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MaxxQ

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  1. I've only had the game for two weeks and am going through career mode. Yesterday, I built my first Munar Lander. Then immediately put it on the launch pad and tested it on Kerbin. TWR was 1.38, so I figured if it works on Kerbin, then it'll work on Mun. Gotta hand it to overengineering. Test went perfectly - the lander, with the ever intrepid Jebidiah on board, lifted off gracefully, moved north a few hundred meters, and landed gently. Encouraged by that, I then built the launch vehicle for it. Yesterday ended with Jeb in Munar orbit about 50km up. Picked up today where I left off. Landed fine, if a bit awkwardly, on a small slope. Jeb got out, walked around for a bit, gathered some science, planted a flag, and got back on board. He then proceeded to lift off and move eastward towards a crater, where he landed again, this time on much flatter terrain. Again, he walked around a bit, planted a second flag, gathered some more science, then got back in for the trip home. Made it home with no problems. Got over 600 science just on that one mission - enough to unlock some more science gear, which will warrant another trip to Mun, as well as some more travelling around Kerbin to do new experiments in old areas.
  2. Well, since this got bumped up, I'll add a few suggestions. Arthur C. Clarke: Childhood's End, Imperial Earth, The Fountains of Paradise, A Fall of Moondust, The Hammer of God, The Songs of Distant Earth Issac Asimov: Anything, really. James P. Hogan: (those with an asterisk * are books in a series) Thrice Upon a Time, The Genesis Machine, The Two Faces of Tomorrow, Endgame Enigma, Inherit the Stars*, The Gentle Giants of Ganymede*, Giant's Star*, Entoverse* Robert A. Heinlein: Starship Troopers, Friday, and many others Dr. Robert L. Forward: Dragon's Egg and Starquake, the sequel to Dragon's Egg. Carl Sagan: Contact. Also, even though it was mentioned earlier in the thread and falls outside the criteria, I *highly* recommend David Weber's Honorverse books. I'm a bit biased about this series, though. No, I'm not Weber, but I *do* have an interest in seeing these books read by more people.
  3. Especially considering it was *designed* to leak fuel all over the place until it was moving fast enough that friction heating cause the skin to expand, finally sealing the tanks. They didn't have the materials needed to seal them that could withstand the heat, as well as be flexible enough to keep the tanks sealed while on the ground. That's why they always refueled almost immediately after takeoff.
  4. F-84? F-86? F-100? MiG-15? MiG-17? MiG-21?
  5. Me 15-odd years ago: Me a year ago with my boys (now 16, 15, and 14):
  6. I posted the same thing in another thread, but figured I'd go ahead and copypasta here as well, with a couple of additions: Mobo: Gigabyte 990FXA-UD3 CPU: AMD FX 8350 Black Edition eight-core @4Ghz (stock - I don't do overclocking) RAM: Patriot Viper 16Gb DDR3 1866 (2x8Gb - still have 2 free slots) Video: EVGA GeForce GTX780ti (also stock) HDD: 2x Seagate 2Tb PSU: 750w PC Power & Cooling SLI-ready Win7Pro 64 27" Asus monitor at 1920 x 1080 x 60Hz All contained in a 3 year-old Cooler Master Cosmos case. Nothing fancy in the cooling department. CPU is using the stock cooler, two 140mm fans up top drawing out, a single 120mm fan in the back also drawing out, a single 120mm on the bottom drawing in through a filter, and a 120mm directly above the HDDs drawing air between them from the bottom-mounted fan to keep them cool (the Cooler Master case mounts them on their sides). CPU temp is 11C idle, and hasn't yet broken 40C during any kind of normal load that I would put on it (rendering, gaming, etc. usually hovers between 35-38C) Also have a 1500w UPS. Just upgraded last weekend (mobo, RAM, CPU, and videocard - a tad over $1000 from Tiger Direct... yes, I compared prices from NewEgg and TD was cheaper, but not by much), because I needed moar power for Blender rendering. The last 3 minute animation/video I rendered took two months (started December 16, ended February 16) of running 24/7 to render out. Using the Nvidia CUDA features with Blender as opposed to CPU rendering (on an AMD quad-core - Phenom II BE) with my old AMD HD7970 reduced rendering times by roughly 20% (tested with a scene from the animation where the single frame took about 40 minutes to render on my old rig - the new single frame render took 32m 27s). I still need to run a test render using CPU rendering just to see if the four additional cores work any better. In case anyone's curious, go here to see the animation(s) I've done: http://forum.kerbalspaceprogram.com/threads/52429-What-kind-of-Hardware-do-you-use-to-run-KSP?p=1007310&viewfull=1#post1007310 I never played KSP on the old rig, so have no basis for comparison, and I'm a new KSP player (just bought it a week ago), so have yet to break 100 parts on a rocket (playing career mode and taking things slow, since I'm still figuring things out). I've also only got a few mods on it, mostly graphics and parts.
  7. Exactly. I have as well, and the last time was just last weekend. I didn't even have problems. The reinstall went great, and the only call I had to make was for activation. Get the automated system, clearly read out your product key when prompted, and type in the new one it gives you. Took about five minutes. It's so easy, a caveman could do it.
  8. This: http://forum.kerbalspaceprogram.com/threads/52429-What-kind-of-Hardware-do-you-use-to-run-KSP?p=1007310&viewfull=1#post1007310 And gaming. My Skyrim install has over 200 mods, mostly graphics-type. If it weren't for the need for somewhat quicker Blender rendering, I probably wouldn't have bothered upgrading. TBH, I'm not even sure the extra cores are helping with rendering, because in the Blender control panel, I have CUDA selected, rather than CPU. I ran a render that on my old rig took about 40 minutes (using the CPU - AMD doesn't have a CUDA-equivalent that Blender can use). With the new Nvidia card installed, and Blender set to use the CUDA cores on my GTX, the same scene only took about 32 minutes - roughly a 20% reduction in render time. I ought to set Blender to use the CPU and see if doing it that way is any faster. Too bad there's no option to use *both*. I suppose the faster RAM helped as well, but probably not by much.
  9. All of the following I still play from time to time: First PC game was Freespace, and I also still play Freespace 2. Independence War 2. The entire Baldur's Gate series. MechWarrior 4 and all the expansions. Pharoah and the Cleopatra expansion. Grim Fandango. Stronghold. No One Lives Forever 1 and 2 (2 includes a fight scene inside a mobile home in the middle of a tornado in Akron, Ohio. Being that I'm from Columbus, Ohio, this tickles my funny bone) Far Cry. The Elder Scrolls 3: Morrowind and ES4: Oblivion. Vampire: The Masquerade - Bloodlines I would still be playing Crimson Skies if I could find a fix for the texture issues with it. But my favorite of all time, and one I play at least once per year is Deus Ex. I can never get tired of that game. DX: Invisible War was okay, if a bit of a joke, and DX: Human Revolution isn't *quite* as bad as DX:IW, but nowhere near as good as the original. And lastly, because I just found out about this yesterday: http://www.homeworldremastered.com/ The original Homeworld is always installed on my comp (still using the release day disc I bought back then), and is the second game installed after Deus Ex when I do an OS reinstall or computer upgrade. I am so stoked for this remaster. Cataclysm I was always "meh" about, and HW2 was better than Cata, but still pales in comparison to the first. I just hope they put the Raider Retreat missions back into the original game.
  10. Currently chillin' in the Kerbonaut lounge.
  11. I know I should learn texturing, but I actually *like* making the details out of geometry, and only using materials for color. The thing is, Honorverse warships are pretty much the exact opposite of what most people expect from sci-fi ships nowadays - there's very limited greebling, because it's stupid to put stuff on the surface of a warship - what you see in my images and videos is what absolutely *has* to be surface mounted. So, overall, the ships are plain and I can get away with just modeling the detail. There's no paneling to speak of since canon has the ship's hull/armor "grown" in place using nanotech, which means it's all a single piece Basically, the frame and internal equipment is built, then the hull is applied over it, which makes things difficult for major repair/removal/replacement of components too large to fit through cargo doors (this is actually touched on in one of the books when a reactor is found to be faulty during acceptance trials). Also, there's no real deadline for any of this. I work at my own pace, and it's good enough for other peeps in BuNine to work from, or to post online when someone has a question. As for the lighting, aside from raytracing the transparent stuff, and shadows from the sun, nothing else is casting shadows. I tried that once and it was a mess. Even my fills (only two) don't cast shadows. I tried once to do some texturing and failed miserably at it, so I pretty much decided to not try anymore. If worse comes to worst, I could suggest getting BuNine a texture artist, but TBH, it's not necessary. These renders and animations aren't needed for much else other than reference, and I'm not *required* to add as much detail as I have. I do it because I enjoy it. Polycount will be reduced once I freeze the mesh. Because these are still WIPs (and have been for almost three years, with many changes and rebuilds), the mesh is still unfrozen, and I set the smoothing to two iterations. Without smoothing on, the count is roughly 1.2 million or so (that's counting the pinnace, the two cutters, and the Fearless combined), depending on whether I have unseen stuff activated in layers or not. If I had decided to animate the weapons hatches opening and the energy weapons running out (think Age of Sail ships running out their cannon - missile tubes stay put), the polycount would have probably hit over 10 million. The two months was a nice break from working on the stuff anyway. I'd been going pretty much for the six months prior at almost nothing *but* modeling and rendering stills, so being able to get away from it for a bit was nice. It's not like I couldn't play games or do other stuff while it was rendering. I didn't try Skyrim, because I *knew* that would play havoc with my render times, but I reinstalled MechWarrior 4 and its expansions, Homeworld, and a few other, older games that wouldn't hog a high overhead.
  12. No problem. I understand the reading-while-driving problem. I have a friend who also drives trucks, so he has limited time for reading as well. That said, I believe most, if not all, the books are available in audiobook format, and they're unabridged, so you get the entire thing (which will amount to a lot when you get to At All Costs or Shadow of Saganami. Each of those is almost 1000 pages in paperback.
  13. There are *no* textures in that at all. The ship name and registry are just decals. I don't do textures. I don't know *how* to do textures. I can't UV map. I don't know how to use Paint Shop for much more than adding text to a pic, resizing, and cropping. I'm pretty much self-taught with Blender, so even though I've been using it off and on for almost ten years, I still don't know a lot about it. Online tutorials don't help much, because no matter how basic they are, I still can't seem to follow them. There are a few exceptions, though. I have a slight learning disorder that makes it dificult for me to learn something unless I have someone right here next to me to show me what something does or how it works. Most of the lights are individual area lights in each light panel inside the boarding tubes - 16 tubes, 24 light panels per tube = 384 lights. Raytrace transparency for running lights. Individual area lights for each lighting panel inside the boat bays, lighting inside the cutters (can be seen in the back of the aft boat bay), and so on. There's also a lot of interior detail that just isn't visible, or finished (which is why I haven't lit the boat bay galleries yet). As for rendering "only" at HD, I render at my monitor resolution. Sure, I could bump it up much higher, but what's the point? As I mentioned above, this stuff isn't meant to be anything professional. I'm not looking for work with this as a portfolio - I know my abilities well enough to know that no one in their right mind would hire me. This is strictly a hobby, with some occasional pay coming in. Thanks for the compliment. I'm glad you like the final result. I *do* appreciate it, especially since you know a lot about this stuff, and I'm just an amateur. Edit: Hmmmpphhhh! I need to read better. I just realized that this place *does* have a completely off-topic (non-KSP) forum. Sheesh! If any mod feels the need, I have no objections to moving some of these posts there and out of this thread.
  14. 1920x1080, plus almost 7 million polys, plus lots of glass and reflections, plus 698 individual lights total, plus an output framerate of 30fps for the master render (6000 frames total, the last 3500 or so taking upwards of 45 minutes to render... per frame), plus a quad-core @3.6Ghz/core and an AMD 7970 that didn't help rendering at all because Blender doesn't have any instructions to work directly with AMD... yet. OTOH, Blender uses the CUDA setup on Nvidia cards, so as much as I like ATI/AMD, I made the switch. Edit: It *could* have been three days shorter, but there were three Windows Updates that required a restart. Fortunately, just a few days before I started my render, I had discovered online a way to render an animation that allowed it to be interrupted, and you could restart the render from where you left off.
  15. I don't really want to derail this thread, but seeing as there's no general (non-game) discussion forum here, I guess I can answer this one here. After this, I think we should take it to PMs, just to avoid derailing. This is going to be a bit long, as I want to cover everything at once. First off, I "work" for BuNine, a group that consults directly with David Weber on visualizing and filling out background in his Honorverse books. A better explanation of who we are can be found here: http://bunine.org/ It's mostly unpaid volunteer work, but we *do* have a board of directors, and some people *do* get *some* income - mostly by way of royalties from work provided for the book House of Steel: The Honorverse Companion. Everything I have done, as well as everything that has been produced by BuNine for David can be considered hard canon, although over time, things may change, superceding previous canon. My own 3D work is mainly for B9 (heh...) internal use. Line drawings of ships (such as those in the Companion) are all well and good, but 3D modeling helps to fit things better and allows the line art to be more accurate - some of the line art in the book was changed based on my 3D models, mostly weapons port locations. That said, there's no objections (now - I'm under an NDA for some things, but my ship work is okay to post publicly) to my posting stuff I've done, and that's about as much of a project that will see the light of day as my stuff is likely to get. That's not saying that *someday* down the line, there may be something going on, but if there is, I've not been told. There *are* two more companions coming out. The next one should be sometime late this year or early 2015. That one will be titled House of Lies, and where HoS concentrated on the Star Kingdom of Manticore and the Protectorate of Grayson, this next one will deal with the People's Republic of Haven and I believe the Andermani Empire (and maybe Silesia, but I'm not sure about that). I don't recall the name of the third companion, but both subsequent volumes will also contain pages of color plates and line art. None of my work is directly inside the books (they wanted to keep a consistent look for the art, so Thomas Marrone (credited in all my videos and renders) did all the line art and color plate art - incidentally, Thomas is also the person who got me interested in KSP), but it *was* used for reference for some of the art, so therefore, I get a short bio and author credit in the book. Since you don't seem to have kept up with the series, you should know that there's an additional 10+ books after War of Honor. Some are mainline books, others are side-novels/trilogy written by David, others are side-novels/trilogy co-written by Weber and Eric Flint, and there's a Young Adult trilogy co-written by David and Jane Lindskold, not to mention, the series is up to six anthologies of short stories and novellas based in the Honorverse written by David and other authors, including the aforementioned Eric and Jane, as well as John Ringo, Joelle Presby (another BuNine memeber, as well as her husband - both active-duty Navy), Charles Gannon (who currently has a book nominated for a Hugo, I think), and others. Also, yesterday (5 March), the comic Tales of Honor: On Basilisk Station issue #1 went on sale. This is a comic published by Top Cow, probably best known for their Witchblade comics (which was also made into a live-action TV series, and adapted for a Japanese anime). The comic is part of a multimedia blitz being conducted by Evergreen Studios (Walking With Dinosaurs). There should also be an Android and Ios Honorverse game coming out sometime this year. Evergreen is doing this because they are already doing concept art for an Honor Harrington live-action movie set to come out sometime in 2017. The CEO of Evergreen was already a huge fan of the Honorverse, and the fact that they're based in Alaska means (hopefully) we won't see a lot of the typical Hollyweird BS. I believe most of the sets will be CGI, similar to Sky Captain but not quite to that extent. WWD was critically praised for the CGI work, but slammed for the writing and dialogue, which, to be fair, was forced on them by Fox - there wasn't supposed to be *any* dialogue in the movie. I mentioned all that in conjunction with talking about my stuff because David and BuNine consider what *we* do as "book canon" and what we will be seeing for the comics and movie as "other canon". Book canon will be as accurate to the books as we can make it, whereas what's seen in the comics and movie should be considered canon only for themselves, since adapting to a different medium (writing vs, a visual medium) pretty much requires changes to attract fans and non-fans alike. Basically, you should consider the books and the work B9 does as definitive, and everything else is only an adaptation and may not look at all like what we've done. http://tales-of-honor.com/honor-harrington Anyway, that's pretty much everything in a nutshell. Any other questions or comments I'll take in PMs.
  16. Well... since you asked. The first link is to my first anim. That one only took a few days. The second is to the new one that took the two months. Keep in mind that these are actually only my fourth and fifth animations total, but the first that I've ever released publicly. And just for giggles, here's my Deviant Art page: http://maxxqbunine.deviantart.com/
  17. Mobo: Gigabyte 990FXA-UD3 CPU: AMD FX 8350 Black Edition eight-core @4Ghz (stock - I don't do overclocking) RAM: 16Gb DDR3 1866 Video: Nvidia GeForce GTX780ti HDD: 2x Seagate 2Tb Win7Pro 64 27" Asus monitor at 1920 x 1080 x 60Hz All contained in a 3 year-old Cooler Master Cosmos case. I have two new 140mm fans on the way because the original Cosmos stock 120mm fans are starting to wear out and getting noisy. Just upgraded last weekend, because I needed moar power for Blender rendering. The last 3 minute animation/video I rendered took two months (started December 16, ended February 16) of running 24/7 to render out. Using the Nvidia CUDA features with Blender as opposed to CPU rendering with my old AMD HD7970 reduced rendering times by roughly 20%. I never played KSP on the old rig, so have no basis for comparison, and I'm a new KSP player (just bought it a week ago), so have yet to break 100 parts on a rocket.
  18. Just upgraded my comp, but not specifically for KSP. I did it because my last animation render in Blender took two months of running 24/7 to render a three minute animation. I went from an AMD quadcore to an AMD FX 8350 Black Edition octocore (4Ghz/core), bumped up the RAM from 8gb DDR3 1600 to 16gb DDR3 1866, new mobo, and swapped out an HD7970 for a GTX 780ti. Now that I can set Blender to use Nvidia's CUDA instructions, my rendering time has dropped roughly 20%, depending on the scene. Now, if KSP could just get 64-bit support...
  19. Model rocketry is even cheaper. This is the size of rockets where you can pretty much fly in a school field. For less than $100, you can get everything you need: launch pad, launch controller, rocket (either RTF (Ready-To-Fly) or kit), and usually 3 single-use black-powder motors. All you need extra are batteries (for the controller), paint (if you want - it's not necessary) for the rocket, and some form of glue, depending on the materials - white glue for balsa and paper, plastic cement for plastic parts, of course, and maybe epoxy for stronger joints or quick repairs. Link to Estes Rockets. You should be able to find a nice starter set here: http://www.estesrockets.com/ Hmmm.... I just looked, and I guess Estes is selling Launch Sets (same as a starter set) for $53 and under. I'm not sure if they still have it, but Aerotech used to have a Mid-Power starter set that includes all of the above, except the motors are APCP instead of BP. I think that ran to around $200. Yeah... just checked and the Aerotech starter set is $209 - http://www.aerotechstore.com/index.php?main_page=product_info&cPath=4&products_id=3 Also, check out the NAR site I linked to in my earlier post to see if there's a rocket club/group in your area. They can help you with any questions and save you problems with finding a launch site. Besides, it's more fun to launch with a group of people, plus you can *never* have too many eyeballs helping to find a rocket, and trust me, you *will* lose more than a few if you stay with the hobby long enough.
  20. Heh... Madcow must be new. I've never heard of them, but then as I stated, I've been out of the hobby for quite awhile now. H123, eh? The only H I ever flew was an H260 Smoky Sam on a scratch-built 3x upscaled Mars Lander for my Lvl 1 cert flight sometime around 1995. Got to *maybe* 500 feet (didn't have an altimeter at the time, so it was Mk1 eyeball guesstimated, and you know how draggy those MLs are and the TOW was 10lbs). Three 36" chutes and "spring-loaded" landing legs meant a safe recovery. Second flight on an AT I161 resulted in a burned-through shock cord on one of the chutes, and a landing on the slope of a ditch, breaking one of the legs. It was repairable, but I never bothered. Got my LVL 2 cert on a scratch-built scale Sandhawk (4" x around 8' 5lb TOW), using a J280. Had an altimeter in that one and it reached 2600+ feet. I have nothing left now from my rocketry days, except Peter Alway's books and some pics, and a copy of the Sport Rocketry with me and my 1/10 scale Little Joe II on the cover (May/June 1999 issue). Oh, yeah... and some good memories.
  21. Keep in mind that I haven't built or flown anything for the past 7 years or more, and so my estimates are based on that, since I also haven't kept up on things in the hobby. The rocket looks like it might have been a LOC Precision kit, which would run between $30 and $50 for that size. It *could* be a scratch-build, which can run a little cheaper than a kit. The motor looked like a G-motor (model rocket motors are letter rated, with each succeeding letter equivalent to roughly twice the power of the previous letter), so would cost about $10 for a single-use, or, if you already have the reloadable hardware (which can run about $40 as a one-time cost), about $6-$7 per reload. Based on the size of the model when the guy was handling the nose cone at the end, as well as the altitude mentioned, I definitely would say it was a G motor. Maybe a G40... the launch was too slow and easy for a G80. The altimter that was probably used for the altitude determination probably runs about $20-$40, depending on the features. Some altimeters will *only* give you altitude, others can be set to automatically stage the rocket, deploy the 'chute, or do other things. As of the last time I flew high-power, only FAA notification was required on rockets that have a liftoff weight of between 1 pound and 3.3 pounds, and/or have more than 4 ounces of propellant total. Anything below one pound LOW and 4 ounces of propellant, no notification is required. Notification means just that: you notify the FAA 24 hours prior that you will be launching X number of rockets at Y location (GPS coords are fine), and that's it. High power has been around long enough that the various rocketry groups and organizations have an excellent relationship with the FAA people and local airport towers. Anything above that requires high-power certification from either the National Association of Rocketry or the Tripoli Rocketry Association. Level 1 cert covers motors in the H-I range, Level 2 is J-L, and Level 3 is M and above. After P-motors, you're getting into amateur rocketry, which is a whole 'nother kettle of fish. Also, anything falling into certification territory requires FAA Waivers, which is a much more complicated process than simple notification, but again, the working relationship between rocket folks and the FAA is really good. The only real problems we ever had were with the BATFE, but the NAR and TRA sued them and won, after almost ten years of court battles. Unfortunately, I'm not sure what the fallout was for that, as it happened after I stopped building and flying. The NAR website ( www.NAR.org ) used to have a section detailing the court process and things they were doing, but I don't know if it's still there. There's a hilarious story regarding how the BATFE determined that APCP (Ammonium Perchlorate Composite Propellant) was an explosive (it isn't, which was the point of the entire legal battle), and was shown how they completely failed in their "proof". It's too long to go into here, but if the records of the legal battle is still up at the NAR website, a little searching will find it easily enough. The rocket flown in this video probably only needed notification at worst.
  22. Yeah... I wanted to be an astronaut as well. I still - barely (I was 4 at the time) - remember watching Apollo 11, which I think was the start of my interest in space, science fiction, and rocketry. As it turns out, the closest I ever got to space was flying as a passenger on a 747 across the Atlantic and back while I was in the Air Force heading to my duty station. I certainly can't afford a ticket on Spaceship Two, either, so yeah... it ain't happening. I also read a lot of SF, and in fact, one series of books has had an impact on what I do in my free time now - 3D modeling. I'm currently making 3D models for a group called BuNine, who work directly for and with David Weber on background technical, political, historical, and military organizational information of his Honor Harrington books. As I've been watching videos for KSP and playing the demo, I keep thinking it would be nice to maybe make some models for the game. Then I remember I'm not good enough yet for something like that. I *can* model, but I tend to go for extremely high poly counts, which even in normal games isn't exactly welcome - for KSP, from what I've been reading, it would be a computer-killer. My current mesh for a Star Knight class heavy cruiser tops out at over 2.6 million polys. One reason for the high poly counts is that I do all the details as physical objects, because I can't texture to save my life. So, any rocket parts I try to make for the game would be ridiculously heavy (polycount-wise), and very plain-looking. Still, maybe someday... Agreed... it's just that I haven't smelled it in a long time. Thanks again, and I'm making good use of the forums in between playing with the demo. Don't know when I'll be able to apply the things I'm reading about, but the more interesting threads are being bookmarked.
  23. MaxxQ here, reporting in. Don't have the full game yet as I'm between jobs with no money, but I've been playing with the demo a lot, as well as watching a *ton* of Scott Manley's videos. The big draw of this game for me is that it brings back memories of the days I used to build and fly model and high-power rockets. The experimentation of working on my own designs was very similar to that in the game, although I like to think I was good enough to not have *too* many "core sampler" rockets - and at least they didn't explode. I quit that hobby due to the expense and lack of time, although I *do* occasionally miss the smell of black powder (for the model rockets) and ammonium perchlorate composite propellant (used for the high-power rocket motors). KSP seems like a fairly inexpensive way to relive those experiences, with the added benefit of being able to launch something into orbit. Although *some* of the sensations are missing - the sun beating down on me on hot days and the sunburn on my face after looking skywards for several hours on those same hot days. Freezing my rear-end off on cold days and wondering if I got frostbite on my toes. The aforementioned scents, but also adding the smell of balsa/bass/plywood dust, epoxy, and spray paint. Anyway... yeah. I'm here, so... um.... glad to meet you all.
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