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  1. RoverDude promised some updated models eventually, for right now the big domes are kinda broken. The 10m domes sit better. KoS
  2. I prefer it as I find it easier to control, but the traditional push-thrust design of the Orion is easier to design around. KoS
  3. Double check you have CRP and Firespitter installed. Sounds like a dependencies problem.
  4. Spoilers in Spoilers, you've been warned... Geoscience and Kerbin planetary exploration today: Trialed a new compact drone helicopter as part of development for a Duna mission: Val tried out the new MK-55 high altitude science and survey plane: At some point the science instruments started to pick up anomalous readings leading to a [REDACTED] By the time she would get back to KSC, it would be after dark (and more importantly, the cafeteria would be closed), so she decided to recover at the Dessert airfield and fly back in the morning: Meanwhile, another crew took off in the Kargosy STOL transport to deliver a science expedition to another continent: Choosing a landing field: The science rover has all the instruments of Bill and Bob's Science Winnebago, in an air transportable package: Rover tiedown: Seanpen and Thomwise unloading the rover: Wow, another [REDACTED] Meanwhile, Bob and Bills monumental cruise in the Science Winnebago continued finding even more [REDACTED], a [REDACTED], and even the [REDACTED]!
  5. Zer0, if you would like them, I wrote some .cfgs for the wet girders and wet hub that work with the Universal Storage tank switching system. Probably a pretty niche market, so I dunno if it's worth the effort of including them? KoS
  6. Did a bunch of smaller missions recently including a solar particle sampling mission on the Drake class mini-shuttle: Worked out the bugs and started flying Skate drone planes to both Kerbin space stations: And finally layed the groundwork for some eventual expansion of the WOLF logistics system with a land-train running from KSC to the Desert biome and back: KoS
  7. Sometimes it shows that message when there is another fault stopping production, in this case a lack of prototypes. KoS
  8. Launched (and landed*, and then landed again) my most ambitious single mission yet, a nuclear prop plane to Laythe: How do you get a spaceplane to another planet? Well, that's a long story, but it starts with an even bigger spaceplane: This was Johnwise Kerman's first flight as Loadmaster/Flight engineer on the Leviathan, so he took some extra time on the runway to inspect both craft: Time to mount up and fly this puppy!!! View from the office today: Norminal ascent, using the aerospike as a sustainer motor en route to a 350km parking orbit: Payload deploy: Returning to KSC went smooth as silk: Until the moment pilot Lenlorf realized the nose gear had suffered a double failure: He and Hilcas managed to land the plane without any injuries, but the nosecone suffered severe damage. Gus and Mortimer weren't happy about the repairs (and the bill), but everyone was glad to have them back in one piece. Meanwhile, back in orbit: Stuffing a spaceplane and transfer stage into the 5x15 meter cargo bay on Leviathan required some unusual adventures in packaging and problem solving, but all 18 Twitch engines fired without a hitch: Making a flyby for a plane change before reentry: Getting into Laythe was a bit of learning to fly all over again, but there was plenty of time to work out the bugs over the ocean and deploy some science buoys before spotting a prospective landing site: Deploying the sampling arm and preparing for SCIENCE!!! KoS
  9. More messing around with planes, first a very Crimson Skies inspired stunt plane, the Sky King: Despite his best efforts, Jeb couldn't push this design up to 100g's, but he tried. Dammit. He. Tried. The other is no less odd, but much more realistic, a reasonable recreation of the British Sea Vixen (Yes, the cockpits actually looked like that.): KoS
  10. One minor quirk to the Atlas system: It has an option to include a Recycling center to turn used up Machinery into Metal, Polymers, ect. The quirk is that you now can't use the Atlas to turn those back into Material Kits (and thence to Machinery), because the Atlas MK converter doesn't use those refined substances . The best work around I've found is to attach a Ranger workshop to the Atlas, along with all the types of storage needed, and then use the initial run of Atlas MK's to bring it into operation. You can then set one Bay of the Atlas to work breaking down recyclables and use the Ranger to build Material Kits from the scraps. Atlas can use refined materials like Metals/Chemicals/Polymers to make some more advanced stuff like Robotics or Alloys, but so far I haven't used enough of them on-site to make a dent in the stockpile left by routine use of the Recycler.
  11. Atlas has the bonus to build Material Kits directly from the base materials without any intervening steps, integrating the weight of multiple refineries that must also be accounted for, at the expense of extreme weight and bulk. Tundra is the most compact and most suited for orbital use. Ranger is easiest to deploy, but requires additional Material kits and Machinery before it can actually be used (increasing the total weight and cost dramatically). Make sure that you are comparing each of them in a ready-to-run configuration, inflated and with maximum machinery, before drawing any real conclusions. KoS
  12. Jeb and Bill made the first non-stop circumnavigation of Kerbin on board the high altitude research plane Pegasus: It's basically a flying fuel tank with a small science pod on the bottom with a data camera and some basic atmospheric science experiments. On final for KSC: Gus, Permission to buzz the tower??? Jeb tried everything except throwing Bill out of the plane, but he couldn't get that final meter... KoS
  13. Firstly, do you have fertilizer onboard? Secondly (and please double check this one because I'm not 100% sure myself) I think Agriculture actually produces Organics, not Supplies. You don't need Organics until later in the game when you are making other things. KoS
  14. I need to do a bunch of pilot training, so I decided to put forth the effort to make a couple dedicated trainers. The first step is the Aardvark Advanced Defensive Vehicle: Very stable, very forgiving, very subsonic. On the plus side, it's cheap, and the target cannon provides both a way to test pilot skills, and alleviate boredom... It gained the nickname Aardvark due to it's overall ungainly appearance, downward pointing nose, and the bug-sucker intake, guaranteed to vacuum up any debris left on the runway. Still, for all it's faults, it's a reliable and predictable bit of kit, and an excellent stepping stone towards learning advanced skills on the Shrike supersonic trainer: Not the most conventional design, but fast, long ranged, and absurdly maneuverable. Even without the Panther TVC enabled, it will sustain 12g turns, and 50g snap turns are possible in advanced mode. The Panther has enough thrust to sustain a pure vertical climb over 8km in altitude, and Jeb still hasn't found the ceiling for a zoom climb yet. Of course, after dealing with rookie pilots all day, Jeb needs some way to burn off steam, a real pilot's plane, where he can feel the wind in his hair. Introducing the Sky Horse: It's got everything essential for flight, and exactly nothing else. Still, it's actually pretty easy to fly considering the sacrifices needed to make a flyable plane that weighs less than a ton and costs under 4 thousand Kerbucks... KoS
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