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Hello everybody! We’ve had an amazing time working on Kerbal Space Program and to see how the game has impacted the lives of thousands of people is inspiring. Now, KSP not only stands for the desire of knowledge, science and one of the friendliest and helpful communities anyone could ask for, but everyday we are also overwhelmed by your creations and contributions to this awesome community. Next week we celebrate our 5th anniversary and Christmas is coming up, so we decided to do something special as a way to say “Thank You!” to all KSP players. On December 12th at 17:00 UTC we will be launching the "KriSPmas Present Delivery" Event! A great deal of KSP Twitch streamers you know and love have come together for several days to accomplish one big mission. Deliver presents all across the KSP Universe in one shared savefile! These are some of the streamers that will take part in this adventure: Million Lights The Read Panda RocketPCGaming AkinesisGaming ... And more! Throughout the event we will give away a ton of presents in form of merchandise, game copies and unique presents. Only for you! We are very excited to be able to do this, so tune in to KSPTV! We hope to see you there! Share it with your friends, see what is possible in KSP and get a chance to receive one of the countless goodies we have prepared! Merry KriSPmas!
Kerbin Decathlon Summer Event! The following 10 events are designed as tests and stretches of what kerbals can do! The following rules apply to all the events: You may not use any of the hacks or cheats. You must use stock KSP (No mods, not Kerbal engineer, not FAR nothing!) Sub note you may use a custom flag for your crafts Max ship size is 255 parts for all events And here are the events! High Jump – Using just one flea for propulsion, reach the highest height you can, while returning intact to the surface of kerbin. No ejection stages allowed – F3 on landing to determine max height. Parachutes are allowed, you may use any probe core. Long Jump – Using just one flea again, and just the stayputnik probe core (no sas/rcs control) reach the furthest ground distance covered from the launch and land intact. You may land in water, and parachutes are definitely allowed. Again, no ejection stages allowed and F3 on landing to determine max ground distance covered. Aerodynamic parts are allowed but realize without SAS that might be tricky! Runway Dash – Reach the end of the runway (starting on the runway) without going airborne in the fastest time. You must stop before the end of the runway, ending between the number 27 and the end of the runway at the stop. Any combination of parts are allowed here, just no leaving the ground and no going over 255 parts. Shot Put – Using only decouplers and a probe core (launch platform must be stuck to the ground with launch clamps and be static – no moving parts) reach the furthest distance you can in ground distance covered. The probe core must land intact. Heavy Lifting – Put the largest mass object you can into valid kerbin orbit. Orbit must be at least 70 km and be a stable orbit. You may not leave kerbin's SoI or enter Minmus or Mun SoI. Mass is determined by the total mass of the ship once it is in stable orbit. Air Height Event – Using only air breathing engines reach the max height you can, max 255 parts and must land intact. You may jettison parts along the way but no rcs or any thing other than pure air breathing engines (No rockets, solid boosters or rapiers) Javilin – Using only 5 liquid fuel (use a mk 0 liquid fuel tank and reduce it to 5 liquid fuel) and no other fuel reach the furthest distance from the KCS as you can, landing intact. Landing in water is fine. No using decouplers to push the distance or leave craft behind. Parachutes are allowed. You'll be surprised how far you can go on 5 liquid fuel!!! Marathon – Using only a single Z-400 battery and carrying 3 kerbals make as many laps as possible around the KSC. You must start on the runway and leave the runway going west. Once you are off the sloped area you may go either direction around the KSC. A lap is considered complete once you pass the west end of the runway again. You may not go up any of the slopes around the KSC. No using any other fuel, no using RTGs, solar panels or fuel cells. Any probe cores or craft parts used must be emptied of electrical current. Total starting current must be 400, from the battery alone. Speed Swimming – Reach the runway island – you do not have to actually get on to the runway, just touch land. You may not go airborne and must start from the runway. You may use up to 255 parts in any way you want as long as you do not go airborne and go into the water to get there. Archery – Launching from the launch pad land as close as you can to the black monolith near the KSC. Note you can see this thing from the main KSC screen it is just to the north of the runway. You may only use solid rocket boosters and may only use the stayputnik, no SAS/RCS control allowed. You must land the probe intact. You may use decouplers and parachutes. Closest to the monolith for victory! (I expect to see someone who landed on the monolith to be honest!) And that is the 10 events! Feel free to post your results! Screen shots encouraged with the F3 results. As a side contest try to come up with your own flags for the event! Get creative and have fun! Good luck in your kerbal events this summer! Hope to see some great results! I will start on these events myself on KSPTV on Thursday morning at 11 AM EST! Hope to see you there and hope to see some great entries!
I apologize if there is already a thread about this (please be gentle, dear mods), but after watching many hours of the KSPTV experimentals marathon, I have a few takeaways I would like to share with you: That performance boost! I can't even begin to tell you how much I look forward to that. If you know my body of work ( ahem ), then you know that I rarely do stuff with less than 300-500 parts. Having said that, I am aware that performance will vary from machine to machine. All mods will need updates. The engine swap to Unity V is such a giant change of the game's core mechanics that you can't count on any mod still working. I have tried asking @KasperVldin the stream's chat whether or not some modders already have access to experimentals (except of course Squad semi-staff members like Roverdude), but either the answer or the question got lost in the torrent of chat messages. The reworked UI is a thing of beauty. Not because it looks that much better. Because it greatly increases usability (I know a thing or two about that having written my empirical thesis on a self developed usability test), since you now can move context menus around and even make them sticky. Love this for my SSTO plane missions! That inflatable heat shield is a beast. Mat (the first streamer) punched through Eve's atmosphere with that thing reaching more than 25g and both heat shield and payload survived. Immediately discussions about the shield being overpowered broke out. But keep in mind that thing is basically a big balloon and his payload was just a very tiny rover. Would love to hear @RoverDude's input on that since he designed the thing, if I remember correctly. Also don't know yet if that thing floats... thinking about swimming bases on Laythe... There are still a few bugs, which is to be expected with experimentals. Jimorian lost visuals for a moment and then had a second Kerbin hanging behind the regular Kerbin. It looked funny and weird. Mat didn't have all of the orbit map visuals when trying to aim for Eve. He basically got there with sheer luck. Rich to the Rescue encountered two bugs: Landing gear now slides down slopes (or maybe this is intentional? However it's really annoying) After docking with multiple docking ports, some of Rich's ports suddenly disappeared. He wasn't sure if that was really a bug or if he did something wrong, but it looked like a bug to me. Due to the change in game engine, a lot of visuals look different than the old version. Planet surfaces look less "tily" from above. There seems to be an issue though with Eve, since it almost looked fluorescent in Mat's part of the marathon stream. Really weird color. So all in all it looks like KSP 1.1 will be a great update, although there appear to be some kinks still left in it. Let's just hope they will be ironed out in the coming weeks! Not sure about some long standing bugs like the "cannot activate while stowed" bug. Has anyone tried that out during the stream? Anyhow: The hype is real