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removed the custom tech tree! more limitations?

add kerbal economy so we need to earn that science
- 6 (60%)
add mission controller so we have some program in it
- 1 (10%)
don't do anything it is already a mess we just want to toy around
- 3 (30%)

Total Members Voted: 9


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Author Topic: Kerbal Rocket Surgery: Rebalanced community game  (Read 14355 times)

ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #30 on: November 22, 2013, 03:35:04 am »

with FAR you need to build planes that looks like actual planes.

Try adding a tail, with both horizontal and a vertical wing.

You also have a very short wheel base, the optimum is sort of an equilateral triangle.
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Sean Mirrsen

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #31 on: November 22, 2013, 05:24:13 am »

Yeah, the same things you might get away with in stock KSP, in FAR will give you no end of grief. Try not to overstress the rear gear when taking off, try to have your plane angled upwards on the ground (make forward gear longer) before takeoff, strut the landing gear together so that they don't bend, etc. FAR is a tricky beast to handle, but once you know what to look out for it's pretty easy.
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Sensei

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #32 on: November 22, 2013, 12:17:04 pm »

I think I'll sign up for a turn. Looks neat.
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #33 on: November 22, 2013, 12:36:04 pm »

Sure np!

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Sensei

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #34 on: November 22, 2013, 12:53:31 pm »

Just curious, how do I replicate the science tree in the save file? I installed the mods (by extracting everything to GameData) but making a new file doesn't keep the science tree. Mind you, I can still load the save game/its science tree just fine, I tested to be sure. On a similar note, what treeloader setting are you using?
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #35 on: November 22, 2013, 01:15:06 pm »

loading a game saved with a specific science tree restores it, so no worries.

anyway, we are playing with the 'traditional tech tree'
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #36 on: November 24, 2013, 12:18:11 pm »

sensei, you're up next!

guys, there are a couple of designs in the op, ferram is hard at first but there are a couple easy rules to make things work to keep in mind: cod behind center of mass, keep a low angle of attack during turns if you have front control surface and the flaps go before the center of mass if you have delta wings suitable for supersonic flight!
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #37 on: November 24, 2013, 04:52:41 pm »

sensei, you're up next!

guys, there are a couple of designs in the op, ferram is hard at first but there are a couple easy rules to make things work to keep in mind: cod behind center of mass, keep a low angle of attack during turns if you have front control surface and the flaps go before the center of mass if you have delta wings suitable for supersonic flight!

And a tail! Don't forget the damn tail!
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Sensei

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #38 on: November 24, 2013, 05:12:27 pm »

I've been playing in sandbox and made a few Ferram planes that worked alright. In some ways, it's easier than vanilla once you get the hang of it.
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Sensei

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #39 on: November 24, 2013, 06:21:37 pm »

...Badda boom! The turn is posted- I didn't quite do what I intended, but I made a decent aircraft that grabbed a good amount of science. I also once again confirmed the axiom that all vehicles should have parachutes.

The save file is here.
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #40 on: November 24, 2013, 06:33:16 pm »

Nice work there!

That ends round 1. Much things have happened in the mods scene so expect a round 2 shortly with updated mods!

I will keep the same order unless anyone wants out.



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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #41 on: November 24, 2013, 07:42:44 pm »

Second round is started!

report
http://imgur.com/a/bTWCv

turn save:
https://www.dropbox.com/s/gp8xftglv2s4en1/KSP%20Rocket%20Surgery.zip

remember to update the mods:
https://www.dropbox.com/s/ncq5chc9ijw60xe/GameData.zip

more info on the additions in the OP.

I went to space!  8)
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Sensei

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #42 on: November 25, 2013, 02:21:11 am »

In retrospect, it would have been way easier to go to space with just a bunch of jet engines in the VAB, like so:
Spoiler: Large Images (click to show/hide)
Just turn on SAS, set the throttle to full, press space and watch. Don't worry when the engines flame out and it goes into a crazy spin because you can reorient it in SPACE.

Also, a question regarding comms: The dish I was using claimed to have a range of "90Mm" which I assume is 90 megameters, yet it still doesn't have to go far to lose contact with mission control. Is that just bugged and it's actually 90 kilometers, or am I missing something?
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #43 on: November 25, 2013, 02:50:29 am »

dunno - the correct dish procedure includes activating, pointing it to mission control and maintaining enough battery charge - anything of this could have come wrong.

also when you lose line of sight the communication stops.

90Mm is enough for everywhere in Kerbin; Minmus is 45Mm away.
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Sensei

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #44 on: November 25, 2013, 03:04:07 am »

It must be a line of sight thing. Since that's the case, we know we won't be able to broadcast from Kerbin's surface anywhere far from mission control until we have a satellite network. In other words, we'll just be using recovery a lot.
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