![]() ![]() The process is straightforward: throttle your engines and make for the stars. The second half is piloting what you build. ![]() Once you’ve experimented a bit, you’ll be able to experience the second half of the game. It’s great fun, but if you want your creations achieving liftoff, you need to plan carefully or else your spacecraft is going to shake itself to pieces… explosively. The first is design and construction: players are given free range to build whatever their imagination can cook up. Gameplay-wise, KSP can be divided into 2 main components. It’s a daunting premise and something that might alienate prospective players. Exploration is the name of the game: starting from one earth-like planet, players have an entire solar system to muck around in. For once, saying “It’s not rocket science” couldn’t be further from the truth. ![]() The setup is simple: upon starting a game, you’re given all the resources needed to make your own space program (space center, parts, fearless lunatics astronauts, etc.). Think “Minecraft,” “Skylanders” or “Disney Infinity” with a NASA theme. There’s no campaign to speak of and no real enemy just a set of tutorials that teach you the basics with simple text narration and funny pictures. “Kerbal Space Program” (or KSP, for short) is less of a true game than it is a toy box. … I’m getting ahead of myself, aren’t I? Let me start from the beginning. In fact, it captured my imagination and my persistence was rewarded with an entertaining, open-ended gaming experience. The game wasn’t frustrating in the least. I had forgotten to account for the laws of physics: I had made something too heavy with not enough thrust. When said rocket (which I was sure would be zooming off to the moon in no time flat) turned into a big-ass explosion, I was flabbergasted. I had just spent the better part of a half-hour dreaming up a big-ass rocket to shoot off into space, building it and getting it to the launchpad. Roughly two hours into the independent video game “Kerbal Space Program,” I realized that I was in over my head. It completely changes the way drag and lift are handled, adds correct stall, mach effects, allows to assign, for each control surface, the axis it will work in, contains shitload of simulation tools and data, even has a built in fly-by-wire system which you can enable if you decide to make an F-16 style purposely unstable fighter.Where to get it: Steam, or Squad’s own site. It's an advanced aerodynamics model for this game. ULA has made, as you can judge by team's name, ULA rockets - Delta IV and Atlas V (there is also a Delta II somewhere arround by another author) while Lionhead team (headed by Yogui) made a lot of ESA rockets as well as Mars Duna rovers' replicas - including Pandora (Curiosity), Prometheus (Oportunity) and Thor (Phoenix) as well as Zeus (Hubble Telescope) and Hermes (Voyager).īut since this is planes' forum, what I truly recomend to everyone here the most is Ferram Aerospace Research mod ULA + Lionhead is good for recreating Mars Duna exploration missions. If you're looking forward to blowing up recreating missions with actual, historical spacecraft, I recommend BobCat's, ULA's and Lionhead Industries' addons - BobCat made Soyuz, Progress, Mir with all modules, Buran, Kliper and LK, all in one pack, as well as whole Constelation Program (early version but still works). KSP is the only for fun space game with actual newtonian orbital mechanics, even if simplified to 1-body problems. Never came to my mid that an actual filght simulator may be a comedy. I switched to this game 2 months ago after 2 years of Orbiter 2010.
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