The Blocktopia Space Program is an attempt to both convince people to take up the art of space pioneering on kerbal space program and to bring together people who are already space pioneers!
Essentially its just somewhere we can paste updates on our flights in the name of Science Blocktopia
What is Kerbal Space Program?
Kerbal Space Program is a Space simulator where you are tasked with building a rocket and exploring the universe - to be honest the video is going to explain far more than I ever could.. (45 minutes long, feel free to skip through bits)
Essentially, you must design a viable spacecraft for whatever purpose (exploration, satellite deployment, space station creation/taxi'ing) - harder than it sounds.
Just a Reminder for demo players, A new demo for KSP has been released! It is more like the current game so (bad thing is you can only go to Mun and the Sun) get the new demo now! (Blocktopia's first Zeus-commanded mission is near :D)
Jebbediah does know how to fly unstable spaceplane, but some... uh... cargo is on decaying orbit, bombing people once per while .
Post your craft or rockets! And YAY for 10000th thread!
So lets make Blocktopia Space Program! May space debris fall upon us >:3
So I climbed high up on orbit around Kerbin with my spaceplane.
Kerbals doesn't know meaning of safety.
Hes about to crash.... he shouldn't spent all his fuel on retrograde.
If im not mistaken I played this like a year ago or something. o.o From the looks of the video it has changed a lot, ill have to check it out tomarrow x)
I actually had to fix your spoilers - they had formatting in it
And... I put satellite on Mun orbit!
Well it took me 2 attempts, previous one is orbiting on retrograde orbit around Kerbin.
EDIT:
Guys, can you post here .craft files of most successful planes/rockets stuff?
------------------------------------------------Merged by me.---------------------------------------------------------------
I actually had to fix your spoilers - they had formatting in it
And... I put satellite on Mun orbit!
Well it took me 2 attempts, previous one is orbiting on retrograde orbit around Kerbin.
EDIT:
Guys, can you post here .craft files of most successful planes/rockets stuff?
------------------------------------------------Merged by me.---------------------------------------------------------------
So yeah, this game wins cruelty (or something) trope.
-----------------------------------------------------------MERGED----------------------------------------------------------
*REVIVING THREAD*
New kerbal version is out!
There is now Career mode!
Career Mode
Career Mode is now open! Although still very much under development, you can now start new Career saves.
Sandbox mode, of course, is also available from the start.
Research and Development:
Added the Research & Development Facility to the Space Center.
R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).
Science
Researching requires Science, which must be earned by performing experiments during your missions.
You can now collect surface samples while on EVA, and process them to do Science.
Science experiments return results, which are different for each situation in which the experiment is performed.
Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System.
Added a new dialog to show the results of experiments when reviewing the collected data.
Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.
Parts
Added new scientific parts, like the Materials Bay and the Mystery Goo™ Canister. Also added experiments to many existing parts.
The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.
The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.
Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.
Added a new deployable antenna, which is an intermediate model compared to the two original ones.
Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.
Nose Cones now actually help with improving stability during atmospheric flight.
Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.
Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.
Editor
Added a system to allow saving and loading of Sub-Assemblies.
Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.
Space Center
The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.
Greatly improved the Island Airfield.
Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.
Added a new backdrop and soundtrack for the Astronaut Complex Facility.
Added a new music track for the R&D Facility.
Flight
It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.
The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now stabler than ever.
Solar System
Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments.
Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.
Launcher
We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.
All previous earned science can now be viewed in the Science Archives in the Research and Development facility.
Mobile Processing Lab MPL-LG-2 is a new part that functions as a portable laboratory and increases transmitted science yield.
New R.A.P.I.E.R. Engine that relies on intake air while in the atmosphere, and changes fuel to oxidizer when intake air can no longer suffice as a fuel.
Tweakables are different characteristics that allow changes to how certain parts function.
Science system has been updated so science cannot be maxed out by transmitting. Transmitting yields a certain amount of science, and bringing the science back to Kerbin for recover yields much more.
Certain science parts are now single-use, and cannot transmit data more than once, unless the instrument is cleaned with the lab module.
Science data can be retrieved from an instrument by a kerbal on EVA and stored in a crew pod, like an EVA report or surface sample.
Version 0.23.5 is out!
Changes
New SLS-styled parts
Because this version was developed in cooperation with NASA, there are several parts which are similar to the Space Launch System currently developed by NASA. It also contains the first safety launch escape system and is one safety feature which is usually absent from updates.
Extra large liquid fuel tanks, in full (Kerbodyne S3-14400 Tank), half (7200) and quarter-height (3600) variants. All of them carry also oxidizer.
S3 KS-25x4 Engine Cluster, the single most powerful piece of rocketry ever added to KSP.
Kerbodyne KR-2L Advanced Engine, for when immense amounts of thrust is required.
LFB KR-1x2, the first liquid fuel booster: A new way to boost spacecraft, the LFB is a single part featuring twin engines, plus a very respectable amount of fuel. What more, more liquid fuel tanks can be stacked on top of it.
The Launch Escape System: Modeled after the Apollo LES, this new escape tower can save the crew if the rocket does not behave as expected.
The S1 SRB-KD25k: A SRB that is designed in the style of the SRBs used on the space shuttle and the SLS.
New part joints
Large parts feature a new system that allows them to attach much more rigidly to other parts, eliminating many cases where spamming struts was required.
Increased PhysX's global max angular velocity settings to improve joint stability.
Angular inertia values for parts now properly scale with mass. Some ships may feel heavier to fly now, but handling feels much more realistic overall. This also improves joint stability a lot.
Re-did the Strut Connector joints as well, to use the new joints system instead of their old ones. This dramatically improved their reliability and significantly reduced the number of occurrences where ships spontaneously disassemble themselves on the launchpad.
New features
Switching between MET and UT by clicking on MET
Added filters in the map view to filter unknown and space objects.
Focusing vessels on the Tracking Station or targeting them in map view will now display their patched conics trajectory, taking encounters with other celestial bodies into account.
Added time warp controls to the Tracking Station and Space Center scenes.
The clock can now show the universal time (UT). A button beside the clock allows switching between mission elapsed time (MET) and UT.
Maneuver nodes are now persistent.
Targeted objects are now persistent.
Added buttons to discard/accept maneuvers on the delta-v gauge by the navball.
Added buttons to add/remove an orbit to the date of a maneuver node, allowing nodes to be planned for several orbits ahead.
Maneuver handles can now be fine-tweaked with the mousewheel when hovering over them.
Monopropellant and xenon gas containers on earlier stages are now drained before containers on later stages.
Celestial bodies now show a 'Focus View' button on their context menus in map view.
Bug Fixes and Tweaks
The part of orbits in other sphere of influences will be shown in local mode when they are focused on the map view or Tracking Station.
Switching between linear and rotation controls in docking UI mode no longer toggles SAS.
Fixed a bug where patched conics on extremely eccentric orbits could break the simulation at very high warp speeds.
Fixed incorrect rendering of ascending and descending nodes when targeting a non-closed orbit.
Fixed a bug where targeting an object on a hyperbolic orbit wouldn't display rendezvous information on the map.
Tweaked the thrust and Isp values of the PB-ION Electric Propulsion System, LV-1 Liquid Fuel Engine and LV-1R Liquid Fuel Engine. All were severely underpowered to be of any practical use.
Quicksaving is now allowed at all times. In unstable situations, an autosave won't be created at the same time.
Greatly improved the accuracy of the physics to rails transition, eliminating drift on nearby vessels when warping during a rendezvous situation, especially high-velocity ones.
The map filtering buttons now toggle independently on left click, and toggle single/all on right click.
Fixed several cases where Kerbals on EVA would glitch out in very painful ways, mostly when the game changed reference frames while they were in ragdoll state.
Intersection nodes between orbits no longer 'skip' the closest intersection when placing a maneuver node near the player's position.
Second update
Originally the 0.23.5 update had a bug which could reset the science progress when an old save was used but is fixed in 0.23.5.464.[2] Loading a save from before 0.23.5 and entering the Research and Development facility would reset the progress which can't be fixed by loading the save in the new version. Instead a quicksave created before the issue appeared can recover this by loading it with the fixed version.
This also fixes a bug when resuming saves with Kerbals on EVA.
I tried to play with biggest addons, but it was crashing like hell (4 GB of ram on 32 bit system is just too low space)