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Konbanwa minna-san!


Fadamor

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Hi all. Been at the game for a week or so and have been concentrating on the Career mode. I've ran science experiments while in orbit of both Kerbin moons. Interesting choice of components you're initially given. As they finalize career mode, I certainly hope they re-arrange the components to reflect a more logical progression of science (manned rockets before satellites, probes, OR PLANES? :confused: )

I also just noticed today that once you jettison the fuel/engine in preparation for re-entry, the jettisoned components lose all ability to be acted-on by the atmosphere. I had an orbit that would give me a periopsis of only 15,000m, and just before entering the atmosphere I pointed my engine down and to the rear before jettison. I then watched the engine descend underneath and to the rear of me; shoot ahead as I started aerobraking; then head on back up and out into space. No aerobraking was performed at all on the debris. :huh:

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Welcome to the forums! :)

I'd like to point out that at this time, Kerbal Space Program is still in development, a great many things about the game will probably be tweaked between now and the final release. You aren't the first person to raise such concerns in these areas.

That being said, I hope that you've been enjoying the game, and I also hope that you find our community welcoming enough to continue participating in it. Perhaps you might want to share your exploits in the Mission Reports section, or if you're in need of any help, feel free to ask questions or look at some of the tutorials we offer to new players. You may also be able to find player-made add-ons that others have created to address some of the same concerns that you've made known; indeed, one of the more popular add-ons (Ferram Aerospace Research) does overhaul the aerodynamic model to be more realistic.

Hope this helps!

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I have been playing KSP for several months now (it certainly seems longer than that...), but I am new to the forums as well. I have seen much discussion on the progression of the tech tree, and many people (myself included) think that, while in our universe we did start by sending unmanned probes, in the Kerbal universe it makes more sense for them to send organic matter first :) it also has to do with the electrical requirements of probes and the placement of the necessary equipment to maintain that within the tree as well. As for the discarded stages, once a piece of debris gets farther than 2.25 km from your active ship, physics ceases to act on it (unless it is below a certain altitude, and this number escapes me). The game is not perfect by any means. For example, if you are able to accelerate to 100k time warp while on a lithobraking trajectory with a celestial body, you will warp straight through it and back up to apoapsis :D

Edited by scootersoup
shhhhhhhhhh
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Thanks for all the replies. I understand this is still very much in development and I have been having fun with it even in its current state. I've been avoiding the mods in order to get a feel for the "stock" game. The automated scripting mods are very tempting, but that would seem to remove some of the "hands-on" aspects of the game that I find so interesting. The enhanced flight ball also looks interesting and I may drop that one in when I feel I've wrung the stock game for all I can.

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