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  1. Chapter 35 After sailing through space for months, Estonian 2, the improved version of the Ministry of Space’s Duna lander- and the last of the Second Duna Fleet- finally arrived at the Rusty Planet. Its predecessor suffered catastrophic damage during its attempt to land, and that was a fate that its successor hoped to avoid. If it worked, then the MoS would have what it needed to safely reach Duna’s surface and return to orbit. Soon, they’d find out. Two hours after entering the planet’s SOI, the spacecraft made a 900 m/sec orbital maneuver to reduce its periapsis and ensure that it orbited Duna in the right direction. Another 1,576 m/sec burn a day later circularized the spacecraft in low Duna orbit. A third, 400 m/sec burn aligned its orbit with the Duna Basecamp. Though extreme, the nuclear propulsion tug had ample propellant to accomplish the tasks even with its payload. Safely in low Duna orbit, Ministry of Space’s Mission Control started Estonian 2’s monopropellant power unit. Then they commanded it to perform final systems checks before separating from the interplanetary tug. It automatically plotted a deorbit maneuver that hopefully would land the craft near Knights Landing, the future site of the MoS’ Duna base. Thirty-three minutes later, it performed its deorbit burn. Four and a half minutes later, on Jool 20, 2003, Estonian 2 entered Duna’s atmosphere and began slowing down. Learning from the lessons of the past, the lander kept its descent motor in hopes of preventing the craft from flipping around like its predecessor did during its landing attempt. Combined with a shallow entry profile, that worked. At 38,000 meters altitude, plasma fire licked the sides of the craft as it continued its course. Within just a couple of minutes, it kept its proper attitude and sailed over the notable crater where Knights Landing was located. Unfortunately, a navigation error left the spacecraft several kilometers short of the target, but that was secondary to its mission. At 9,500 meters altitude, Estonian 2 discarded its descent motor and kicked open its heat shield to reveal its aerospike. The engine performed both descent and ascent burns. At 6,000 meters, the lander deployed its airbrakes and chutes. Unlike its predecessor, Estonian 2 only had drogue chutes- Estonian 1’s main chutes failed to deploy in the thin atmosphere. As the drogue chutes fully inflated, Estonian 2’s landing gear deployed, ready for landing. At 500 meters, the lander ignited its landing spike, but it was a little too late. The spacecraft landed hard- 23 meters per second- and crushed its landing gear. But it was otherwise intact. Estonian 2 landed 11 kilometers away from Knights Landing. Despite the mishap, they’d done it! Most of Estonian 2’s science instruments were useless due to Duna Schaffer arriving earlier, but the mystery goo still had some results to yield. And pretending like it had a crew aboard, the lander deployed its ladder. But there wasn’t much else to do- except for one more thing. Estonian 2 performed its final systems checks two hours later. Then, after shedding its entry, descent, and landing section, the lander reignited its aerospike engine and lifted off the surface, using its EDL section as a launch pad. It worked! Estonian 2 entered an 83.9 km by 87.8 km orbit, with delta-v to spare. Despite the initial setback, the Ministry of Space made history with the first launch into orbit from Duna’s surface. As a final test, Estonian 2 performed a series of burns that placed it next to Duna Basecamp just three hours later, proving that the lander had sufficient delta-v to rendezvous with an orbiting spacecraft. then, the lander performed an automated docking to one of the smaller service ports on the cluster of interplanetary tugs. There was no doubt about it, the Ministry of Space had the technology to send kerbals to Duna’s surface and back again. They just had to wait another year for the launch window to Duna to open again. * Back in Duna orbit, MoSMC had some tidying up to do. First, they shuttled MoS Tug 3 over to Duna Basecamp and donated its drop tanks before joining MoS Tug 1. Then, they did the same thing with MoS Tug 4. Next, they undocked Duna Basecamp, and moved the tank that previously hosted it to the back of the chain of tanks. Then, the cluster of MoS Interplanetary Tugs cast off from the new completed Duna Depot and temporarily reconnected with Duna Basecamp. Afterwards, the Duna Science Probe cast off from the Depot in preparation to return to Kerbin in 318 days. Then, Estonian 2 departed the MoS Tugs to be visited by future travelers. Finally, Duna Basecamp left the tugs so that they too could return to Kerbin in 318 days. At last, the Ministry of Space proudly announced that the Second Duna Fleet had accomplished its mission. * In the middle of the night, a Jool Wide Load lifted off from Pad B. But instead of heading eastward, it arced westward in a retrograde direction. That took considerable clout on Drax Aerospace’s part to pull off… Right on schedule, the solids dropped away and safely landed in the desert away from any populated area. A few minutes later, the Jool Propulsion Module dropped away from the stack after expending all the propellants in the core stage tank, and the core stage tank followed soon after. Within seconds, the stripped down Jool Upper Stage ignited its engines and continued the climb into orbit. Despite going retrograde, the rocket still attained a 141.4 km by 158.1 km orbit and then aligned orbital planes with its target. Then, having done its job, the Jool Upper Stage offloaded its payload- the Drax Asteroid Miner- and deorbited. A few days later, Drax launched a pair of tankers to fuel the Miner. Once refueled, Drax Asteroid Miner extended its solar arrays. Then at the right time, it performed a brief burn with its secondary KR-84 Ocelot motors as well as its six tertiary ion engines. Two days later, the Miner rendezvoused with Asteroid VPI-273, a B-class asteroid. To the disappointment of Drax Aerospace, it wasn’t like Orbital Dynamics' "Magic Boulder", with its glowing veins of strontium aluminate. Nonetheless, the Drax Asteroid Miner took aim, armed its grappling claw, and dove for the target. A few minutes later, the Miner latched onto the asteroid- and made history as the first spacecraft to grab an asteroid in interplanetary space. The World’s First Organization even recognized the event as the first construction of a “space station” in solar orbit. The spacecraft’s resource scanner took its readings and discovered a cache of blutonium, ore, water, rock, metal ore, gemstones, gray water, hexagen, hydrokerbon, minerite, precious metals, and zeonium. It also discovered a trace amount of a substance that the scanners could not identify. They’d have to table that mystery for later, though, they had a job to do. Using the same techniques pioneered by Orbital Dynamics- and possibly the same technology- the Drax Asteroid Miner sorted the resources that it drilled and stored them in the asteroid itself as it hollowed it out. But in an impressive first, the Miner fired up its DA-5 Catapult, a new engine that the company engineers designed. The Catapult took waste rock, heated it to a molten state, and expelled it to produce thrust. While not terribly efficient, the engine made it much easier to move asteroids around due to the steady supply of waste rock. Combined with its secondary LFO engines- which needed the craft’s fuel processors to produce propellant for- the Asteroid Miner could slow VPI-273 enough to enter Low Kerbin Orbit. The Drax Asteroid Miner made an intercept burn with Kerbin, followed by three course correction burns three days later. Seven days after that, the Miner would reenter Kerbin’s SOI. By that time, the resource extractors would be done processing the asteroid. * ULM-2 dropped down from orbit and landed at Minmus Base, carrying the base’s new command module and, at last, the lab. After it landed, Tesen took control of ULM-2 and wiggled the command module into place. Then, after undocking from the stack, she guided the lab module into its spot as well. And after refueling ULM-2, she detached it from the lab and sent it on its way back to Gateway Station. They had only one more module left… Nine days later, the last Minmus Base component, the Greenhouse Module, arrived at Gateway Station via JUS-4. Once delivered, the space tug departed the station and took up residence at Drax Fuel Depot 2… Back at Gateway, ULM-2 undocked from the station with the Greenhouse module in tow and headed for the surface. It landed at Minmus Base a half-hour later, where Tesen took control. She slowly walked it over to a spot next to the lab. Then she made some minor adjustments to dock it to the base. Once everything clicked into place, the whole crew cheered. Minmus Base was complete! KSP Mission Control congratulated the teams for all their hard work to make this momentous occasion possible and praised everyone for their cooperation. The base had everything it needed to be self-sufficient and was ready to accept more crews- once the second Ostrich-class lander pod was built and delivered. Minmus Base was also set up for expansion later- but that project was for another time. Today, they crew had cause to celebrate. * With their contract to build Minmus Base modules completed, the Orbital Dynamics Shipyard turned their attention once again to their own projects. First, they built the Finch Automated Command Module, affectionately called BirbStar, to support automated landing of spacecraft. BirbStar probes would take the place of the Finch OTV and could be stationed at Oasis, freeing up the kermanned OTV for other tasks. Once completed, Calming Kerman took a spacewalk to examine the construction manipulator and perform some maintenance work. Sometimes, the 3D printer nozzles got residue on them during their additive manufacturing, and they needed to be cleaned. The engineer carefully worked through the procedures and documented everything, including taking lots of pictures. When he finished, he went to the Sandcastle 3D printer module to run diagnostics. Once everything checked out, he had some free time on his hands, so he decided to record a video to his folks back home. That’s when Willorf Kerman, the ranking engineer in charge of the station, noticed the unusually high data bandwidth being taken up by Calming. “You’ve been sending a lot of videos lately, Calming,” Willorf said on a private channel. Calming froze and looked nervously about. “Uh, I’m just excited to be here in space,” he said nervously. “Just sharing with my family is all. I miss them.” “Okay,” Willorf answered. She knew what it was like to be away from family. “You’re using video compression, right?” “Yeah, highest setting,” Calming responded. “We uh, got an update recently, maybe it’s a new compression algorithm?” “Yeah, maybe,” Willorf conceded. She shrugged. Something was off, but she had to table the conversation for now. “How are the diagnostics looking,” She asked, changing the subject. “All good, we’re ready to build the next components,” Calming responded. He called up the next set of plans, the Finch Core Support Tank, and started up the construction manipulator. It would take a couple of hours to complete. He had time on his hands, so he decided to catch the latest episode of Galaxy Trek… A couple of hours later, the printer produced the Support Tank. After moving it over to the BirbStar, the shipwrights repeated the process with a second tank. Then, over the course of the next week, they built the new Converter Module, the Finch Core Tank, and finally, a Finch Landing System. These components were all needed for the next phase of operations on the Mϋn- a mining base to refine water into propellants. They needed that base to economically refuel the OCTV for the trip back to Kerbin. But before that, they needed Dauntless to fuel up the new modules for the trip to the Mϋn… After round the clock fueling flights, BirbStar departed the Orbital Dynamics Shipyard, aligned planes, and burned for Kerbin's nearest natural satellite. * It took several orbits to complete- and several times the engines nearly overheated- but at last, the Drax Asteroid Miner entered low orbit around Kerbin. As an added measure, the Miner matched orbital planes with Drax Fuel Depot. The feat proved once again that Drax Aerospace could compete in any space industry, and the press loved it. Drax Kerman looked at the resource manifest for VPI-273. It wasn’t impressive, but the primary mission was to test the technology needed to capture an asteroid and bring it back to Kerbin. At least the water and gray water would supply the depot for a while, and the combined value of the gemstones, precious metals, and other resources would pay for the test mission. The metal ore also had a useful purpose. The “mystery substance” that the scanners detected was puzzling, but the drills only recovered a little over 200 units of the stuff, so it could probably be safely ignored. As impressive a feat as it was to bring the asteroid into low orbit, Drax set his sights on a much larger asteroid, one that he hoped would be even more impressive than that “Magic Boulder” claimed by Orbital Dynamics… * Three days after departing from Orbital Dynamics Shipyard, BirbStar entered the Mϋn’s sphere of influence, and two hours after that, it executed a maneuver to correct its orbital direction. It took another two days for the spacecraft to rendezvous and dock with Oasis. Meanwhile, back at the Shipyard, workers completed assembly on the Finch Drill Module as well as an Oasis Power Tower, connected them to an OCTV, and sent them on their way to the Mϋn. Wasting no time, the shipwrights cleaned the yard and immediately began building three sets of Finch Core Tanks and stacking them one atop the other. By the time that they finished, the OCTV/Drill Module arrived at the Mϋn… Once the OCTV/Drill Module docked at Oasis, ODMC began reconfiguring the various spacecraft for their next mission. First, they remotely piloted the station’s PMV, programming it to relocate one of the station’s docking adapters. Next, they commanded it to move the spare Power Tower and placed it atop the Finch Converter module brought by BirbStar. Then, after grabbing onto BirbStar’s tank module, the propulsion section detached and moved over to the newly opened docking port, dropped off the tank module, and reconnected with the lander. Finally, the OCTV repositioned itself and the ODIN Fuel Depot onto Oasis’ forward docking port in preparation for its next maneuver. An hour later, it carefully performed an orbital plane change maneuver so that Oasis could reach any point on the Mϋn’s surface. Given how long it took, the tug needed to make a second plane change maneuver. But not before BirbStar had to depart. The automated lander undocked from Oasis and performed its deorbit maneuver eight minutes later. After an hour of falling, BirbStar approached a landing zone designated SK0-97. Ten minutes later, the lander lit its landing rockets - and promptly burned off its underside solar arrays. ODMC made a note to have a word with the Orbital Dynamics Shipyard crews to update their propulsion system designs. Fortunately, the spacecraft still landed successfully. Time was of the essence, so Orbital Dynamics Mission Control had to act fast. Once BirbStar found a relatively flat spot, it quickly rolled to a stop, undocked its front and back sections from the converter module, and connected them together, leaving the converter module and its power tower behind. Then, right after Oasis finished realigning its orbit, the automated lander lifted off to meet up with the station. It had a nine-hour flight, so ODMC took the time to rearrange the modules at the station and get ready for the next delivery… When BirbStar arrived at Oasis, ODMC directed it to the primary ventral port and then parked the propulsion section onto the drilling module. Then, after repositioning the front half to make room for the power tower, the back half rejoined the front. Some refueling later, BirbStar was ready for its next trip to the surface… The lander departed Oasis soon after, but it had a two-day wait for its deorbit burn. Meanwhile, Oasis used the OCTV to lower its periapsis to make it easier for landers to reach it in the future. Then, right on time, BirbStar made its deorbit maneuver and headed for the surface and landed a hour later. In a series of pre-programmed maneuvers, BirbStar separated into two halves, maneuvered the drilling module into place, and docked it to converter module. After rejoining the two halves, BirbStar docked with the growing mining station. Once ODMC deployed the drills and turned on the converters, the mining station registered positive flow for gray water, which was then converted into cryogenic propellants. At last, the Orbital Dynamics Mϋnar Mining Station was operational! All they had to do was wait a few days to refuel BirbStar before it returned to Oasis to pick up the additional core tank module for the mining station. Then they could deploy the second power tower and begin hauling propellants from the surface to Oasis. But for now, Orbital Dynamics had cause to celebrate. * For the last week, as Drax brought their asteroid into Kerbin orbit and Orbital Dynamics built their mining base, Adsii had been touring the warehouses of the vonKerman Republic’s Museum of Natural History in search of photographs. Specifically, he wanted to find pictures of expeditions to the Pyramid of Tut-Un Jeb-Anh. The Museum’s records were meticulously kept- except for piles of them that either displaced photos to different boxes- or different boxes in different warehouses- or went outright missing. Despite the difficulties, he still managed to find many pictures from various trips to the Pyramid. While what he found was fascinating, it wasn’t what he’d hoped for. But he was nearing the end of their list of records, and he was on his last warehouse for the day. Regardless of what he found, Adsii was looking forward to treating himself to a nice dinner as a reward. He really wanted to try some hamburger pannfisch… After going through the records on the first couple of floors, Adsii took a deep breath and climbed to the third floor of the warehouse. It’s so high up, he thought to himself as he told himself to not look down- and promptly did it anyway. He distracted himself by looking at the replica miniature monolith- at least that’s what it looked like- standing in the corner and collecting dust. It looked real to Adsii, and he wondered if the vonKermans visited Kape Kerman before the Kerman States built the Kerbal Space Center. With his tummy starting to growl, Adsii turned back to business and found the documents cabinet that he was looking for. Being methodical, he started with the bottom drawer, opened it, and began thumbing through the photos absentmindedly. One of the photos caught his attention, and suddenly, Adsii’s thoughts of dinner quickly vanished. He pulled the photo out to get a closer look. There it was, unmistakably, a black and white picture of a team of four scientists and two young students, with an intact wall of hieroglyphs. There were a lot of symbols that he didn’t recognize, so he’d have to wait until he got home to translate them. Adsii looked on the back of the photo. It was dated 4/15/1953, and it had the names of all the kerbals in the picture, from right to left, of the professors and students. He read the last name on the list, flipped the picture over, and looked at the leftmost kerbal. Then he gasped. The last name on the list was Drax Kerman. * Flying the new tiltrotor was a lot of fun! The aircraft was responsive, fast, and it had a lot of potential for shipboard storage- its wing could pivot until it was parallel to the modular fuselage. Speaking of fuselages, Scott liked the new Buffalo Base design that Frolie’s team put together from the modular rover system and looked forward to spending time in it- especially now that their obligations to KSP’s Minmus Base were now completed. Soon, the Shipyard would be finishing construction on Oasis, churning out Buffalo Base modules for their mϋnar tourist complex, and gearing up for their trips to Minmus. It had taken years to reach this point, but they finally had the infrastructure that they needed! It was also hard to believe that soon, this mission report will come to an end, but another is in the works Orbital Dynamics would fulfill their original tourism contracts. “Scott, it’s Sara,” the cockpit radio squawked, interrupting his reverie. “When you get done, can you meet me in my office?” “Sure thing,” Scott radioed back. Now he was curious. What’s going on? He thought to himself. He’d find out in a few minutes… “We got the results of the Magic Boulder audit,” she began. “They agree with our reported amounts of aurum, precious metals, nitronite, minerite, hexagen, gemstones, metal ore, and of course the blutonium.” She paused briefly before continuing. “As you know, the audit also required us to reveal that the Magic Boulder has 122,689 units of exotic matter,” Sara said. “They valued it at 1,200 Funds per unit, for a total of 147,226,800 Funds. That’s about 3.87 times the value of all the other valuables in the asteroid combined. The catch is that they want it.” “The exotic matter? How much,” Scott was afraid to ask. “Not just the exotic stuff, Scott. They want all of it. They want the entire asteroid.”
  2. Thanks! You can find Da Choppah in the Ships/SPH folder.
  3. Ok, here is 1.3.1 to disable the B9PS patch for now.
  4. Try renaming B9PS.cfg to B9PS.txt and see if that helps. It is in the Patches folder. Are you using any of the configs in the Extras folder? Thanks! I am going to spend some time working on my mission reports and learning Blender (my 3D art program's license expires soon). Assuming that existing art assents can't be ported over, I expect to start over with my 3D models- but I'm limiting myself to 2-3 mods at most. This time around I want to play the game more than mod it... If by chance it's easy to port 3D models over then I can think about bringing the Mk33 to KSP 2.
  5. Mk-33 v 1.3.0 is now available: New Parts - Mk-33 Aft Tank (Hollow) - Mk-33 Cargo Ramp - KR-2200C "Tyranosaurus" Aerospike Engine Changes - Mk-33 now supports Community Category Kit. - Fixed mesh offset issues with the mid-tank. - Fixed landing gear lighting up the planet. - Fixed KSP complaining about missing part modules in the sample craft. - Fixed Module Manager patches in the Extras folder that support cryogenic propellants for Classic Stock Resources and Community Resource Pack. - Fixed Mk-33 Main Wing failing to surface attach when Wild Blue Decals is installed. NOTE: You'll need an updated version of Wild Blue Decals. Hard to believe it, but I've finished all the parts and mods that I want to use in KSP 1! Time to retire and enjoy the game for a few months...
  6. Got the plume effects set up. Stock (courtesy of @JadeOfMaar) Waterfall (courtesy of @Rodger):
  7. This is as far as I got today: Bare variant: Covered variant: The engine is currently using the linear aerospike's plume effects and I need to modify them, but the engine is in game and running.
  8. I have an update in the works that fixes those issues. I'm also working on this: It's one of the last parts that I'm making for KSP 1. Then I finally get to retire from KSP 1 modding.
  9. Development is over, yeah. But the mod is complete and ready for use.
  10. On planets would be hard because of the way that I have to set up locations, and I'd have to know what the terrain is for each planet. In orbit is actually possible if you enable jumpgates. You could use the tetrahedron anomalies as a basis.
  11. Buffalo 2 v1.5: Sunken Treasures is now available: Changes - Buffed the resource inputs and outputs on the Power Support Unit. New Parts - B2 Aquarium Module*: This module catches Fish. NOTE: With Snacks installed, the B2 Galley can turn Fish into Snacks. With Snacks Stress enabled, the Aquarium adds the Fishing activity, which will reduce Stress. - B2 Bioreactor: This module converts Fish into Liquid Fuel, and Intake Air into Oxidizer. - B2 Fish Tank: This part literally holds Fish. - B2 Fuel Cell Module: This part produces Electric Charge from Liquid Fuel and Oxidizer, and Electric Charge from Liquid Fuel and Intake Air. - B2 Fuel Tank Module: What this part lacks in crew capacity it makes up for in resource storage capacity. - B2 Fuel Tank Module (Short): What this part lacks in crew capacity it makes up for in resource storage capacity. - B2 Submarine Sail*: This part provides sonar capabilities for your submarines and has an extendable flagpole as well as extra air intakes. There's even a small service bay on top that's large enough to fit a single external command chair or some small science experiments. - Guppy Submarine Module: This command pod is specially designed for underwater adventures. * Requires SunkWorks And with that, I am delighted to say that Buffalo 2 is now feature complete! When I started this project in January 2022, I originally planned to take 3-4 months tops. Famous last words! Nearly a year of nights and weekends later, Buffalo 2 has blossomed into a complete mod that replaces the original and surpasses it in several ways. With Buffalo 2, you can make rovers, stations, bases, submarines, and even superstructures for boats. It not only replaces the OG Buffalo, but it is also a soft replacement for MOLE’s hab, lab, and greenhouse modules. I want to thank everyone for your interest in the development of Buffalo 2 and for your invaluable feedback. Your input helped shape the mod and helped make it the best it can be. I did the heavy lifting, but because of your input, Buffalo 2 was a collaborative effort. Thanks again, and I hope you enjoy the final product!
  12. Me neither! I fixed the texturing/normals on the vent meshes, now they all look as they should: I'm doing final checks now, and scrubbing the sample craft of parts and part modules that others might not have. The BuffaSub is one of the sample craft.
  13. Today I finished up the B2 Submarine Sail. You can have separate decals for the body of the sail and for the retractable flag: Service people may cringe at this... ... when you select a flag. But fear not, you can reverse the right-side flagpole's decal: You can also reverse the decals on the sail body. With the part done at last, I can focus on fixing the funky UV maps on the parts with integrated ballast control valves. After that, Buffalo 2 will be done! I expect to be finished by the end of the weekend.
  14. You need to install Kerbal Actuators. It comes with the install.
  15. It's not trivial to set up a numeric slider that can handle varying planets' depths and account for the submarine's collapse depth (which varies based on density of the water). It's much easier to have the player level off at the desired depth and turn on the autopilot to maintain whatever that depth is. If it's something that you really want to do though, I suggest investigating a mod like kOS. The SWDiveComputer part module has actions for maintaining depth, auto-trim, diving, surfacing, and emergency surfacing, and all the trigger and pitch controls are exposed as KSPFields, so it'll integrate with kOS pretty well. In fact, the Guppy, Buffalo, and AUXeN all have support for kOS already. kOS is pretty robust and it can easily and gently tap on the flight controls to adjust things like roll and pitch. I have no doubt that you can create a script to specify a desired depth, calculate collapse depth based on the density of the fluid, and more. Here's the forum link in case you're interested: Your sub rocketing to the surface sounds like you need to adjust the rate at which ballast is added and removed (#6 on the Kommodore Sea 64 ballast control card). I don't have the issues that you're reporting. What I tend to do is turn on SAS, level the boat via the navball, then turn on Auto-Trim and Maintain Depth Control. I also have to adjust the pitch angle trigger and the flood/vent rate for ballast to keep it from oscillating. One trick I found is to dive the boat, come to a full stop, turn on Auto-trim and Maintain Depth until the boat is neutrally buoyant and level, turn off Auto-Trim and Maintain Depth for maneuvering (they automatically turn off when you maneuver, otherwise your boat will go crazy), and then just drive around. I can drive all over the place, stop, and the boat will just hover in the water. The dive computer isn't perfect- again, kOS might help with that- and some boat designs are harder to control than others. For instance, this one doesn't stay level and tends to nose over when the engines are running: but I have no trouble keeping these level and at depth: So, be sure to: - have fore and aft ballast tanks and unlock their Intake Liquid ballast resource. - have fore and aft trim tanks and unlock their ballast resource. You c an designate a tank as a trim tank in the VAB/SPH. - Adjust the dive computer's pitch trigger and flood rates to avoid porpoising. - For a more sophisticated dive control, consider augmenting the dive computer with a custom kOS script. - Given the highly modular design of KSP, expect to conduct many sea trials to find the right design and dive settings. I hope that helps.
  16. I've got another chapter in the works but I need to grab more screenshots. After I finish Buffalo 2 I hope to have more time for this mission report.
  17. The sail is equivalent to SunkWorks' Sonar Range Finder: The Guppy Submarine Module has a built-in Kommodore Sea 64. My dad and I were more into Apple ][ (and later, IBM), but I got to play with the Commodore when I was a kid. I still remember when I took my dad to a computer museum a few years back, and he could practically give the tour since he worked on many of them. It was a bit disconcerting seeing thinks like Apple ][, Apple ][+, Apple ][c (I got to play with a prototype), and the like in the museum, along with things like 8" floppy disks. But technology marches on. Heck, I'm working on building a modern PC to replace this aging one, and the new computer won't have a DVD for it! No more "cup holder" for my system...
  18. Sub carefully. Set at least one tank in the front as the forward trim tank and one in the back as the aft trim tank. Use the diving computer to maintain depth and auto-trim. Each boat is unique so use the controls to adjust how sensitive the pitch controls are, and how fast to control the trim tanks. Use the SunkWorks Sonar Ranger to beep when you are near the shore and/or near the bottom. When the ping starts, pull up! Today I made more progress on the sail. Now you can reverse the left and right decals on the body, and I plan to add that ability to the flagpole flag as well. Here's a look: That yellow stripe is a nod to Subnautica, which has been a big influence on the mod.
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