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Crusher48

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Posts posted by Crusher48

  1. This is another interesting thing that needs addressing: It should be possible to rotate a command module's direction for purposes of controlling where the front of the navball is. This would avoid having to add in extra probe cores and/or docking ports for a craft that moves in multiple directions (such as a VTOL lander), but more importantly helps avoid having to stick a probe core on the front of a lander to drive it effectively (seriously, even the Rovemate's navball points straight upwards when the best way to drive a rover is with a sideways-pointing navball to show the direction the rover is going in).

  2. Right now, all the rover wheels are packed into the end of the tech tree, meaning no rovers early on. However, we obviously still have gas-powered cars (like the Crawler and those various vehicles that drive around the construction buildings), so would it be possible to make a wheel that consumes a small amount of fuel to run early on? It would help with rovering early on, and later on it could still be useable in the same way that a fuel cell can be used instead of an RTG.

  3. I think you could try save file editing. Basically, make a new save (doesnt matter what type, you can even use an old save that has those kerbals), close the game, open the save file in notepad or some other text editor, scroll down to the end, copy the text for the kerbals you want to transfer, and paste into the save you want them in. Note that skills may be a bit wonky, and ALWAYS make a backup save before trying save file editing in case you kill your saved game.

  4. After several plane crashes, KSC has grounded all aircraft until safety advanced can be developed. However, Jeb still wants to fly a plane, despite not having access to aerodynamic equipment.

    The Challenge: Get a "plane" to take off from the runway at KSC and then fly for at least 15 seconds, without using any parts in the Aerodynamic tab, relying on body-lift from non-plane parts to get airborne.

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