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General Category => Off the Record => Gaming HQ => Topic started by: Ed Anger on July 14, 2011, 08:03:46 PM

Title: Kerbal Space Program
Post by: Ed Anger on July 14, 2011, 08:03:46 PM
Design spacecraft and try to launch them into orbit. Watch as your piss poor design hits the ground killing your astronauts.

http://kerbalspaceprogram.com/ (alpha)

or a youtube with silly launches:

http://www.youtube.com/watch?v=kJM-j8PLW-c
Title: Re: Kerbal Space Program
Post by: Tonitrus on July 14, 2011, 08:15:27 PM
This should keep Tim away from Languish for at least several hours.  Good show.
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 14, 2011, 08:20:24 PM
I made the Iranian space program. The parachute deployed in the boost phase.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 14, 2011, 08:22:29 PM
Makes me wonder.  How much kinetic energy would a shuttle have if it was coming out of orbit and in to the atmosphere.  Say it hit a building or something.  I wonder what kind of boom you'd get.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 15, 2011, 06:35:47 AM
I wish my rocket wouldn't start going end over end.  That's really annoying.
Title: Re: Kerbal Space Program
Post by: Neil on July 15, 2011, 06:56:01 AM
Quote from: Razgovory on July 15, 2011, 06:35:47 AM
I wish my rocket wouldn't start going end over end.  That's really annoying.
It just requires a bit of guidance is all.

I got 300 km up with a pretty simple rocket.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 15, 2011, 12:35:57 PM
Yeah, I got pretty high on my first try.  A more complex rocket causes some problems.  I had one fall over, some blow up Redstone style, some end over end.  It's a pretty neat little simulator.
Title: Re: Kerbal Space Program
Post by: Neil on July 15, 2011, 01:22:33 PM
Using the triple-split in your stack is fun, as your rocket starts to try and pinwheel apart on liftoff. 
Title: Re: Kerbal Space Program
Post by: Razgovory on July 15, 2011, 01:35:37 PM
My problem is I don't know how to steer.
Title: Re: Kerbal Space Program
Post by: Neil on July 15, 2011, 01:41:51 PM
Quote from: Razgovory on July 15, 2011, 01:35:37 PM
My problem is I don't know how to steer.
Just don't oversteer.  If your rocket goes too far off course, it's game over.
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 15, 2011, 02:49:52 PM
I noticed that SAS module helps. just press 'F' when the thing starts to tumble.

Or press 'T' to turn it on and forget about it.
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 15, 2011, 04:06:52 PM
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnMeMr.jpg&hash=26c63a5394b3b1cec6ad810c9917fccf9af0ebde)

Something Awful forums, never change.  :lol:
Title: Re: Kerbal Space Program
Post by: Barrister on July 15, 2011, 04:33:09 PM
This looks like fun. 
Title: Re: Kerbal Space Program
Post by: MadBurgerMaker on July 15, 2011, 05:11:24 PM
I like how Jeb just chills until he's most definitely about to die, while Bill and Bob freak out about the smallest things.
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 15, 2011, 07:56:15 PM
I got the FUK-I rocket up to 400,000m (my best). FUK-II exploded at 8,000m. Whoops.
Title: Re: Kerbal Space Program
Post by: Neil on July 15, 2011, 08:26:28 PM
I'm at 2,300 km and climbing.  My velocity is dropping, but it's going to be hours before I reenter.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 15, 2011, 08:30:46 PM
I found that putting the capsule underneath the rockets is not optimal.  I like watching each individual rocket go it's own way.  Like a flight of ICBMs.  I wonder what the wings do.
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 15, 2011, 08:32:13 PM
Here are the mods so far:

http://mod.gib.me/kerbal/mods/

Just plop them into the parts directory.
Title: Re: Kerbal Space Program
Post by: Neil on July 15, 2011, 08:40:55 PM
Alright, so I topped out at 2,435 km after 55 minutes of flight time.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 15, 2011, 11:42:17 PM
I made it into orbit!  Unfortunately I accidentally deleted my craft. :(  I was at like 3,000 Kms  Game needs to keep records of your accomplishments.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 16, 2011, 09:46:15 AM
I achieved escape velocity.  I left the game on while I slept and I was over 77,837km in altitude.  The Earth was only a little spec. 3,537 meters per second was my top speed, but it it leveled out 2,955 meters per second.  Since I was out of fuel, I don't think my little kerbal guys are going to make it back.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg163.imageshack.us%2Fimg163%2F1368%2Fsearth.jpg&hash=77cb72596f8e81afd333df8e20447e20ab5e3c6a) (http://imageshack.us/photo/my-images/163/searth.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

I'm guessing that little splotch in the background is earth (or whatever planet these little guys come from).  Note I took the screen shot shortly after I began writing this post.  So the numbers are a little different the my initial post.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg38.imageshack.us%2Fimg38%2F5684%2Fsomestats.jpg&hash=d5e1a04475e636afea181c61d0c9a0ee6b19af62) (http://imageshack.us/photo/my-images/38/somestats.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F4074%2Fcrapcrashingintoeachoth.jpg&hash=0d8af6a9061933603e2dd64f20d0c0224255b686) (http://imageshack.us/photo/my-images/850/crapcrashingintoeachoth.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)



All in all, this is a little fun game.  The designers are planning to put other stuff in like space stations and lunar and planetary colonies.  Sounds like fun.
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 16, 2011, 09:54:47 AM
Jebediah is happy at least.

I like what they called this game at SA. Werner Von Braun's blooper reel.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 16, 2011, 11:24:46 AM
Notice that the escape velocity on Kerbal Earth and real Earth are quite different.  Escape velocity requires over 7 km/s and I didn't reach near that fast .  Their planet must be smaller or something.
Title: Re: Kerbal Space Program
Post by: Neil on July 16, 2011, 01:21:38 PM
Quote from: Razgovory on July 16, 2011, 11:24:46 AM
Notice that the escape velocity on Kerbal Earth and real Earth are quite different.  Escape velocity requires over 7 km/s and I didn't reach near that fast .  Their planet must be smaller or something.
Much smaller.  I've pulled a few quick missions to the dark side of the planet, and I think it's less than a thousand km in diameter.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 16, 2011, 02:11:39 PM
Quote from: Neil on July 16, 2011, 01:21:38 PM
Quote from: Razgovory on July 16, 2011, 11:24:46 AM
Notice that the escape velocity on Kerbal Earth and real Earth are quite different.  Escape velocity requires over 7 km/s and I didn't reach near that fast .  Their planet must be smaller or something.
Much smaller.  I've pulled a few quick missions to the dark side of the planet, and I think it's less than a thousand km in diameter.

http://kerbalspaceprogram.com/wiki/index.php?title=Kearth#Kerbal.2C_Kearth

So it's smaller then Mercury but has the gravity of Earth.  Maybe it's made of iridium or something.
Title: Re: Kerbal Space Program
Post by: Barrister on July 16, 2011, 02:43:02 PM
Isn't the point of the game to acheive orbit, rather than to escape the planet completely?
Title: Re: Kerbal Space Program
Post by: Ed Anger on July 16, 2011, 05:47:01 PM
I play to see how I can make jebediah panic before the rocket he is riding explodes.
Title: Re: Kerbal Space Program
Post by: Josquius on July 16, 2011, 06:14:02 PM
That is a fun little game.

No explosions yet. Just succesful launches to high altitudes and parachutes to ground.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 16, 2011, 08:27:17 PM
Quote from: Barrister on July 16, 2011, 02:43:02 PM
Isn't the point of the game to acheive orbit, rather than to escape the planet completely?

Well, so far there really isn't a point.  It's just a sandbox.
Title: Re: Kerbal Space Program
Post by: MadBurgerMaker on July 16, 2011, 09:03:08 PM
Quote from: Ed Anger on July 16, 2011, 05:47:01 PM
I play to see how I can make jebediah panic before the rocket he is riding explodes.

Jebediah Kerman: Hero of Kerbal

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2Fx5zd38.jpg&hash=64b962faa5cc51b8ed20e13c37474a4d69600c24)
Title: Re: Kerbal Space Program
Post by: Alcibiades on July 17, 2011, 12:50:45 PM
Awesome
Title: Re: Kerbal Space Program
Post by: frunk on July 20, 2011, 08:31:01 AM
I can't quite break 200 km vertical in 3 minutes from launch using no mods.  I'm getting to 196 km reliably, but the last few km elude me.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 20, 2011, 12:20:23 PM
Quote from: frunk on July 20, 2011, 08:31:01 AM
I can't quite break 200 km vertical in 3 minutes from launch using no mods.  I'm getting to 196 km reliably, but the last few km elude me.

Can you do it in over 3 minutes?  I can't build up enough speed to achieve real Earth escape velocity.  I can achieve escape velocity of Kerbal Earth but not the 7 Kilometers a second for Earth.  The best I can do is about 4 kilometers a second.

EDIT:  Oh, and I've had the rocket blow up( and sometimes just fall over) on the launch pad but the capsule stays safe and sound.  The Kerbals are kinda bothered by that though.  Except Jeb.
Title: Re: Kerbal Space Program
Post by: frunk on July 20, 2011, 12:32:09 PM
It's easy to do 200 km in over 3 minutes, and i do do it about 2 seconds after 3 minutes.  Escape velocity also isn't a problem.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 20, 2011, 01:36:18 PM
Quote from: frunk on July 20, 2011, 12:32:09 PM
It's easy to do 200 km in over 3 minutes, and i do do it about 2 seconds after 3 minutes.  Escape velocity also isn't a problem.

Earth escape velocity or Kearth escape velocity?  They are different.  For Kearth it's about 3431 m/s  For the Earth it's about 11000 m/s.  I've never achieved anything close to the second one.
Title: Re: Kerbal Space Program
Post by: Josquius on July 20, 2011, 01:42:32 PM
I booted it up again today and...wow, its suddenly much harder than when I tried it a few days back.
Adding a third booster just messes up your ship so much and makes it hard to steer.
Title: Re: Kerbal Space Program
Post by: frunk on July 20, 2011, 01:46:19 PM
Kerbal, I haven't tried to get Earth without mods.  I have gotten Earth escape velocity with mods, the XL fuel tanks are seriously broken.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 20, 2011, 02:51:40 PM
I'm not sure it's possible to get 11,000 m/s using the basic stuff.  The rocket parts just don't have enough umph.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on July 21, 2011, 05:46:45 PM
I wasn't able to get a single-column rocket to separate by stages, so I tried a different design:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv66%2FEricDerKonig%2Fgohighinator1.png&hash=71d0a9f931dd597825b76747a7bfa464ea257108)

That actually worked pretty well, getting up to about 10,000 and the stages separated well.
So I thought "more is better" and used this one:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv66%2FEricDerKonig%2Fgohighinator2.png&hash=04149f67132a6a7c5fa9ed3bfb75a91f3fa8dec5)

That one worked even better, so I went for broke:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv66%2FEricDerKonig%2Fgohighinator3.png&hash=79a7796f826cbf65e170b85292f94b0eadafb106)

That one worked about as well as you'd expect:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv66%2FEricDerKonig%2FScreenshot-7_21_20116_37_44PM.png&hash=f2e73a1768be3b1a1c819336c94ccb14b448c9d1)
:lol:

EDIT: Another design, based on the first but with 3 rockets per separator instead of 1, went up before becoming unstable and flying apart. One test had the command capsule intact, but the parachute had been blown off by the explosion. The astronauts had to ponder their fate in free-fall.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 21, 2011, 05:48:13 PM
It occurred to me that killing shooting into space three Kerbals in one rocket was inefficient.  I am currently working on a ship to transport twenty one Kerbals at the same time.  There are still some bugs to work out, such as the rocket being torn apart or the capsules falling off but we are making progress.  One early version had the minor problem of launching toward the stars at only two meters per second, and sometimes not all the rockets go off when I want them to.  I thought I solved that by putting on a coupler that I had forgotten, but all that did was make the whole rocket explode on liftoff.  Still, the parts are cheap and Kerbals are plentiful, I think the project has some real potential.

I've abandoned the "all solid booster" rocket.  I simply can't get high enough.

Another project that seems interesting is to simply build a rocket 50 Km tall so that it doesn't have to travel very far or fast before reaching orbit.  Ideally the Kerbals would just have to climb up and jump off.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on July 21, 2011, 08:10:39 PM
I find failures to be a lot more fun than successes, although the latter are a little more rewarding.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 21, 2011, 08:58:13 PM
Oh, yeah.  I laugh my ass off when rocket boosters are torn from the ship and spin off into the sunset.  I doubt NASA found it as amusing when their rockets did.  Still haven't used mod equipment.  I may try that, but I get the impression it's more challenging to use the basic stuff.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on July 21, 2011, 09:27:22 PM
Finally made it into space: 213km above sea level. Raz is right - liquid rockets and fuel tanks are the way to go for serious attempts, and solid fuel rockets are the comedy option. I wish there was a good way to attach separate "booster" rockets - so far all my attempts have resulted in hilarity.

EDIT: I improvised a type of booster ring using solid fuels and added it to my rocket. By keeping them close to the main rocket I avoided instability and got to 400kmby going straight up. Now I'm trying to get into orbit.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 21, 2011, 11:52:46 PM
Orbit is hard, you have to do it manually.  I've never succeeded,  but it apparently involves slowly leveling out your rocket and trading all vertical speed for horizontal speed.
Title: Re: Kerbal Space Program
Post by: frunk on July 22, 2011, 08:25:42 AM
Here's how to get a rocket into orbit.

1.  Build a rocket that's stable (maintains close to the same direction no spin for at least 5 seconds without using SAS)
2.  Make sure the rocket can get to at least 50 km
3.  Fire straight up until you get to about 10 km, you can use SAS for this if you want.
4.  Turn off SAS and start turning in one of the four directions but only turn a little bit at first.  I usually go right or left but it doesn't matter
5.  Keep your eye on the gyroscope, make sure you are turning only in one direction, cancel out any other motion.  If it drifts
     a. Up push W
     b. Down push S
     c.  Left push D
     d.  Right push A
     e.  Spins right push Q
     f.  Spins left push E
6.  Be as cautious as you can.  Generally you are just tapping keys.  Overcorrection will kill you.
7.  Keep gradually turning in your selected direction.  When you get to 40 km you should be horizontal (you can tell on the gyroscope as you'll be between the two color bands) and maintaining it.
8.  At some point (2+ km/s speed depending on how high you are) you can throttle back your rocket and save fuel for adjustments.
9.  Watch your height.  When it stops going up you've reached the top of the orbit.
10.  Consult this table (https://gist.github.com/1075144) to see what your velocity should be at that point.  The further your velocity is from Vcirc the more eccentric your orbit is.
11.  If it's too eccentric you'll hit the atmosphere and you'll crash.
Title: Re: Kerbal Space Program
Post by: DontSayBanana on July 22, 2011, 08:48:55 AM
Quote from: Razgovory on July 21, 2011, 05:48:13 PM
It occurred to me that killing shooting into space three Kerbals in one rocket was inefficient.  I am currently working on a ship to transport twenty one Kerbals at the same time.  There are still some bugs to work out, such as the rocket being torn apart or the capsules falling off but we are making progress.  One early version had the minor problem of launching toward the stars at only two meters per second, and sometimes not all the rockets go off when I want them to.  I thought I solved that by putting on a coupler that I had forgotten, but all that did was make the whole rocket explode on liftoff.  Still, the parts are cheap and Kerbals are plentiful, I think the project has some real potential.

I've abandoned the "all solid booster" rocket.  I simply can't get high enough.

Another project that seems interesting is to simply build a rocket 50 Km tall so that it doesn't have to travel very far or fast before reaching orbit.  Ideally the Kerbals would just have to climb up and jump off.

I dunno if it's a bug, but I've had bad luck with solids on the launchpad; so far I've had to use liquids for my first stage with no exceptions- otherwise it sticks at around 0.2m/s and doesn't clear the pad.
Title: Re: Kerbal Space Program
Post by: DontSayBanana on July 22, 2011, 09:14:44 AM
Dumb noob question, but how do I get engines to hook to the radial decouplers?  It seems like I can only attach winglets with those.
Title: Re: Kerbal Space Program
Post by: frunk on July 22, 2011, 09:30:55 AM
Quote from: DontSayBanana on July 22, 2011, 09:14:44 AM
Dumb noob question, but how do I get engines to hook to the radial decouplers?  It seems like I can only attach winglets with those.

Only Solid Fuel Rockets will attach to the radials.
Title: Re: Kerbal Space Program
Post by: frunk on July 22, 2011, 09:31:51 AM
Quote from: DontSayBanana on July 22, 2011, 08:48:55 AM
Quote from: Razgovory on July 21, 2011, 05:48:13 PM
It occurred to me that killing shooting into space three Kerbals in one rocket was inefficient.  I am currently working on a ship to transport twenty one Kerbals at the same time.  There are still some bugs to work out, such as the rocket being torn apart or the capsules falling off but we are making progress.  One early version had the minor problem of launching toward the stars at only two meters per second, and sometimes not all the rockets go off when I want them to.  I thought I solved that by putting on a coupler that I had forgotten, but all that did was make the whole rocket explode on liftoff.  Still, the parts are cheap and Kerbals are plentiful, I think the project has some real potential.

I've abandoned the "all solid booster" rocket.  I simply can't get high enough.

Another project that seems interesting is to simply build a rocket 50 Km tall so that it doesn't have to travel very far or fast before reaching orbit.  Ideally the Kerbals would just have to climb up and jump off.

I dunno if it's a bug, but I've had bad luck with solids on the launchpad; so far I've had to use liquids for my first stage with no exceptions- otherwise it sticks at around 0.2m/s and doesn't clear the pad.

My first stage is usually a set of solids, or a liquid center with solids radially attached on the sides.
Title: Re: Kerbal Space Program
Post by: DontSayBanana on July 22, 2011, 09:55:49 AM
Yeah, right after I said that, I managed a pseudo-single-column rocket (initial stage was 3 solids on a tricoupler) that set a new personal best of ~300km.

Shattered my previous best of ~17km.
Title: Re: Kerbal Space Program
Post by: frunk on July 22, 2011, 10:51:35 AM
I've hit 5.7 km/s using base components.  It consists of 15 SRB in the first stage, 3 Liquid and 9 more SRB in the second, and a single Liquid in the third.

Minimizing the SAS and moving them down stage as far as possible gained me about 1 km/s.

Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on July 22, 2011, 02:08:40 PM
Quote from: DontSayBanana on July 22, 2011, 08:48:55 AM
Quote from: Razgovory on July 21, 2011, 05:48:13 PM
It occurred to me that killing shooting into space three Kerbals in one rocket was inefficient.  I am currently working on a ship to transport twenty one Kerbals at the same time.  There are still some bugs to work out, such as the rocket being torn apart or the capsules falling off but we are making progress.  One early version had the minor problem of launching toward the stars at only two meters per second, and sometimes not all the rockets go off when I want them to.  I thought I solved that by putting on a coupler that I had forgotten, but all that did was make the whole rocket explode on liftoff.  Still, the parts are cheap and Kerbals are plentiful, I think the project has some real potential.

I've abandoned the "all solid booster" rocket.  I simply can't get high enough.

Another project that seems interesting is to simply build a rocket 50 Km tall so that it doesn't have to travel very far or fast before reaching orbit.  Ideally the Kerbals would just have to climb up and jump off.

I dunno if it's a bug, but I've had bad luck with solids on the launchpad; so far I've had to use liquids for my first stage with no exceptions- otherwise it sticks at around 0.2m/s and doesn't clear the pad.

Need more solids!
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv66%2FEricDerKonig%2FScreenshot-7_22_20111_47_02PM.png&hash=6829cda1e7f352b4ff01d1cbee2a39d130c14887)
Title: Re: Kerbal Space Program
Post by: DontSayBanana on July 22, 2011, 02:47:25 PM
Quote from: HisMajestyBOB on July 22, 2011, 02:08:40 PM
Need more solids!
[pic snipped]

:lol: You're getting dangerously close to the kind of pics Ed posted.  This has inspired me to make a peace-sign rocket array.  Failing that, I'll make the star-of-david ships from History of the World Part I. ;)
Title: Re: Kerbal Space Program
Post by: DontSayBanana on July 23, 2011, 10:16:44 AM
Today's achievement: my first launchpad explosion.  I made by far the biggest rocket I've made, using some of the mods.  As soon as I switched to the launchpad, it instantly and spontaneously exploded.  Of course, thanks to the sheer size, the capsule was blown from the pad to relative safety.  Bill, Jebediah, and Bob are shaken but seem uninjured.

The beast:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi148.photobucket.com%2Falbums%2Fs13%2FSevaraB%2Fscreenshot3.png&hash=78dea15a08ed67ebc7f3bb68ed739949f1a3a23a)

What happened on the launchpad:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi148.photobucket.com%2Falbums%2Fs13%2FSevaraB%2Fscreenshot4.png&hash=0a3730a3960976faa4e46d46d4b6ff4ff1a24e57)

Reviewing the logs, it seems there was some sort of problem hitching an SAS to the 1x3 cone adapter- it blew off on warmup and knocked one of the solids into that enormous liquid tank.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on July 23, 2011, 12:01:35 PM
I made a few modifications to my best rocket and got to 1600 km above sea level. My attempt at going into orbit with that rocket failed.

I don't know if it's feasible to reach escape velocity without mods. I hit 2.5 km/s with my rocket, and it's hard to see how I can add more without it becoming unstable or getting diminishing returns thanks to the added mass of rockets and fuel.
Title: Re: Kerbal Space Program
Post by: DontSayBanana on July 23, 2011, 10:54:38 PM
I've gotten close.  Modded parts make it stupidly easy, though.  Instant recipe for nearly endless flight, bottom to top: 5 stock liquid rocket engines with a single stock tank each, a 3m-to-5x1 adapter, two fatboys chained, a stock liquid fuel tank, a SAS unit, a RCS module (I used this for purposes of not just stacking SAS), a decoupler, and finally the crew module with the stock parachute.

I hit 3.8km/s and didn't burn out my fuel until 150km.  I ran this launch twice; each time, I had to quit and turn off before seeing it hit an apex, though each launch hit over 9000km.  Gravity from Kearth is in effect at any distance, but according to the Tcirc/Vcirc/Vesc table, the deceleration falls off much slower than the calculated Vesc at each altitude, so I was cruising at a de facto escape velocity.

I'm most likely not going to get a chance to play tomorrow, but next time I do, I'll start tackling the joy that is orbiting.  I'm expecting it to take probably 2-3 days before I can consistently get a ship to circle Kearth once.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 24, 2011, 11:41:09 AM
I think solid boosters give more thrust, but don't last long and can't be controlled.  A craft with just a capsule, parachute, fuel tank, and engine will go like three times as high as a craft that consists of a capsule, parachute, and solid rocket booster.  However, the rocket booster will have a higher Gforce, so they can be helpful at the initial launch.  Kerbal Earth has the same surface gravity as regular Earth, but since it's so much smaller that gravitational pull decreases fairly quickly as you get higher up.  You don't have to get very high before a craft that was too heavy on the surface can make good speed.

You know, this would actually be a good game for a classroom.  It does demonstrate some import aspects of Physics and Math in an entertaining way.  Would be good for a Middle school or High School Math or science type class.  I remember a class I had in middle school which was essentially an introduction to practical science and engineering. In the class you would rotate between different stations that had different lessons.  One was a flight simulator, one was bridge construction etc. I found it interesting, but terrible math skills held me back.  This game would have fit with it really well.
Title: Re: Kerbal Space Program
Post by: Razgovory on July 24, 2011, 11:44:33 AM
Quote from: frunk on July 22, 2011, 10:51:35 AM
I've hit 5.7 km/s using base components.  It consists of 15 SRB in the first stage, 3 Liquid and 9 more SRB in the second, and a single Liquid in the third.

Minimizing the SAS and moving them down stage as far as possible gained me about 1 km/s.

Best I've seen anyone do with base components was 6975 m/s.  http://www.youtube.com/watch?v=eD0dOC7EyAM   Not good enough for real escape velocity but would make an effective ICBM.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on August 10, 2011, 10:56:19 PM
I think I got just over escape velocity using basic components. I've learned that going crazy on the SAS Modules for the first stage or two really helps keep the thing stable.

Apparently the next update (currently available in beta) will have struts, allowing you to stop long stacks of engines from flopping all over the place. On the one hand, it will make rocket-building easier; on the other, getting around the inherent instability of any large rocket is part of the challenge/fun.
Title: Re: Kerbal Space Program
Post by: Razgovory on August 10, 2011, 11:03:52 PM
I achieved escape velocity with non-mod parts.  Shot up into space, and left the PC on for a few hours.  When I came back, Kearth was so far behind I couldn't even see it.  With the mod parts it's stupidly easy to get into space.  I achieved escape velocity with a craft consisting of one large fuel tank and one high powered rocket engine.  meh.  Building bigger rockets with mods doesn't always work though, I had a rocket where the engine moved so much faster then the top it blasted right through the rest of the craft.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on August 10, 2011, 11:32:40 PM
Yeah, mods seem to take out all the fun.

I discovered that you can attach a rocket to the top of the command module and it won't cook the astronauts. I'm sure some devious fun can be had with this. :menace:
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on August 11, 2011, 11:16:05 AM
How can a design that works almost perfectly the first launch spin wildly out of country on all subsequent launches, without any changes to the design? :frusty:
Title: Re: Kerbal Space Program
Post by: frunk on August 11, 2011, 11:34:58 AM
One trick is after moving any pieces into different stages from where they are auto-assigned make sure the design is saved.  Otherwise it'll "lose" those changes at inconvenient moments.
Title: Re: Kerbal Space Program
Post by: Razgovory on August 11, 2011, 02:33:11 PM
Quote from: HisMajestyBOB on August 11, 2011, 11:16:05 AM
How can a design that works almost perfectly the first launch spin wildly out of country on all subsequent launches, without any changes to the design? :frusty:

I do not know.  The game doesn't give you a lot of feedback on things.  Perhaps the weather is different or something.

Actually one of the things I hope they put in is something to tell you the weight of your craft and how much thrust your engines are putting out.  How much Gravity is pulling on you would be nice as well.  Sometimes my crew is experiencing quite a bit G.  Like 60Gs at lift off.  I think that would be enough to kill a human being.
Title: Re: Kerbal Space Program
Post by: HisMajestyBOB on August 11, 2011, 04:35:28 PM
Quote from: Razgovory on August 11, 2011, 02:33:11 PM
Quote from: HisMajestyBOB on August 11, 2011, 11:16:05 AM
How can a design that works almost perfectly the first launch spin wildly out of country on all subsequent launches, without any changes to the design? :frusty:

I do not know.  The game doesn't give you a lot of feedback on things.  Perhaps the weather is different or something.

Actually one of the things I hope they put in is something to tell you the weight of your craft and how much thrust your engines are putting out.  How much Gravity is pulling on you would be nice as well.  Sometimes my crew is experiencing quite a bit G.  Like 60Gs at lift off.  I think that would be enough to kill a human being.

I found this program where you can put in the various modules of your rocket and it will tell you the weight and delta V, among other things.
http://www.kerbalspacerepository.com/2011/07/20/187/

It won't tell you if it's unbalanced, though. That would be a really handy feature in-game, as well as a way to automatically make all my decoupling struts and solid rockets even with each other. I suspect that's one reason why some of my rockets start leaning too much in one direction.
Title: Re: Kerbal Space Program
Post by: Neil on August 11, 2011, 07:08:10 PM
Quote from: HisMajestyBOB on August 11, 2011, 04:35:28 PM
Quote from: Razgovory on August 11, 2011, 02:33:11 PM
Quote from: HisMajestyBOB on August 11, 2011, 11:16:05 AM
How can a design that works almost perfectly the first launch spin wildly out of country on all subsequent launches, without any changes to the design? :frusty:

I do not know.  The game doesn't give you a lot of feedback on things.  Perhaps the weather is different or something.

Actually one of the things I hope they put in is something to tell you the weight of your craft and how much thrust your engines are putting out.  How much Gravity is pulling on you would be nice as well.  Sometimes my crew is experiencing quite a bit G.  Like 60Gs at lift off.  I think that would be enough to kill a human being.

I found this program where you can put in the various modules of your rocket and it will tell you the weight and delta V, among other things.
http://www.kerbalspacerepository.com/2011/07/20/187/

It won't tell you if it's unbalanced, though. That would be a really handy feature in-game, as well as a way to automatically make all my decoupling struts and solid rockets even with each other. I suspect that's one reason why some of my rockets start leaning too much in one direction.
There's a small circle at the top of the screen.  If you right-click on it, it'll allow you to make multiple, concentric add-ons.
Title: Re: Kerbal Space Program
Post by: Fireblade on August 11, 2011, 09:34:55 PM
Quote from: HisMajestyBOB on July 21, 2011, 05:46:45 PM
EDIT: Another design, based on the first but with 3 rockets per separator instead of 1, went up before becoming unstable and flying apart. One test had the command capsule intact, but the parachute had been blown off by the explosion. The astronauts had to ponder their fate in free-fall.

RIP Christa McAuliffe :(

Downloading. :lol:
Title: Re: Kerbal Space Program
Post by: frunk on August 15, 2011, 06:52:14 PM
Version 0.9 is out.  It's not significantly different, except the stage management is much easier and less buggy.

I've also gotten to 200 km straight up in just a shade under 3 minutes. 
Title: Re: Kerbal Space Program
Post by: Grinning_Colossus on October 01, 2011, 09:25:19 AM
[Edit: silly statement removed. It's a good game even after you get the hang of it.]
Title: Re: Kerbal Space Program
Post by: frunk on November 13, 2011, 12:21:56 AM
0.12 has added the Mun!  I haven't landed (or crashed) on it yet.
Title: Re: Kerbal Space Program
Post by: Josquius on November 15, 2011, 01:10:20 AM
But it is possible to get to the moon?
Wonder where they're going with this, keeping it crazy and sandboxy or adding in some sort of management behind running the space programme or what?
I've not played it for ages, might give it another download when I get home.
Title: Re: Kerbal Space Program
Post by: Razgovory on November 15, 2011, 01:37:47 AM
I saw some of the new stuff.  Useful stuff like a thing to speed up the time and something that shows your orbit trajectory.  Nifty.
Title: Re: Kerbal Space Program
Post by: Crazy_Ivan80 on November 15, 2011, 03:05:01 AM
Quote from: Tyr on November 15, 2011, 01:10:20 AM
But it is possible to get to the moon?
Wonder where they're going with this, keeping it crazy and sandboxy or adding in some sort of management behind running the space programme or what?
I've not played it for ages, might give it another download when I get home.
you can land on it
Title: Re: Kerbal Space Program
Post by: Razgovory on November 23, 2011, 04:48:22 PM
I downloaded the new version and played around with it.  I went around Kerbin, though I wouldn't really call it an orbit.  I swung around it and spiraled off into space with no fuel left.  After a while I did seem to achieve an orbit around the sun though.  I hope Jeb doesn't eat or breath to much.
Title: Re: Kerbal Space Program
Post by: Razgovory on November 23, 2011, 04:49:32 PM
Also I found this:  http://www.youtube.com/watch?v=BrThKiUZoiw  Anyone know the music that was used for this?
Title: Re: Kerbal Space Program
Post by: Ed Anger on November 23, 2011, 05:11:16 PM
Jebidiah exists on pure awesomeness.
Title: Re: Kerbal Space Program
Post by: Razgovory on November 24, 2011, 04:47:32 PM
I achieved Orbit!  It was a highly eccentric orbit, but it was stable.  Unfortunately my effort to achieve reentry failed and my guys just spun off into space and are now orbiting the Sun. :(  I didn't know you could fail at falling down.
Title: Re: Kerbal Space Program
Post by: Razgovory on November 24, 2011, 06:57:53 PM
I achieved a much less eccentric orbit (though there was still 100,000 KM between the high point and low point), and this time was able to make it back to Kerbin safely after orbiting for nearly four hours.
Title: Re: Kerbal Space Program
Post by: Neil on November 24, 2011, 10:57:53 PM
Quote from: Razgovory on November 24, 2011, 04:47:32 PM
I achieved Orbit!  It was a highly eccentric orbit, but it was stable.  Unfortunately my effort to achieve reentry failed and my guys just spun off into space and are now orbiting the Sun. :(  I didn't know you could fail at falling down.
At a shallow angle, a small object can bounce off the atmosphere.
Title: Re: Kerbal Space Program
Post by: Razgovory on November 25, 2011, 07:53:21 AM
Yeah, I don't really know much about space. I think my problem the first time was I achieve too high an altitude, (which also wasted most of my fuel), and when I went for reentry I burned into my orbit rather then away from it.  So while I was going down I was also moving faster turning my orbit into a parabola. I'm actually learning things from this game, which is always neat.  The new map feature and time warp make the game much better.  You have a much better idea what you are doing and speeding things up is essential when dealing with space.  Cause space is big and a take a long time do shit up there.
Title: Re: Kerbal Space Program
Post by: Alcibiades on January 21, 2012, 12:39:16 PM
http://www.youtube.com/watch?feature=player_embedded&v=52HDyqAT0f8

Moon landing and return from a guy on another forum I frequent.  Does a pretty good job with explanations and stuff, too.


Thought some of you may enjoy this, all stock parts.
Title: Re: Kerbal Space Program
Post by: sbr on January 21, 2012, 01:10:46 PM
Cool.  I never got the game but that is a neat video.
Title: Re: Kerbal Space Program
Post by: Alcibiades on January 21, 2012, 01:23:28 PM
It's free, I haven't played it in months, though.  Just ran across this and thought some here may still play it.
Title: Re: Kerbal Space Program
Post by: sbr on January 21, 2012, 01:30:34 PM
When I said I didn't get it, I meant I didn't like it.  :)
Title: Re: Kerbal Space Program
Post by: Razgovory on January 21, 2012, 06:36:41 PM
I liked the fact that I actually learned some things about real rocketry and orbits.  Before I really didn't know what you had to do to attain an orbit of a planet.  Never really thought about it.
Title: Re: Kerbal Space Program
Post by: grumbler on January 21, 2012, 08:30:48 PM
Quote from: Alcibiades on January 21, 2012, 12:39:16 PM
http://www.youtube.com/watch?feature=player_embedded&v=52HDyqAT0f8

Moon landing and return from a guy on another forum I frequent.  Does a pretty good job with explanations and stuff, too.


Thought some of you may enjoy this, all stock parts.
I enjoyed that.  I didn't have the patience for the game, but it is great to see what people do when they do have the patience.
Title: Re: Kerbal Space Program
Post by: Grey Fox on April 18, 2013, 09:29:17 PM
I have being playing the demo for this thing.

Can't seem to achieve a stable Kerbin Orbit but I have no trouble escaping to a sun orbit tho.
Title: Re: Kerbal Space Program
Post by: Razgovory on April 18, 2013, 10:20:25 PM
Quote from: Grey Fox on April 18, 2013, 09:29:17 PM
I have being playing the demo for this thing.

Can't seem to achieve a stable Kerbin Orbit but I have no trouble escaping to a sun orbit tho.

Are you just going up?  Once you get past the atmosphere you need to start accelerating horizontally to the planet.  You need both your Periapsis and Apsis to be above be above the atmosphere.
Title: Re: Kerbal Space Program
Post by: Grey Fox on April 19, 2013, 05:10:33 AM
Quote from: Razgovory on April 18, 2013, 10:20:25 PM
Quote from: Grey Fox on April 18, 2013, 09:29:17 PM
I have being playing the demo for this thing.

Can't seem to achieve a stable Kerbin Orbit but I have no trouble escaping to a sun orbit tho.

Are you just going up?  Once you get past the atmosphere you need to start accelerating horizontally to the planet.  You need both your Periapsis and Apsis to be above be above the atmosphere.

Oh. I really need to look at some tutorials.
Title: Re: Kerbal Space Program
Post by: frunk on November 19, 2013, 07:56:37 AM
I just revisited KSP after being away for a long time and it's come a long way.  Multiple planets you can visit, a career mode (including hiring new Kerbals when old ones "mysteriously wander off"), significantly better graphics and the orbit map that makes achieving orbit and things like visiting the Mun much easier.

The tutorials are also very good at showing you how to maintain and adjust your orbit.  It's $22 now if you haven't bought it yet, although there was just a 40% off sale on Steam.
Title: Re: Kerbal Space Program
Post by: Fireblade on November 23, 2013, 01:49:58 PM
Orbiting Kerbin is pretty easy. Launch, go straight up until you get to 10k altitude, and then start going right. Slowly lower your rocket until you start reaching 100k. When you're at your desired height, shut down your engines, turn your shit all the way around, and fire your engines until your orbit is more or less circular. Then you're in a pretty good position to start going places. :)

You can also cheat by using MechJeb, but even with that it's still hard to (successfully) land on places. I think I have 10 Kerbals on the Mun because I keep fucking up the rescue missions.
Title: Re: Kerbal Space Program
Post by: CountDeMoney on November 23, 2013, 01:53:49 PM
Quote from: Fireblade on November 23, 2013, 01:49:58 PM
I think I have 10 Kerbals on the Mun because I keep fucking up the rescue missions.

:lol: What, you're stranding all the rescuers, too?
Title: Re: Kerbal Space Program
Post by: frunk on November 23, 2013, 04:24:22 PM
Quote from: CountDeMoney on November 23, 2013, 01:53:49 PM
Quote from: Fireblade on November 23, 2013, 01:49:58 PM
I think I have 10 Kerbals on the Mun because I keep fucking up the rescue missions.

:lol: What, you're stranding all the rescuers, too?

Tipping over the lander is the biggest danger I've found.  In fact I've been sticking with robotic landings on the Mun until I get better at them.  I've already got one Kerbal stuck in permanent orbit.
Title: Re: Kerbal Space Program
Post by: Razgovory on November 23, 2013, 05:53:33 PM
http://www.youtube.com/watch?v=hUjGW2htpR4  This could also explain why you keep losing them.
Title: Re: Kerbal Space Program
Post by: Fireblade on November 24, 2013, 12:49:28 AM
Quote from: CountDeMoney on November 23, 2013, 01:53:49 PM
Quote from: Fireblade on November 23, 2013, 01:49:58 PM
I think I have 10 Kerbals on the Mun because I keep fucking up the rescue missions.

:lol: What, you're stranding all the rescuers, too?

Well goddamn, nigger, I can at least LAND on the Mun, I didn't say I've figured out how to get all my lil' green niggas back yet.
Title: Re: Kerbal Space Program
Post by: Fireblade on November 24, 2013, 12:53:04 AM
It also doesn't help that my kid loses his shit whenever I play KSP. I mean, dude, I know you're 3 now and really into spaceships, but daddy is doing something really important and there's almost a dozen little green lives at stake. You're not helping daddy when you flip out and mash the keyboard when I'm 10 meters away from the surface.
Title: Re: Kerbal Space Program
Post by: MadBurgerMaker on November 24, 2013, 01:16:12 AM
Quote from: CountDeMoney on November 23, 2013, 01:53:49 PM
:lol: What, you're stranding all the rescuers, too?

A tradition of the Kerbal Space Program.
Title: Re: Kerbal Space Program
Post by: DontSayBanana on November 27, 2013, 08:43:35 PM
Quote from: MadBurgerMaker on November 24, 2013, 01:16:12 AM
A tradition of the Kerbal Space Program.

I thought that tradition was having the rescue ships explode on the launchpad.
Title: Re: Kerbal Space Program
Post by: MadBurgerMaker on November 27, 2013, 08:50:58 PM
Quote from: DontSayBanana on November 27, 2013, 08:43:35 PM
I thought that tradition was having the rescue ships explode on the launchpad.

That too.  Or making it off the launchpad to explode somewhere else.  Rapid unplanned disassembly.  While Jeb laughs.
Title: Re: Kerbal Space Program
Post by: Rex Francorum on December 07, 2013, 03:39:01 AM
Did not figure yet to go on the moon... Usually it ends by sending my Kerbs around the sun.  :cry:
Title: Re: Kerbal Space Program
Post by: Crazy_Ivan80 on December 07, 2013, 09:01:49 AM
Quote from: Rex Francorum on December 07, 2013, 03:39:01 AM
Did not figure yet to go on the moon... Usually it ends by sending my Kerbs around the sun.  :cry:

of the San Francisco to get some whales?
Title: Re: Kerbal Space Program
Post by: grumbler on December 11, 2013, 01:04:59 PM
Quote from: Crazy_Ivan80 on December 07, 2013, 09:01:49 AM
Quote from: Rex Francorum on December 07, 2013, 03:39:01 AM
Did not figure yet to go on the moon... Usually it ends by sending my Kerbs around the sun.  :cry:

of the San Francisco to get some whales?
Or of the Jupiter to turn into Space Baby.
Title: Re: Kerbal Space Program
Post by: frunk on December 11, 2013, 01:33:51 PM
Quote from: Rex Francorum on December 07, 2013, 03:39:01 AM
Did not figure yet to go on the moon... Usually it ends by sending my Kerbs around the sun.  :cry:

Make sure you use map mode, and burn retrograde when (or 5-10 secs before) you reach perapsis of the moon.

In layman's terms, fire up the engines in the opposite direction (retrograde) of your movement when you reach your closest approach (perapsis) to the moon.  You can tell where retrograde is by looking on your navball (http://wiki.kerbalspaceprogram.com/wiki/Navball) for a green X surrounded by a circle with three lines sticking out in a triangle.  Center on that before engaging thrust.

When map mode shows you have an orbit around the moon you can stop your engines or keep firing to get a closer orbit.

You don't have to do this maneuver right at the perapsis, but it's most energy efficient this way.

When in orbit the trick is burning retrograde (against the direction of movement) reduces the distance on the opposite side of the orbit, burning prograde (with the direction of movement) increases it.  Burn retrograde enough and you hit whatever you are orbiting, burn prograde enough and you escape your orbit.
Title: Re: Kerbal Space Program
Post by: fhdz on December 13, 2013, 12:52:17 AM
This game is on sale on Steam if you haven't picked it up yet. Personally I am not sure whether to pull the trigger now or wait for a better sale.
Title: Re: Kerbal Space Program
Post by: MadBurgerMaker on April 05, 2014, 01:39:46 AM
I accidentally marooned Jeb on the Moon (again).  Bill is on the way with an extra capsule.  LEAVE NO MAN BEHIND
Title: Re: Kerbal Space Program
Post by: HVC on April 06, 2014, 06:00:37 PM
So I finally made orbit, did on go around, plan a vector back down... and smack into my first set of boosters 14k or so above the ground :lol:
Title: Re: Kerbal Space Program
Post by: Crazy_Ivan80 on April 07, 2014, 01:09:20 AM
Quote from: HVC on April 06, 2014, 06:00:37 PM
So I finally made orbit, did on go around, plan a vector back down... and smack into my first set of boosters 14k or so above the ground :lol:

not enough space eh