Tweaks
KSP 1.0.5 has seen a big focus on bugfixes. Over 100 issues were fixed, including launch clamps following you to orbit, . And good news for anyone with a fine eye for detail: the black stripes on the NASA tanks now line up perfectly! There were of course plenty more bugs on the ‘fixed list’, and a more comprehensive list is available below.

Time to send some more Kerbals to fiery deaths^H^H^H^H^H^H^H glorious SCIENCE!

Woot, new parts!

I really try not to send my little Kerbanauts to fiery deaths, or get them marooned on Mun or Minmun, or stranded in an orbit around the sun.

It just kinda happens.

I am pretty sure that Scott Manley has a video orbiting with the basic parts. But for mere mortals there isn’t a lot. It is a bit gamey but, take whatever science instrument you have and go the space plane hanger and make a capsule. A bit of a spoiler but the space center has a variety of place you can get science from. You need a way to get your instruments to these locations, but you don’t have fly.

Darn Elon Musk and SpaceX if they hadn’t made history, I won’t have been inspired to start another career mode game again. I moved up to moderate level.

I am really enjoying my new career. I ended up building a space station around Mun and it feels sort of Nasa like. I take the lander down to Mun collect science dock with the space station, it require a lot less fuel to this. The problem is how do I get the science from the lander to earth.

I have a space station with mobile lab, docked in the space station is a Mun Lander, and resupply ship which I used to transfer two scientists.

The lab is complete filled with 500 data worth of experiment, and there is a backlog of low-value experiments to put in it. My lander has been to the Mun a few times and has a bunch of experiments (soil samples etc.) with a lot of science.

The lander has no parachute and can’t make it back to Kerbin. Luckily my supply ship can. I’m trying to figure how can I transfer the experiment from the lander to the supply ship. I can’t seem to figure out the process for taking the experiments from the lander and moving them to the supply ship? I also have a couple of high value experiments which are in the lab but I’d like to send them back with the supply ship. One idea was to take to do an EVA from the lander to the supply ship, but I was hoping there was an easier way.

An EVA of a kerbal from the lander to the supply ship is the way to go. Not sure how easy you want it; an EVA is a piece of cake. What’s your objection to it?

But basically, EVA with your kerbal. While she’s close to the lab/lander (wherever the experiments are) right click and choose Take Experiments (or words to that effect), then just go board the supply ship which will store them there ready for delivery to the surface of Kerbin.

Myself I had quit playing for a while, waiting for 1.1 and a 64bit version, but succumbed and began a new career game with 1.05. This time I’m sticking with stock parts but using UI and other mods that shouldn’t trash the saved game if removed. I’m about to research the lab myself, so will begin something similar to your moon station to start harvesting the biomes there.

Is it tacky to mention my YouTube channel in here? :P I’ve been streaming a new KSP career game and figured I’d link it in case any of you are interested. Voila! https://www.youtube.com/playlist?list=PL-XFYaOZpPpIFXYphf4_3Tejn1_fNMv2B