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    Space Pirate! Aaargh!
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    Seattle, WA
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    Learning how to mod, Mobile technology/wearables, Tabletop and Board gaming, Science fiction and non-fiction reading.

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  1. Thanks for sharing the video. It was cool and the build was a creative way to get enough Delta- V for your launch. Just a note, if you're open to some feedback. Your ascent profile (basically going straight up to 55km and then turning to 90 degrees) isn't really that efficient and that's causing you to use more fuel, which means a bigger heavier rocket. A better ascent profile is called a Gravity Turn and can shave off a lot of DV. In JNSQ you should be able to achieve orbit with about 5000DV (What Kerbal Engineer calls "Vacuum DV" in the VAB.) Here's another great thread on Gravity Turns I'm happy to help further, but don't want to clog up the JNSQ thread with this side discussion. Feel free to PM me and we can talk there. Happy Flying!
  2. @HebaruSan with the latest update CKAN is no longer recognizing the current Kopernicus build as compatible with a clean install of 1.7.3 Thanks for maintaining this mod. If you need any other info let me know.
  3. Just write MM Configs to create new parts to the other scales. You'll have to do some mass and cost calculations, but it would work. Check the community database for examples of how to do this:
  4. Near Future Launch Vehicles has some adaptors. I believe other mods do as well, but can't think of them off the top of my head
  5. I think KerbalX has a tool that lets people uploading ships tell others which mods are necessary to use the craft file. You may want to check on that. https://kerbalx.com/
  6. hahaha! that's awesome. Thanks for pointing it out.
  7. I don't see why it wouldn't, it's designed to be stocklike. yep, no problem using RS / RS+
  8. The Oscar’s issue Is its fuel capacity compared to its physical volume. Assuming the same fuel densities - which is fairly consistent with other stock tanks - the Oscar B holds way too much for its physical size.
  9. Same way they survive without food. Or how parts never fail, or how RTGs last forever. - because the devs didn’t write those concerns into the game code.
  10. @steddyj sad news about @Tidal Stream i hope he takes the time to announce that he’s winding down and ask for help. It would be sad if this mod languished in its broken state
  11. I agree with @Snark - reverse gravity assists going into Jool can be really helpful and they’re even better because you can still plot your optimal transfer path from Kerbin to Jool first. Once you’re on your way to Jool plot a midway course correction, zoom in on the Jool system and try out different changes. You’ll find encounters with just about every moon depending on the course change. This is a great way to see how different encounters affect your course and learn which ones are helpful. Is it better to come in behind a moon or encounter it on the other side of its orbit when it’s heading to you? Do you swing in ahead of the moon or come in behind it (answer - if you want to slow down you want to come in ahead of it and swing around heading backwards relative to the moon)
  12. Thanks for doing this work! Just a question....When @Tidal Stream gets around to a permanent fix would you expect your patch to break any in flight craft? I know it's never a 100% sure thing, just trying to decide if I should proceed with your patch or just wait. thanks again
  13. ...but a rocket can make it to orbit in a single stage = SSTO
  14. Add a probe core oriented to align with the antenna - when you want to transmit, control from that probe core and use SAS point towards target mode. If you wanted you could use +PART to make a special very small, very light probe core used only for this purpose.Just scale it down and lower the mass.
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