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Author Topic: Kerbal SCIENCE Program (v0.22)  (Read 20925 times)

Rose

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #60 on: October 19, 2013, 07:31:36 pm »

Add me to the list, please.
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #61 on: October 19, 2013, 07:33:52 pm »

None successfully landed however, cancelling forward velocity still escapes me :P

Retrograde is your friend.
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Nothing important here, move along.

techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #62 on: October 19, 2013, 07:48:55 pm »

Not just retrograde, you want to be on surface mode to cancel horizontal velocity.
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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.

MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #63 on: October 20, 2013, 01:17:27 am »

MY turn will come later tonight, I've been too busy at work to do the update on my break as i had planned :/
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

LoSboccacc

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #64 on: October 20, 2013, 02:10:38 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.

Reaction wheels before solar panels are a cruel game design.
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Rose

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #65 on: October 20, 2013, 02:16:50 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.

Reaction wheels before solar panels are a cruel game design.
Yes, yes they are. Also, transmitting science takes so very much power.
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #66 on: October 20, 2013, 06:34:58 pm »

Thankfully, you do get batteries at the same time as reaction wheels, so worst case you can just strap a couple batteries to the wheel and discard both once you're done with them.
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Nothing important here, move along.

mainiac

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #67 on: October 20, 2013, 09:39:33 pm »

Sign me up.  I'll do a pretty boring fuel to LEO milk run but somebody's gotta do those.
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MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #68 on: October 21, 2013, 12:11:40 am »

Ok wish me luck, I'm going to probe eve!
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

tryrar

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #69 on: October 21, 2013, 12:58:05 am »

eh what the hell, I'm game, I've been playing the shit out of career mode and have been finding it awesome. I was thinking of sending a probe to Dres...
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #70 on: October 21, 2013, 06:59:43 am »

Ok wish me luck, I'm going to probe eve!
Damnit more taken ideas X(

Good luck.
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MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #71 on: October 21, 2013, 09:16:45 am »

Excuse the lag, I've never sent anything to eve before and needed a few trial runs.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Carnwennan

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #72 on: October 21, 2013, 10:18:26 am »

Could I get a turn?  I suppose I could try getting more science from Minmus or something.
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #73 on: October 21, 2013, 10:40:46 am »

Excuse the lag, I've never sent anything to eve before and needed a few trial runs.
My advice: Don't actually complete orbit. Just burn so that your flight path turns toward the planet then hope you don't go in at Mach 12 and barely survive like me.

In any case, it uses up less fuel and is more awesome. I don't know how many people do this besides me, so excuse me if you already do it.
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #74 on: October 21, 2013, 10:58:24 am »

If you have to go in at Mach 12, make sure your flight path goes through nothing but atmosphere. That way, worst case scenario, you end up shooting through the atmosphere without cratering yourself, and you've hopefully slowed down enough for a semi-orbit that will let you try again.
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Nothing important here, move along.
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