Showing posts with label kerbal space program. Show all posts
Showing posts with label kerbal space program. Show all posts

Monday, December 16, 2013

Make-it Monday: KSP Day 1 - The Founding of DASA


I know Make-it Mondays are not supposed to be videogame related, but I am going to bend the rule this week, because I think this videogame project fits the spirit of my Make-a-thing-a-week resolution. Yesterday I got together with several of my friends for the first-ever meeting of the Dubliner Aeronautics and Space Administration (DASA). The name is derived from the name of the karaoke bar where we all used to be regulars.

For several months, a group of us have been kicking around the idea of getting together to run a day of Kerbal Space Program as though we were actual 60s-style rocket scientists, complete with black ties, white shirts and lots of hand-drawn diagrams. Well, this weekend, we finally made it happen.

Wednesday, November 20, 2013

Kerbal Space Program: The Silly Side of Rocket Science

A couple weeks ago, Squad released an update to their amusing space sim, Kerbal Space Program. The version .22 update added a career mode feature, which has been directly responsible for a lot of my wasted time over the past couple weeks.

For those who are unfamiliar, KSP is an indie game in open alpha development that allows the player to build rockets to fly little green men (who are likely some genetic variant of the minions from Despicable Me) around a made up solar system. Here's the thing, though... unlike any other space game I've played, KSP uses extremely realistic orbital mechanics. Which makes it both compelling for a space geek like me, but also really hard to get the hang of.
 
First Kerbal on the Mun
Up until this recent update, the game has been a sort of sandbox spacecraft builder. You built rockets from an unlimited supply of parts and sent them off to who-knows-where with an unlimited supply of little green men at the controls.

The new career mode is only different from the sandbox spacecraft builder in that your starting parts are limited. Unlocking the parts in the tech tree requires that you fly missions and run science experiments along the way. This earns you science points, which you can use to unlock new tech. That's it... no specific missions, no storyline. Just a tech tree tempting the player with its forbidden rockety fruit.

Probe landing on Eve (the in-game equivalent of Venus)
Seriously though, career mode was a major game changer for me. When the game was a simple sandbox, I'd fire it up from time to time, maybe put a rocket in orbit, or try to dock two spacecraft together, but that was about it. Now, I find myself dreaming up missions, doodling spacecraft, even calculating delta V by hand! The fact that repeat missions produce diminishing returns on science only encourages this behavior. If I am going to get the whole tech tree unlocked, I need to explore new worlds, seek out new life and new civilizations, and boldly go where no Kerbal has gone before.

Orbiter around Jool (in-game equivalent of Jupiter)
 

Monday, July 2, 2012

Kerbal Space Program

This weekend, I stumbled upon a wonderful little indie game that blends my current professional focus with my idea of fun, and explosions... lots of explosions.

The game, called Kerbal Space Program, puts the you in charge of building and launching rockets capable of putting little, green "Kermen" into space. You begin by assembling your rocket from various parts in the game's Vehicle Assembly Building. Then you head out to the launch pad to fire it off and see what happens.



The game does not currently have specific missions, but you can set your own goals from completing a successful sub-orbital hop, to reaching orbit, to landing on the MΓΌn. KSP features solidly realistic orbital mechanics which equates to a very high learning curve. After playing for several hours, I have had a couple sub-orbital launches, but still haven't managed to reach orbit. I suspect that I will need to do some number crunching, or at least jotting down in order to achieve that next milestone.


Having spent the past year and a half developing a space exhibit for the museum where I work, I am very pleased to see a game like this. Though the physics are difficult to master, the simple process of tinkering with virtual rockets and blasting them to space or smithereens is a lot of fun.


The game is currently in an open beta test ala Minecraft. There is a free demo version available for download with limited features. If my description sounds intriguing, I encourage you to check it out. If you get sucked in like I did, it is currently just $15 to pick up the latest test version, which will continue to yield updates as the game progresses.

Let's light this candle!