Kerbal Space program

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Kerbal Space program

Post Post #0 (isolation #0) » Mon Aug 04, 2014 4:47 pm

Post by CooLDoG »

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This game has been eating away at my life. Discuss.
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Post Post #2 (isolation #1) » Wed Aug 06, 2014 10:47 am

Post by CooLDoG »

Have you ever built a rover, who? I would be interested in flying one to the mun, but I'm not quite sure what design to use.
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Post Post #4 (isolation #2) » Thu Aug 07, 2014 2:03 am

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I remember my first "lander" design. I didn't know that struts extended downwards so instead of those I used those metal boxes you can place anywhere instead. It looked so stupid. It never had a chance to land because my current rocket design was shitty and couldn't make it to orbit around the mun. But yeah, struts are awesome.
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Post Post #6 (isolation #3) » Thu Aug 07, 2014 2:12 am

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^ yes, 100% agree. I'll post a pick of my ship.... and fuel lines are also from god.
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Post Post #7 (isolation #4) » Thu Aug 07, 2014 2:17 am

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not the most efficient craft, but as a second ever Mun rocket it isn't bad.
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Post Post #9 (isolation #5) » Thu Aug 07, 2014 4:01 am

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In my opinion side feeding is the way to go. for a few reasons:
1) maneuverability. Having one tank alined with the CG seems to work better for me than many tanks with the CG in the middle. Need less RCS thrusters, which I know our designs differ on... but whatever :)
2) Less fuel used. You can easily add small fuel tanks to get the exact right amount (look at the bottom of my rocket) without having to go unbalanced and add one to every engine.
3) Fewer tanks in number means less weight due to the base "empty" tank weight. This gives you more bang for your buck.
4) it looks baller.
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Post Post #11 (isolation #6) » Thu Aug 07, 2014 5:21 am

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yeah, my rocket is pretty damn tall. Staging isn't that much of an issue. When actually discarding a stage it is much cleaner and you don't have to worry about parts hitting other parts. Everything just comes off in a nice straight piece.
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Post Post #14 (isolation #7) » Fri Aug 08, 2014 1:47 am

Post by CooLDoG »

I would play the basic tutorials up to the asteroid one (isn't necessary). Those will give you a good foundation on basic controls and a basic primer on orbital mechanics. After that I would just start a career mode and explore.

Basically thrusting in opposite direction that you are going will decrease the size you your orbit on the opposite side, and thrusting in the direction you are going will increase the size of the orbit on the opposite size.

For rocket design renumber the rocket should get much lighter after each stage. Make sure that you discard stages to remove excess weight. Boosters should not be your sole means or primary means of propulsion to get into orbit. And don't use boosters outside of an atmosphere.
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Post Post #17 (isolation #8) » Fri Aug 08, 2014 1:53 pm

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go to the game folder and there is a config that you can manually edit to make it whatever resolution you want. Just loose in the game folder and called "settings.cfg"

@who, Interesting idea of dropping tanks as you go. I might experiment with it later.
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Post Post #24 (isolation #9) » Mon Aug 11, 2014 3:31 am

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^or just build silly ships that you know will reach the proper conditions for a test... they look pretty fucked up, but they are dirt cheap and rake int he dough. Funds aren't a problem. Even when my ship costs a shit ton, I always have enough funds.
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Post Post #30 (isolation #10) » Mon Aug 11, 2014 9:37 am

Post by CooLDoG »

In post 28, Klazam wrote:goddamnit. was hoping it was free...

does it at least have a multiplayer aspect somehow?

well, I mean, places on the internet exist where it is free. It just depends if you believe in copyright hell.
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Post Post #34 (isolation #11) » Tue Aug 12, 2014 6:54 am

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Not if you were coordinated about when to warp. I mean, it would be a purely cooperative experience.
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Post Post #36 (isolation #12) » Wed Aug 13, 2014 3:10 am

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^you have the parts to make a lander. Just use those square wire-frame things for struts. Look at the crash tolerance on those bad boys.
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