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Author Topic: Kerbal SCIENCE Program (v0.22)  (Read 20946 times)

techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #120 on: October 28, 2013, 12:08:11 am »

Parts can only have one connection going back towards the root part so only one decoupler. It's apparently a unity issue and how the craft are stored as a 'tree' of parts. Add to that that parts on a vessel don't collide with each other and you've got issues trying to use physics to help. All the more reason to have struts.:P

Also, looking at how much science I got on this one mission, I suggest that for the next round we use the treeloader plugin and a tree that needs more science points to finish.
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #121 on: October 28, 2013, 02:40:39 am »

AND DONE! Took longer to get all those uploaded than I thought it would.

Gallery here!

tl;dr

Mission to land on Ike and Gilly. Landed on Ike at least. Lots of science brought home.

Save here. Inculdes the welded parts used to lower part count on the lifter. 1700 parts is a bit much.
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

kaian-a-coel

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #122 on: October 28, 2013, 04:40:44 am »

Holy sh*t, 2000+ science in a single trip? WOW O_o
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #123 on: October 28, 2013, 07:27:20 am »

Techno, how does that beast not make your game lag?

I think there might be an incompatibility, because my computer is above the recommended specs, and things like that can bring me down to like 5 FPS and below. Then there are you tubers RECORDING those and running smoothly.
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Sean Mirrsen

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #124 on: October 28, 2013, 08:04:37 am »

Techno, how does that beast not make your game lag?

I think there might be an incompatibility, because my computer is above the recommended specs, and things like that can bring me down to like 5 FPS and below. Then there are you tubers RECORDING those and running smoothly.
He provided the answer for that in his post:
Save here. Inculdes the welded parts used to lower part count on the lifter. 1700 parts is a bit much.
Emphasis mine. Likely uses this mod.
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10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #125 on: October 28, 2013, 01:01:33 pm »

Got the save, doing the turn now.

Don't expect anything impressive.
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #126 on: October 28, 2013, 01:11:06 pm »

Don't expect anything impressive.
As in no glowing rocket?

 :'(
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10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #127 on: October 28, 2013, 01:13:34 pm »

Well, maybe glowing kerbals.

Edit: 1700 parts is quite interesting.
« Last Edit: October 28, 2013, 01:23:42 pm by 10ebbor10 »
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #128 on: October 28, 2013, 01:27:07 pm »

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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #129 on: October 28, 2013, 02:35:43 pm »

Umm...the 1700 was the first version, was 1100 or so after welding some parts. And that is the mod I used for it.

As for lagging, who said it didn't? That assent into orbit took for-frelling-ever. I set throttle, hit space, sat back and started reading a book. Lowered throttle a little during to keep TWR from going too high, hit space when sound cut-out. Thankfully once into orbit it wasn't anywhere near as bad. Was actually playable at normal frame-rates.
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #130 on: October 28, 2013, 02:44:36 pm »

LInk

Mission was complete failure.
Missed the moon, and other planets on our Grand tour.
Also, no pictures.

Robert Von Kerman. [Telegraph sends from KSSR]
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tryrar

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #131 on: October 28, 2013, 06:20:04 pm »

..........how did you manage that? Intercepting orbits should be easy
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mainiac

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #132 on: October 28, 2013, 08:55:24 pm »

My plan had been to do a launch into Low Orbit of fuel that could be used in a future mission.  But after seeing a craft put in Low Orbit that is like 10 times the size of what I can do, that feels... somewhat less than constructive.  What should I do with my turn?
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #133 on: October 28, 2013, 09:12:49 pm »

If I were you, I'd try another moon landing in a different area.
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #134 on: October 28, 2013, 09:33:31 pm »

Do note that we don't have docking ports yet so a fuel run isn't really helpful at this time. And by the time we have that we'll have bigger tanks and engines that will make it MASSIVELY easier to do that the monstrosity I launched.
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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