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History Videogame / KerbalSpaceProgram

28th Apr '16 2:49:44 AM FurryKef
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* RidiculouslyFastConstruction:A non-RTS example. Unlike real life, Craft have no lead time whatsoever. The few seconds/minutes it takes to construct a craft in the VAB/SPH is exactly the amount of time in-game that will pass. So it's entirely possible to have a Kerbal on the mun 2 days after the space age begins(assuming you know how to build the craft). It also means that a kerbal trapped in space can be rescued in a matter of days, if not hours. Some mods avert this by adding realistic construction times once the craft is designed in the editor.

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* RidiculouslyFastConstruction:A RidiculouslyFastConstruction: A non-RTS example. Unlike real life, Craft craft have no lead time whatsoever. The few seconds/minutes it takes to construct No time passes when in any of the buildings, including the VAB or SPH, so a craft in can go from conception to the VAB/SPH is exactly the amount launch pad in 0 seconds of time in-game that will pass. game time. So it's entirely possible to have a Kerbal on the mun 2 days after the space age begins(assuming begins (assuming you know how to build the craft). It also means that a kerbal trapped in space can be rescued in a matter of days, if not hours. Some mods avert this by adding realistic construction times once the craft is designed in the editor.
27th Apr '16 12:07:10 AM FurryKef
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** The nuclear rocket isnít much better, being huge in length, rather low on thrust, and merely twice as efficient as regular ones. However, 1.0 has really given it a hard hit by making it not using oxidizer, which leaves you carting around half-empty fuel tanks in any nuclear rocket configuration.

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** The nuclear rocket isnít much better, being huge in length, rather low on thrust, and merely twice as efficient as regular ones. However, On the upside, the 1.0 has really given it a hard hit by making update made it not using require oxidizer, which leaves meaning you carting around half-empty can leave it out of your fuel tanks in any nuclear rocket configuration.to save on mass.
13th Apr '16 7:26:46 AM forthur
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* GuideDangIt: One of the game's few flaws is that there is little in-game documentation of how most things work. You'll have to learn either by a lot of trial and error, by reading up on and applying actual rocket science, or by watching tutorial videos on [[YouTube YouTube]]. In version 1.1 and onwards a "KSPedia" in-game information system should remedy this.

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* GuideDangIt: One of the game's few flaws is that there is little in-game documentation of how most things work. You'll have to learn either by a lot of trial and error, by reading up on and applying actual rocket science, or by watching tutorial videos on [[YouTube YouTube]]. In version 1.1 and onwards a "KSPedia" "[=KSPedia=]" in-game information system should remedy this.
13th Apr '16 7:23:27 AM forthur
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* GameMod: The game is extremely mod-friendly, and several mods have been directly incorporated and their makers hired on as developers. One of the fanbase catchphrases is "There's a mod for that", since there are ''so many'', from autopilots to atmosphere, from vital features the devs haven't got around to yet to fun and wacky parts like soccer balls.

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* GameMod: The game is extremely mod-friendly, and several mods have been directly incorporated and their makers hired on as developers. One of the fanbase catchphrases is "There's a mod for that", since there are ''so many'', from autopilots to atmosphere, improved visuals, from vital features the devs haven't got around to yet yet, to fun and wacky parts like soccer balls.



* GuideDangIt: One of the game's few flaws is that (as of yet) there is little in-game documentation of how most things work. You'll have to learn either by a lot of trial and error, by reading up on and applying actual rocket science, or by watching tutorial videos on [[YouTube YouTube]].

to:

* GuideDangIt: One of the game's few flaws is that (as of yet) there is little in-game documentation of how most things work. You'll have to learn either by a lot of trial and error, by reading up on and applying actual rocket science, or by watching tutorial videos on [[YouTube YouTube]]. In version 1.1 and onwards a "KSPedia" in-game information system should remedy this.
13th Apr '16 7:19:39 AM forthur
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** Almost any return to Kerbin involves airbreaking, which is not FrictionlessReentry and is quite dramatic.

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** Almost any return to Kerbin involves airbreaking, aerobraking, which is not FrictionlessReentry and is quite dramatic.



** If you attach your engines directly to the large orange fuel tank, it has a nasty habit of causing said engines to overheat much faster than normal. Fortunately this can be fixed by adding a smaller fuel tank to the bottom and taping it up with struts, or by using two normal fuel tanks that are half the size together.

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** Earlier versions of KerbalSpaceProgram used to have a few of these; most of them have been fixed in more recent versions.
***
If you attach attached your engines directly to the large orange fuel tank, it has had a nasty habit of causing said engines to overheat much faster than normal. Fortunately this can This could be fixed by adding a smaller fuel tank to the bottom and taping it up with struts, or by using two normal half sized fuel tanks that are half instead.
*** When RCS thrusters were first added, they were programmed to have more thrust when they were closer to
the size together.ship's center of mass. Since there wasn't any cap on this, having an RCS thruster dead on the center of mass would give it infinite thrust, crashing the game.



** When RCS thrusters were first added, they were programmed to have more thrust when they were closer to the ship's center of mass. Since there wasn't any cap on this, having an RCS thruster dead on the center of mass would give it infinite thrust, crashing the game.
** The game has picked up a reputation for devouring memory, especially if mods are added, as the game ''must'' load every single asset into memory upon starting. Viewing the Space Center causes memory usage to increase, and it will increase with every successive view. Nasty memory leaks crop every once in a while, such as the part overheat gauge in version 1.0.0 causing the game to crash within minutes once a part starts to overheat.

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** When RCS thrusters were first added, they were programmed to have more thrust when they were closer to the ship's center of mass. Since there wasn't any cap on this, having an RCS thruster dead on the center of mass would give it infinite thrust, crashing the game.
** The game has picked up a reputation for devouring memory, especially if mods are added, as the game ''must'' load every single asset into memory upon starting. Viewing the Space Center causes memory usage to increase, and it will increase with every successive view. Nasty memory leaks crop every once in a while, such as the part overheat gauge in version 1.0.0 causing the game to crash within minutes once a part starts to overheat. Starting version 1.1 these bugs should be all but eliminated with the new 64 bit {{Unity}} engine.
13th Apr '16 7:12:20 AM forthur
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* FrictionBurn: A completely serious example, and one of the banes of players trying to make {{Space Plane}}s or aerobreak from a high orbit. Atmospheric heating due to compression, scaling with pressure and speed, can cause {{Overheating}} of parts. This means a vessel's speed has to be carefully monitored such that it doesn't incinerate in the air. Ironically, a blunter nose is preferable to a more aerodynamic one in this case (particularly if it has a high thermal capacity) because the physics simulation actually models a [[https://www.grc.nasa.gov/www/k-12/airplane/detach.html detached shockwave]], putting less stress on other parts.

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* FrictionBurn: A completely serious example, and one of the banes of players trying to make {{Space Plane}}s or aerobreak aerobrake from a high orbit. Atmospheric heating due to compression, scaling with pressure and speed, can cause {{Overheating}} of parts. This means a vessel's speed has to be carefully monitored such that it doesn't incinerate in the air. Ironically, a blunter nose is preferable to a more aerodynamic one in this case (particularly if it has a high thermal capacity) because the physics simulation actually models a [[https://www.grc.nasa.gov/www/k-12/airplane/detach.html detached shockwave]], putting less stress on other parts.
13th Apr '16 7:06:22 AM forthur
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* FrictionBurn: A completely serious example, and one of the banes of players trying to make {{Space Plane}}s or aerobreak from a high orbit. Atmospheric friction, scaling with pressure and speed, can cause {{Overheating}} of parts. This means a vessel's speed has to be carefully monitored such that it does incinerate in the air. Ironically, a blunter nose is preferable to a more aerodynamic one in this case (particularly if it has a high thermal capacity) because the physics simulation actually models a [[https://www.grc.nasa.gov/www/k-12/airplane/detach.html detached shockwave,]] putting less stress on other parts.

to:

* FrictionBurn: A completely serious example, and one of the banes of players trying to make {{Space Plane}}s or aerobreak from a high orbit. Atmospheric friction, heating due to compression, scaling with pressure and speed, can cause {{Overheating}} of parts. This means a vessel's speed has to be carefully monitored such that it does doesn't incinerate in the air. Ironically, a blunter nose is preferable to a more aerodynamic one in this case (particularly if it has a high thermal capacity) because the physics simulation actually models a [[https://www.grc.nasa.gov/www/k-12/airplane/detach.html detached shockwave,]] shockwave]], putting less stress on other parts.
12th Apr '16 10:23:46 AM StarManta2
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* 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. Mainly, this is due to engine limitations,[[note]](specifically the [=Unity3D=] engine which means some things are inaccessible to even the programmers)[[/note]] some of which the developers hope to improve in future updates.

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* 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. Mainly, this is due Reasons not to engine limitations,[[note]](specifically include such physics features include performance (calculating and predicting the [=Unity3D=] engine which means some things are inaccessible to even effect of tens of celestial bodies on potentially hundreds of spacecraft would slow the programmers)[[/note]] some 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 which the developers hope Mun would cause standard Kerbin orbits to improve in future updates.slowly destabilize over time, forcing players to make tedious stationkeeping maneuvers like real satellites have to do).
12th Apr '16 10:16:18 AM StarManta2
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** Life Support is not a factor, which simplifies rescues and mission planning somewhat. It can lead to some fridge horror if you choose to not rescue a kerbal stranded in deep space, since they will never die and instead drift forever with nothing to do.

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** Life Support is not a factor, which simplifies rescues and mission planning somewhat. It can lead to some fridge horror if you choose to not rescue a kerbal stranded in deep space, since they will never die and instead drift forever with nothing to do.do, no hope of returning home, and [[ArsonMurderAndJaywalking no snacks]].
3rd Apr '16 4:35:34 PM jsymons
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* FlyingCar: [[http://youtu.be/QimxdqEWtC0 Rover wheels + rocket parts]] = HilarityEnsues. Skilled builders may elect to place wings, control surfaces and tailplanes on the car, in an attempt to make it more or less a [[http://www.youtu.be/KHSSoUnlCA8 proper flying car.]]

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* FlyingCar: [[http://youtu.be/QimxdqEWtC0 Rover wheels + rocket parts]] = HilarityEnsues. Skilled builders may elect to place wings, control surfaces and tailplanes on the car, in an attempt to make it more or less a [[http://www.youtu.[[http://youtu.be/KHSSoUnlCA8 proper flying car.]]
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