History Videogame / KerbalSpaceProgram

16th Nov '17 1:10:23 PM Mitchz95
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** Man contracts require the bases to be mobile, because they’re easier to assemble into larger structures that way.

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** 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
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* 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]].

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* 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
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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
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* 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.

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* 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
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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. 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).

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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 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).
16th Aug '17 1:41:22 AM zydiig
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** Happens in ship construction too, though this is more of a realistic effect than anything hard coded into the engine. Basically the larger a rocket is and the more boosters added (after a point), the less efficient the rocket becomes. This is mostly because the more fuel is added to a rocket in later stages the more fuel is consumed in earlier stages getting that fuel to where it needs to be. Using additional engines makes things less fuel efficient and adds weight that must be moved around. Wiki/TheOtherWiki [[https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation explains here]]. This is a factor to snap the player out of the "big dumb booster" mentality and stimulate them to use more advanced shipbuilding technologies, such as orbital assembly and advanced, high delta-V engines.

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** Happens in ship construction too, though this is more of a realistic effect than anything hard coded into the engine. Basically the larger a rocket is and the more boosters added (after a point), the less efficient the rocket becomes. This is mostly because the more fuel is added to a rocket in later stages the more fuel is consumed in earlier stages getting that fuel to where it needs to be. Using additional engines makes things less fuel efficient and adds weight that must be moved around. Wiki/TheOtherWiki [[https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation explains here]]. This is a factor to snap the player out of the "big dumb booster" mentality and stimulate them to use more advanced shipbuilding technologies, such as orbital assembly and advanced, high delta-V specific impulse engines.
3rd Aug '17 4:56:39 PM WaterBlap
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* TheDevTeamThinksOfEverything: It's supposedly impossible to land on the gas giant, Jool, but they do have responses to performing science experiments on the "surface" such as the EVA report.

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* TheDevTeamThinksOfEverything: DevelopersForesight: It's supposedly impossible to land on the gas giant, Jool, but they do have responses to performing science experiments on the "surface" such as the EVA report.
16th Jul '17 1:03:37 PM Mitchz95
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After four and a half years of development, version 1.0 was released on April 27th, 2015. This version, on top of taking the game out of Early Access, added the last gameplay mechanics that were left to implement: Aerodynamics, heating, fairings, resource mining and, last but not least, female kerbonauts. The game is still being developed, though, and is currently in version 1.2.

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After four and a half years of development, version 1.0 was released on April 27th, 2015. This version, on top of taking the game out of Early Access, added the last gameplay mechanics that were left to implement: Aerodynamics, heating, fairings, resource mining and, last but not least, female kerbonauts. The game is still being developed, though, and is currently in version 1.2.
3.
1st Jul '17 4:56:45 PM nombretomado
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** Happens in ship construction too, though this is more of a realistic effect than anything hard coded into the engine. Basically the larger a rocket is and the more boosters added (after a point), the less efficient the rocket becomes. This is mostly because the more fuel is added to a rocket in later stages the more fuel is consumed in earlier stages getting that fuel to where it needs to be. Using additional engines makes things less fuel efficient and adds weight that must be moved around. TheOtherWiki [[https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation explains here]]. This is a factor to snap the player out of the "big dumb booster" mentality and stimulate them to use more advanced shipbuilding technologies, such as orbital assembly and advanced, high delta-V engines.

to:

** Happens in ship construction too, though this is more of a realistic effect than anything hard coded into the engine. Basically the larger a rocket is and the more boosters added (after a point), the less efficient the rocket becomes. This is mostly because the more fuel is added to a rocket in later stages the more fuel is consumed in earlier stages getting that fuel to where it needs to be. Using additional engines makes things less fuel efficient and adds weight that must be moved around. TheOtherWiki Wiki/TheOtherWiki [[https://en.wikipedia.org/wiki/Tsiolkovsky_rocket_equation explains here]]. This is a factor to snap the player out of the "big dumb booster" mentality and stimulate them to use more advanced shipbuilding technologies, such as orbital assembly and advanced, high delta-V engines.
29th Jun '17 8:02:47 PM Mitchz95
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** The long-term science module (intended for use in space stations or bases) does require food for the Kerbals working within. This is not to stave off starvation, however; they simply refuse to work without snacks.
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