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  1. I have a question about Rover controls. Basically, whenever I use WASD to control the Rover, W not only drives the rover forward, but it also pitches it forward. That makes control dificult on low gravity. And if I press S, it not only reverses the wheels, but it also pitches me backwards. I've tried looking up some forum posts. One suggests using IJKL, but none of those keys do anything (I checked and they are indeed mapped to translation controls). Another post suggests switching to Docking Linear Mode. I did that too but then WASD do nothing. So I'm wondering what I'm not understanding about my Rover controls and if I can find any help. If it makes any difference, I built the Rover using the Cupola module as the root part in SPH, then loaded it into VAB and pointed it upwards, then attached rocket parts to the bottom. So it's a rocket whose final stage is a rover, if that makes any sense. Not sure if that is what is affecting the controls.
  2. Surface Coordinates (Lat/Long) to Distance Calculator Have you ever wondered how far and long you would have to drive a rover to get from one place to another? Maybe you're planning a Science rover expedition, or maybe you want to place a base within driving distance of other bases or new Science biomes. Either way, here's a simple spreadsheet that calculates distance between two points on any planet/moon in KSP: https://docs.google.com/spreadsheets/d/11ahybKKvft5v7hfzkBEnTdFKhT_f-YsI3ITXKMeZDUw/edit?usp=sharing Make a copy of the sheet and you'll be free to make your own calculations between any two points on a planet or moon in KSP. All landed crafts will show their coordinates if you hover over them in map view. Note: The spreadsheet doesn't account for hills or elevation on planets. Coordinates must be in decimal format, so 2* 25' 48" N 17* 22' 40" E would look like 2.2548 and 17.2240, while 2* 25' 48" S 17* 22' 40" W would look like -2.2548 and -17.2240. Enjoy!
  3. Humble Begginings:The Early Evolution of Rocketry Chapter 1: Loss of Vehicle Engeneer Carol Kerman watches over the only hangar of the EATA-1 (Experimental Aircraft Testing Area-1). 4 engeneers, Philip, Carol, Quiana, and Helga were moved to a new division of the air force. The constant tension between countries forced the air force to start rapid development of new aircraft. One recently built commercial airfield was on sale after the company that build it went bankrupt. The dirt runway, the abandoned hangar, and a single land vehicle to taxi small aircraft. All operations would have to be crammed here for up to a year. Experimental Plane 1B, a bomber body with modified wings and two small rotors with 2 small propellers instead of 1 big turboprop, was being integrated on the hangar. A new, cheaper tail fin system was to be tested in a month. Carol went down the stairs of the Control Tower, and joined Hanmal, a scientist who planned to use the new planes to run experiments on the upper atmosphere, was underwhelmed by the aging engines' capabilities. The scientific load would have to stay over 8500 meters for half an hour. the plane could stay over that threshold for less than a minute. Once Carol got in, Hanmal drove the van to the hangar. 5 people would have to sleep on the hangar for a month. The engeneers questioned the tail design, but they had orders from above to keep working on the flawed design. During integration, a test pilot, Don Kerman arrived at EATA-1. After weeks of work, EP-1B prepared itself for its first flight. EP-1B, piloted by Don Kerman, prepares for lift-off The two turboprops, even while being old and ineficcient, were overpowered for the hollow and light body of the plane, resulting in high speed and altitude capability. Quiana, sitting alone on the control tower, spoke: "Status?" "Nominal, 120 m/s, 120 meters AGL, 900 ASL", responded Don. "You can start a steep climb" "Copied" The overpowered engines kept a speed over 140m/s while mantaining 50° angle of attack. "8400 ASL, Engines choking, going back" "Copied. You are authorized to land" Don turned off the engines, at this point throwing black smoke, due to the unburned fuel. Pointing down, everything started to go wrong. "Emergency, I'm unable to control roll or pitch", screamed Don. "Eject at 4500 ASL if you don't recover" "Landing gear broke!" "EJECT NOW!"-Blurted Quiana After ejecting, Don impacted the left wing. A few tense minutes later, Don touched down and sent his approximate location. Philip quickly boarded the van, and drove the 11 kilometer distance between the airfield and the landing site of Don. This was only possible due to the new solar pannel on the van. After picking up Don, Philip drove to the crash site. Only part of the wing remained. That night, Quiana filed a mission report representing the team: [TOP SECRET] EP-1B Flight One Report: Outcome:Loss of vehicle and payload. Pilot Recovered. Cause: Aerodynamic Failure Highest recorded altitude:8970 meters ASL Highest recorded speed:203 m/s Mission Data: Engine Array: Success Aerodinamic Surfaces: Failure Cargo: Success Crew Cabin:Success Landing Gear: Partial Success -Quiana Kerman, Flight Control -Don Kerman, Pilot -Carol Kerman, Lead Engeneer -Helga Kerman, Engeneer -Philip Kerman, Engeneer -Hamal Kerman, Lead Scientist [TOP SECRET]
  4. Flew on Eeloo as Americans on the Apollo. No comment. Music only! Addons used: Astronomer's Visual Pack, CameraTools, Distant object, EnvironmentalVisualEnhancements, RealPlume, Reentry Particle Effect, Scatterer, TextureReplacer, MechJeb2, ModuleManager, Phoenix Industries (suits only) Thanks for watching!
  5. Just as long as it stays on the ground, what is your fastest land vehicle? Mine was able to reach 350m/s. I don't have any images unfortunately. Tell us about yours! Did it explode? Did it look stylish?
  6. Description Needs Breaking Ground Expansion otherwise fully stock AG 2 Toggle Cockpit AG 3 Toggle Solar Panels I and K (HOLD) Control Rear Cargo Hold and Ramp To accelerate just hold W (default) press B (default) to brake Does fulll 360 tank turns (awesome turns) gets around 20 m/s very durable and wheels can withstand a lot of force A stock aircraft called RANGER XD. Built with 402 of the finest parts, its root part is structuralPanel1. Built in the SPH in KSP version 1.9.1. Details Type: SPH Class: rover Part Count: 402 Pure Stock KSP: 1.9.1 Download: https://kerbalx.com/InterstellarKev/RANGER-XD https://steamcommunity.com/sharedfiles/filedetails/?id=2109215220 https://steamcommunity.com/sharedfiles/filedetails/?id=2109215220
  7. Howdy, Y'all. Way back in ye old days of 2013 KSP, a younger and perhaps less-skilled me tried his hand at building a steam locomotive replica. This was the result: Not too shabby, given the limited part repository at the time. Though I've seen many KSP players build fantastic train replicas, I had yet to come across one that utilized the new stock robotics parts to make working running gear. So, I set out to overhaul Jeb's once-mighty steamer with the latest in Kerbal engineering technology: Jeb's Locomotive was designed to function in a similar fashion as typical modern locomotive replicas do; the running gear is powered by the drive wheels which are in turn powered by electric motors, instead of steam power driving the running gear and subsequently driving the wheels. The 6 rover wheels only provide brakes and steering, while the 6 rotor wheels are coupled in axle pairs using standard docking ports to provide side-to-side consistency in operation. The running gear is largely coupled together using junior docking ports. Engine power is controlled using the KAL controller in the cab. Press action group 1 to engage the drive motors and start up the fuel cells, set the controller to play until you reach your desired speed, then pause it. The play speed is set slow intentionally, as sometimes sudden changes to the RPM can mess up the running gear synchronicity. Unfortunately, the engine plates used to make the drive wheels don't have great traction with the ground (leading to slight slipping), and collision tolerances will limit your top speed to <9 m/s (as you will see shortly). You can of course go faster by disabling crash damage on the debug menu, but beware that at higher speeds the running gear can easily go out of whack. I find it runs quite nicely around 6-7 m/s surface speed. You are welcome to download and add on things like coal cars, passenger cars, etc. if you'd like. The locomotive is already 218 parts as-is, so expect lag if you're planning on adding a lot to it. If anything, download it just to drive it up to 9 m/s, for funzies. The entire vessel is Stock + DLC. Download: https://kerbalx.com/Jamie_Logan/Jebs-Locomotive Here is a gif of the running gear in motion at a slow speed: https://i.imgur.com/bHYKT1b.gifv Gallery: I'M GOIN' OFF THE RAILS ON A... oh nevermind. I hope you liked it! Check out my last build too:
  8. Double decker Rover!
  9. 2020 SSTO Fleet + Ground Support Vehicles! Hey Everyone! I haven't posted here in quite a few years, but now that I've gotten back into KSP, I wanted to share what I've been working on for the past few weeks. We all love Single-Stage-To-Orbit (SSTO) spacecraft for their potential for re-usability, so I wanted to create a system that allowed me to legitimately process and relaunch them without recovering the spacecraft and relaunching from the SPH between missions. To that end, I developed a fleet of three SSTOs with a compliment of ground support and processing vehicles that can be used to fully refuel and prepare an SSTO for return to LKO with newly fitted payloads. The fleet consists of three SSTOs, two mobile gantries, three trucks, two trailers, and a crew transport buggy. SSTOs All three ships can reach LKO with between ~500 and ~1,500 m/s of on-orbit delta-V remaining depending on payload mass. All have forward-mounted docking ports and RCS thrusters for rendezvous, docking, payload deployment, etc. All are designed with a center of mass (COM) that remains stationary regardless of fuel levels or payload mass (to the extent that the payload's COM is in the geometric center of the cargo bay). The payload-carrying variants (Mk2 & Mk3) have been tested with maximum-mass payloads (I.E. a fuel tank that takes up the entire cargo bay). All can be de-orbited and landed fully "Dead stick". All have action groups to allow for engine/mode toggle, steering toggle, payload bay toggle, etc. Retract the forward landing gear on Mk1 and both the forward and aft landing gear on Mk2 when towing to allow for steering. Table 1: SSTO Spec. Summary SSTO Mk1 Mk2 Mk3 Max. crew 3 2* 0* Wet mass (t) (minus payload) 16.2 32.0 162.4 Dry mass (t) 12.2 24.0 73.3 Height (m) 3.8 4.4 6.0 Width (m) 6.4 10.1 13.4 Length (m) 13.2 23.0 37.4 Max. payload mass (t) - ~7 ~50 Max. payload length (m) - 4.9 10.0 Max. payload diameter (m) - 1.25 2.5 * Can be exceeded by housing crew in payload. SSTO Mk1 The smallest of the three, the Mk1 is the primary LKO crew shuttle. It has room for three, and can comfortably get from the KSC to LKO with sufficient fuel to rendezvous with an LKO target and de-orbit, but its payload is limited to crews only. The design is Liquid fuel only, so the RAPIERS are set to run on open cycle exclusively. The single Nerva is used to make the final push to orbit, circularize, and perform on-orbit maneuvers. The choice to go "no oxidizer" is partly for simplicity, and partly because the minimal-drag + high TWR RAPIER configuration makes the final delta-V needed to reach orbit low enough that it can be done with the Nerva. It also means that when fully re-fueled in LKO, the single Nerva will yield enough delta-V to go pretty much anywhere, without any pesky oxidizer/tanks to slow you down. When launching, set prograde hold with a ~20 deg elevation due east once you pass 300 m/s. The RAPIERS will take you up to around 1000 m/s at 10,000 km, at which point you activate the Nerva. Even though you're still deep in the atmosphere, the Nerva reaches about 700 ISP and nearly vac thrust at this altitude, plus we need to start our apogee kick early since the Nerva alone will yield a fairly low TWR once the RAPIERS flame out completely around 20 km. The time to apogee may start to drop back down once you're on Nerva alone, so nose up to keep it around ~60 sec until your orbital velocity reaches ~2,300 m/s, at which point you'll be safe to reach orbit after a coast to apogee and circularization. It has 4 linear RCS ports housed in the forward and aft mini cargo bays, which are set to toggle open/closed along with the RCS hotkey. SSTO Mk2 The midsize variant, the Mk2 can take a small payload to LKO along with a crew of two. Its fuel tank, engine, and launch trajectory configuration is virtually identical to that of SSTO Mk1, except with twice the RAPIERS and Nervas. Its RCS ports are contained within the payload bay, so it must be open for any RCS-based maneuvering. The furthest forward and aft tanks are empty; they are for structural/aerodynamic purposes. SSTO Mk3 The largest of the fleet, the Mk3 is a heavy-payload LKO shuttle. The design is RAPIER-only, and the vessel is unmanned. It can deliver an orange tank to LKO without much fuss. Launching is fairly straightforward; set prograde hold with a ~20 deg elevation due east once you pass 300 m/s. You should bottom-out on open cycle mode around 20 km and ~1750 m/s orbital velocity, at which point you switch to closed cycle to push your apogee up out of the atmosphere and reach orbit. Like the Mk2, Its RCS ports are contained within the payload bay, so it must be open for any RCS-based maneuvering. Mobile Gantries The piston array on Gantry Mk3 can be operated using the robotics controller on the side of the claw to ensure that all 10 pistons are operating in unison. Be careful when docking the claw to a payload on a trailer connected to a Truck. Back off the piston right after docking to ensure that the weight of the gantry doesn't force the truck + trailer into the ground and break their wheels. Mobile Gantry Mk2 This ground support vehicle can be used to transfer payloads to and from SSTO Mk2's cargo bay. It has a single XL piston and a claw to use for payload manipulation. Mobile Gantry Mk3 This ground support vehicle can be used to transfer payloads to and from SSTO Mk3's cargo bay. It has a compound array with 10 XL pistons and a claw to use for payload manipulation. It also serves as the primary refueling vehicle for SSTO Mk3. Trucks Trucks A and C have servos which allow for trailer pivoting. Simply unlock the servo and set the torque to zero after coupling. Use the piston before coupling to align the claw. Truck A This ground support vehicle can be used to tow trailers and SSTO Mk1. It has a piston-mounted claw for easy coupling, and the piston is mounted on a servo to allow for trailer pivoting when steering. The spring strength in the tire suspensions sometimes need to be lowered during payload loading/unloading using a gantry, as having Truck A connected to a trailer, a payload, and a gantry can cause the wheels to get a little... jumpy, especially if the gantry piston hasn't been relaxed after connecting. It can be used to tow SSTO Mk2, but this is best done when MK2 is empty after having returned from orbit. A fully fueled Mk2 + payload is best towed using Truck C. Truck B This ground support vehicle can be used to refuel SSTOs Mk1 & Mk2 (Mk3 is refueled using Mobile Gantry Mk3). Truck C This ground support vehicle can be used to tow trailers and SSTOs Mk1 & Mk2. It has a piston-mounted claw for easy coupling, and the piston is mounted on a servo to allow for trailer pivoting when steering. It can be used to tow SSTO Mk3, but this is best done when MK3 is empty after having returned from orbit. Best practice with SSTO Mk3 is to tow it to the runway while empty using Truck C, and refuel and add payload right before launch. A fully fueled Mk3 + payload can only easily be moved using its own RAPIERS and landing gear steering. Trailers Trailer Mk2 This ground support vehicle can be used to carry Mk2 payloads, when towed by Truck A or C. The distance between the two docking ports is slightly larger than that of SSTO Mk2's cargo bay. Trailer Mk3 This ground support vehicle can be used to carry Mk3 payloads, when towed by Truck A or C. The distance between the two docking ports is slightly larger than that of SSTO Mk3's cargo bay. Crew Crew Transport Buggy This ground support vehicle can be used to carry 4 Kerbals around the spaceport. Gallery SSTO Mk1 & Mk2 refueling SSTO Mk1 crew preparing for flight SSTO Mk2 Payload processing and flight SSTO Mk3 Payload processing and flight KerbalX Hangar: https://kerbalx.com/hangars/95963
  10. https://youtu.be/p26juO88sdw Image Gallery Kerbal X: https://kerbalx.com/InterstellarKev/Mastiff-Multirole-Transport-Rover Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2019855149 Control Cargo: K and I Keys Lower and Raise Control Doors.: L and J keys Open Close
  11. I really can't wait to watch Daniel Craig as James Bond again! Here is a little clip I made to kill my time. Vehicle featured: Dewbauchee JB 700* from GTA V. *This vehicle mod is for private us and therefore is not available for download. Music: An instrumental version of No Time to Die theme song by Billie Eilish
  12. Description The 2020 Parvati 990 LRV (Light Reconnaissance Vehicle) 2 Custom Wheels with full rim capable of stable 15 m/s (do not turn super sharply around 20 m/s) 2 Kick stands with hide away dust cover (press G to lower stands and 1 to toggle cover) Stable control (will go straight and stay stable and can turn very sharply) Can be painted fully (using a mod like DCK or other texture replacer) 1 Dock Jr for transport. KerbalX: https://kerbalx.com/InterstellarKev/Parvati-990
  13. Pathfinder MTT KerbalX: https://kerbalx.com/InterstellarKev/Pathfinder-MTTSteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1935311935
  14. Don't let this overwhelming power go to your head with the Kerbal Mobile Suit. Only trained Pilots allowed. Auto Pilot Available How to pilot: Press T (SAS) and use Radial to stay upright. Press 1 To Engage Walk Type (S, A, D) to maintain stability when needed. (warning q and e are reverse personal preference) Kerbal X: https://kerbalx.com/InterstellarKev/Kerbal-Suit-Mk-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1990404251
  15. I've gotten my rover as close as I could to the point on the map, but I don't know how to exactly aim for the area I need to be. I've been moving a bit NSWE and taking EVA reports but nothing seems to activate the contract. Am I doing something wrong? When I click on the marker on the map I get an option to "Start Navigation" but it doesn't seem to do anything! At the very least I feel there should be a visible marker in the world, like for my other crafts and flags and such.
  16. Heya, I'm sharing with you some of Valentina's adventures, mostly flown and documented by my friend @Pouicpouic Episode 1 & 2 This first two parts are about boating on Kerbin and Laythe, the second one was hiding a few surprises in its cargobays .. : D Those missions were designed and flown exclusively by pouic After that, we decided to share our crafts and designing-style to land an outpost on the Mun, with rovers and stuff to have fun around .. Here's what happenned ! The biggest structure above the cliff is intended to provide a better view to kerbals sitting on the edge, because why no, its holidayyyyyyys. The sledges were created out of a stupid idea (really?) and it worked out perfectly ! The two buildings in the end will be detailled later . This second part, still on the Mun, is Valentina having fun in a very sturdy rover Hope you enjoyed
  17. I present my newest invention: A stock aircraft called Science Rover truck! It was initially developed UKRDF Ground Vehicle Company at the time of the Two Year War, it is a vehicle of choice for most science expedition groups. Originally built as an APC, It is a versatile vehicle that can carry up to 3 passengers. It is quite fast, being able to reach up to 30m/s, and with the help of its toggleable SAS units and a low center of mass, it can be very hard to topple over. High composite materials, and reactive front and hind armor provide great shock protection. As well as that, it can hold a lot of scientific apparatuses, and also features an interior! Last but not the least, the Science Truck features a close-able door at the back. Built in the SPH in KSP version 1.8.1. Right now I only have this image, but more are soon to come with more angles of the craft. Download Link -> DOWNLOAD CRAFT I am always open to suggestions, so feel free to post suggestions below. Also, please report any technical problems that you may find with the craft.
  18. I am optimizing my vehicles for building a mining station on Eeloo. In the midst of this I installed KAS/KIS for the first time. Something really weird is happening and I do not know if it is due to the mods, or the game, or my stupidity. I built a skycrane/rover combination. I am using the in-game-cheat to orbit it around Eeloo while I optimize its functioning. When I first show up orbiting Eeloo all the solar panels deploy. I manually close all the gigantors on the rover and leave the solar panels on the skycrane deployed. Then I activate the engines and land. The rover is under the skycrane when they land, still connected, but the rover is still 6" above ground in the landed position. When I manually tell the stack-separator/decoupler/docking-port to decouple, it does, the rover drops to the ground, but suddenly all the Gigantor XL Solar Arrays open up on the rover, all by themselves, destroying both vehicles. When I decouple, the focus is on the skycrane, not the rover, but the offending action (panels opening) happens on the rover. And since the focus is on the wrong vehicle, by the time you "[" to change vehicles and hit the solar action group, it self destructs before I can stop them from extending (when I have an action group assigned). The best work around I have found is to launch the skycrane as soon as I decouple, which is BS. Why? It didn't used to screw up like this. Now I cannot make it stop even when there are no panels in any action groups. It does not matter which of the stack-separator/decoupler/docking-ports I try. I am out of ideas and frustrated. PC, Steam, McJeb / KAS / KIS, 8GB RAM, 4-CPU, 1 MEG video card
  19. can someone explain to me why this rover isnt moving? I thought I tested it on kerbin and it was fine but that may have been a couple versions before this one.
  20. Buenas chavalotes, he posteado esta pregunta en la sección en english pero la hago por aquí también. Que soluciones usáis para transportar y desplegar vuestros rovers a Muna? Tengo un contrato que hacer ahí y la verdad que voy un poco perdido en cuanto como hacerlo :-D
  21. Hi Kerbies, I've accepted a contract to scan a mun crater, I've built my rover but I wonder how to carry it to mun without damage it... Can you show me how do you do it? Best!!
  22. Hey everyone! Lots of people have been anxiously waiting for this mod. It's finally at a point where it's playable, and all the necessary features are working. This is a manned rover, based off of the design in The Martian! Now you can re-create your own missions to Duna, or drive across the planet. It features several parts: Command Pod with lights and KIS storage, Battery with attached solar panels, "flatbed" main frame with KIS storage, and "trailer" optional frame. The included craft file is already put together for you, but if you do it yourself - the trailer attaches kind of funny to the back of the flatbed. It must be rotated right and I use the offset tool in the VAB to fine-tune it. The wheels will flip you if you brake hard, and I suggest setting the brake force to 100 on the front wheels, which I've already done on the example craft. Some things to note: The crew capacity is only ONE right now, it will be bumped up to THREE at a later time, when I've started working on the IVA. There is NO IVA yet. There are NO WHEELS yet. I guess the new KSP update (1.1) will rewrite the wheel modules, and I had a heck of a time getting them to work for me anyways. The stock wheels look great with it, and the model was originally made to scale with the stock TR-2 wheels. The IVA that the cabin uses is the MK1 pod. There is an example craft included! ...I think that's all for now. Hopefully you enjoy it, and if you don't, please tell me why! I recommend using the mod Kerbal Inventory System with this, so you can take full advantage over the features. (Like storing extra life support supplies for those really long trips.) Download from SpaceDock! Imgur Album showcasing delivery of Rover using KIS and USI Freight parts. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Also includes the following nifty flags: Example craft and KIS containers set-up for a cargo rover:
  23. This mod is a very very simple mod. 2 parts. A half scale Land Rover Defender in "adventure special edition" orange and black, and two different wheels. I'm intending to add more off-road vehicles over time, now that I've worked out which way around wheels go. The (2) parts are fully functional, but some of the texturing etc is missing for the IVA. On power and drive trains. I had a look around for conversion from Kerbal electric charge to something in the real world. A prior forum topic covered a few ways of estimating, and I'm basing this on the 1Kerbal Charge = 1MJ, because that is based on the power requirement for ion thrusters, while other electricity uses aren't propulsion related (apart from other wheels). So, I've divided the Defender's 90KW by 4 (for each wheel), and then by 8 (half scale cubed) and converted KW to MJ per second (the easy part). It's not a big number. Drive train is Kerballed. It's basically a hybrid running a 90KW generator with a battery, although you won't get far on the stored electricity. I've made the power generator dual mode. The "Generator" is air-breathing (air-intake is in the bonnet, front grills are for radiators) and the "Fuel Cell" uses stored oxidizer. I will do a module manager addition later for RealFuels to convert that to diesel and random oxidizer. Downloadable from http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles Release forum thread at
  24. I wouldn't call it the kraken but for whatever reason my game is currently bugged beyond comprehension and I've no idea what is going on. Here I am just about to come in for a landing with my Mun Rover, I've left a satellite in Orbit to relay the signal and I've got plenty of fuel, SAS and gimbal to successfully to do the landing, everything *should* have been good to go, the probability for success was 99%. But you know that 1% really bit me in the ass this time. For whoever is interested, I'll share my save file, if you load it up and load up Quick save #4 you'll be about 3 km from the Mun Surface, plenty of fuel but have a completely dysfunctional control system, it's neigh impossible to land and I've attempted many things to try and rectify the issue to no avail Any help would be appreciated as I cannot for the life of me figure out what I've done wrong to make the SAS completely dysfunctional. https://drive.google.com/open?id=15vXKpJ4dEq6PaoQCv73KUD5ys-hkDdVo PS this is complete stock, no mods, trying out a complete stock playthrough for the first time.
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