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tripcode

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    Bottle Rocketeer
  1. Example crafts? Example crafts. These are all stock+NP, or at least I think so. They all comprise an interplanetary ship system that can handle utility modules, additional fuel, additional landers, et cetera. Each launcher can reach orbit, and most have enough spare fuel to replenish the main vessel's fuel tanks. The designs are meant to be used as ships comprising the payload and the second stage, which performs on-orbit maneuvers to boost the payload and dock it to the core module. The ship is, in all, composed of two utility vessels, one crew module, one core module, two landers, and two player-built utility modules, which should be built with clamp-o-tron juniors on either side, one for manipulation by the utility vessel, and one for attachment to the core module. All the systems are based on a common inline launcher architecture, and are easily modifiable as needed. The entire system was designed to teach new players the most possible about RCS alignment, docking, station architecture, and the use of proper mission planning for interplanetary missions. The framework is extensible, with optional fuel modules for different mission profiles. For example, the core+crew module is suitable for munar transfer and, with the optional addition of a lander and a counterweight, munar landing. With the substitution of the nuclear propulsion module for the conventional propulsion module, the system can reach Duna. The addition of a fuel module (Launched empty alongside the core module and fueled by the leftover fuel in the component tanks) should allow the system to traverse the entire Kerbin system. The album showing a partial system can be found here and the craft files for a complete system are here and here, on an alternative file host.
  2. I've had no problems so far with parts packs-- B9, KW, or NP. It's only mechjeb and some of the other plugins of that nature that're freaking out, in my experience.
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