RocketSTEM Issue #12 - July 2015 | Page 49

own. “Make your dream come true” was a program for it’s employees where they could present any idea they had to the company and if the bosses liked it, they’d come on board and help to realize that dream if possible. Remember, Squad was a marketing company. They have no experience in the world of video games. So to take on something so out of their field was ambitious, scary and most of all brave. All great things start with an idea. You have a great idea then 99% of the work is done. Squad knew they would be learning as they went, but nurturing its employees and good ideas was worth it. Falanghe’s pitch started out simple. “The first idea I pitched was actually 2D…. it could have been done in Flash. Basically you built a space craft, and tried to launch it as high as it would go… and that was basically it. It was kind of like a high score game.” But with great ideas, it started becoming grander in scope. Iteration after iteration, the game went from just launching a rocket, to recovering the rocket, to full on space flight and galactic exploration. And isn’t that how all real space programs started? Kerbal has a hugely active fan base. During its beginning stages, it rapidly gained a dedicated fan base that seemed to turn an eye to the parts of the game that were unfinished. Once it was released on Steam -  a PC games platform - during the spring of 2013, it grew to be one of the top 5 best selling titles on the “early access” part of the site, which also earned it a new influx of players. The game is a work in progress with regular updates being released by Squad as well as the hundreds of ever hanging mods and additions available from the player community.   The game has an endearing and jovial touch to it. The workers in the space programs are actually little green characters called Kerbals. They operate the Kerbal Space Center (KSC), located on Kerbin the world they live in. They write in English, but have their own language (a backwards Spanish known as “lonapsE”), that game players get to hear  them speak when they are in the Astronaut Complex, in trailers for the game, or at the end credits theme. Everything about the Kerbals seems to be “Kerbalized” to really give the little green guys their own unique character description. Aside from a select number of Kerbals that are pre-named, the rest of the species is named using “Kerman” as the last name, and a first name built out of a mixture of phonetic syllables or words chosen from a list of supplied names to choose from. The Kerbal species is even called “Kerbalkind”. For the Kerbals that are astronauts manning the vehicles players launch, a casual fan-made name (though and thrust balance are all things that need to be taken into account. It’s just complex enough to engage the player mentally, and just simple enough that a single person could design a great rocket that doesn’t require a team of mathematicians and engineers. The physics of Kerbal Space Program aren’t anywhere near as unforgiving and restrictive as NASA has to deal with in real life, but your rocket still needs to be logical and well-constructed. There’s also a thriving mod scene that’s constantly creating new devices and toys for players to tool around with. Any planet or moon can be reached with the stock parts, Conduct your own Apollo mission in KSP by launching a rocket to the moons Mun or Minmus. not an official dedication by Squad) was created - Kerbonaut. The Kerbonauts have randomized traits, and are the only characters in the game that can be controlled externally by players. Any Kerbonauts employed by the Astronaut Complex are listed, along with new Kerbonaut hirings. When it comes to game play, whereas launching a rocket for NASA requires precise calculations and restrictive physics, Kerbal has a slightly easier learning curve. Your rocket needs to make sense, and the construction needs to be of quality. Fuel-efficiency, wind resistance, however, the modding community has helped to make some missions easier. Some parts even have built-in telemetry tools that can automatically fire your engines for the proper amount of time and put you on the perfect heading. “I’ve actually tried to land on Duna using the sky-crane method and I have killed many Kerbals along the way,” said Douglas Ellison, a visualization producer at NASA’s Jet Propulsion Laboratory. He’s one of the people who helps make JPL’s scientifically exact digital recreations of NASA missions like 47 www.RocketSTEM .org 47