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Flash-back. Harvesters first unveiling.


Talavar

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Someone should find the thread where Harv is talking out his idea for a game; gives a great perspective on what KSP could have been: a forgetable arcade game.

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1 hour ago, r_rolo1 said:

You mean this one, Regex?

And from the responses below, you can find this gem:

Thankfully Harv changed his opinion in between ;)

 

 Dear lord, KSP was pointed in the direction of a face-plant at the beginning. "PULL UP JEB!!"
  I'm glad he changed his outlook on things.

Edited by Talavar
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It's funny, considering how many people got a hang on orbital mechanics thanks to this game :) As far as layperson can actually do this without extensive math courses thrown in - of course. But at least we actually can understand what "prograde", "retrograde", "ascending\descending node" etc mean.

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Well, don't get me wrong: I agree with Harv that Real orbital mechanics ( with n-body physics and even relativistic corrections ) is hard, hard enough that pretty much every RL space mission has a scheduled correction burn somewhere even if to correct calculation errors, but the conic patched and Keplerian physics KSP uses is reachable with the use of high school maths and physics ( I know, because I've used them to ilustrate some physics in tutoring ) and some heuristics can be developed if you have acess to the right information ( like the classic "to get to the Mun, burn when it rises above the horizon" ).

That said, I have to thank Harv for one of the more forgotten pieces of UI in the game for making orbital mechanics more understandable: the manouver node ( and the proximity to target marckers ). Without it , going to the planets or even docking would be excruciantingly hard tasks ( like anyone that played KSP 0.15 or SimpleRockets will tell you :D ) ...

Edited by r_rolo1
Added self plug :P
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Echoing r_rolo1 (in a way), my call for that thread was not to shame Harv but to illustrate KSP's history.  You could also take it as a lesson that vetting your idea to a few people before you begin working on it is generally A Good Thing.

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Awesome! 

I think its interesting to see how a project evolves during its life-cycle. I think it is clear that KSP is a project where the developers have grown more and more ambitious as the project has gone on. If you read the link regex referred to and  r_rolo1  posted, you'd think initially Harvester was originally thinking of something like simple rockets on IOS. A long way from where KSP is now. Clearly their confidence and ambition has grown, and I think there are signs they are getting more ambitious still. And this is a good thing.  

 

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I used to surf this forum too... Great man this Harvester :wink: As i discovered Orbiter many years ago, i thought there should be once a (fun-) game based on orbital mechanics... better than ever... cool find! 

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20 hours ago, r_rolo1 said:

You mean this one, Regex?

And from the responses below, you can find this gem:

Thankfully Harv changed his opinion in between ;)

 

That kinda reads like a description of the mobile game Space Agency, which is mildly amusing but nowhere near the depth of KSP. So thankful it didn't play out that way.

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55 minutes ago, worir4 said:

And that thread is how i discovered KSP! 

Imagine if KSP was a 2D game.... I think it would not have become as popular as it is today.

That's basically simplerocket, I like that game but compared to KSP, it's to simple.

It's a good thing that KSP have become what it is, a very good space  simulator. and a good thing that harv change his mind about orbit mechanic.

Edited by Hary R
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