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donuttakedonuts

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    Bottle Rocketeer
  1. I'm wondering just how much this would break in KSP if you implemented it as a fuel tank with negative dry mass - when you "activate" it, it drains electric charge as well as the "fuel" contents - resulting in a reduction of total mass of the ship while still making it a heavy object to transport to orbit. I'm sure that Unity would throw a fit about it though...
  2. Ooops, meant to write RPM not RSS. And yeah, the suicide burn is the burn which will result in you having exactly 0 m/s velocity at the impact time IF you burn 100% at the suicide burn time. It might only save 50 m/s but 50 m/s is close to enough to get you home from Munar orbit, for instance.
  3. This is an incredibly cool idea. I've never written anything for KSP, but I've got a fair amount of experience in C# and might be able to work with you on this - the only thing that I'd want is to add a suicide burn indicator since that's my preferred style of landing. Let me read up on plugins for RSS and get back to you.
  4. Call me a masochist, or maybe just a nerd, but I really like using the FAR analysis window, and I like the mach effects FAR introduces... I guess I like the fact that KSP makes me actually have to think and read.
  5. For me the texture of the HSI window is really blurry - I have a weak GPU so I've set my texture resolution really low - is there any way to get it to display at full res?
  6. I would say .18: Docking, the resources framework (which made stuff like TAC/Interstellar/Kethane/Karbonite possible) the modern models, electricity, maneuver nodes, close approach indicators, intakeair, fairings.
  7. try searching for information about hydrofoiling boats in KSP - I've managed to tweak a design i found on here somewhere to reach 180 m/s on Kerbin... but it's not capable of carrying anything and relies on jet engines. But it's way better than trying to use a floating vessel.
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