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Author Topic: Kerbal SCIENCE Program (v0.22)  (Read 20939 times)

LoSboccacc

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #45 on: October 19, 2013, 11:50:02 am »

do we sign up for round 2 or does it happen automatically?

also, we should keep track of science done :P
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #46 on: October 19, 2013, 11:58:31 am »

If you care about science, PTTG got 41 for his mission, I made 81 on mine, Sean Mirrsen made 333, and you (LoSboccacc) made 303.
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PTTG??

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #47 on: October 19, 2013, 12:03:59 pm »

New players get added to the end of the current round, and when we reach the last player on the list, it starts over again.
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LoSboccacc

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #48 on: October 19, 2013, 12:31:16 pm »

If you care about science, PTTG got 41 for his mission, I made 81 on mine, Sean Mirrsen made 333, and you (LoSboccacc) made 303.


oh I care not of a science contest, only of where we have already been so we know where to go to push it. currently easy to know because of flags.
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Sean Mirrsen

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #49 on: October 19, 2013, 12:51:37 pm »

We haven't left Kerbin SOI yet, and I've only been to the Mun's Midlands. There's plenty of reports and soil samples to take still.
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #50 on: October 19, 2013, 01:15:14 pm »

And don't forget you can still bring new modules to old places as we unlock them and get more science, or even repeat old experiments for extra science.
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kaian-a-coel

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #51 on: October 19, 2013, 02:46:06 pm »

I don't think I'll ever try a shot at what you're doing, but wouldn't it be useful for other people to keep track of every experiment that has been done so far?
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Sean Mirrsen

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #52 on: October 19, 2013, 02:47:35 pm »

I think there's a mod that does that now.
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Karlito

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #53 on: October 19, 2013, 03:20:59 pm »

Yeah, it works retroactively as well, since all that information is already buried in the save file. Definitely one that I wouldn't mind using.

Anyway: mission 5 complete! Nothing too ambitious here; I'm really impressed Sean landed on Mun with only two techs.

(pictures coming soon!)
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PTTG??

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #54 on: October 19, 2013, 03:32:28 pm »

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Karlito

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #55 on: October 19, 2013, 04:05:48 pm »

Spoiler: Mission 5 Log (click to show/hide)
« Last Edit: October 19, 2013, 04:09:43 pm by Karlito »
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LoSboccacc

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #56 on: October 19, 2013, 04:10:25 pm »

wait do we have radial chutes? wow!
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Karlito

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #57 on: October 19, 2013, 04:13:44 pm »

Mission 6 will even have reaction wheels available to it, so in the future Kerbals won't have to worry about their rockets flipping upside-down every time they try to leave the atmosphere.
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #58 on: October 19, 2013, 04:22:43 pm »

While those reaction wheels will be useful when my turn comes up, I'm more in need of struts than anything. And launch clamps. ...And solar panels. Good thing those are only on two research nodes and there's two people ahead of me. :D

As a side question, do we have to purchase our node after our mission or can we purchase it before?
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MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #59 on: October 19, 2013, 07:21:22 pm »

I'll try my hand at getting a MatLAB over to the mun and back, However I've had rather bad luck getting large rockets to not fall apart without struts, but on the bright side I have actually gotten a few rockets to munar orbit yesterday.
None successfully landed however, cancelling forward velocity still escapes me :P
This should be interesting.
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