# Kerbal Space Program

**URL:** <https://boards.straightdope.com/t/kerbal-space-program/593824>\
**Category:** The Game Room\
**Created:** [August 23, 2011, 10:07pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824 "2011-08-23T22:07:59Z")\
**Posts on this page:** 20\
**Page:** 31

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**Author:** ![Grey](https://avatars.discourse-cdn.com/v4/letter/g/b782af/32.png) [@Grey](https://boards.straightdope.com/u/Grey)\
**Post date:** [December 16, 2014, 3:06pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/601 "2014-12-16T15:06:11Z")

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Yeah I lost an Eve EVA, along with a panel. Sure I should have quick saved but it was after a number or tricky retries and I was pretty pleased with myself. Pride goes before the champagne cork kerbin.

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**Author:** ![Grey](https://avatars.discourse-cdn.com/v4/letter/g/b782af/32.png) [@Grey](https://boards.straightdope.com/u/Grey)\
**Post date:** [December 16, 2014, 3:08pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/602 "2014-12-16T15:08:42Z")

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**XT** yep; I loaded up a game last night and MechJeb was toast.

The new interface is taking a moment to get use to. The Parts list is now down the top _left_ part of the screen and a series of sorting options is now where the part tabs used to be. I haven’t tried to weird buttons that are around there either.

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [December 16, 2014, 7:07pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/603 "2014-12-16T19:07:31Z")

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> [@XT](#):
>
> I noticed the big download last night. I’m guessing that MechJeb is broken again so I’ll probably wait to try it out until they get that up and running again.

A new, compatible MechJeb was released yesterday.

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**Author:** ![XT](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/xt/32/456_2.png) [@XT](https://boards.straightdope.com/u/XT)\
**Post date:** [December 16, 2014, 7:21pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/604 "2014-12-16T19:21:01Z")

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> [@Knorf](#):
>
> A new, compatible MechJeb was released yesterday.

Sweet! I know what I’ll be doing tonight when I get back to my room. 🙂

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [December 16, 2014, 8:51pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/605 "2014-12-16T20:51:17Z")

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> [@XT](#):
>
> Sweet! I know what I’ll be doing tonight when I get back to my room. 🙂

I’m enjoying the new stuff. It makes everything quite a bit more challenging (in career mode), especially the need to upgrade KSC buildings. I’m enjoying the new Kerbalnaut roles, and I really love the new part gizmos. The new contracts are well done.

I swore I wouldn’t play though another career mode, but now I am, and it’s been very fun. Also, each time I do, I get a little better at the game.

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**Author:** ![Precambrianmollusc](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/precambrianmollusc/32/63_2.png) [@Precambrianmollusc](https://boards.straightdope.com/u/Precambrianmollusc)\
**Post date:** [December 16, 2014, 10:04pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/606 "2014-12-16T22:04:41Z")

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How is the stability ( of the game , not your rockets )

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [December 17, 2014, 12:34am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/607 "2014-12-17T00:34:50Z")

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> [@Precambrianmollusc](#):
>
> How is the stability ( of the game , not your rockets )

Both are fantastic.

I did experience one glitch last night, when I failed to separate the parachute staging from rocket ignition. I may or may not have reverted to pretend that I didn’t just slaughter Jebediah on his first sub-orbital launch…

Oh, the game. Yes I did get a weird graphical glitch that required relaunching the game, but otherwise it’s been stable. 6 or so hours of play.

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**Author:** ![Grey](https://avatars.discourse-cdn.com/v4/letter/g/b782af/32.png) [@Grey](https://boards.straightdope.com/u/Grey)\
**Post date:** [December 19, 2014, 5:26pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/608 "2014-12-19T17:26:22Z")

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Good lord, I’m not sure if I should be thanking KSP career mode for making me a tight fisted but more capable flyer or if I should go back to sandbox mode. I haven’t quite mastered the contract/upgrade/rocket design piece yet. I’m always checking part counts, mass and money.

It’s awesome. 😃

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [December 19, 2014, 5:46pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/609 "2014-12-19T17:46:48Z")

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So here’s the deal with EVAs. If it’s your pilot going on EVA, and there’s no other stability assist (scientists and engineers can’t do it), the odds are that his going on EVA will upset the apple cart (so to speak) and he won’t be able to hold on. You’ll need to use the RCS system to get back to your craft.

On the other hand, if you include a separate SAS, such as probe core that includes it, or leave a pilot in the craft, it will remain stable and the Kerbal on EVA shouldn’t lose grip.

It’s a mechanic I approve of, actually: giving the Kerbals specific tasks that they’re good at, and leaving you a bit handicapped if you choose poorly.

The building upgrades certainly give you something to spend all that money on, which feels worthwhile to me.

By the way, I notice you can move Kerbals on your roster back into the applicant list, via the Astronaut Complex screen. Maybe you could do that before, but I don’t remember it. Maybe I just never noticed.

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**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [December 31, 2014, 2:21pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/610 "2014-12-31T14:21:33Z")

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I’ve developed a few appropriately Kerbalish technologies - one tested in the field, one only at the KSC.

First, an air-droppable science probe. Since some of the new contracts ask you to conduct science in difficult places like mountains or oceans where it is difficult for a reconnaissance plane to take off again, I’ve created a science pod that fits under the plane that will deploy a parachute just before impact and land safely. All I need to do is fly overhead and drop the probe before flying back to base, then use the tracking station to take control of the probe do whatever I need.

Second, a rocket assisted grapnel. I intend to use this to make asteroid missions more awesome: instead of slowly sidling up to the asteroid with RCS to grab it, I intend to fire anchors into it from forty meters away and winch it in.

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**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [December 31, 2014, 2:30pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/611 "2014-12-31T14:30:07Z")

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I’ve also started using the [Texture Replacer](http://forum.kerbalspaceprogram.com/threads/60961-0-90-TextureReplacer-2-1-2-%2820-12-2014%29) mod with [these suits](http://forum.kerbalspaceprogram.com/threads/60961-0-90-TextureReplacer-2-1-2-%2820-12-2014%29/page96?p=1192556#post1192556) and [these heads](http://forum.kerbalspaceprogram.com/threads/60961-0-90-TextureReplacer-2-1-2-%2820-12-2014%29/page156?p=1576978#post1576978). Now it’s much easier to tell the difference between a pilot and a scientist.

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [April 15, 2015, 1:03am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/612 "2015-04-15T01:03:28Z")

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Anyone else getting excited about the imminentish release of Kerbal Space Program v. 1.0?

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**Author:** ![Precambrianmollusc](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/precambrianmollusc/32/63_2.png) [@Precambrianmollusc](https://boards.straightdope.com/u/Precambrianmollusc)\
**Post date:** [April 21, 2015, 12:44am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/613 "2015-04-21T00:44:20Z")

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Yes, just 7 days to go. I have been out of KSP for a while, waiting for 1.0 and, if I can wangle an upgrade for my work laptop , I will be back at it ( home system is fine, but a lot of my KSP time is when traveling , which I do a lot, and my current lap top is really struggling)

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [April 21, 2015, 2:49pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/614 "2015-04-21T14:49:00Z")

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For those only casually following, here’s the official list of new things coming now that Kerbal Space Program is leaving “early access.” It’s exciting stuff: it’s going to be kind of a new game with all these goodies. A couple things I don’t see on the list but I believe will be included are [reentry heating](http://forum.kerbalspaceprogram.com/threads/110482-KSP-1-0-General-Thread-All-the-new-features), including parts of heat shielding, realistic Mach effects, and a few other details. The link is the “unofficial” list.

> [@](#):
>
> - New Drag Model:  
> We’ve redesigned the way drag is calculated, now it will take into account things such as part occlusion, facing, and got rid of the calculation being based on part mass.
> 
> - New Lift System:  
> Corrected the lift so that it is now (properly) a function of the square of velocity, not linear. This allows for far more effective, and accurate, wings.
> 
> - Aerodynamic Stability Overlay:  
> A new part of the UI that shows you the stability of your crafts as you build them, so you can easily tell at a glance how air-worthy (or not) your design is, and see the effects of any changes as you build.
> 
> - Engineer’s Report:  
> A new panel in the VAB and SPH which will warn you of crucial (and generally frustrating) issues in your design, such as a lack of fuel tanks, engines or landing gear, among many other advanced concepts like those.
> 
> - TimeWarp To:  
> Fumble with timewarp and mess up your burns no more, with this new feature you can choose a point along your orbit and the game will take you there as fast as physically possible.
> 
> - Deep Space and Planetary Refueling:  
> Adding a new system and a set of parts that will allow you to collect matter from Asteroids and other bodies, then process it into useful things, like Fuel or Oxidizer.
> 
> - Game Over:  
> Be careless with your funds and reputation and you might promptly find you no longer have a job at the Space Center.
> 
> - New Landing Gears:  
> With the much larger Mk3 parts, we too felt the need for equally much larger landing gears. We’re giving you larger and more diverse ones to fix that.
> 
> - New, Larger Wings:  
> Mk3 crafts also require you to make large wings out of way, way too many small ones. We’re adding wings that are not only larger than all others, they also carry fuel, so you can finally make room for a properly massive payload area.
> 
> - Kerbal Clamber:  
> Kerbals can now climb over small obstacles and out of ladders up onto flat surfaces; because their job wasn’t dangerous enough already.
> 
> - Female Kerbals:  
> Long time in the making, finally joining the team at KSC.
> 
> - Economic Systems Rebalance:  
> Strategies, Part costs, contract payouts, they all needed to be fixed, and have all gotten a much needed balancing pass.
> 
> - Part Stats Rebalance:  
> We’re making sure no part is too light, too heavy, too powerful, or too weak. Exploiters beware!
> 
> - New Contracts:  
> We aim to bridge the gap between the early and late game contracts, as playtesting showed the difficulty curve could use some easing.
> 
> - Tier 0 Buildings:  
> The originally revealed buildings have been enhanced and modified to meet our original vision for them.
> 
> - Sound Overhaul:  
> Adding sounds to several parts of the game and interface that needed them, as well as improving some existing ones.
> 
> - Bugfixes:  
> A lot of long standing bugs are being fixed, and we do mean a lot of them. Beta means bugfixes, after all.

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [April 26, 2015, 8:00pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/615 "2015-04-26T20:00:39Z")

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[Silly but cute](https://www.youtube.com/watch?t=22&v=zjNy0MNNbLs) pre-1.0 release video.

Also: [Scott Manley’s look at 1.0](https://www.youtube.com/watch?v=bLtincmjbR8).

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [April 27, 2015, 5:14pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/616 "2015-04-27T17:14:03Z")

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[Kerbal Space Program 1.0 released](http://forum.kerbalspaceprogram.com/content/336-KSP-1-0-is-Released!).  
🆒

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**Author:** ![MichaelEmouse](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/michaelemouse/32/101_2.png) [@MichaelEmouse](https://boards.straightdope.com/u/MichaelEmouse)\
**Post date:** [April 27, 2015, 9:41pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/617 "2015-04-27T21:41:50Z")

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Is it me or are the aerodynamics better? As in, you can use the body of the craft itself as a lifting surface, even if you don’t have wings.

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**Author:** ![XT](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/xt/32/456_2.png) [@XT](https://boards.straightdope.com/u/XT)\
**Post date:** [April 27, 2015, 9:49pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/618 "2015-04-27T21:49:14Z")

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> [@Knorf](#):
>
> [Silly but cute](https://www.youtube.com/watch?t=22&v=zjNy0MNNbLs) pre-1.0 release video.
> 
> Also: [Scott Manley’s look at 1.0](https://www.youtube.com/watch?v=bLtincmjbR8).

Woohoo! I’ll probably be checking for the latest MechJeb and reloading this for the weekend. I’m going to watch Scott tonight to see what he’s got to say about the first full version…bet he’s seriously excited. 🙂

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**Author:** ![gnoitall](https://avatars.discourse-cdn.com/v4/letter/g/bb73d2/32.png) [@gnoitall](https://boards.straightdope.com/u/gnoitall)\
**Post date:** [April 27, 2015, 10:28pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/619 "2015-04-27T22:28:13Z")

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> [@MichaelEmouse](#):
>
> Is it me or are the aerodynamics better? As in, you can use the body of the craft itself as a lifting surface, even if you don’t have wings.

The 1.0 release notes indicate that aerodynamics calculations are much improved, and specifically noted lifting bodies.

Your observation seems to support their stated intent. It’s probably not you.

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**Author:** ![Precambrianmollusc](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/precambrianmollusc/32/63_2.png) [@Precambrianmollusc](https://boards.straightdope.com/u/Precambrianmollusc)\
**Post date:** [April 27, 2015, 11:17pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/620 "2015-04-27T23:17:29Z")

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I have a board meeting tomorrow, how will I be able to do that if I spend all night investigating 1.0, Squad want me fired damnit!  
Then again, that would free up time to get fully back into KSP.

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