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Old 09-07-2013, 06:04 AM   #121
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Made what flies like a quad and landed on the versicle assembly building.

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Old 09-14-2013, 03:40 PM   #122
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40% off for the next 2 days folks, get it while its hot.

On a side note i made a "Solar Sunspot Weather Satellite or what i like to call my boobie satellite.

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Old 10-13-2013, 03:21 PM   #123
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Old 04-27-2015, 11:56 AM   #124
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1.0 launches today, the hype is real.

This will likely set back work on my car by at least several months.
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Old 04-27-2015, 12:01 PM   #125
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Quote:
Originally Posted by thenuge26 View Post
1.0 launches today, the hype is real.

This will likely set back work on my car by at least several months.
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Old 04-27-2015, 12:03 PM   #126
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New Aero model, reentry heating, time-warp to maneuver, ISRU mining, new parts, OH GOD IT'S TOO MUCH I CAN'T HANDLE IT!

Now to wait for the mods to update...
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Old 04-27-2015, 12:37 PM   #127
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I took today off to work on the miata. Instead I am sitting here waiting for 1.0 to release.
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Old 04-27-2015, 01:26 PM   #128
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My body is ready

I watched most of Scott Manley's live stream of the game yesterday. The game has really shaped into something since I started playing ~2 years ago.

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Old 04-27-2015, 02:19 PM   #129
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ITS OUT
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Old 04-27-2015, 02:48 PM   #130
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3 hours and 13 minutes before I can go home and start downloading.
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Old 04-27-2015, 08:47 PM   #131
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Man i didnt know you guys still played. I tried kickstarting this thread a while back but no one replied.
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Old 04-28-2015, 09:02 AM   #132
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Watch out with the new heatshields. The Command pod + heatshield isn't aerodynamically stable and likes to flip over. The Command pod +Science Jr + Heatshield will flip like a mother ****** every time. Also, parachutes are made out of unicorn entrails, you can pop those things at any speed it seems like and the craft wont fall apart. I came in too steep once and was going like 1500m/s at 2000ft, popped the parachute and nobody turned into jelly and I landed at like 6m/s 1 second later. New less dense atmo means you get to the ground in a hurry.
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Old 04-28-2015, 01:06 PM   #133
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Yeah and the upper atmosphere is super thin, even compared to FAR. I set my PE to 32km coming from an ~80km circular orbit, and I didn't start slowing down significantly until I was under 30km. This was command pod only, no heat shield needed.

I would like some temperature indicators on the parts like Deadly Reentry gives you.

Here's a list of mods and their status for 1.0. If you haven't used any before, Kerbal Engineer Redux is a must-have for me, it gives you lots of useful info the game leaves out.
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Old 04-29-2015, 02:41 AM   #134
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Well i started a fresh game. I burned up 3 crafts so far.
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Old 04-29-2015, 08:43 AM   #135
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I've just been playing stock to get a feel for how the game plays. Parts progression is pretty decent, feels like its easier to make money than in beta too. Kinda sucks not getting solar panels for so long, really limcits the unmanned stuff And keeps you in kerb in orbit. The sputnik probe is just like before, without SAS it's really useless.

With the scientists ability to restore goo canisters and science labs it's possible to really rack up some science on minimus. I sent a lander with a return capsule built in and managed to hop 4 biomes before it ran out of fuel. Used the probe core with SAS for control. Made over 2k science.

Having some trouble with overheating crap on launch in the upper atmo. No Mach effects or plasma just turns red and explodes. With as thin as it is up there I figured I should be mostly horizon talk by 45km or so, but it doesn't seem to be the case. Can't seem to exceed 1300m/s below 55km or so without things going pop. Really going to make SSTO space planes a pain.
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Old 04-30-2015, 02:24 AM   #136
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Same on stock. Today was a pretty good day. Resqued like 5 people and went around the moon and minimus on a field trip. Overall made like 650k. Not a single fail. Actually 1 was an almost but i saved it. My craft decended at exactly the same speed as my EVA kerbal so i was able to get Jeb back inside the craft while falling towards the planet.

Time for bed.
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Old 04-30-2015, 03:21 AM   #137
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Quote:
Originally Posted by Ziggo View Post
I've just been playing stock to get a feel for how the game plays. Parts progression is pretty decent, feels like its easier to make money than in beta too. Kinda sucks not getting solar panels for so long, really limcits the unmanned stuff And keeps you in kerb in orbit. The sputnik probe is just like before, without SAS it's really useless.
You can go fly past the Mun without solar panels by throwing a couple batteries at it, keeping it manned, and turning off SAS when you're coasting in space. I suspect it's probably even reasonable to land without the solar panels, except that I haven't gotten landing legs yet. Argh! Right now building stupid little hoppers to get pressure & temp readings everywhere I can at KSC.

--Ian
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Old 04-30-2015, 08:56 AM   #138
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No solar panels trick: add batteries, right click, and disable crossfeed on them. They will hold their charge even if your probe runs out of power, and you can turn them back on when needed for maneuvers.
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Old 04-30-2015, 09:26 AM   #139
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You should have the micro landing struts if you are far enough along to have the barometer.

I actually did a flyby of the mun with just the batteries. Would be more of a pain if I had life support installed.

Good tip on the battery, I'll start throwing a backup on there.
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Old 04-30-2015, 01:53 PM   #140
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Quote:
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You should have the micro landing struts if you are far enough along to have the barometer.

I actually did a flyby of the mun with just the batteries. Would be more of a pain if I had life support installed.

Good tip on the battery, I'll start throwing a backup on there.
Hm, the micros might have been enough, but I generally only use them on probes, not on manned landers.

Managed my first 1.0 Mun landing last night:



--Ian
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