[KSP] Blocktopia Space Program

Malcovent

Geezuslike
Donor
Contributor
Joined
Aug 5, 2011
Messages
1,148
Reaction score
3,081
What is the Blocktopia Space program?
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.​
 

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
Jebbediah does know how to fly unstable spaceplane, but some... uh... cargo is on decaying orbit, bombing people once per while :p.

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.
 

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
Ehhh, there is long road until our KSP-base grows to size of TF2 or LoL-base....
So... who is playing that game here?

EDIT: My fusion spaceplanes are unstable as... Halp.
EDIT: Added struts here and there. Now it doesn't disassemble itself when flew carefully.



I named that BIG (27.5 tonne) bird: SS Elysium.

Edit: I built 350 ton SSTE by now XD
 
Last edited:

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
*looks at date of last post* Uhh.. k.
Lets revive it anyway.

So new version of KSP is out.
Here is changelog:
Patchnotes:
7 new Parts and 2 IVA Spaces
  • Cupola with IVA
  • Small Lander with IVA
  • 2 new Probe cores
  • New large docking clamp
  • New Medium wheel
  • Attachable command seats for kerbals
Customizable Flags for your space program
  • Kerbals on Eva can plant flags with editable plaques
  • 23 Stock flags to choose from.
  • Flags are Moddable, Make your own flag!
Editor Improvements
  • Added Flag interface to editor
  • The Editor no longer requires you to start with a command pod when building a ship.
  • The Editor now allows deleting or replacing the first part of your ship.
Optimizations and New Features
  • Vessel Filtering for the tracking station
  • Added Kerbal Knowledge base for vessel and planetary information
  • Upgraded scene loader and refresh logic
  • Added Game Database and repogrammed part loaders.
  • Mods and stock parts can now have their own folders for organization
  • New Loading Screens
  • Optimization of Memory Usage (Approximately 30% average reduction in usage)
  • Upgraded debug menu allows parts and cfg files to be reloaded while the game
  • Bug Fixes!
EDIT: I built large plane with 8 engines capable for one-time jump into suborbital trajectory/




Flying high up...





Falling!




Lost control lulz.


Catapulting...


One kerbal went #YOLO



Second one #YOLO'd too.


Landed.


More reentry tests.


So yeah, kerbals are hard creatures.

...or not so hard with these mods :p
 
Last edited:

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
Sounds fun! I'll give it a try over the weekend.
:)
Double post due to picture limit...

So we are launching Kerbals into frosty north.

-snip-
Soo yeah, I can do suborbital jumps.
I put it into a spoiler because WOAAAAAAAHHH.
Anyway, looks cool :)
I actually had to fix your spoilers - they had formatting in it :p

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.---------------------------------------------------------------







Survivability: 0%
Success rate (manned): 0%
Success rate (unmanned): 6.66%

So yeah, this game wins cruelty (or something) trope.
 

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
Sounds fun! I'll give it a try over the weekend.
:)
Double post due to picture limit...

So we are launching Kerbals into frosty north.

-snip-
Soo yeah, I can do suborbital jumps.
I put it into a spoiler because WOAAAAAAAHHH.
Anyway, looks cool :)
I actually had to fix your spoilers - they had formatting in it :p

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.---------------------------------------------------------------







Survivability: 0%
Success rate (manned): 0%
Success rate (unmanned): 6.66%

Edit: I think I learned how to play

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.
 
Last edited:

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
Version 0.23 is out!
Released 17th December, 2013
Forum post link
Steam community announcement
New
  • 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.
  • New biome map for Minmus.
  • Tooltips have been updated in the VAB and Spaceplane Hangar.
  • Unity upgrade to version 4.2.2.
  • 6-DOF (6 Degrees of Freedom) device support for Windows only.
Fixed
  • The spelling mistake for the batteries where fixed.

Discordia cannot into orbit (as in 24/7 online).

Starting up.


Wheeeee!


Uh oh something went wrong.


Falling apart!


Engine 1 and 2 doesn't wirk.


Well, today we aren't going to space.


Goodbye cruel world :(
 
Last edited:

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
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)

Also you can make even bigger rockets!

Here is my asteroid raider test launch:




 
Last edited:

Notme

Self-Aware Forum AI
Joined
Aug 6, 2011
Messages
6,484
Reaction score
8,488
I'll share my mod list with you:

Mehanic KAS Compability V5: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything
Load on Demand V3.1: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required
Module Manager V2.1.5: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-(Jan-6)
ResearchThemAll V1.1: http://forum.kerbalspaceprogram.com/threads/78067-0-23-5-Research-Them-All-1-0-(April-27)
Mod Statistics V1.0.2: http://forum.kerbalspaceprogram.com...-usage-statistics-Now-for-public-distribution!
000_Toolbar V1.7.1: http://forum.kerbalspaceprogram.com...n-API-for-draggable-resizable-buttons-toolbar
blizzy (Achievements) V1.6.0: http://forum.kerbalspaceprogram.com...nts-1-6-0-Earn-136-achievements-while-playing
Aerojet Kerbodyne V1.1: http://forum.kerbalspaceprogram.com/threads/76170-0-23-5-Aerojet-Kerodyne-(Service-Module-NASA-Extension)
B9_Aerospace V4.0c: http://forum.kerbalspaceprogram.com...0c-New-pods-IVAs-engines-fuselages-structures
BahaSP (Taurus) v1.1: http://forum.kerbalspaceprogram.com...-Pod-now-with-internals!-v1-0-1-April-20-2014
BoJaN (Q Struts) 27-2: http://forum.kerbalspaceprogram.com/threads/71030-Quantum-Struts-Continued-(2014-02-27)-Tweakables-KAS-grab-attach
BoulderCo (EVE/Better Atmospheres) V5: http://forum.kerbalspaceprogram.com/threads/77523-Better-Atmospheres-V4-April-23rd-2014?p=1111947
ConnectedLivingSpace V1.0.6.0: http://forum.kerbalspaceprogram.com/threads/70161.
Cool Rockets V0.5: http://forum.kerbalspaceprogram.com/threads/68196-CoolRockets!-Cryo-and-Launch-Particle-FX
CustomAsteroids V1.0.0: http://forum.kerbalspaceprogram.com/threads/80483-0-23-5-Custom-Asteroids-1-0-0
Deadly Reentry V4.7: http://forum.kerbalspaceprogram.com/threads/54954-0-23-5-Deadly-Reentry-Continued-v4-7-5-5-14
Distant Object Enhancement V1.3: http://forum.kerbalspaceprogram.com/threads/69907-0-23-Distant-Object-Enhancement-v1-3-Planets-satellites-in-the-night-sky!-(3-3)
Editor Extensions V1.1: http://forum.kerbalspaceprogram.com/threads/38768-0-23-5-Editor-Extensions-v1-1-2-Apr-2014-(EdTools-Editor-Tools-replacement)
EnvironmentalVisualEnhancements V7.3: http://forum.kerbalspaceprogram.com...entalVisualEnhancements-NEW!-VolumetricClouds!
ExsurgentEngineering (B9's plugin): http://forum.kerbalspaceprogram.com/threads/66020-B9-0-23-fixes
Ferram Aerospace Research V0.13.3: http://forum.kerbalspaceprogram.com/threads/20451-0-23-5-Ferram-Aerospace-Research-v0-13-3-4-30-14
Firesplatter V6.3: http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-(May-6th)-for-KSP-0-23-5
FShangarExtender V1.1: http://forum.kerbalspaceprogram.com/threads/65747-0-23-Hangar-Extender
HullCameraVDS V0.3: http://forum.kerbalspaceprogram.com...ullcam-VDS-Converted-DEA-to-MU-Updated-29-Apr
ImprovedChaseCamera V1.3.1: http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-2
Kerbal Attachment System V0.4.7 http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System
Kethane V0.8.6: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-5-Find-it-mine-it-burn-it!-0-23-5-(ARM)-compatibility-update
KerbalFlightIndicators V2: http://forum.kerbalspaceprogram.com/threads/80277-Kerbal-Flight-Indicators-(17-05-2014)
KerbalJointReinforcement V2.3: http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-3-4-14-14
Klockheed_Martian (Asteroids) V0.5: http://forum.kerbalspaceprogram.com...Cities-V0-2-Improved-conversion-and-detection
KSPScienceLibrary V1.1: http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-1
KW Rocketry V2.5.6B: http://forum.kerbalspaceprogram.com/threads/51037-0-21-X-KW-Rocketry-v2-5-29-09-2013
MagicSmokeIndustries (Infernal Robotics) V0.16: http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable)
MechJeb V2.2.1 (Build 228): http://forum.kerbalspaceprogram.com...atid-Robotics-MuMech-MechJeb-Autopilot-v2-2-1
ModsByTal (Cargo Tansportion) V0.3.4: http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-(WIP)
ModZero: B9 KSPI Fix
MP_Nazzari (Hot Rockets) V7.1: http://forum.kerbalspaceprogram.com/threads/65754-HotRockets!-Particle-FX-Replacement-Tutorial
Nereid (Final Frontier) V0.3.22: http://forum.kerbalspaceprogram.com/threads/67246-0-23-Final-Frontier-0-3-9
NovaPunch V2.05: http://forum.kerbalspaceprogram.com/threads/3870
Open Resource System V1.1.0: http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-(ORS)-Mod-Resource-API-version-1-1-0
Part Catalog V3.0 RC4: http://forum.kerbalspaceprogram.com/threads/35018-0-23-5-PartCatalog-2-4-3-0-RC2-released
Procedual Dynamics V0.7: http://forum.kerbalspaceprogram.com/threads/29862-0-23-Procedural-Dynamics-Procedural-Wing-0-7
Procedural Fairings V3.04: http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-4-tech-tree-and-minor-improvements-(March-31)
Procedual Parts V0.9.14: http://forum.kerbalspaceprogram.com/threads/70676-WIP-Procedural-Parts-Parts-the-way-you-want-em
Protractor V2.4.7: http://forum.kerbalspaceprogram.com/threads/83173-23-5-Protractor-Continued-Rendezvous-Plugin-v2-4-7-(June-14th-2014)
R&SCapsuledyne (Taurus) V1.1: http://forum.kerbalspaceprogram.com...-Pod-now-with-internals!-v1-0-1-April-20-2014
RealChute V1.1.0.1: http://forum.kerbalspaceprogram.com...-Parachute-Systems-Presets!-v1-1-0-1-27-04-14
Real System Plugin (BA Atmosphere fix)
ResGen V0.28: http://forum.kerbalspaceprogram.com/threads/28895-0-20-2-Resource-Generation-Module-(0-28)
ROMFARER (Lazor) V33: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-(April-17)
SCANSat V7 RC2.4: http://forum.kerbalspaceprogram.com/threads/80369
ScienceAlert V1.5: http://forum.kerbalspaceprogram.com/threads/76793-0-23-5-ScienceAlert-1-5-Experiment-availability-feedback-(April-26)
Smoke Screen V2.0.1.0: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin
ShipManifest V0.23.5.3.3: http://forum.kerbalspaceprogram.com/threads/62270-0-23-5-Ship-Manifest-(Crew-Science-Resources)-v0-23-5-3-2-3-11-May-14
TAC V0.8: http://forum.kerbalspaceprogram.com/threads/40667-0-23-0-23-5-WIP-TAC-Life-Support-0-8-22Dec
Texture Replacer V1.5.10: http://forum.kerbalspaceprogram.com/threads/60961-0-23-5-TextureReplacer-1-5-10-(7-6-2014)-IVA-Helmets-Removal/
TimeControl V11.1: http://forum.kerbalspaceprogram.com/threads/69363-0-23-5-Time-Control-4-23-14-v11-1
Timmers (KeepFit): V1.0.44: http://forum.kerbalspaceprogram.com...eepFit-Kerbal-fitness-degradation-mod-v1-0-43
TreeLoader V1.0: http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0
TriggerTech (Alt. Resource Display) V2.2.3.0: http://forum.kerbalspaceprogram.com/threads/60227-0-23-5-KSP-Alternate-Resource-Panel-v2-2-0-0-(April-19)
Tweak Scale: V1.20: http://forum.kerbalspaceprogram.com/threads/80234-TweakScale-Rescale-Everything!-(Version-1-19-Updated-2014-06-06-10-56-UTC)
UmbraSpaceIndustries (MKS) V0.16.7: http://forum.kerbalspaceprogram.com/threads/79588
VNG V1.2: http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-(Dec-30)
WarpPlugin (Interstellar) V0.11: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-(Toolbar-Integration-New-Models-New-Tech)-Version-0-11
WorldCup2014 V1: http://forum.kerbalspaceprogram.com/threads/82936-SQUAD-S-Kerbin-Cup-Add-On-Discussion-Thread

You WILL need 64 bit system. Also these links were already in my mod list txt file.
AND at least 4 GB of RAM.

Edit: It looked better on KSP forums lol
 
Last edited:
Top