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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1489891 times)

LoSboccacc

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...

This would make a fun succession game. Each player can launch a ship, complete the mission, and spend the Science they get before handing the game off to the next player.
This. Last time was extremely fun. Want more.
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10ebbor10

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Seems like a good idea. Also, since this uses in game features. It has zero workload.

If nobody wants to set it up, I'll do it.
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LoSboccacc

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I'm prepping the thread
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Sean Mirrsen

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I'd participate.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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TheBronzePickle

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I'd participate, too, but as a very, very novice rocketeer I'm not good at collecting much science.
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Girlinhat

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I'd be in for it, preferably with Mechjeb.  I admit I've grown fat and lazy in this time of automatic maneuver nodes and bringing super-large ships to orbit...

PTTG??

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Ok, I'll start the thread. Join up here!
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10ebbor10

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I'm prepping the thread
You know, I believe someone else was planning to do something.

Edit: Now you did it. We have 2 OP's.
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Anvilfolk

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I did what someone suggested and got 360 science out of a single trip with fairly basic parts:
1) Launch
2) Orbit
3) When in periapsis, prograde burn until you leave Kerbin orbit
4) In solar orbit, do !!SCIENCE!!
5) Burn retrograde, attempt and perhaps fail at getting back to kerbin.


Landings are definitely a whole lot tougher, and parachutes a whole lot less parachutey in this version. Definitely unlock radial parachutes ASAP, or have enough fuel/engines to break the fall.

TheBronzePickle

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I haven't had any trouble with chutes. As long as the chute is just holding the pod and maybe a little equipment, it'll usually land fine. I even landed a pod and solid booster... though the booster itself exploded.
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Graknorke

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As someone just starting out on the career (only have up to the stability tech) what's some good ways to get some science?

I find it's fastest to really really push the boundaries of what you can do with each tech. Your first launch should orbit. Your second launch should fly-by the moon. Your third should land (though mine needed launch 4 because there wasn't enough fuel...)
How could you possibly do that on the early tech? I can still only just push into Kerbin orbit, and then no further. Building larger craft would end up with overengineering problems.
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Girlinhat

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I haven't had any trouble with chutes. As long as the chute is just holding the pod and maybe a little equipment, it'll usually land fine. I even landed a pod and solid booster... though the booster itself exploded.
You can easily have a pod and Science Jr. land on only a single top-mounted chute.  Hardware-assisted-landings do help.  Having an empty fuel tank or SRB on the bottom of a rocket can break your crash enough that the upper items survive.

Krevsin

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Rescue missions are about 120% more awesome in 0.22.

I have already failed 5 of them. Now Jeb has some company up there on the Mün.
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Lucidvizion

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I noticed that parachute landings sometimes crash your vehicle or break components if you have any time acceleration going on.

Drop to 1x right before chute fully opening, and 1x before touchdown seems to do the trick for me.
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