It's perfect for new players because you are introduced to the parts incrementally and can appreciate and better understand what each part does.
This will probably get me to buy this, actually
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It's perfect for new players because you are introduced to the parts incrementally and can appreciate and better understand what each part does.
I'm in the midst of trying to get a rover to Eve after finally unlocking the big orange tanks and Mainsail engine. I finally got tired of doing everything by hand and installed MechJeb. Now I have to work on making my designs more efficient and less...brutish. And perfecting docking maneuvers. Ugh. So much to do!
Docking does get easier the more you do it I've found. Placing RCS thrusters in line with the COM can help, (although you might have to consider where that will move as fuel is used).
As a note, with the new tweakables system, you can empty out the fuel tank in the VAB to see how your CoM will shift. I typically go with 4x multidirectional RCS thrusters right at the CoM, with another 4x unidirectional thrusters at each end for medium and larger craft to assist with rotation.
Just picked this up @ $16 on sale (hasn't really dropped below that ever), seemed like a good enough time to buy. Got in and I have NO IDEA WHAT I AM DOING. The tutorial is laughably thin and it seems like there is a lot to mess around with.
Seems fun, though, but it'd be nice if there was a better tutorial for what some of the pieces do.
Try some youtube videos. Scott Manley puts out some interesting content. He has some videos marked as tutorial so you could try there. You could also try the forums, there is a help sub forum with some tutorials.
KSP can make one feel really dumb in the beginning, but if you stick with it, the reward is immense.
What's the difference between .24 and .22??
Anything huge or just minor ish?
"Large parts feature a new system that allows them to attach much more rigidly to other parts, eliminating many cases where spamming struts was required"
Haven't played this in a while, is there better mod management now? In the past updates tended to break mods and then the whole thing just became a mess. Loved the game but mod management was meh.
Biggest change in .24 is probably there is now a 64-bit version of the Windows version, and gameplay wise they also they added contracts & money management to the career part.
64 Bit Kerbal for Windows is buggy as hell. The Windows version of the Unity 64Bit client was no where near ready for prime time debut.. Going back to Linux
First it refused to load the contracts office (app crash), then hard lock on exit, and today decided to throw a null reference when I tried go the VAB.
As of today, I do have mods installed (Kerbal Engineer, Alarm clock, KSP parts pack), so I'm not putting the blame on the KSP core for today's problems, but I'm also not loading up the 64 bit client for a few versions. I'll live without the high res texture packs.
I welcome a 64bit version, but with the current stability and mod compatibility issues, it probably should have stayed a beta branch for this release. Stick with 32 bit and, .23.5 and .24 are great updates.