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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1506799 times)

Graknorke

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #11010 on: February 21, 2015, 04:39:27 pm »

So that means when kerbals are operating the spacecraft...

eeew
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MarcAFK

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #11011 on: February 22, 2015, 12:34:44 am »

Google search for "female kerbal" turns up some hilarious things, like this:
Spoiler (click to show/hide)
Which, imo, looks more like 80s Kerbals than female kerbals :P

That middle one has Donny Osmond's hair.
Pretty sure the middle one is that guy from CHiPs, the left one is the hoff, right might be Carol brady but I'm probably wrong.
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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.

Micro102

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I wish the planets themselves had physics, just absurdly high and realistic values, for the sole sake of the ability to make an unreasonably large space station int he form of a hand that will grab the Mun and push it.
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Putnam

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The main problem with that is that the Jool system would completely fly apart within a few in-game months.

BigD145

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The planets would fly apart as soon as you engaged and disengaged timewarp. It's why they're on rails.
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LoSboccacc

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True, there was even a simulation program some month ago showing the whole system,

I also remember someone found a way to arrange the jool moons in a way to have them stable for a hundred years or so keeping similar dv for reaching them

However, this poses dozen other problems with how the game works, the whole engine is not orbiter
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miauw62

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Also, the physics range is limited to a radius of 1km or something near that, so that'd also pose some issues.
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Eric Blank

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2km, I think. Things load 'n' explode at 2km. Wouldn't explode if physics weren't happening.
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Aseaheru

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2km, which is expanded by various mods.
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nogoodnames

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2.5km actually, but from my experience there seems to be another zone within a few hundred meters where physics is accurately simulated and further out things seem to get abstracted to a degree.
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BigFatStupidHead

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Feel like building a working colony? Civilian Population looks like a pretty good mod for this: it has space tourists, rent income from your habitats, and even generate new Kerbonauts.
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LoSboccacc

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I'm testing a ssto, with the intent of printing it someday. so far soo good, but I get bored on doing the whole ascent orbit thing to test that it can actually reenter without back flipping.

a couple booster later...

Spoiler (click to show/hide)
it can perfectly take off without jato, but why bother? turbojets are slow to kick in and the intial climb to 5000mt is just a slog

with this instead:
Spoiler (click to show/hide)
the interesting part is that the jato thrust is only on the top side,
Spoiler (click to show/hide)
but a couple additional wings offset its rotation:
Spoiler (click to show/hide)

however, once it's spent, you need to be fast and dodge the rockets, because the jato additional wings intersect with the tail o_O
Spoiler (click to show/hide)

luckily it pitches up a little when detached, barely enough to fly down it
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BFEL

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Theres a problem with your SSTO LoSboccacc. Its not an SSTO because it has an extra stage.
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Mini

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The boosters were only added to get into orbit faster, to test re-entry.
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