Ten Key

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About Ten Key

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  1. You missed one. https://en.wikipedia.org/wiki/Busch_Gardens_Tampa
  2. That's strange, those links seem to convert to images just fine when I add them to a post. . . Have you tried using the "insert other media" --> "insert image from URL" option? It should be in the lower right of the reply window. Welcome to the forums.
  3. This might be helpful, vis-a-vis Microsoft Excel. Warning, PDF. http://www.nkhome.com/pdfs/How_to_graph_weather_data_from_LiNK_CSV_Files.pdf
  4. Will the texture switching be "global" (all or nothing) or will it be ship specific? Could one potentially launch the same part on two different ships within a single save and use different textures on those parts?
  5. Score! The local Barnes and Noble had two of them. One to gift and one to keep.
  6. It's a factor. While rain itself is not normally a problem, if the cloud tops get high enough the water particles will start to freeze. If your rocket picks up speed and then flies through that, it's a bad day. https://www.nasa.gov/pdf/649911main_051612_falcon9_weather_criteria.pdf Brownsville sees its fair share of hurricanes.
  7. My brain keeps turning it into "table top".
  8. That might create some unintended consequences for the Fan Works/Mission Reports section of the forums.
  9. No, the green path is irrelevant. It's only there because you haven't told the game you intend to do another burn to enter Munar orbit. There are actually three different projected paths in your screenshot. The orange one is first, and is within Kerbin's sphere of influence. The second is hidden behind the Mun in your screenshot-- it is purple, and represents your projected path inside the Mun's SOI. The green path is third, and represents your orbit once you have crossed back into Kerbin's SOI. Each color change corresponds to a sphere of influence change. If you intend to enter Munar orbit, then you don't want to leave the Mun's SOI, so presumably you'll perform a maneuver somewhere on the purple path to make sure the green one never happens. No. A sphere of influence represents a spherical chunk of space where the gravity of a particular object is so dominant that, for mathematical purposes, the gravity of other objects can be ignored. When you are within Kerbin's SOI, the game only calculates Kerbin's gravitational influence on your ship. The Mun's sphere of influence is a sphere that extends. . .2,200 km I think, from the center of the Mun. As soon as you cross into this region, the game switches to using the Mun's gravity for its orbital calculations. When you exit the Mun's SOI, it starts using Kerbin's again. Kerbin's SOI is (again from memory) about 84,000 km. If you exceed this altitude about Kerbin, you leave Kerbin's SOI and enter the sun's. Target the Mun. Create a maneuver node. Pull on the green prograde marker () until the dV indicator reads 850 m/s. Then drag the node around your orbit until you get an encounter. Ideally, you want your projected Munar periapsis to be below 50 km. . .15-20 km is good. If the green path goes away entirely, that means you're on a collision course and your Munar orbiter is about to become an impactor. Perform the burn. Next, create another burn at your Munar periapsis, and this time use the retrograde marker (). Pull on the retrograde marker until you have an orbit. When you're ready to leave Munar orbit, use the prograde marker to set up your exit burn. Your exit trajectory should be a path roughly parallel to the Mun's orbit, but moving in the opposite direction. Because of your initial inclination of 1.6 degrees, you may very well end up in a near polar orbit around the Mun. If this happens, there are only two points in the Mun's orbit where you can return to Kerbin. Your polar orbit must be nearly parallel to the Mun's at the time of your departure burn.
  10. The blue line is your current orbit. The orange line is your projected path after you execute your planned maneuver. The green path is your projected orbit after your Mun encounter. Presumably you'd want a second maneuver in the Mun's sphere of influence to enter orbit, but if you only execute that first burn and don't touch your craft again, the green path is the orbit it will end up on. You are burning way too hard as you leave Kerbin orbit. Not only does this waste fuel on the way out, it results in an excessively long braking burn once you get to the Mun. The burn to go from Kerbin to the Mun should only be about 800-900 m/s. Try reducing the burn to about 850 m/s, then move the node along your current orbit until you get an intercept. Try to avoid going past the Mun-- see how your projected apoapsis is beyond the Mun's orbit? Also, note how heavily inclined your resulting orbit (the green path) is in your screenshot. See how the Mun amplifies your slight 1.6 degree Kerbin orbit into something around 70-80 degrees? This can be useful for entering polar orbits around the Mun, or even for adjusting the inclination of existing satellites in Kerbin orbit.
  11. FWIW: Venera 5 and 6 were both crushed before they reached the surface. Venera 7 was the first probe to land.
  12. All right, now, in my defense. . . . . .the thing with Val losing her mind happened all the way back in chapter 28, when I had no idea what was coming or how long the story was going to be. That was me fishing around for a bittersweet ending similar to the one found in Shadows. . . .the bit with Dibella stems from the scene where Dibella's pod is crippled in orbit and the Kraken tempts Val with the power to save her friend. Val resists that temptation. . .but what if Dibella had then been made the same offer? That didn't end up working for a few reasons, but like I said. . .scattergun. . . .as for Meg, well, the reality of that scene is actually much worse than you're making it out to be. I had envisioned that ending starting with the Dibella scene, and then rapidly escalating through a series of increasing dark mini-scenes that set up the next part of the story. Meg's scene was meant as the capstone, a sudden shift in tone that starts out very light and joyous. . .the sliver of a happy ending. Perhaps Val didn't save the world, but at least she saved this one poor soul. . . And then we see very suddenly that, perhaps during an attempt to locate her wayward beau, Meg has herself been ensnared by the Kraken. Meg doesn't dispose of P. Kerman-- the Kraken uses her as a meat puppet to silence its former thrall. P. Kerman's freedom results in his death and the eternal enslavement of his loving wife. I am. . .not necessarily a fan of happy endings.
  13. Best of luck Sandworm. . .you've got a bunch of people on this forum pulling for you.
  14. I think you'll find that there is very rarely any one "truth" in life. Life in general, and history in particular, is a matter of perspective.