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Old 04-30-2015, 08:45 PM   #141
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One big problem i have is the cost for kerbals is 65 mill or something crazy no?

That sort of kills the idea of having a manned space station/base.
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Old 04-30-2015, 10:45 PM   #142
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One big problem i have is the cost for kerbals is 65 mill or something crazy no?

That sort of kills the idea of having a manned space station/base.
65M?

IIRC, the cost of recruiting a kerbonaut goes up each time you get a new one. I haven't needed to hire any yet, because I've picked up 6 new kerbnauts already just from rescue missions in Kerbin orbit, and there are another 2 or 3 waiting for me to get around to it.

With a current staff of 10, it's saying 154,000 kerbodollars to hire the next one.

--Ian
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Old 05-01-2015, 02:39 AM   #143
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I didn't even know they were charging. I filled my roster with rescues.

I will say that the mun rescue I did was by far the hardest. You have to land within 2.5km of the dude to be able to switch to him, which wouldn't usually be a huge problem, except this guy was chilling on a 40 degree slope and there were no flat areas around to land on. It was an unmanned lander, otherwise I guess I could have landed somewhere reasonable and sent out a search party. I ended up landing the craft on its side with the return capsule pointed up the slope. When he was in I fired the decoupler and managed to get it pointed up enough to keep from exploding.
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Old 05-01-2015, 11:39 AM   #144
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65M?

IIRC, the cost of recruiting a kerbonaut goes up each time you get a new one. I haven't needed to hire any yet, because I've picked up 6 new kerbnauts already just from rescue missions in Kerbin orbit, and there are another 2 or 3 waiting for me to get around to it.

With a current staff of 10, it's saying 154,000 kerbodollars to hire the next one.

--Ian
I went to look at the thing and right of the bat it showed 65 mill. It's possible though because i hadnt upgraded the building at the time. Yesterday i looked at it again and it was 150 or something k.

Yesterday i had to put a satellite in orbit around kerbin... at lunar orbit... 180 degrees opposite from the moon. Dumb mission.
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Old 05-01-2015, 02:23 PM   #145
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Theres many rescue missions though which i like. I'm up to about 10 kerbals
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Old 05-01-2015, 09:22 PM   #146
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Yesterday i had to put a satellite in orbit around kerbin... at lunar orbit... 180 degrees opposite from the moon. Dumb mission.
That's pretty much the L3 point, which is a semi-stable point in the real world (KSP gravity system isn't complex enough to model lagrange points), and the sort of place you might stick a satellite. L1 and L2 are more useful in the real world, but...

--Ian
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Old 05-02-2015, 12:01 PM   #147
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I think me means the inclination of the orbit was 180, meaning that it was in the same orbit as the Mun, but going the opposite direction, a recipe for disaster. None of the satellite contracts have specified the timing of the orbit in my experience.
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Old 05-02-2015, 02:07 PM   #148
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Correct Ziggo.
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Old 05-02-2015, 06:25 PM   #149
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Tried my hand at my first SSTO Spaceplane with the new overheating stuff. Results were about as I expected. I cant build up crazy speeds in the upper atmosphere anymore without overheating stuff, so my spaceplane ends up being more like a rocket with wings. Came up 80m/s second short of orbit, and then went all the pieces on reentry....



Also scavenged all the science to be had around the Spaceport


And setup my first mining operation on Minimus.


Speaking of terrible contracts, got an offer for a mining mission that I am never going to mess with. Things dont come back from the surface of EVE, and why you would want to haul ore to gilly I have no idea, why not just mine it there.
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Old 05-05-2015, 01:31 AM   #150
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They changed few things with a new patch. 1.01. Now parachutes burn up if you engage them during reentery and it also shows you if some parts are overheating.
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Old 05-05-2015, 02:23 AM   #151
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KSP is absorbing all of my time. Seriously took me ~15 tries to get into stable orbit around kerbin.

Then I found Scott Manley's tutorials!
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Old 05-05-2015, 09:40 AM   #152
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It tends to do that. There's a 'warp to morning' button in game, whereas the button that launches the game does that for me. "I just started playing wtf is the sun doing up? Oh it's 7am. ****."
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Old 05-05-2015, 02:37 PM   #153
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Ziggo when do you get the mining stuff? like which research?
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Old 05-05-2015, 02:43 PM   #154
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It's pretty deep in the tech tree I think.

I've started so many new career modes now that I usually debug-menu myself a couple thousand science and a few million bucks to unlock some buildings and half of the tech tree or so.
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Old 05-05-2015, 03:04 PM   #155
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I'm getting pretty good at this game, I've raided almost all of kerbin, the moon, and minimus. I've got the tech tree filled, need to upgrade the building again to research the last two or three tiers.

I need more funds, I've just been doing science and no contracts. Once I can spend more science I figure I'll fly over to gilly because that's supposed to be relatively easy, right?

all hours to the kerbal-frog
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Old 05-05-2015, 03:17 PM   #156
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I believe Ike (Duna's moon) is actually lower delta-v than the Mun (as far as round trip) due to it's low gravity.

If you're going to try interplanetary, I recommend the Kerbal Alarm Clock mod or the Transfer Window Planner (both by the same dev) to figure out the best time for your interplanetary transfer.
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Old 05-05-2015, 03:54 PM   #157
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I was going to look into some of those mods eventually, only interplanetary I've done so far was with inf. fuel so I could make up for timing errors with moar power.

If I'm not mistaken, those mods will help me plan launch and maneuver times for optimal delta-v conservation, right?
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Old 05-05-2015, 03:58 PM   #158
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Yep, the Transfer Window Planner mod will even give you a graph which shows both the most fuel efficient window as well as the most time efficient window (in case you're using a life support mod).
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Old 05-05-2015, 04:14 PM   #159
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Nice! Any recommendations for mods that show delta-v of stages in assembly? I've been too preoccupied playing to actually look for mods heh
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Old 05-05-2015, 04:24 PM   #160
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Yep, Kerbal Engineer Redux is what you want for that. I never play without it. Another must-have mod IMO is the docking alignment indicator. Turns docking from a 30 minute exercise in frustration to a 30 second task you can do while jackin it.
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