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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1508117 times)

forsaken1111

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7785 on: December 25, 2013, 09:04:14 pm »

You could do that even without the lab. Mothership goes to visit all planets. Returns probes/landers to Kerbin.
Without the lab you'd need one lander per planet. The lab lets you re-use the experiment bays.
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Girlinhat

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7786 on: December 25, 2013, 09:07:57 pm »

So this is the plan then?  Mothership with science lab and enormous fuel supply, along with a small lander with all science modules.  Drop the lander to a body, collect all science possible, return to mothership.  Put all experiments in the science module, reset all the equipment.  Proceed to next body.  Return to Kerbin with ALL THE SCIENCE!

BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7787 on: December 25, 2013, 09:24:28 pm »

You could do that even without the lab. Mothership goes to visit all planets. Returns probes/landers to Kerbin.
Without the lab you'd need one lander per planet. The lab lets you re-use the experiment bays.

You'd need more than one for each planet. Many experiments are not 100% even with physical return to Kerbin.
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forsaken1111

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7788 on: December 25, 2013, 09:26:08 pm »

You could do that even without the lab. Mothership goes to visit all planets. Returns probes/landers to Kerbin.
Without the lab you'd need one lander per planet. The lab lets you re-use the experiment bays.

You'd need more than one for each planet. Many experiments are not 100% even with physical return to Kerbin.
true. So you'd need several landers for each planet. More for the moons with biomes.

Or one lander and a lab to reset the experiments.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7789 on: December 25, 2013, 09:27:15 pm »

I said you could, not that you should. Mega Mothership!
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PTTG??

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7790 on: December 26, 2013, 04:06:55 am »

Sounds nice, but I'd suggest a much simpler idea: Just make a science lab increase the transmission cutoff by a significant amount; instead of increasing 20% to 22%, increase it to 75% or something.

That's what it does now, and it's useless. If you can send an entire research lab somewhere, you could much more easily send a manned mission there and back, which gets you 80-100%.

My approach makes it rewarding to use the science bay for the "second round" of missions. Land on the moon once, bring a sample back. Land on it again and build a base, then bring a sample to the base for a field study. Or put a space station in orbit and get all your upper Kerbin atmosphere stuff again.
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Twi

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7791 on: December 26, 2013, 02:02:54 pm »

If you can send an entire research lab somewhere, you could much more easily send a manned mission there and back

Minor objection: Eve.

That said, tis a good point in general.
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Aseaheru

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7792 on: December 26, 2013, 03:15:36 pm »

Yep. but its still not as cool.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7793 on: December 26, 2013, 04:20:11 pm »

RemoteTech2 has been officially updated to .23. Time to start up a network.
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PTTG??

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7794 on: December 26, 2013, 08:30:34 pm »

Regarding terrible MSpaint concept art and basebuilding/resources:

Spoiler: The Industrial Complex (click to show/hide)

First off, the space program started out with just the VAB and the Launchpad. Here we see an advanced program center with an airstrip and hangar, a research center, a training building, the tracking center, and finally, right next to the research center, the Industrial Compex. The IC does a number of things; it mines minerals from the planet, it builds new parts, and it recycles old crafts. In sandbox mode, it doesn't do much. In career, all of the parts you use to build ships either need to be bought (Which can only be done on Kerbin, since most contractors don't have rockets), or manufactured from materials in an Industrial Complex. All of these structures are purchased and placed on the empty fields. If you are starting a new base, you might use a special part from a rocket to deploy a new command center. You don't need to go to other planets, though. You could start a polar Kerbin research base or one high in the mountains...


Here is our new Munbase. It's much smaller, but still has a VAB and Launchpad, plus a tracking center (this might just be a shortcut to make it easier to switch focus, or it might have practical use, such as to decrease light-speed lag). Right now, this Munbase can't mine or make anything; if we want to launch rockets, we need to use a cargo rocket to bring the parts here. (You can see how many parts you have in storage while building in the Munar VAB, or get an overview in the control building). Luckily, we just found a deposit of Trytanium ore a few km away from the Munbase, using a mapping satellite. If we send a rover or rocket out there, we can do some prospecting. Once we've found the seam and taken a sample back to base, we can start a mining program. First we'll need to build a Munar Industrial Complex, but then the technicians there will take care of all the details. In fact, if we find very valuable ore, we can fly it back to Kerbin and sell it for cash! Some facilities can only be built on Kerbin- the training center, for instance. Others might only work on some planets, such as a Low-G Workshop or a Lathe Biodome.
« Last Edit: December 26, 2013, 10:40:40 pm by PTTG?? »
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dragnar

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7795 on: December 26, 2013, 09:42:44 pm »

Yuuup. Better Than Starting Manned, I believe.

...And yes, he's once again being his same old incredibly arrogant self about it.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7796 on: December 26, 2013, 11:05:27 pm »

Just having "Better Than" in the name is quite arrogant. I've ignored that thread. It does not interest me.
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Putnam

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7797 on: December 27, 2013, 12:01:36 am »

Yeah, there's fixing an obviously broken system (see: every Oblivion leveling mod) and then there's calling a reasonable development choice a mistake.

miauw62

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7798 on: December 27, 2013, 05:29:34 am »

I hope he gets his ass banned by being, uh, an ass.
I really can't stand this kind of people.
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ank

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #7799 on: December 27, 2013, 06:22:24 am »

RemoteTech2 has been officially updated to .23. Time to start up a network.

Hasn't it been for a while?
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