Kerbal Space Program's 'First Contract' update now available

Economy makes its way to Kerbal Space Program.

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Space exploration is every bit as thrilling as it is vital, simultaneously giving humanity a glimpse into our origins and into our future. However, launching a space program certainly isn't cheap. With that in mind, developer Squad is infusing economics into the Kerbal Space Program with the new First Contract update.

Players can now manage contracts and funds in KSP's Career Mode. In fact, the new in-game currency is literally called 'Funds,' which can be used to purchase parts for spacecraft. A new Reputation system will also be put into place, based on successful expeditions and how many Kerbals are brought back alive.

Reputation can be earned by completing a variety of different mission types, such as performing tests, bringing back scientific data, rescuing stranded Kerbals, planting the Agency's flag on designated locations, and simply exploring uncharted areas. These Contracts can be found in the game's Mission Control building.

The Kerbal Space Program 'First Contract' update is now available. More information about the update can be found here. The game is currently available through Steam Early Access.

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Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?

From The Chatty
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    July 18, 2014 11:00 AM

    Ozzie Mejia posted a new article, Kerbal Space Program's 'First Contract' update now available.

    Economy makes its way to Kerbal Space Program.

    • reply
      July 18, 2014 11:37 AM

      [deleted]

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        July 18, 2014 3:28 PM

        I tried the demo, but i had a lot of trouble controlling my space craft.

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          July 18, 2014 6:17 PM

          Turn on SAS (stabilization augmentation system, toggled with the T key) to enable automatic computer 'stabilization' that will attempt to keep your ship going in the direction you point it despite an unbalanced design or other factors.

          WSAD tips you ship in those directions, however, it is set up like aircraft controls by default (so W is nose down and S is nose up, however you can invert this in the settings), up/down is inverted compared to left right (makes more sense if you are flying an aircraft, but a bit backwards for rockets, but that may just be me, but I'm also mostly used to it by now).

          QE roll your ship - generally not needed. Previously gimballed engines would not respond to this at all (as they wouldn't have any effect if the engine was on the center line), but they will now, assuming they aren't a single nozzle engine installed on the centerline.

          SHIFT throttles up, CRTL throttles down, X cuts all engine power instantly. Throttle now defaults to 50% instead of 0 as it did previously.

          SPACE activates the next stage. You need to press it to start your launch.

          Reaction Control System thrusters (RCS) can be enabled by pressing R, and they will be used by your manual control and by SAS. These are small thrusters you can place on your ship that burn monopropelant that are intended to assist in the turning of your ship and form small maneuvers. If your ship is small, you can rely on the gyros in your capsule for providing rotational torque for changing your ship direction in space, but as your ship gets bigger and more massive, the gyros don't have enough torque, and so RCS thrusters can make it much easier to turn you ship. Generally they aren't needed in the atmosphere where fins and aerodynamics are much easier to use to keep you heading in the right direction, and so RCS is generally only enable in vacuum and when you want to make a turn instead of holding your position (SAS is notorious for wasting RCS fuel when making tiny correction to keep a ship facing a specific direction, when the gyros are perfectly for holder direction, even on larger ships).

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      July 18, 2014 2:10 PM

      [deleted]

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      July 18, 2014 3:27 PM

      [deleted]

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        July 18, 2014 6:38 PM

        Ya, contracts combined with "science" makes replaying everything pretty fun

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