History VideoGame / KerbalSpaceProgram

9th Dec '17 6:20:22 PM TroperBeDoper
Is there an issue? Send a Message


* HistoricalInJoke: The [[http://wiki.kerbalspaceprogram.com/wiki/S1_SRB-KD25k_%22Kickback%22_Solid_Fuel_Booster S1 SRB-KD25k "Kickback" Solid Fuel Booster]] is based on the most powerful rocket motors ever flown, the [[https://en.wikipedia.org/wiki/Space_Shuttle_Solid_Rocket_Booster Space Shuttle Solid Rocket Booster]]. Like the Space Shuttle's SRBs, it claims to designed for recovery. In practice, the recovery of both are more trouble than they're worth. To recover falling rocket stages, one has to add an unmanned probe core and parachutes, manage staging just right, not to mention be a certain distance from it.

to:

* HistoricalInJoke: The [[http://wiki.kerbalspaceprogram.com/wiki/S1_SRB-KD25k_%22Kickback%22_Solid_Fuel_Booster S1 SRB-KD25k "Kickback" Solid Fuel Booster]] is based on the most powerful rocket motors ever flown, the [[https://en.wikipedia.org/wiki/Space_Shuttle_Solid_Rocket_Booster Space Shuttle Solid Rocket Booster]]. Like the Space Shuttle's SRBs, [=SRBs=], it claims to designed for recovery. In practice, the recovery of both are more trouble than they're worth. To recover falling rocket stages, one has to add an unmanned probe core and parachutes, manage staging just right, not to mention be a certain distance from it.
29th Nov '17 8:34:13 PM Mitchz95
Is there an issue? Send a Message

Added DiffLines:

** A UsefulNotes/SpaceX Falcon 9 [[https://en.wikipedia.org/wiki/SpaceX_CRS-7 disintegrated]] during launch in June 2015 due to a defective strut snapping under pressure. Turns out "add more struts" is a valid technique!
28th Nov '17 2:28:09 PM Mitchz95
Is there an issue? Send a Message


* AndIMustScream: Kerbals don't need food or water, meaning if a vehicle is stuck on the moon, orbiting somewhere or flying out into space, those Kerbals won't die and suffer a FateWorseThanDeath. [[TheWorldIsJustAwesome They don't seem to mind, though]].

to:

* AndIMustScream: Defied. Kerbals don't need food or water, meaning if a vehicle is stuck on the moon, orbiting somewhere or flying out into space, those Kerbals won't die and suffer a FateWorseThanDeath. [[TheWorldIsJustAwesome They don't seem remain there forever (or at least until they're rescued). But they are constantly smiling throughout, and will be happy as clams for as long as it takes for help to mind, though]].arrive.
28th Nov '17 12:03:52 AM Occidensill
Is there an issue? Send a Message


The game offers three game modes to suit your style of play. The first is little more than a sandbox. You're set loose upon a space center complete with a vehicle assembly building and a launch pad, a bin full of rocket parts, ground personnel composed entirely of yes-men who build and wheel onto the launch pad anything you design no matter how crazy it is, and some astronauts to crew your creations. The second version is Science, in which you have to conduct experiments in order to unlock various piece parts, as you start off with just the very basics. The third mode is full blown Career mode, and you have to juggle a budget, job offers, your Kerbalnauts and conduct Science similar to the Science mode (which used to be the old Career mode, prior to 0.24). Essentially, you have to manage the entire Space Program. The number of parts has risen dramatically in recent releases, and the community is already cranking out fanmade addons at an impressive pace on top of that.

to:

The game offers three game modes to suit your style of play. The first is little more than a sandbox. You're set loose upon a space center complete with a vehicle assembly building and a launch pad, a bin full of rocket parts, ground personnel composed entirely of yes-men who build and wheel onto the launch pad anything you design no matter how crazy it is, and some astronauts to crew your creations. The second version is Science, in which you have to conduct experiments in order to unlock various piece parts, as you start off with just the very basics. The third mode is full blown Career mode, and you have to juggle a budget, job offers, your Kerbalnauts and conduct Science similar to the Science mode (which used to be the old Career mode, prior to 0.24). Essentially, you have to manage the entire Space Program. The number of parts has risen dramatically in recent later releases, and the community is already cranking out fanmade addons at an impressive pace on top of that.



** The ion engine. The most fuel efficient engine in the game by far, but it's expensive, uses a lot of electricity, and has a very low thrust output (despite still being several times more powerful than real-life ion engines, especially due to a recent update that upped the thrust level appreciably). As a result, the burn time needed to get anywhere interesting can take ''hours'', and you can only accelerate time up to 4x when engines are on.

to:

** The ion engine. The most fuel efficient engine in the game by far, but it's expensive, uses a lot of electricity, and has a very low thrust output (despite still being several times more powerful than real-life ion engines, especially due to a recent an update that upped the thrust level appreciably). As a result, the burn time needed to get anywhere interesting can take ''hours'', and you can only accelerate time up to 4x when engines are on.



* DiminishingReturnsForBalance: The amount of scientific benefit you get from performing the same experiment multiple times in the same environment slowly decreases until you end up getting nothing out of it at all. This is supposed to encourage players to send craft to many different environments, both around Kerbin and elsewhere in the system. Recent updates have made this effect even more pronounced.

to:

* DiminishingReturnsForBalance: The amount of scientific benefit you get from performing the same experiment multiple times in the same environment slowly decreases until you end up getting nothing out of it at all. This is supposed to encourage players to send craft to many different environments, both around Kerbin and elsewhere in the system. Recent Later updates have made this effect even more pronounced.



** Earlier versions of KerbalSpaceProgram used to have a few of these; most of them have been fixed in more recent versions.

to:

** Earlier versions of KerbalSpaceProgram used to have a few of these; most of them have been fixed in more recent later versions.



*** Ed Lu recently also appeared [[http://www.twitch.tv/ksptv/b/486895045 in a livestreamed interview with the KSP developers themselves]].

to:

*** Ed Lu recently also appeared [[http://www.twitch.tv/ksptv/b/486895045 in a livestreamed interview with the KSP developers themselves]].
26th Nov '17 5:00:39 PM Mitchz95
Is there an issue? Send a Message


* BrickJoke: Just about all the science parts warn you in their descriptions that the "warranty will be voided if X happens" (X usually being a mundane or obvious use for the part). If you somehow manage to land on Jool and run a seismic scan, you get the following message:
-->The sensor has informed you that the warranty has just been voided. No refunds.



* RunningGag: Just about all the science parts warn you in their descriptions that "the warranty will be voided if X happens" (X usually being a mundane or obvious use for the part). Becomes a BrickJoke if you somehow manage to land on Jool and run a seismic scan:
-->The sensor has informed you that the warranty has just been voided. No refunds.



-->The sensor has informed you that the warranty has just been voided. No refunds.

to:

-->The sensor has informed you that the warranty has just been voided. No refunds.-->Outcome: Catastrophic Failure!
-->[ [[SaveScumming Revert to Vehicle Assembly]] ]
16th Nov '17 1:10:23 PM Mitchz95
Is there an issue? Send a Message


** Man contracts require the bases to be mobile, because they’re easier to assemble into larger structures that way.

to:

** Man Many contracts require the bases to be mobile, because they’re easier to assemble into larger structures that way.way.
* BatmanCanBreatheInSpace: Technically averted, since Kerbals never take their helmets off in vacuum. However, they also don't require oxygen supplies and can survive in space indefinitely.
14th Nov '17 3:03:16 PM Specialist290
Is there an issue? Send a Message


* ColonyDrop: The introduction of the ''Asteroid Redirect Mission'' allows the player to attach ships to asteroids and redirect them to impact other celestial bodies. There is no particular reason to smash an asteroid at high velocity into a planet though, except as a SelfImposedChallenge. However, managing to safely ''land'' an asteroid on another celestial surface can give another opportunity for [[ForScience additional scientific data]].

to:

* ColonyDrop: ColonyDrop:
**
The introduction of the ''Asteroid Redirect Mission'' allows the player to attach ships to asteroids and redirect them to impact other celestial bodies. There is no particular reason to smash an asteroid at high velocity into a planet though, except as a SelfImposedChallenge. However, managing to safely ''land'' an asteroid on another celestial surface can give another opportunity for [[ForScience additional scientific data]].data]].
** As for the "space station / artificial satellite" variation... well, all that really needs to be said is that it is trivially easy to deorbit any vessel compared to the effort needed to launch it into orbit in the first place.
13th Nov '17 9:35:09 PM FearlessSon
Is there an issue? Send a Message

Added DiffLines:

** Generally ''any'' lander that is ''not'' designed to lift back off (such as those used to land probes, rovers, surface bases that remain on the surface, or just return crew to Kerbin) would fit this trope, albeit in a non-military capacity.
6th Oct '17 2:33:36 PM x_countryguy
Is there an issue? Send a Message


* BeautifulVoid: Only one planet in the whole system has ([[TooDumbToLive debatably]]) intelligent life [[spoiler: although there is evidence for it on others]], and even that planet is mostly empty aside from your Space Center and a few other locations of note (as of 1.02). [[http://forum.kerbalspaceprogram.com/showthread.php/40374-WIP-KerbTown-v0-13-Beta-Place-static-buildings-cities-launch-sites-more!?highlight=KerbTown Some particularly enterprising modders]] are working to make the place feel more lived-in, literally.

to:

* BeautifulVoid: Only one planet in the whole system has ([[TooDumbToLive debatably]]) intelligent life [[spoiler: although [[spoiler:although there is evidence for it on others]], and even that planet is mostly empty aside from your Space Center and a few other locations of note (as of 1.02). [[http://forum.kerbalspaceprogram.com/showthread.php/40374-WIP-KerbTown-v0-13-Beta-Place-static-buildings-cities-launch-sites-more!?highlight=KerbTown Some particularly enterprising modders]] are working to make the place feel more lived-in, literally.
6th Oct '17 11:16:30 AM HiddenWindshield
Is there an issue? Send a Message


* ArtisticLicensePhysics: The game is generally pretty good about using real physics, but that makes the few places where it goes off of it stick out more. For example, a satellite is only calculated to be in one celestial body's sphere of influence at a time, making all exo-atmospheric orbits stable without Lagrange points. Reasons not to include such physics features include performance (calculating and predicting the effect of tens of celestial bodies on potentially hundreds of spacecraft would slow the game to a crawl), simplicity for players (it's much easier to see what's going on), and most importantly, orbital stability (the gravity of the Mun would cause standard Kerbin orbits to slowly destabilize over time, forcing players to make tedious stationkeeping maneuvers like real satellites have to do).

to:

* ArtisticLicensePhysics: The game is generally pretty good about using real physics, but that makes the few places where it goes off of it stick out more. For example, a satellite is only calculated to be in one celestial body's sphere of influence at a time, making all exo-atmospheric orbits stable without stable, and removing the Lagrange points. Reasons not to include such physics features include performance (calculating and predicting the effect of tens of celestial bodies on potentially hundreds of spacecraft would slow the game to a crawl), simplicity for players (it's much easier to see what's going on), and most importantly, orbital stability (the gravity of the Mun would cause standard Kerbin orbits to slowly destabilize over time, forcing players to make tedious stationkeeping maneuvers like real satellites have to do).
This list shows the last 10 events of 554. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.KerbalSpaceProgram