Gaming The Kerbal Space Program - Version 1.2.x

blixel

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I just heard about this on the Orbiter IRC channel a few hours ago. Wow! It's so much fun, I love it!

I love the cutesy-cartoon style and the relative simplicity. It's an awesome change of pace from Orbiter. I can see where it has a ton of potential to start simple, but continually evolve into something more complex and rewarding.

Very cool work. I'm really looking forward to future developments.
 

Ark

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It's lots of fun, but I don't see how you can even make them fly strait in a direction of your choosing, they just yaw all over the place.
 

jangofett287

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Balance is the key. Balance...


...And a SAS Module or 5:rofl:
 

Chub777

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I can't seem to get the launcher right...

ksp60k1.png


As usual, Jebediah is high.
 

HarvesteR

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First of all, a great big Thanks to everyone for the incredibly warm reception of the game. I can't tell you how many times I lost sleep over not knowing how people would react to it. I call it Developer's Syndrome... you're so close to it, you can't see how it really looks as a whole anymore. So thanks!! really! :thumbup:



After playing more than 5 hours combined, these are my recommendations;


In order of most desired.

1. Making the T key for SAS modules a toggle (on/off), so you do not have to keep holding it
2. Make the game continue playing when you shift focus away from game window. Have a pause/un-pause button.
3. Ability to SAVE your creation.
4. "Side Stack" option, for when you want to add new modules somewhere in the middle of your rocket. Right now you have to erase EVERYTHING below a certain point, just to add a module in the middle. Create an ability to set aside a stack, without deleting it, while you insert something, and then take that stack back and re-attach it.
5. Easier to mange, expanded view, stage configuration and set-up screen. As of now it can get extremely frustrating, and very confusing to managing and configure stage ignition and separation when you have a lot of modules.
6. Time acceleration. Waiting during the drift phase to see if you achieved orbit, or how high you get is painful.
7. Mini retro-rockets, for stage separation. Right now when you separate a module it drifts sloooowly away, and if you activate your next stages engines before you are clear you risk blowing yourself up. And while you wait, you loose precious momentum. Or, sometimes you separate, and the bottom stage still sticks to your stack. We need mini stage-sep retro-rockets, that you attach to a module, once this module separates the retrorockets engage, and quickly pull away the module from your rocket.
8. Escape stage rocket

Very good suggestions, all of those. I'll go through them one by one.

The side stack - I had in fact thought of this: some kind of dummy attachment spot where you can temporarily place part of the ship, to attach modules in between others. Or maybe some type of 'do not delete on detach' mode, to preserve the selection. Or even yet something like a 'clipboard' area, where you can drag a number of modules, to use later, and even copy.

Saving and Loading - It's the number one priority really. The game already does save and load internally, but those features are not yet exposed through the interface... The plan is to prompt the player with a 'choose a ship' dialog when entering the launchpad from the Space Center, and also add file management buttons to the editor, like 'New', 'Save' and 'Load'.

Exploded (schematic) View - This is something that's already been discussed a number of times, but we haven't yet reached a decision on how it would work exactly. It would enable seeing the ship in a more blueprint-like manner, to make it easier to set up and tweak the staging sequence, and other stuff we're planning on adding next.

Simulating in background - This one is actually really simple. The game already does it when loading, then stops doing it again when the actual game starts. I'll put in a line to toggle it through the settings.cfg file for now, since we don't have an options screen yet.

Toggle SAS - This could work. I'll add it to the next update, and we'll see how it affects gameplay.

Time accel - This is a tricky point. I hadn't intended putting in time warping, because the plan was to add a 'Skip to Next Maneuver' or something when flying missions. But of course, that requires missions... So for now, I think it could be ok to put in a time warp adjustment somewhere. I'll look into it, it might be really simple, or it might be a somewhat involved process... No way of telling until I look at how much code will have to be revised ;)

Stage ejection thrusters - This is new for me, and it's a really good idea. It shouldn't be at all too hard to implement. An itty-bitty rocket that will thrust for a few seconds, just to force the stages to separate. This also bothered me. Definitely in. (A beefed up version of these rockets could potentially be used as landing-flare brake rockets, a la Mars Rovers)

Very good points, all of those. Some actually are already in the feature roadmap (which is mostly in my head most of the time), and are already planned for next release. Others I can probably make room for... while a few are somewhat more involved and will probably take more time.

I'll post a new Upcoming Feature Lineup thread in the official forum on monday, so everyone can know what to expect for version 0.8.0 :thumbup:

Cheers
 
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HarvesteR

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Hmm, about the time warp, I have an idea... A few months ago there was a Trajectory Prediction system I had setup, in lieu of a Keplerian Orbit visualization... I found it to be a better solution, because it could integrate ahead of time, and predict your coasting trajectory, even with multiple bodies, and taking into account atmospheric drag also.

I disabled it because although the math worked, it was so poorly represented by the placeholder graphic I had set up, no one understood how it worked. It looked fugly... really, really bad indeed. ;)

So, while thinking about time warp, I thought of that thing... and it ocurred to me that that system could be used to not only predict your trajectory, it could be used to skip to any given point in it as well.

I could lock all controls and cut throttle while skipping ahead, so you're bound to end up at the predicted spot, and have the predicted trajectory act as a sim-on-rails to carry the ship through it while warping ahead. This way, you could even choose a specific point in the route ahead of you, and warp to it on command. The game would resume real-time play once that spot is reached.

How about it? I think it could work better than a standard warp up/warp down scheme, with which it's very easy to become distracted and overshoot your target. It could even be possible to store a previous state, so you could go back in time, and try a step again without having to relaunch.

How does this sound?

Cheers
 

Turbinator

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That is actually a lot better than just an ordinary fast-forward. Because really, the only time you are going to need to skip ahead is when you are coasting, when you are waiting in orbit. During the active launch phase you really don't want to fast-forward, because you are busy controlling and observing the actions of your rocket, to see if it is going to fail, or to see if what you changed made a difference.
 

Evil_Onyx

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HarvesteR :cheers: keep up the good work.

60km X 360km orbit acheaved with a 4 stage 6x3x1x1 layout plus a retro package :)
 

Turbinator

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I just did the same rocket-plane, using your idea as a start, and after a while the controls become very confusing as you loose track of your crafts orientation.
Basically you loose track of which way is up, and all the controls become irrelevant.
 

HarvesteR

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That's awesome! I made a number of those as well when testing... If you add a rudder (just a winglet further back from the CoG), it will actually fly like a plane :thumbup:

Planes are a tricky build however, to get a plane that's maneuverable enough, you have to place the winglets exactly right...

But it's a lot of fun when they work. I'm thinking of putting in some turbine engines to make building planes more, uhm, official. These would have great fuel efficiency, but would cut out if there's no air to burn fuel.

Actually, the idea is to devote an entire new building in the space center for that, something like a spaceplane hangar, where you build it horizontally, and launch from a runway... but that's not something that can get done overnight... so it might be a while.

About losing track of orientation, that's why the NavBall is there... if you fly by that instead of by what you see, you never lose track.
Although it can help also to hit 'C' to switch to a different camera mode. The default is best suited for a vertical launch, but there are other modes that work best with things that fly horizontally, like those rocket planes


Cheers
 
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blixel

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Refer to the image and video for my question.

gn3Wa.jpg


 

HarvesteR

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Well, it seems that stack is too heavy for that single booster to lift it.

Try strapping some more boosters radially along with it, they should pack more oomph when used together :thumbup:

Cheers

EDIT: :ninja:'d!
 

HarvesteR

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Ahh yes, when you hit space for the second time, the decoupler will fire off, and the capsule will fly up a little. The stack below then has enough time to start rising under the lessened load. Then it meets up with the capsule again, but since it's already going, it keeps on going...

I think...

Cheers
 

Turbinator

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Reverse your stack, place the SRB on top, and the liquid stage on the bottom, then before launching, push the throttle all the way up (Shift), and then launch. The liquid one, at full power has a larger thrust-to-weight ratio.
 
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