If you haven't tried it yet, the new patch is quite enjoyable.
I don't know if maybe I'm just building things better, but I've noticed launch stability is greatly improved and wings seem to have a much greater effect in controlling stability of rockets
but the missions have had me do things I would ordinarily not do, like rescue a free floating kerbal from orbit (which is quite hard), or test out obscure vehicle components
I even created a space plane, launched it, and landed it. on a runway. with all the pieces still attached.
I'm actually loving the new test missions. They've gotten me further along the science tree than I was ever able to to reach in the old career mode. But some are definitely a bit absurd.
Would have been much easier had I known you can use the booster, turn it off, move it up the staging tree and then test it in orbit. Dragging that son a bitch all the way up there was a pain.
"If complete and utter chaos was lightning, then he'd be the sort to stand on a hilltop in a thunderstorm wearing wet copper armour and shouting 'All gods are bastards'."
yeah some of the SRB tests are pretty tough to meet, or at least require designing a pretty crazy rocket you might not ordinarily design.
For example, I have one to test the entry level SRB at 75km... I've never gotten solid rockets that high before. I'd love to see what a launcher looks like that can.
Typically my SRB setup craps out around 30km and I'm on liquid for the rest of the trip
I had fun with that one. A couple liquid fuel tanks and the LV-T45, several small boosters near the bottom, two girders mounted on either side about halfway up and boosters mounted to those (so the engines face out at 90 degrees from the craft). Let the SRB/liquid push me straight up to 75k, killed it and fired the second set of boosters once I'd slowed down. Thing spun like a top all the way down.
"If complete and utter chaos was lightning, then he'd be the sort to stand on a hilltop in a thunderstorm wearing wet copper armour and shouting 'All gods are bastards'."
100km over Kerbin, realize i forgot the damn flag -- ffffffffffffffffffff
note: doing launches *without* a mission goal can actually be quite costly. it forces you to either build cheap or focus on contract goals, which isn't terrible since contracts give you plenty of options
I have about 500k currency and a manned interplanetary vehicle is costing around 70k
MetalbourneInside a cluster b personalityRegistered Userregular
I've been having a blast with this new patch.
My one gripe is that I wish there was a notification for new missions appearing. You can switch back to mission control and check for them. I did not know this until I had landed on the mun, returned home, and then found a mission to plant a flag there.
last night I made my first ever successful lunar lander/docking module. So now I can have a very Apollo-esque command module and launch vehicle, and then detach a lunar lander with a crew, hit the surface, do my science, and then dock in orbit. It worked.
Of course, to get the fucker into space it takes 120k worth of parts, but hey, LANDER!
I also made a space plane capable of orbit. But I haven't thought of a valid use for it yet.
So as usual I start up KSP after three or four months of not playing it, and discover that "oh there's a new patch out." So despite having no idea what I'm doing, I decide to give career mode a whirl. I notice some fancy new interfaces and notice that I have this 'contract' tab. I don't see any contracts on the tab, so I decide to just do a simple test launch to re-familiarize myself with the controls using your standard SRB. Halfway through the mission, I get the bright idea to try and get some extra science by doing some EVAs in the air, despite knowing how risky that is. Needless to say, the moment I got out Jebediah was thrown from the craft and flew over fifty meters away. Desperate to save him, I turned on his jetpack and tried to use it to nudge him close enough to the hatch to grab it. Although very sluggish, the jetpack did manage to alter his momentum and after two tries Jeb got back on board.
As nobody died, it was deemed an unprecedented success. (And Jeb managed to get that EVA report as he was hurtling through the atmosphere, it read as: "Wheeeeeeeee!")
So it took another simple test launch before I noticed that the Space Center actually had a new building, and that was where I picked up contracts. So far as the testing contracts go, the only interesting ones so far have been the parachute ones:
Here I messed up by using a SRB instead of a liqued fuel rocket that I could throttle down so I wouldn't overshoot the maximum velocity requirement for parachute testing at altitude. I also took the reach new altitude record and accidentally... overshot... a little:
Note to self: In the future make sure to take any major contracts that I might accomplish on my next mission, just so I don't lose the chance to do them at all.
So far I've really been liking this version of the game, and maybe the biggest change seems to be my performance is amazing. Normally the game could chug, especially at launches, but so far I've seen almost no lag or dropped frames since I started playing this career campaign.
Gundi on
0
MetalbourneInside a cluster b personalityRegistered Userregular
Good news: you can switch back to the space center during flight and pick up new contracts.
+1
MetalbourneInside a cluster b personalityRegistered Userregular
yup still playing. played today. looking forward to the space plane update, it will make it cheaper to get the core of a space station set up... serious interplanetary space planes seem likely as well thanks to a lot of larger construction parts (rockmax boosters on planes!)
working on manned mission to Duna... I think the rocket is pretty much designed. Was doing lander testing before logging off but I think that's set too.
much easier to get science on demand now.. frankly it kind of invalidates career mode. not well balanced. you can rack up multiple hundreds of science now without even packing a science module
in a way thats good, but perhaps the tech costs need to be rebalanced
Love the new airplane parts but the mounting characteristics are disappointingly buggy, particularly for control surfaces. Also it is unexpectedly difficult to generate lift. I think there may have been a quiet rebalance of lift.
Posts
You have to imagine me sort of laugh-saying, "wow, that is dark"
OH MY GOD THEY MADE GENE KRANZ INTO A KERMAN
I don't know if maybe I'm just building things better, but I've noticed launch stability is greatly improved and wings seem to have a much greater effect in controlling stability of rockets
but the missions have had me do things I would ordinarily not do, like rescue a free floating kerbal from orbit (which is quite hard), or test out obscure vehicle components
I even created a space plane, launched it, and landed it. on a runway. with all the pieces still attached.
"Test an LFB KR-1x2 in orbit around Kerbin."
Would have been much easier had I known you can use the booster, turn it off, move it up the staging tree and then test it in orbit. Dragging that son a bitch all the way up there was a pain.
For example, I have one to test the entry level SRB at 75km... I've never gotten solid rockets that high before. I'd love to see what a launcher looks like that can.
Typically my SRB setup craps out around 30km and I'm on liquid for the rest of the trip
went to the mun, landed on the mun, left the mun
100km over Kerbin, realize i forgot the damn flag -- ffffffffffffffffffff
note: doing launches *without* a mission goal can actually be quite costly. it forces you to either build cheap or focus on contract goals, which isn't terrible since contracts give you plenty of options
I have about 500k currency and a manned interplanetary vehicle is costing around 70k
My one gripe is that I wish there was a notification for new missions appearing. You can switch back to mission control and check for them. I did not know this until I had landed on the mun, returned home, and then found a mission to plant a flag there.
Of course, to get the fucker into space it takes 120k worth of parts, but hey, LANDER!
I also made a space plane capable of orbit. But I haven't thought of a valid use for it yet.
As nobody died, it was deemed an unprecedented success. (And Jeb managed to get that EVA report as he was hurtling through the atmosphere, it read as: "Wheeeeeeeee!")
So it took another simple test launch before I noticed that the Space Center actually had a new building, and that was where I picked up contracts. So far as the testing contracts go, the only interesting ones so far have been the parachute ones:
Here I messed up by using a SRB instead of a liqued fuel rocket that I could throttle down so I wouldn't overshoot the maximum velocity requirement for parachute testing at altitude. I also took the reach new altitude record and accidentally... overshot... a little:
Note to self: In the future make sure to take any major contracts that I might accomplish on my next mission, just so I don't lose the chance to do them at all.
So far I've really been liking this version of the game, and maybe the biggest change seems to be my performance is amazing. Normally the game could chug, especially at launches, but so far I've seen almost no lag or dropped frames since I started playing this career campaign.
Hey I guess they're still developing this game is anyone else still playing it?
working on manned mission to Duna... I think the rocket is pretty much designed. Was doing lander testing before logging off but I think that's set too.
much easier to get science on demand now.. frankly it kind of invalidates career mode. not well balanced. you can rack up multiple hundreds of science now without even packing a science module
in a way thats good, but perhaps the tech costs need to be rebalanced
Love the new airplane parts but the mounting characteristics are disappointingly buggy, particularly for control surfaces. Also it is unexpectedly difficult to generate lift. I think there may have been a quiet rebalance of lift.