Contributor Post Created with Sketch. Virtual Experience: Kerbal Space Program

 
orbital_mechanics
Image Credit: XKCD

Some years back, the webcomic at the right caught my attention: If Randall Munroe — creator of XKCD and the author of What If? — found the video game Kerbal Space Program (KSP) that informative, imagine what an idiot like me might learn. An absurd amount, as it turns out.

KSP is a flight and rocket simulator that allows players to design and fly vehicles not only on the fictional planet of Kerbin, but throughout its pint-sized and complicated solar system. Though there are pre-built scenarios players can select (e.g., diverting an asteroid on a collision course with your home world), the primary mode of play is an open “sandbox” style, where players have no set objectives, though there are set incentives. Want to explore Kerbin via jet? Go do that. Want to dock with another craft and build a space station? Have fun. How about flying to one of Kerbin’s diminutive moons? Easily done (though landing and getting back are harder). How about set up a mining/refueling base on one of the other planets orbiting Kerbol? I haven’t figured that one out yet, but I’m assured it’s possible.

Screen Shot 2016-05-29 at 11.18.57 AM
From a successful round-trip voyage to Minmus.

Though the built-in tutorials leave much to be desired — there are too few of them and they’re a little buggy — the educational value of this game is truly extraordinary: Not since the Europa Universalis games have I learned so much through play (“Oh, so that’s where ‘Old’ Zeeland is! Who knew?”). Moving around in space is very alien to moving around terrestrially, something I knew before, but which I had no feel for until playing KSP. To take one fairly minor example, it’s actually much easier to get into orbit and land on Minmus, Kerbin’s smaller moon, than on the much larger Mun, despite the latter being nearly three times closer. Why so? Because, in space, gravity matters more than the distance between two objects — especially if you’re not in a hurry — and because it’s far easier to land and return from a small object than a much larger one. If this doesn’t make intuitive sense — which you shouldn’t take personally, as this is phenomenally weird — this (superb) illustration from Munroe is a good introduction to the subject.

1UWkfIo
Moving around in space is weird.

But besides the physics instruction, the game is a wonderful lesson in problem-solving and care. Though there are pre-built rockets available, most modes of the game require players to design their own. Despite the insanely simplified design (all the internal components and wiring work flawlessly and without any player input), this is still massively complicated and it’s not uncommon for designs to fail on their first launch (or, if you’re me, on their second launch as well … maybe the third, too). Did you include enough lifting power? How about stability control? Was a piece — and, therefore, the vehicle’s mass — off-center? Forget stability fins? Didn’t bring enough fuel? Too much mass? Did you mess-up your staging? You can usually figure it out by tinkering, but it also sometimes helps to look at some math formulas and grab a calculator (or so I hear).

Oftentimes, the results of these mistakes are catastrophic and the ship explodes, killing your cute little kerbinauts in fiery explosions. Other times, your errors are subtle and not immediately apparent. In one rather hilariously tragic episode, three of my kerbins were stranded on the Mun with insufficient fuel to return. No matter, I thought: I’ll design a rescue ship with an extra fuel tank and have them back in no time. After a half-dozen failed attempts to land the rescuer — getting to and landing on the Mun is hard, but landing in a specific spot on the Mun is much harder — I finally got the lander down with enough fuel to get home. Excitedly, I flew my kerbinauts to the rescue ship (using-up their limited jet-pack fuel) only to discover that I’d made a tiny little screw-up: When I added the extra fuel tank, I’d forgotten to slap a ladder onto it. Thanks to my poor planning, carelessness, and impatience, my poor little Kerbins couldn’t jump high enough to reach the crew compartment and were stuck on the Mun for all eternity. Who’d have thought a video game could teach attention to detail, patience, and delayed gratification?

Being slightly closer to 40 years of age than to 30, it’s a safe bet that I’ll never be an astronaut (though, if enough of you join this community, I might be able to afford a little space tourism; just sayin’). After all the hours I’ve spent on this game, I might be able to say with a straight face that I know the first thing about it, though actual engineers are still welcome to put me in my place. It’s not the same as real experience, but the learning is real, as is the fun.

KSP is available for purchase and download from several sources, including its own website. The system requirements are steep, so a reasonably new and powerful computer are a must (an i7 processor and 16GB of RAM work well). The game’s wiki is an invaluable resource for specs and tutorials and there are several YouTube channels devoted to tutorials, explanations, and demonstrations of what can be done in the game.)

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  1. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    2013 – My first Mun landing, accomplished using the free demo of the game:

    mun

    • #1
    • June 3, 2016, at 9:45 AM PDT
    • 1 like
  2. Z in MT Member

    Sounds like an awesome game.

    • #2
    • June 3, 2016, at 9:45 AM PDT
    • Like
  3. SkipSul Coolidge
    SkipSulJoined in the first year of Ricochet Ricochet Charter Member

    I think John Walker had a post on Kerbal a year or so ago.

    • #3
    • June 3, 2016, at 10:02 AM PDT
    • 1 like
  4. Tom Meyer, Common Citizen Contributor

    skipsul:I think John Walker had a post on Kerbal a year or so ago.

    Well, dammit, he did. And he used the XKCD as well!

    • #4
    • June 3, 2016, at 10:25 AM PDT
    • 1 like
  5. John Walker Contributor

    skipsul:I think John Walker had a post on Kerbal a year or so ago.

    Here’s my post on the Member Feed from September 19th, 2015, as part of that month’s Group Writing series about games.

    • #5
    • June 3, 2016, at 10:27 AM PDT
    • 1 like
  6. Tom Meyer, Common Citizen Contributor

    Misthiocracy:2013 – My first Mun landing, accomplished using the free demo of the game:

    mun

    That’s a mighty heavy lander.

    • #6
    • June 3, 2016, at 10:43 AM PDT
    • Like
  7. Done Contributor

    Tom Meyer, Ed.:

    skipsul:I think John Walker had a post on Kerbal a year or so ago.

    Well, dammit, he did. And he used the XKCD as well!

    Being the poor man’s John Walker is still pretty good.

    • #7
    • June 3, 2016, at 10:52 AM PDT
    • 1 like
  8. Sabrdance Member

    Meh. 8 months is nothing. The game’s had an update since them -including the aforementioned ore-hauling. And it now has 64 bit precision, which is great, because it means my kerbalnauts aren’t getting flung of into deep space when they dismount their movers (claws attached to a whole lot of RCS for moving space station parts around) as often. Here’s my latest.

    screenshot387

    After much work, I dropped a Class A asteroid in the plains north of KSC. With all the trees I had to send a STOL to analyze it (the new engines are too large for this design to work as a true VTOL, but it can take off and land in only about a sixth of the runway’s length).

    screenshot388

    A closer look.

    screenshot366

    And speaking of ore -my first off planet colony. Jesyin-Lowell Stake, in the East Crater of the Mun. Eventually this will become a larger community. That’s my ore drone on the right. I was astonished at how much fuel it takes to lift 1200 tons of ore. After refining the ore in orbit to replace the spent fuel, we only net about 400 tons of ore. I’ve taken to driving across the munar surface some 40km to get under the orbiting station before lifting off to save a little fuel.

    • #8
    • June 3, 2016, at 11:04 AM PDT
    • Like
  9. Sabrdance Member

    Also, obviously when groups come out we need a Videogame Group. Will we also need a dedicated KSP subgroup?

    • #9
    • June 3, 2016, at 11:05 AM PDT
    • Like
  10. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    Tom Meyer, Ed.:

    Misthiocracy:2013 – My first Mun landing, accomplished using the free demo of the game:

    mun

    That’s a mighty heavy lander.

    The demo does not include the docking parts required to have both a command module and a lander, so your lander’s gotta be able to make it all the way back to Kerbin (and I suck at orbital docking anyways).

    Also, the physics of the demo version are way more forgiving than the full version. I wish I’d taken a screenshot of how many boosters were used in the first stage of the rocket. It was ridiculous…

    …oh wait, I did get a screenshot of a similar demo rocket with an even heavier lander. It illustrates the madness fairly well.

    screenshot2

    Basically, the design philosophy of the demo version was that all a failed rocket design ever needs is more boosters.

    jeb_moarboosters

    • #10
    • June 3, 2016, at 11:07 AM PDT
    • 1 like
  11. Tom Meyer, Common Citizen Contributor

    Sabrdance: screenshot387

    Am I wrong to note that your plane looks superficially like an F-86?

    • #11
    • June 3, 2016, at 11:20 AM PDT
    • Like
  12. Tom Meyer, Common Citizen Contributor

    Sabrdance:

    And speaking of ore -my first off planet colony. Jesyin-Lowell Stake, in the East Crater of the Mun. Eventually this will become a larger community. That’s my ore drone on the right. I was astonished at how much fuel it takes to lift 1200 tons of ore. After refining the ore in orbit to replace the spent fuel, we only net about 400 tons of ore. I’ve taken to driving across the munar surface some 40km to get under the orbiting station before lifting off to save a little fuel.

    How much fuel to you get for a ton of ore?

    • #12
    • June 3, 2016, at 11:23 AM PDT
    • Like
  13. Tom Meyer, Common Citizen Contributor

    Frank Soto:

    Being the poor man’s John Walker is still pretty good.

    And just when I’d come to terms with being a poor man’s Charles Cooke…

    • #13
    • June 3, 2016, at 11:24 AM PDT
    • Like
  14. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    I did later on get better at getting at astronavigation, so I could get to the Mun with a lander that didn’t require nearly as much fuel.

    However, I hadn’t quite learned the lesson of not hitting the “separate stage” button when one means to hit the “throttle” button.

    luckylanding

    It’s a miracle it landed upright, and Jeb was able to get home.

    • #14
    • June 3, 2016, at 11:29 AM PDT
    • Like
  15. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    In KSP, the failures are often as fun, if not more fun, than the successes.

    mission4_anylandingyoucanwalkawayfrom

    I really wish I had some good shots of my most spectacular explosions.

    • #15
    • June 3, 2016, at 11:30 AM PDT
    • Like
  16. Tom Meyer, Common Citizen Contributor

    Misthiocracy: However, I hadn’t quite learned the lesson of not hitting the “separate stage” button when one means to hit the “throttle” button.

    I have done that several times.

    My other recent screw up was somehow not noticing that my final stage included both the last decoupler and the parachute.

    Oops.

    • #16
    • June 3, 2016, at 11:36 AM PDT
    • Like
  17. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    qiqoyLr

    • #17
    • June 3, 2016, at 11:39 AM PDT
    • 1 like
  18. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    Tom Meyer, Ed.:

    Misthiocracy: However, I hadn’t quite learned the lesson of not hitting the “separate stage” button when one means to hit the “throttle” button.

    I have done that several times.

    My other recent screw up was somehow not noticing that my final stage included both the last decoupler and the parachute.

    Oops.

    Ok, but have you ever decoupled all your boosters at launch?

    • #18
    • June 3, 2016, at 11:40 AM PDT
    • Like
  19. Tom Meyer, Common Citizen Contributor

    Tom Meyer, Ed.: No matter, I thought: I’ll design a rescue ship with an extra fuel tank and have them back in no time. After a half-dozen failed attempts to land the rescuer — getting to and landing on the Mun is hard, but landing in a specific spot on the Mun is much harder — I finally got the lander down with enough fuel to get home.

    Every time one of the rescues crashed, I swear I heard the same sound as here:

    • #19
    • June 3, 2016, at 11:41 AM PDT
    • Like
  20. Sabrdance Member

    Tom Meyer, Ed.:

    Sabrdance: screenshot387

    Am I wrong to note that your plane looks superficially like an F-86?

    It is an efficient design -but to make the STOL system work, it needs a lot more air intakes, so rather than the one air intake on the front, it has four on top and two on the bottom. Also, to increase stability in landing, the gear are on the wingtips.

    • #20
    • June 3, 2016, at 11:48 AM PDT
    • Like
  21. Tom Meyer, Common Citizen Contributor

    Misthiocracy:

    Ok, but have you ever decoupled all your boosters at launch?

    I have!

    More often, though, my I don’t align my boosters to the radial decouplers correctly, and they don’t disconnect at all. That’s just annoying.

    • #21
    • June 3, 2016, at 11:50 AM PDT
    • Like
  22. Sabrdance Member

    Tom Meyer, Ed.:

    Sabrdance:

    And speaking of ore -my first off planet colony. Jesyin-Lowell Stake, in the East Crater of the Mun. Eventually this will become a larger community. That’s my ore drone on the right. I was astonished at how much fuel it takes to lift 1200 tons of ore. After refining the ore in orbit to replace the spent fuel, we only net about 400 tons of ore. I’ve taken to driving across the munar surface some 40km to get under the orbiting station before lifting off to save a little fuel.

    How much fuel to you get for a ton of ore?

    9 K and 11 LOx per 10 ore, so effectively 1 to 1. Lifting off from the drill and plotting a 45 degree interception with the orbital station used 720 K and 880 LOx, plus the monopropelant for regularizing the orbit and docking. About 800 ore to replace that. 1200 ore roughly doubles the mass of that drone.

    • #22
    • June 3, 2016, at 11:54 AM PDT
    • Like
  23. John Walker Contributor

    Misthiocracy: Ok, but have you ever decoupled all your boosters at launch?

    Sure. And who hasn’t failed to carefully review the staging set-up and have the parachutes pop out at the moment of launch? Embarrassing.

    But then, the odds are, if it’s happened to you, it’s happened to NASA:

    • #23
    • June 3, 2016, at 12:10 PM PDT
    • Like
  24. Tom Meyer, Common Citizen Contributor

    John Walker:

    Sure. And who hasn’t failed to carefully review the staging set-up and have the parachutes pop out at the moment of launch? Embarrassing.

    But then, the odds are, if it’s happened to you, it’s happened to NASA:

    This makes me feel better about myself.

    • #24
    • June 3, 2016, at 12:11 PM PDT
    • 1 like
  25. Misthiocracy got drunk and Member
    Misthiocracy got drunk andJoined in the first year of Ricochet Ricochet Charter Member

    John Walker:

    Misthiocracy: Ok, but have you ever decoupled all your boosters at launch?

    Sure. And who hasn’t failed to carefully review the staging set-up and have the parachutes pop out at the moment of launch? Embarrassing.

    How about deploying the parachute while still in orbit, and praying that it doesn’t rip off when you hit the atmosphere?

    • #25
    • June 3, 2016, at 12:22 PM PDT
    • 1 like
  26. Joe P Member

    Tom Meyer, Ed.:

    Misthiocracy:

    Ok, but have you ever decoupled all your boosters at launch?

    I have!

    More often, though, my I don’t align my boosters to the radial decouplers correctly, and they don’t disconnect at all. That’s just annoying.

    I hate that.

    Ever try to separate big boosters (or asparagus stages) with radials, and have one of them destroy the bottom stage of your rocket, because you’re ascending at an angle and gravity causes a collision?

    • #26
    • June 3, 2016, at 12:24 PM PDT
    • 1 like
  27. Tom Meyer, Common Citizen Contributor

    Misthiocracy:

    How about deploying the parachute while still in orbit, and praying that it doesn’t rip off when you hit the atmosphere?

    The Return from the Mun tutorial has (had?) a glitch where the parachute fully deploys at 500m, rather than 1000. It took me over a week of slamming into the mountains and wondering what I was doing wrong before I figured it out.

    • #27
    • June 3, 2016, at 12:25 PM PDT
    • 1 like
  28. John Walker Contributor

    Tom Meyer, Ed.:

    Misthiocracy:

    How about deploying the parachute while still in orbit, and praying that it doesn’t rip off when you hit the atmosphere?

    The Return from the Mun tutorial has (had?) a glitch where the parachute fully deploys at 500m, rather than 1000. It took me over a week of slamming into the mountains and wondering what I was doing wrong before I figured it out.

    They’ve changed the behaviour of re-entry and parachutes substantially over recent releases (and I haven’t looked at 1.1 enough to know what’s changed there). It used to be you could re-enter with almost anything and survive, and then they added the effects of heating like the third-party “deadly re-entry” mod, so you had to have a proper heat shield and account for re-entry velocity and attitude. This broke most of the previous strategies for aero-braking in the atmosphere of Jool (Jupiter analogue): it used to work fine, but now (at least in 1.0.5) you always burn up. I used aero-braking and capture for almost all of my probes to Jool’s satellites in 0.95, but now you can’t get away with it.

    You used to be able to open parachutes at any time, even in orbit, and they’d work all the way to the ground. Now if you open main parachutes at an airspeed above 250 m/sec on Kerbin, they’re destroyed by aerodynamic forces, and they can burn up if exposed during re-entry. With some missions you need drogue chutes to slow down to a safe speed to open the mains.

    There’s a fine line between realism and playability, and I think the developers have done a fine job balancing the two so far.

    • #28
    • June 3, 2016, at 1:16 PM PDT
    • Like
  29. Tom Meyer, Common Citizen Contributor

    John Walker:

    There’s a fine line between realism and playability, and I think the developers have done a fine job balancing the two so far.

    Is that like the fine line between what’s clever and what’s stupid? ;)

    More seriously, in the Scott Manley video I linked, he says something to the effect that whenever the developers had to make a decision between fun and realism, they chose fun.

    Right choice.

    • #29
    • June 3, 2016, at 1:43 PM PDT
    • Like
  30. Dan Hanson Thatcher
    Dan HansonJoined in the first year of Ricochet Ricochet Charter Member

    This is still my go-to game. I absolutely love it. I think I’ve gone thrugh the career ladder half a dozen times now.

    I can’t wait for the inevitable VR port so you can experience flying your rockets and doing spacewalks from a first-person perspective!

    • #30
    • June 3, 2016, at 2:20 PM PDT
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