Gaming The Kerbal Space Program - Version 1.2.x

I can't wait to become one more crater there :rofl:
 
KSP limitations are a real good reason to assemble your interplanetary ships in orbit.

What is your recipe for preventing wobble during thrusting for modular ships assembled in orbit with docking ports?
Docking things perpendicular to the engine instead of in-line with it always seems to wobble a lot but then the ship becomes very long.
 
What is your recipe for preventing wobble during thrusting for modular ships assembled in orbit with docking ports?

A low TWR. No need for an interplanetary ship to have a lot of thrust. And a well-aligned center of gravity. And some common sense construction tricks.

The answer is... MOAR TRUSSES

You need trusses, but they count as parts too. So you want to limit the number of them as much as possible.
 
I was joking sir :thumbup:

Sense common and moderation can solve a lot of problems, and a tiny but complete vessel can do interplanetary travels with less wobbling (and less thrust/fuel consumption) than a monster-size one.

Miniaturization rules :lol:
 
Try to assemble big ships/stations using the Senior docking ports, they're much more rigid than the regular ones.
 
Try to assemble big ships/stations using the Senior docking ports, they're much more rigid than the regular ones.

I finally got around to trying the Sr. docking ports, and I have to say they're pretty dang nifty. I've finally got a decent analogue of the Manned Orbiting Laboratory now.

ankRjqR.jpg
 
Thought I should mention that KSP was a special Daily Deal yesterday on Steam and is STILL available for the next 24 hours at 40% off.
I kinda wish it was possible to link my copy to Steam.
 
It is possible to link the copy to steam :)
Login to the store, click on "profile" and under products purchased you'll see the option to transfer your license to Steam.
 

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It is possible to link the copy to steam :)
Login to the store, click on "profile" and under products purchased you'll see the option to transfer your license to Steam.

From what i remember this option is only available to those who got KSP before the steam release from the KSP store.
 
It is possible to link the copy to steam :)
Login to the store, click on "profile" and under products purchased you'll see the option to transfer your license to Steam.

Sweet! I didn't know this would be possible, having in mind that Steam takes a cut of sales.
 
Keep in mind that once you've transferred your license to Steam, there's no going back--so if you want a DRM-free version, you need to not convert it.
 
I just put up my first 3 Geosync satellites. I'm slowly getting there in terms of Kerbal space exploration!
 
Keep in mind that once you've transferred your license to Steam, there's no going back--so if you want a DRM-free version, you need to not convert it.

There's no DRM in the Steam version anymore. We felt that it was overly restrictive compared to the KSPStore version and removed it.

If you bought the game before Steam was an option, you should have the option to transfer your account to Steam for free.

Cheers
 
There's no DRM in the Steam version anymore. We felt that it was overly restrictive compared to the KSPStore version and removed it.

If you bought the game before Steam was an option, you should have the option to transfer your account to Steam for free.

Cheers

For the sake of feedback, I'll tell you it transferred smoothly. :cool:
I was just hesitant at first that my Steam login wouldn't be the right 'account name' since Steam links a ton of names and IDs with all different meanings to your account. :P
 
Purely out of inane curiosity, how many lines of code does KSP weigh in at now?
 
There's no DRM in the Steam version anymore. We felt that it was overly restrictive compared to the KSPStore version and removed it.
Yeah. I can confirm that. I wouldn't be able to run it outside of Steam to test whether executing it (either the 64-bit or 32-bit version) with LC_ALL=C would fix my issue I reported earlier. :P

And now I can run it with Steam executing a shell script (KSP.x86 which executes KSP.x86_64 with LC_ALL=C) instead of the binary (which I renamed to KSP.x86.bin).
 
Purely out of inane curiosity, how many lines of code does KSP weigh in at now?

Hmm, it's been a while since I last checked... Let's have another count.

Keep in mind though, that line of code count is an almost meaningless metric for a software project... It's like counting brush strokes for a painter. Also mind that this number includes code from 3rd party libraries included in the project as well.

In any case, using the same metric as last time, I got 217,908 lines of code.

Last time we checked we were around 70k or so, so it's fair to say the project has grown quite a lot recently.

Cheers
 
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