Gaming The Kerbal Space Program - Version 1.2.x

@boogabooga: As there are difficulty settings, why not increase the "funds reward" handicap?
(Haven't played in a long time but I don't think I'm making this up)
 
Are there any plans to add more in game music? The original music they added several versions ago was nice, but it gets really repetitive, and some music for launches would be really nice.
 
@boogabooga: As there are difficulty settings, why not increase the "funds reward" handicap?
(Haven't played in a long time but I don't think I'm making this up)

Sandbox essentially sets the funds to infinity. :thumbup:
 
You'd need soundtracks for prelaunch, first stage, percussive cues for stage seps, suborbital, orbital insertion, maneuvering, etc. for it to be really that immersive.

It might be possible to use procedural music (yes, there is such a thing) and borrowing from MechJeb code (stage delta-v, nodes, etc.)...

In the mean time, may I suggest Apollo 13, When We Left Earth, From the Earth to the Moon, and other fine pieces out there? :)
 
You'd need soundtracks for prelaunch, first stage, percussive cues for stage seps, suborbital, orbital insertion, maneuvering, etc. for it to be really that immersive.

It might be possible to use procedural music (yes, there is such a thing) and borrowing from MechJeb code (stage delta-v, nodes, etc.)...

In the mean time, may I suggest Apollo 13, When We Left Earth, From the Earth to the Moon, and other fine pieces out there? :)

Or, just as appropriate for KSP:


(Which is also royalty free.)
 
Yakkety Sax might also be appropriate.
 
I've been tinkering a lot with KSP lately ... I think the -one- feature I miss the most in KSP vs Orbiter as far as "gameplay" goes is the single physics bubble around the active vessel and the rail-system on KSP...

In Orbiter you can do a Falcon-9 style RTLS with autopilots while the main payload and second stage move on. In KSP, you either use the Stage Recovery mod or make sure your stage makes it out of the atmosphere long enough to give you time to switch back to it once your payload is in orbit.

I see an option if multiplayer comes along: if there is a KSP server-only mode, without graphics, one could hack together instances of other vessels in multiple separate games, linked by multiplayer, on the local host.
 
I don't think you can do this kind of end-over-end movement with robotic arms in Orbiter without manually editing the scenario file:

 
You mean that it is possible for a child attachment to become a parent attachment and vice versa within the simulation?
 
With certain key presses, Yes.
 
I cant tell off the top of my head, but the procedure is in the manual.
 
You mean that it is possible for a child attachment to become a parent attachment and vice versa within the simulation?

Yes, it is possible: if you use a magnet, the payload would not be docked to your vessel, and you can manipulate it.

I once did space station construction with an arm that i put together with a small space shuttle addon:
536bb02dba64c0.42348632.png
 
Yes, it is possible: if you use a magnet, the payload would not be docked to your vessel, and you can manipulate it.

I once did space station construction with an arm that i put together with a small space shuttle addon:
536bb02dba64c0.42348632.png
I already know that it is possible in KSP. My question was asking about whether the same thing was also possible in Orbiter, and how exactly did it work, in response to this post:
Not sure, but I thing CanadaArm2 coded by Siamesecat can inchworm across ISS just like that arm in the video.
 
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I already know that it is possible in KSP. My question was asking about whether the same thing was also possible in Orbiter, in response to this post:

Of course it is possible with a DLL. You just need to have two attachment points (parent->child and child->parent) at each end effector. The rest, is just logic: What attachment do you use for which action?
 
"A spaceplane on an atmosphere-less body? Why?", said the KSC administrative staff.

"Why not?", said Jebediah Kerman.

After having refuelled once in LKO, leaving the LiquidFuel tanks empty, a one-way trip to LMO was possible, where a second refueling took place:
KstApcG.jpg

8LDMiRD.jpg


Descent on Minmus:
U5bOhaz.jpg


More-or-less graceful landing:
PsTltmR.jpg

odHDvQ2.jpg

9CdB4Gy.jpg


Reaching the outpost after a 7km long taxi:
9XNrIaI.jpg


Take-off preparations (thankfully the reaction wheels are strong enough to pitch the aircraft up in this low gravity):
Ws4Eek9.jpg


*hopp*
3i2B5Kg.jpg


Kerbin aerobrake:
bGm7raJ.jpg


KSC approach:
t5zmSWy.jpg
 
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