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Kerbal Space Program (space simulator)
File:Kerbal Space Program - Munrover.png
Developer(s)Squad
Publisher(s)Squad
Designer(s)Felipe Falanghe
Programmer(s)Felipe Falanghe, Mike Geelan, Jim-Kirre Benjaminsen, Marco Salcedo, Jesus Montaño[2]
EngineUnity
Platform(s)Windows, Mac OS X, Linux
ReleaseJune 24, 2011 (alpha 0.7.3)[1] October 7, 2014 (latest, alpha 0.25: Economic Boom)[1]
Genre(s)Space flight simulator
Mode(s)Single-player sandbox, single-player science mode, single-player career mode

Kerbal Space Program (commonly abbreviated to KSP) is a space flight simulator developed by Squad currently in public alpha development for release on Windows, Mac OS X, and Linux. The first public version was released on June 24, 2011,[3] and is currently sold on the online official KSP Store, and since March 20, 2013, through Steam's early access program,[4] where it reached the top 3 best sold games.[5] Updates have been continuously released. KSP has large support for game mods and a large community to create them,[6] which developed shortly after the game's start.[7] Notable members of the space industry have taken an interest in the game.[8][9]

Gameplay

A rocket sitting on the launchpad with the Vehicle Assembly Building and Mün, Kerbin's nearest moon.

The player controls a nascent space program operated by Kerbals, a race of small green humanoids, who have constructed a fully furnished and functional spaceport (known as the Kerbal Space Center, or KSC) on their homeworld Kerbin, similar to Earth.

Kerbals are generally shown as funny cartoon-like little green men, sometimes lacking common sense, resulting in an endless stream of flight volunteers with no care for safety procedures,[10] but they have shown to be able to construct very-well-made spacecraft parts and perform experiments in the lab.

Gameplay consists of constructing rockets and spaceplanes out of a provided set of components and launching them from the in-game space center's launch pad or runway, then going on to complete their desired mission while averting catastrophic failure.

Because of all the different things a player needs to monitor and the difficulty of grasping orbital mechanics, the game has a steep learning curve.[11]

Missions (although entirely player-set) generally involve, from simplest to most complex, achieving orbit, landing on the Mün/Minmus (both moons of Kerbin), landing on other planets,[12] capturing asteroids and creating space stations and bases.[13]

In the Vehicle Assembly Building and Spaceplane Hangar, many intricate designs can be constructed using the wide selection of engines, fuel tanks, wings, and structural parts,[14] with options for symmetry, viewing the center of mass, lift, and thrust, choosing a crew roster (if manned), and creating shortcuts for keys and buttons in the game's in-flight GUI. Possible designs range from massive multi-stage rockets to aerodynamic SSTO craft. To prevent craft failures, players need to worry about weight, thrust, stability, and structural integrity.[15] Players can also create surface vehicles, aircraft and rudimentary boats.

Vehicles can be equipped with solar panels, RCS thrusters, wheels, and other miscellaneous components for the player's needs. Once launched, spacecraft can be navigated to other celestial bodies and landed for surface operations, provided they have sufficient delta-v. Multiple craft can also be docked in orbit to construct space stations and interplanetary tugs without using huge rockets.

Players can manage the spaceport's Kerbal astronaut roster, hired from the Astronaut Complex. They all share the same surname "Kerman." Players can choose personnel to assign to seats. In space or on land, Kerbals can exit the spacecraft safely to perform an extra-vehicular activity (EVA), usually to gain the in-game currency, Science or to plant a flag.

In the Tracking Station, it is possible to see celestial bodies and craft in-flight when the player is not focusing on the craft. With the Asteroid Redirect Mission, the Tracking Station can track discovered unknown objects (asteroids) and find out their trajectory for a mission to capture asteroids.[16] The longer an asteroid is tracked, the more accurate its trajectory is.[17]

Hired astronauts are ranked (as of version .25) by two factors: courage and stupidity. Kerbals all have randomly generated names with pseudo-randomly generated stats (except for the three starting crew whose names and stats are fixed), with a 10% chance of having the badass ("badS") flag.[18] There are over 11,000 unique Kerbal names that can be generated.[19]

Once a spacecraft is built, it is placed on the launchpad or the runway and is ready for launch. Players control a spacecraft in all three dimensions with little assistance other than a stability system to keep a rocket pointed at a certain direction.[20] If the rocket has enough thrust and delta-v, it is possible to reach orbit. In flight, to visualize the player's trajectory, the player must switch into map mode, which shows the orbit or trajectory of the current craft, and the current position of other spacecraft and planetary bodies.[20]

The game can be played in three different gamemodes that are selected when the player starts a new game: sandbox mode, science mode, and career mode.[21] In sandbox mode, players are free to attempt any mission for which they can construct a suitable vehicle, with no punishments for failure[22] (except the temporary death of Kerbals who died during a mission) and using entirely user-assigned missions.

In Science mode, the initial selection of parts is limited, with the more advanced parts unlocked via "Science",[21] in the Research and Development building, gained by performing various scientific experiments on Kerbin and throughout the solar system. Science mode was partially designed to ease new players into the game and prevent them getting overwhelmed.[23] Science gained on a mission needs to be received by the space port.[24] This can be done by transmissions via antennas[21] in the game, or recovery by a craft landing back on Kerbin. Career mode is an extension upon science mode, adding funds, reputation, and contracts. In order to build and launch new rockets, the players must complete contracts to earn funds to pay for the new parts. Reputation will affect how many contracts are given to the player in a future update (less reputation leads to fewer contracts).

Historical spacecraft can be recreated and their accomplishments mimicked, such as the Apollo program, the Mars Science Laboratory rover, or the International Space Station.[25] Players may also install mods which can implement destinations, rocket parts, and goals for the game, such as mining for resources or incrementally deploying an interplanetary communication network.

The game continues to be actively developed, with new updates being released regularly, although Squad makes a point of not announcing release dates in advance. The community-maintained wiki lists several new features planned to be added, such as damage due to air compression in reentry, and a system for creating reusable spacecraft. However, Squad does point out that this list is curated by the community, and none of its entries are to be taken as a commitment on the developer's part to actually deliver them.[26]

Celestial bodies

Kerbal Space Program contains varying celestial bodies to land and perform experiments on.[12] As of version 0.25, the star system contains five major planets, two dwarf planets (as stated by the developers)[citation needed] and nine natural satellites. Because there are no asteroid belts yet, although there are asteroids, according to the IAU's definition of a planet, one of the two dwarf planets in the game are not dwarf planets as they do not have a neighborhood of asteroids in similar orbits.

All the planets and dwarf planets orbit around a yellow star. Because of the game's dwarfed planetary (and solar) size, the Sun in the game is too small to have fusion undergoing in its core assuming real-life astrophysics.[27] Fans of the game often call the star Kerbol, after Kerbals, though no official name has been given.[27]

The planetary bodies are as follows, from the closest to the Sun to the farthest.

  • Moho, the in-game analogue for Mercury and the closest planet to the Sun.
  • Eve, the purple-colored analogue for Venus with one natural satellite. It is the body with the thickest atmosphere and it has a larger surface gravity than Kerbin, thus lifting off from the surface to orbit is very difficult. It is the largest celestial body in the game that is solid. In addition, Eve has expansive oceans of unknown composition.
    • Gilly, the moon of Eve, and a presumed captured asteroid. It is the smallest celestial body in the game other than the asteroids part of the 23.5 update, and the smallest object to have a gravitational field.
  • Kerbin, the home planet of the Kerbals. Has an oxygen atmosphere and supports liquid water on its surface. This analogue for Earth has many of the same biomes, including polar ice caps, rivers, mountains and deserts.
    • Mun, also known as Mün, the main moon of Kerbin and an analogue for the Moon of Earth. The Mun is the closest body to Kerbin and often the first body other than Kerbin that new players to the game land on.
    • Minmus, the second smaller moon of Kerbin and a possible comet nucleus. Minmus is another easy target for new players to land on. It features large seemingly frozen lake beds, which along with its size challenge the theory that it is a captured comet nucleus.
  • Duna, in-game analogue for Mars[8] is red, with canyons and expansive polar ice caps. It has one moon, called Ike.
    • Ike, the moon of Duna in a synchronous orbit, is relatively large compared to Duna. It does not represent either Phobos or Deimos but is more similar to the Mun in size. In orbit around Ike there is the "Magic boulder" that has a monolith on its surface as a reference to the movie 2001: A Space Odyssey.
  • Dres, a dwarf planet and analogue for Ceres is a small, gray body with no moons. The surface features a massive canyon, the deepest in the Kerbol system.
  • Jool, a vibrant green gas giant[22] and analogue for Jupiter, has five moons, three of which are in resonances similar to the Galilean moons Though a gas giant, Jool can be landed upon, though such an action is a one way trip. Game code includes some amusing text in reference to attempts to take soil samples, and measurements from the planet.
    • Laythe, the inner-most moon of Jool. Has an oxygen atmosphere and supports water on its surface. It has no direct real-world analogue, but forms a resonance just like Ganymede, Europa, and Io. Based on orbits, Laythe is the analog of Io, although the near-opposite of it based on its atmosphere, surface, and temperature. Its surface is almost entirely covered with oceans, though it has some sizable island chains.
    • Vall, the analogue for Europa and in a resonance with Laythe and Tylo. Vall is considered to have oceans of liquid water beneath its surface.
    • Tylo, the analogue for Ganymede and the largest moon and celestial body without an atmosphere in the game, with surface gravity similar to that of Kerbin's. It is in an orbital resonance with Laythe and Vall. It is a mystery as to why Tylo hasn't accumulated an atmosphere.
    • Bop, similar to Gilly is presumed to be a captured asteroid. There is no real-world analogue to Bop, though several satellites of Jupiter are similar in size.
    • Pol, the smallest of the five natural satellites of Jool and the outermost. Second-smallest celestial body in the game. The terrain is very irregular and the planet may be named Pol due to its similarities to a pollen grain's shape and colour. There is no real-world analogue to Pol.
  • Eeloo, a dwarf planet, outermost planet of KSP's solar system, and analogue for Pluto, although it lacks moons. It also lacks the scattering of surface rocks that most other planets/moons have. It has a similar surface appearance to Europa.

Easter eggs/references

There are many easter eggs and references scattered throughout the Kerbol system, the most common of which are black monoliths scattered on the surfaces of many of the celestial bodies.

  • On Vall there is a Stonehenge-like construct that consists of rectangular prisms and square-based pyramids.
  • On Dres there is a giant ravine that is over 7 km deep at the lowest point.
  • On Duna there is a rock shaped like the face of a Kerbal, a mysterious pyramid-like hill that emits an SSTV signal, and the camera of the NASA Curiosity Rover buried under the surface at the coordinates of Curiosity's landing site on Mars.
  • Around Ike orbits a small asteroid called the Magic Boulder with a monolith on its surface and glowing green surface features.
  • On the Mun there are rock arches scattered across the surface and a memorial to Neil Armstrong at the coordinates of the Apollo 11 landing site.
  • On Kerbin there is a smiley face on the seafloor just south of the Kerbal Space Center, a tribute to an older version of a command module, as well as a crashed UFO at the planet's north pole.
  • On Moho there are deep holes at both of the poles nicknamed "Moholes" and are most likely a reference to the infamous Project Mohole
  • There are also several smiley faces hidden on/in certain rocket parts.
  • The item description for the Z200 rechargeable battery warns against "reversing the polarity", making reference to the popular BBC show "Doctor Who"
  • The item model for the Z200 rechargeable battery has a label that says "Batt-Man", referencing the superhero Batman.

Physics

The game has been praised for its realistic representation of orbital mechanics.[14][28] Every object in the game except the celestial bodies themselves are under the control of a Newtonian dynamics simulation. Rocket thrust is applied accurately to a vehicle's frame based on the positions in which the force-generating elements are mounted. The strength of the joints connecting parts together is finite and vehicles can be torn apart by excessive or inappropriately directed forces.

The in-game astronauts, known as "Kerbals," also have some limited physics calculations applied to them when they are on extra vehicular activities. For example, hitting an object, such as part of a spacecraft, with only the Kerbal's feet will send them into a tumble, which can be a problem when it comes to navigation. This is also a potential hazard in real-life spaceflight.

Some planets have atmospheres of varying heights and densities, affecting the efficiency of wings and parachutes and causing drag during flight. The simulations are accurate enough that real-world techniques such as Hohmann transfers and aerobraking are viable methods of navigating the solar system. Centrifugal force is modeled and players have created torus stations which exhibit measurable artificial gravity and can be traversed by wheeled rovers. The game simulates trajectories and orbits using patched conic approximation instead of a full n-body simulation, and thus does not support Lagrange points and halo orbits. According to the developers, full n-body physics would require the entire physics engine to be rewritten.[29]

Inaccuracies

Despite being billed as a simulator, Kerbal Space Program contains numerous issues with physics and depth of simulation, diminishing its value as a learning tool.[2][26][25][30][31][32]

Notable inaccuracies include the incorrect physics modeling, including lack of N-body simulation, conservation of momentum, phantom forces, impossible densities of planets and an incorrect thrust calculation. Aerodynamics are also modeled incorrectly, the game lacks of reentry heat simulation, all equipment is perfectly reliable, and the game lacks any simulation of life-support, radiation or any of the effects of spaceflight on a living organism.

Kerbals can survive indefinitely in space either in a capsule or a space suit.[25] This simplifies orbital rendezvous by making it practical to wait multiple orbits until a desirable alignment is reached. Also, Kerbals have extremely capable EVA suits with 600 m/s of Δv and can refuel their EVA with the same monopropellant that is used in RCS thrusters. This is 24 times the capability of NASA's manned maneuvering unit, sufficient to reach orbit from (or even land on, return to orbit from, and rendezvous with a spacecraft orbiting around) small moons, allows EVA transfer between markedly different orbits or creating an infinite propulsion using EVA and a capsule.[33][34]

The celestial bodies in the Kerbal solar system are about 1/10 the radius of their real-universe equivalents yet have comparable surface gravity,[6] implying that they have unrealistically high densities of both: planets themselves and their atmospheres leading to an unrealistically abrupt border between the atmosphere and space which is also implemented to have a pre-programmed maximum altitude - 69 078 m in case of starting planet. In the game's engine, orbital decay does not occur for any object whose orbit never goes below said altitude if user is controlling the ship, or ship is within 2.5 km from controlled one. Otherwise game uses "on rails" control for all the ships, which also doesn't simulate orbital decay. All of the objects are removed from a game after going below 0.01 atmosphere - which in case of a starting planet is 23 026 m.[35][32][36]

The game's aerodynamic model is very simplified and calculates drag force based on mass, air density and speed. This results in conventionally aerodynamic designs being unaerodynamic, and most designs having unrealistic levels of drag (often by orders of magnitude for large needle-like rockets). This also means that nose cones actually add drag to a vessel and a dead weight. The relatively minor drag on the nose cone is added to the drag of the other parts. This drag also reduces the effects of steep reentry trajectories and high-speed flight by applying drag forces evenly distributed between the mass of the vessel (except for nose cones, which may go flying off of the front of the vessel, and parachutes, which may pull the back of it off). Lift is calculated in a similar manner and so some planes can have unrealistically far forward wings and not become aerodynamically unstable. Also, non-wing parts do not generate lift, meaning, for example, that re-entering space capsules are neutrally stable in all directions and free to rotate, whereas in reality, they are intended to point heat-shield-down. No re-entry shock heating has been implemented yet; although a visual effect exists to show the flames generated by re-entry, it currently is harmless to the spacecraft itself (although extended solar panels will be damaged).[26][37]

Game physics is also known to generate various "phantom forces" as a result of inaccuracy in aerodynamics and physics simulation leading to a situation where it is possible to apply these forces in a controlled manner to push the spacecraft indefinitely. This led to the creation of various "kraken drives" - engines relying on issues with physics allowing to achieve accelerations impossible by a standard in-game means and propelling the spacecrafts indefinitely with no energy or fuel consumption - as well as "infinigliders" - planes capable of indefinitely moving through the atmosphere.[38][39]

Another issue with the physics engine is that it does not support N-body simulation, and therefore does not support Lagrangian points, perturbations, n-body choreography, Lissajous orbits, tidal forces and numerous other effects don't exist in a game. Also strictly limited sphere of influence means that numerous types of orbits are impossible to achieve, notable example being planet Moho which synchronous and semi-synchronous orbits are non-existent. Conservation of momentum isn't fully simulated either - reaction wheel can apply infinite amount of force to the ship, acceleration of time or switching to another ship further than 2.5 km away removes any angular momentum from all of the objects in a game. Also numerous parts don't have their mass simulated in a game - including parts as heavy as 0.8 tonnes or several engines giving them infinite thrust to weight ratio (although all of the fuel tanks do have their mass simulated, therefore it's impossible to build propelled massless spacecraft).[40][29][30][41][42]

The sun of the Kerbal solar system has an unrealistic mass, radius, lacks corona or any effects related to temperature, does not have solar flares or prominences, and its characteristics such as luminosity are impossible to exist in a real object of that size. It also has an infinite sphere of influence and it is impossible to escape the star's sphere of influence although reaching escape velocity is possible.[43]

Development

The game is currently in the alpha stage of development and is considered by the developers to only be an approximation of the final product.[44] New features are added regularly in updates to the game. The developers have announced that the next version, 0.26, will actually be called 0.90.0 beta. A date for the final release has not yet been announced. KSP is written in C# and uses the Unity engine.

The game's first public release was Alpha 0.7.3 on June 24, 2011. The game has been moddable from the very early versions[1] and has steadily become more robust.[45] Versions 0.13.3 (March 3, 2012) and 0.18.3 (February 12, 2013) are available, in limited form, as demos; they are available at no cost, but have limited content and can not receive updates. The latest version of the game, 0.25, was released on October 7, 2014.[13]

Mods

KSP allows support for extensive modding,[46] allowing anything from craft parts to whole autopilot systems and changes to the game's physics to be created. All mods can be hosted on the game's official mod site, Curse.com, which can be accessed via a link in the main menu.

There are a wide variety of available mods. The most notable ones add autopilot tools,[47] geodetic mapping systems, resource scanning and harvesting, various methods of life support for crew members, data graphing systems, communications network systems, and extensive collections of new parts.[47] (including recreations of real and historic spacecraft, including Apollo, SLS, and the Space Shuttle) Many mods have attempted to cover aspects of the game that have not yet been developed by Squad, (such as adding re-entry heat and implementing accurate drag physics) and some mod-makers have even been hired by Squad to do in-house work due to their mod's comparatively high quality.

On January 27, 2014, it was revealed that Squad is working on an education-themed mod entitled KerbalEdu in collaboration with TeacherGaming LLC (of MinecraftEdu). It will include an improved user interface for easier data gathering and summary, pre-made lessons that focus on certain constructions, options to use the metric system, and a "robust pedagogy" that includes information outside of the game that ties into its content.[48][49]

Squad has also made an Asteroid Mission Pack (update 23.5) with full support from NASA, that was released on April 1, 2014. It is based on a real-life initiative to send humans out to study asteroids.[13][50]

Reception

Commercial

Although the game is still in alpha, KSP is already considered a success, having over 100,000 members registered on their forums with over 5,500 active users.[51] In the hours after its Steam release on March 20, 2013 it reached the top 5 of best sold games,[5] as well as the best seller on Steam for Linux.[52]

Press

The public alpha releases have been well-received so far. Many publications and individual people have referred fondly to Kerbal Space Program and praised the game's replayability and creative aspects, including Kotaku,[53] Rock, Paper, Shotgun,[20][54] IGN,[55] PC Gamer,[56] Gamespy,[57] Eurogamer,[12] Polygon,[28] Destructoid,[58] and The Torch.[59] It has also received a substantial following on Reddit with over 80,000 readers.[60]

Scientific community

The game has notably crossed over into the scientific community with scientists and members of the space industry having an interest in the game – including NASA[8] and Copenhagen Suborbitals.[9]

See also

References

  1. ^ a b c "Version history – KSP Wiki". Kerbal Space Program Wiki. December 16, 2013. Retrieved December 16, 2013.
  2. ^ a b Squad's Meet the Team Page Retrieved April 25th, 2014
  3. ^ Kerbal Space Program Official Wiki (v0.7.3) Retrieved 25/04/2014
  4. ^ Villapaz, Luke (April 2, 2014). "'Kerbal Space Program' Launches NASA 'Asteroid Redirect Mission' Update". International Business Times. Retrieved May 1, 2014.
  5. ^ a b Relaxnews (June 17, 2013). "PC Download Charts". xin.msn. Retrieved July 22, 2014.
  6. ^ a b Rossignol, Jim (December 18, 2012). "Trajectory: Squad Explain Kerbal Space Program". Rock, Paper, Shotgun. Retrieved May 2, 2014.
  7. ^ White, Sam (May 22, 2014). "Minecraft in space: why Nasa is embracing Kerbal Space Program". The Guardian. Retrieved May 22, 2014.
  8. ^ a b c Andrew Groen (June 18, 2013). "NASA's Jet Propulsion Lab is obsessed with a certain game, and I bet you can guess what it is". The PA Report. Archived from the original on December 27, 2013. Retrieved June 19, 2013. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  9. ^ a b "Copenhagen Suborbitals joins KSP Forums". KSP Forums. May 1, 2013. Retrieved August 6, 2013.
  10. ^ Zuev, Artyom (July 31, 2013). "Environment art and modeling in Kerbal Space Program". Gama Sutra. Retrieved May 2, 2014.
  11. ^ Kalican, Aykurt (May 30, 2013). "A Mission to Mun: Kerbal Space Program". Electric Feast. Retrieved May 4, 2014.
  12. ^ a b c 31-01-2014 Eurogamer "Kerbal Space Program Early Access Review" Retrieved 25-04-2014.
  13. ^ a b c Fingas, Jon (April 2, 2014). "NASA's game collaboration lets you steer asteroids without leaving home". Engadget. Retrieved April 25, 2014.
  14. ^ a b Emanuelli, Matteo (August 12, 2013). "Kerbal Space Program, the Spaceflight Simulator That Conquered JPL". Space Safety Magazine. Retrieved May 2, 2013.
  15. ^ Nicholls, James (March 10, 2013). "Hidden Gems of the Gaming World: – Kerbal Space Program Review". Games-Tec. Retrieved May 2, 2014.
  16. ^ Gee, Sue (April 13, 2014). "NASA Contributes Mission to Kerbal Space Program". I-Programmer. Retrieved May 1, 2014.
  17. ^ McKinnon, Mika (April 1, 2014). "Kerbals and Asteroids: What could possibly go wrong?". io9. Retrieved May 2, 2014.
  18. ^ http://pastebin.com/CYzvhutY
  19. ^ http://www.reddit.com/r/KerbalSpaceProgram/comments/1uzxi0/11716_unique_kerbal_names/
  20. ^ a b c Craig Pearson (May 24, 2013). "(Not) Rocket Science In Kerbal Space Program". Rock, Paper, Shotgun. Retrieved June 19, 2013.
  21. ^ a b c Devore, Jordan (October 17, 2013). "Kerbal Space Program Finally Gets Career Mode". Destructoid. Retrieved April 26, 2014.
  22. ^ a b Gilson, Adam (March 30, 2014). "Kerbal Space Program - Review". Retrieved April 26, 2014.
  23. ^ Nealie, Cam (February 10, 2014). "Kerbal Space Program review". 3news. Retrieved April 26, 2014.
  24. ^ Groen, Andrew (October 17, 2013). "Kerbal Space Program is finally an actual game and it's magnificent". The PA Report. Retrieved May 1, 2014.
  25. ^ a b c Russin, Aaron (May 1, 2013). "Kerbal Space Program raises metaphysical questions of purpose". Spectator Tribune. Retrieved May 2, 2014.
  26. ^ a b c "Planned features - Kerbal Space Program Wiki". Wiki.kerbalspaceprogram.com. Retrieved 2013-11-22.
  27. ^ a b "Kerbol". Kerbal Space Program Wiki. Retrieved April 25, 2014.
  28. ^ a b "To the Mun and Back: Kerbal Space Program". Polygon. January 27, 2014. Retrieved April 25, 2014.
  29. ^ a b McRed, Targie (February 13, 2013). "Kerbal Space Program: Q&A with the devs". The Mittani. Retrieved May 2, 2014.
  30. ^ a b "KSP's physics and the laws of physics it defies". 7 July 2014. Retrieved 7 September 2014.
  31. ^ "KSP's physics and the laws of physics it defies". 7 July 2014. Retrieved 7 September 2014.
  32. ^ a b "Realism in KSP". 7 July 2014. Retrieved 7 September 2014.
  33. ^ Scott Manley (7 August 2012). "Escaping the Mun Using A Broken Ship & EVA Suit". Retrieved 7 September 2014.
  34. ^ "Extra-Vehicular Activity". Retrieved 7 September 2014.
  35. ^ "Kerbin". Retrieved 7 September 2014.
  36. ^ "Atmosphere on-rails physics". Retrieved 7 September 2014.
  37. ^ "Atmospheric entry". Retrieved 7 September 2014.
  38. ^ "Harnessing the Kraken: Eeloo in 11 hours!". Retrieved 7 September 2014.
  39. ^ "Infinite glider". Retrieved 7 September 2014.
  40. ^ "Moho". Retrieved 7 September 2014.
  41. ^ "Massless part". Retrieved 7 September 2014.
  42. ^ "TR-38-D". Retrieved 7 September 2014.
  43. ^ "Kerbol". Retrieved 6 October 2014.
  44. ^ "About". Kerbal Space Program. Retrieved July 18, 2013.
  45. ^ "Plugins - Kerbal Space Program Wiki". Wiki.kerbalspaceprogram.com. February 22, 2013. Retrieved August 30, 2013.
  46. ^ October 9, 2013 - University Press Online "'Kerbal Space Program' is an Out-of-This-World Sandbox" Retrieved April 25, 2014.
  47. ^ a b Savage, Phil (November 23, 2013). "The 17 Best Kerbal Space Program Mods". PC Gamer. Retrieved April 26, 2014.
  48. ^ Matulef, Jeffrey (27 January 2014). "Kerbal Space Program lands on various schools' curriculum". Eurogamer. Gamer Network. Retrieved 28 January 2014.
  49. ^ Warr, Philippa (January 24, 2014). "Kerbal Space Program to get children as well as Kerbals into space". Wired. Retrieved April 25, 2014.
  50. ^ Sarkar, Samit (April 1, 2014). "Kerbal Space Program's Asteroid Redirect Mission now available". Polygon. Retrieved April 25, 2014.
  51. ^ "Kerbal Space Program Forum". Squad. Retrieved June 20, 2013.
  52. ^ Silviu Stahie (April 1, 2013). "Kerbal Space Program Is the Best-Selling Game on Steam for Linux". softpedia. Retrieved June 18, 2013.
  53. ^ Luke Plunkett (July 18, 2011). "Will You Help These Stupid Aliens Into Space?". Kotaku.com. Retrieved August 18, 2013.
  54. ^ "Trans-Lunar: Kerbal Space Program". Rock, Paper, Shotgun. July 12, 2011. Retrieved August 18, 2013.
  55. ^ Anthony Gallegos (April 21, 2012). "Five Ridiculous Upcoming Games". IGN. Retrieved November 12, 2012.
  56. ^ "Kerbal Space Program". PCGamer. Retrieved June 29, 2013.
  57. ^ Mike Nelson (March 29, 2012). "Become a Terribly Awesome Rocket Scientist With Kerbal Space Program". GameSpy. Retrieved June 19, 2013.
  58. ^ Lyons, Sterling (February 5, 2012). "Revisiting the Kerbal Space Program". Destructoid. Retrieved April 26, 2014.
  59. ^ Atomp (January 31, 2013). "Kerbal Space Program (Beta) , SQUAD (P)review". The Torch. Retrieved June 19, 2013.
  60. ^ "/r/KerbalSpaceProgram statistics". redditmetrics.com. Retrieved September 3, 2014.

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