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Author Topic: Kerbal SCIENCE Program (v0.22)  (Read 20947 times)

IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #90 on: October 23, 2013, 07:03:48 am »

Ooooooh boy. This ought to be Fun.

I'll see what tech we have and see what dangerous cool things I could do with it.
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MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #91 on: October 23, 2013, 08:04:53 am »

Good luck!
Like losboccacc said, don't make anything too complex, without struts you'll end up with exploding octopusses like I've been toying with for the last 10 hours.
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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.

PTTG??

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #92 on: October 23, 2013, 10:25:40 am »

Are using the transmission exploit banned/frowned upon?
I think it should be, since you are sucking all the science out of an area, making future missions pointless.

Once we have the full tech tree, we'll probably move on to some other science "thing", possibly a collaborative off-planet base. So, I'm not too worried about science getting used up.
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A thousand million pool balls made from precious metals, covered in beef stock.

Rose

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #93 on: October 23, 2013, 10:46:15 am »

After we research everything, we can install base mods.
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Sean Mirrsen

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #94 on: October 23, 2013, 10:58:21 am »

And we can install KAS, Kethane, and Near Future Propulsion.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #95 on: October 23, 2013, 11:01:58 am »

Seems good to me. Not now though.

Actually, I suppose we could add those techs to the endgame research tree. It's what those last techs are meant for, after all.
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Rose

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #96 on: October 23, 2013, 11:05:54 am »

Also that mod with the mining, whichever it was called.
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Sean Mirrsen

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #97 on: October 23, 2013, 11:12:38 am »

Also that mod with the mining, whichever it was called.
That's Kethane. ^_^
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

PTTG??

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #98 on: October 23, 2013, 11:26:36 am »

Wellll, there's Kethane and there's the extra-planetary launchpads mod.

Both of them require tinkering to work in career mode.
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Sean Mirrsen

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #99 on: October 23, 2013, 11:39:25 am »

Kethane has been stated (by developer) to be intentionally left out of Career for the moment, waiting for a better implementation of tech trees. At least that's what I took from it.

But it's entirely possible to add it in manually, in fact one of the forumites is working on a ModuleManager CFG file to integrate Kethane into Career.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

majikero

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #100 on: October 23, 2013, 12:20:21 pm »

The lack of crashing and burning saddens me somewhat.
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #101 on: October 23, 2013, 01:20:09 pm »

The lack of crashing and burning saddens me somewhat.
Don't worry. There'll be some soon.

Should I with a first-person POV from whatever Kerbal I use or should I just do it normally? I kinda want to do the first thing, because it's more fun to write, and (in my opinion) more fun to read.
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10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #102 on: October 23, 2013, 03:24:34 pm »

Do what you want, I suppose.
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BFEL

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #103 on: October 23, 2013, 10:52:25 pm »

Actually you know what? I will join in on this awesome parade.
Throw me on the list. Also PM me when my turn is up please.
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MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #104 on: October 25, 2013, 01:05:41 am »

The lack of crashing and burning saddens me somewhat.
I really should have documented all the absolutely spectacular launch failures I experienced with my wobbly hectopus probes.
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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.
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