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  1. Version 0.1b is up! This should be the final form of the module, next should be Allowing more than one parachute per part/module! Changelog: November 16th 2013 v0.1b -Fixed the issue where deploying the parachute below the full deployment height would play the second animations faster -Added sounds on both predeployment and deployment -Added a deployment timer that will show a countdown on the flight screen -Added a clause that the ship must go downards to deploy and that will show status on the flight screen -Fixed a few remaining deployment bugs -Changed the behaviour of the part GUI to only show when the action is available **Note about the FASA MM file: The animations for both Gemini parachutes don't work. I'll talk to frizzank to try and see what's up.
  2. I remember hearing talk that the baseline Saturn V-Apollo system lacked the Delta-V to enter Lunar Polar orbit. This gets me wondering, why does it require more Delta-V to enter Lunar polar orbits and by how much compared to a lunar equatorial orbit? I good question for KSP is could this difference be determined in in KSP with the Mun?
  3. Patience. I once launched a 6,500 part ship. From surface to orbit, it took me over two hours of real time. Progress so far: Found a design flaw while in orbit. I don't like junk in orbit, so I pointed retrograde and burned up my fuel. Talk about a one in a million encounter! My eyebrows hit record altitude when I panned around to see where I'd hit. Completely unplanned. Didn't strike a building, fell just short. But it surprised me nontheless. Retooling the lander module and relaunching now. Nah. Wouldn't be sporting. Though I am watching the mod with interest. Someday, who knows?
  4. Ok well there was talk about post Apollo 20+ missions being polar, up to 45 day mission using a Block III service module with up to 14 days on the surface. In KSP it took me about 3-4% more Delta V to do a Polar orbit over an equatorial orbit and all it required was a mid-course correction. I can understand that a window of return only comes every 14 days from polar orbit, but does it cost more Delta V to do?
  5. Welcome to the interwebs, put on your seatbelt and tinfoil hat. On a good note: the blinking issues I had been talking about earlier seem to have been resolved with this latest release. Good work! Please don't get too discouraged. Our passion for this game and this mod drives us a little bonkers sometimes, but nearly everyone has good intentions at heart. So don't take bug reports and gripes as attacks, most really arn't meant to be. As for Manley, he's a big time celeb now (lol), why would he talk to you? Try not to sweat it, you're doing a good job at resurrection of RemoteTech. You should be proud. Now where's my aero probe ? LOL j/k Best regards.
  6. The preliminary report for the HEAT-2 And a couple of update pictures. Btw, we have finally expanded our shop, we have gotten hold of more space since we where running out fast, so if you have a couple of spare dollars, to help with the rent - feel free to use our Donate page. Wired blog about our new facilities The 1600 is coming along... If anyone is in Oregon, Hillsboro. Stop by and hear Cameron Smith talk about the spacesuit he is building for us. http://www.omsi.edu/sciencepubhillsboro/111813 You can read an article here: http://www.explorersweb.com/polar/news.php?url=emigrating-beyond-earth-cameron-is-suiti_138187866
  7. Wow! So much talk about a dart board! Don't worry guys I havn't even decided where to put it yet. Just slapped it somewhere because it cheered me up. I don't think that kerbals are all just stupid! But I like to think of them as sometimes not thinking very far ahead. Also theres a difference between an interplanetary spaceship-constructing engineer and a bored astronaut on a 5 year journey to eeloo. I love the humor in this game, the way it incorporates trivial little problems into something so highly controlled and accurate as space travel. Think of the various pasties in the command pods, "P.S I ate all the snacks" or "stop using bits of metal as fuses, we have spares!" The game is kind of a mixture of cartoon and reality, I just have to try and find the right balance. Given the cartoonish aspect, I can accept it if a leak in an inflatable hab module can actually be sealed up with duct tape, which in reality is nonsense because the walls are made of dozens of layers of different materals and bladders and putting a patch on the top most layer would help as little as putting your finger in a hole in your spacesuit. So yea, anyway, I hear your concerns and will try to find a way that we all can live with.
  8. By now, I'm sure all of you have heard about the KMP mod, Kerbal Multi Player. I was wondering if anyone was interested in starting a Kerbal Space War and possibly doing a Youtube series on it. Let me know if you may be interested or just want to talk about it a little bit. I can host but no guarantee the internet will be of the highest quality. There would be mild role-play as well. Also, the game would be Vanilla.
  9. Sure thing! PM me about this so we can talk about it without anyone getting upset. Also, I too have ships daemon
  10. And that it's EXACTLY the first page that's about licenses, no more, no less. Unless this talk qualifiies to be about licenses. Anyway, great looking heat shield!
  11. Wow! Talk about being ahead of an issue. If they do run out of UF6 or DUF6 space, the boys on Duna can sit tight for a bit.
  12. With stock KSP, you have remote control of any probe no matter what provided it has power. Remote Tech is a realism and immersion enhancing mod. It removes the ability for the player to control vehicles unless the player has that vehicle connected to a relay network. Essentially, the mod is pretending that instead of some godlike being from beyond controlling kerbals and space probes, you're really a kerbal sitting behind a control desk somewhere. So if you can't get a signal to a far away probe, obviously you can't tell it what to do. Thus, establishing connections is they very core of what Remote Tech is about. Without a relay network, you can't so much as talk to the satellite on the other side of kerbin.
  13. I agree with this; from what I've seen, while it is possible to talk about a shorter distance, that smaller distance does not matter and has no effect (but correct me please).
  14. So as the title says, hello everybody! This game is really interesting, and so fun to play I thought I may as just have a little talk with those who are interested in space and science in general. Greetings from France!
  15. I can't say I really care. The way I figure it, I already had a google+ account anyway, same way as I have a gmail account by virtue of having a youtube account (well, now it's a google account like everyone elses, but it started off as a youtube account). The biggest difference to me is that I have no charecter limit, and I can change how visible a comment is. I'm not really sure why this bothers people so much. You already had a google+ account. I suppose their is some objection to the ever increasing integration of each google service into all the others as a general point of principle, though it makes perfect sense to them no matter how much people don't like it. The goal for them is to pace it slowly enough that people will go along with it. Remember how google makes it's money. There is no magical money fairy for companies that provide a bunch of useful services for free. They make their money from advertising, and their business strategy is nothing short of genius. The search engine collects information about the people who use it, which allows it to serve more relevant ads, which makes it more popular which means even more data collection. Google uses that information to target ads as well, and the resulting effectiveness makes them popular, which makes them wealthy. Youtube was acquired because they saw the potential of controlling one of the top 10 most popular sites on the entire internet and serving ads off it, a business plan which now earns them hilariously large piles of money every year. Now look at how Facebook makes it's money, and understand why they want Google+ to succeed. Facebook doesn't serve ads. They make most of their money selling user information (and uploaded pictures) to advertising agencies. Google+ has the same potential, so Google would naturally want to dominate in the social media market for that reason. The information can only make their own advertising business more lucrative, and a lot of that information would also be prime for them to sell to other agencies for TV and radio advertising as well. Aside from that, the more information they can control, the harder it is for anyone to compete with them. Facebook seems to be a tough nut to crack. Being the most popular is generally self sustaining. People use you because that's where everyone else is, so google needs to use any edge they have to try and take that position, and their edge is convenience. The more popular services they can tie to your google account, and the more those services can talk to each other, the more appealing one large google internet utopia is going to become. So yeah, that's (my) take on the why. It's another push to try and get people to use google+, so that they can make even more money. I'm sure they have more plans as well, it's not a company famous for rolling over and accepting second place. And, as it stands, other video hosting sites really aren't a viable alternative for the same reason google is having so much trouble dethroning facebook. It's the most popular site, with the most users and content. If you are looking to find a video, it's generally the best place to look, and if you are looking to reach the largest audience, it's the best place to host. And they have the most freedom to offer features free (and pay their popular video makers) because their ad structure is the most profitable. It's really hard to compete with a site owned by one of the largest ad servers on the web when that site is in a market that makes money on advertising. At the end of the day, I would probably enjoy youtube more if they weren't trying to capitalize on social media potential, and instead had the site designed strictly as a video hosting site. I think that depends though on how you use the site. I rarely comment and the like, so I'm not using it the way the site is designed to be used, and I don't really care.
  16. I think models is the word I'm looking for, But anyway so I've been playing KSP for quite a while now. I think some things I'd like are better IVA, More Planets and a procedurally generated Universe so everyone has the same universe to be discovered, but that's not I'm going to talk about as those have been discussed. Another in progress game by the name of BeamNG Drive caught my eye, and I thought it could or may not be a cool feature in KSP. Basically, in Beam NG Drive it has a very realistic soft body physics engine that allows for damage on cars. If you look at a few videos of it you can see its not just normal crashing. Now I thought if it could happen in KSP, but not so extreme as all our landers would be getting smooshed to pieces and what not. I'm talking about if you crash into your space station, or into the space centre or into an asteroid you saw some bits of destruction to your vehicle rather than the generic explosion. I guess the next part to this is where the better IVA would come in where your kerbals have to rebuild and repair, assuming they sufficient resources. Now, this may be a feature not everyone would like so maybe have different modes like Easy - Realistic or something like it. I would like to hear what you people think, All the best, Richard.
  17. <p><img src="http://media.tumblr.com/0ff9377afa68dc3ad3fe6844aaf1bd38/tumblr_inline_mw6f7ofU3a1rr2wit.jpg"/></p> <p id="docs-internal-guid-30a82f91-4ee7-c702-538c-8302d0cd52e7"><strong>Jim (Romfarer)</strong><span><strong>:</strong> So to follow up on the previous bug report where i spilled everything about the new addition to the research and development system, there really is not that much to say this time. Other than, i’m well underway making it work right. </span></p> <p><strong>Daniel (danRosas)</strong><span><strong>:</strong> I’m still working on the models, hopefully you’ll see what I’ve been doing soon enough. *I’m going to start doing some animations for an UI that Romfarer is working on. *And it’s also that time of the month where I need to do an animatic.</span><span></span></p> <p><strong>Alex (aLeXmOrA): </strong><span>*Still working on the KSP Edu system. I’m making sure everything’s working as it should.</span></p> <p><strong>Marco (Samsonart): </strong><span>Working with Alex to make sure the educational serial numbers are redeemed correctly.</span></p> <p><strong>Rob (N3X15)</strong><span><strong>:</strong> Spaceport 2 is still in QA, and we’ve gotten about 30-ish bugs closed over the past week, including some serious issues that would have been big headaches if they made it into production. *We’re mostly just wrapping up minor features at this point. *Very impressed with the thorough nature of the QA team.</span></p> <p><strong>Mike (Mu): </strong><span>I’ve been working on the Tweakables systems. Implementing new controls, fixing bugs and general housekeeping.</span></p> <p><strong>Ted (Ted): </strong><span>Over the past week, the QA Team and I have been testing out Chad’s feature: Tweakables. It’s looking very good from both a player and QA point-of-view. Most of the issues we’re encountering are pretty minor and don’t take long to narrow down or report. Additionally, I’ve been going through the Landing Legs and tweaking their suspension variables to balance them out a bit more; especially the largest legs being very spongey and the landing pads clipping into terrain.</span></p> <p><strong>Miguel (Maxmaps): </strong><span>Setting everything up for tomorrow’s AMA. Looking forward to all of your questions and getting as many answers out as possible. Might also be ready to talk about Bob and I’s pet project pretty soon!</span></p> <p><span><strong>Anthony (Rowsdower):</strong> Tweeting and analyzing. Meeting and contextualizing. Eating and revolutionizing. Zing! On a more serious note, other than continuing to integrate myself into the fold, I’ve been helping to lay the groundwork for some cool things up ahead, much of which will be revealed in the AmA tomorrow. </span></p>
  18. I'm mostly going to echo what the guy above me said. Scansat has no official release yet, but I've been playing with the dev version (Find it in the dev forum) and it's more stable than most release versions of other mods. It is awesome, though I had to adjust the scanner models to some random science thingies from AEIS aerospace (parts mod). The models that come from the mod are placeholders and look rather bad in their current state. Dunno what ISA mapsat is up to but I presume it has the same sort of functionality. Kerbal Attachment System is a real recommendation. It makes EVA's much more important. With this addon you can: - attach small parts (solar panels, batteries etc) to your spaceships using EVA. - Store those small parts in moveable containers. - Link ships or bases together with EVA attached fuel lines and struts. - Tow stuff around using winches. It completely adjusted my playstyle and opened up so many avenues of design. Extraplanetary Launchpads looks like a great deal of fun. But I've been avoiding it so far because I think the models look like ****. As soon as I find some nice models / make them myself I'll give it a try though. I can see this adding a great deal of depth since it allows you to move your production to a vacuum. If you play with a mod like FAR this is very important because it removes design constraints (fitting in the fairing) at the cost of resource extraction. Deadly Reentry is one of my 'must have' mods. It adds a lot of excitement to reentry and forces you to really think about your design. Landing stuff on atmospheric planets takes some serious planning, I had to actually use something similar to the Curiosity rover Skycrane once, simply because I needed both retro rockets and a heat shield (with the shield in front of the retro rockets to prevent melting). Procedural Fairings. Allows you to make fairings for any payload. Makes stuff look pretty, very cheap on parts and reduces drag if you play with FAR. Ferram Aerospace Research. Proper aerodynamics. It takes some getting used to, but stuff will actually behave semi realistic. So nosecones reduce drag, asparagus staging will lead to a glorious out of control fireball and planes can stall. Life support mod. There are many of these, but they all boil down to pretty much the same thing: Manned missions have a harsh time limit. This makes it much harder to do manned exploration, which is important imo since manned missions have some significant advantages over probes (Crew and EVA reports and KAS interaction). If you want one I suggest you either look for Ioncross Crew Support or TAC life support. Though they're currently also working on a really neat one over in the Bobcat Historic crafts thread, but that one isn't compatible with stock yet. Remotetech2 lite. To make probes and science a bit harder. In essence, you need to have a radio link with the KSC to upload science or control probes. Either via direct LOS or via a relay network. Different antenna and dishes have different ranges so you'll need to set up a complex network of satellites if you want to talk to your probes or receive science. City Lights and clouds. This is one of those "Oh my gosh! So pwetty!" mods that are just eyecandy. But it is very good eyecandy. As the name implies this mod adds city lights (to kerbin) and clouds (To planets/moons with atmospheres). Clouds are a 2d texture that moves slightly slower/faster than the planet for now, but they're working on volumetric clouds. It adds absolutely nothing in terms of gameplay, but if you've got the RAM to spare I can highly recommend it. Other than that, just keep an eye on the "Addon releases and showcase" subforum. You'll usually find something to your liking fairly soon.
  19. So in the vein if ALacrity not totally thinking things through before launching I decided, in preperation for Mun landings, I was ready to start my commsat network around Kerbin. Please recall I have never used Remote Tech before so I am making all the noob mistakes still. So my first launch was Comm Star 1... Unmanned launch of a sputnik class probe as a relay for LKO and LMO communications. Thats right... the noob launched an unmanned probe, with tony engine, minimum fuel... AND NO WAY TO TALK TO MISSION CONTROL unless I was passing directly over it. At around 63km altitude I was going to loose contact and therefore control of the ship. Thank the gods I have read wiki's and watched Manly and figured out radial in/radial out thrusting. When I lost contact I managed to get a 519km by 49km orbit. Enough altitude that on my next pass over mission control a radial in burn pushed my orbit around leaving me at 325 by 108. So for some others... Send up you first one or two commsats piggy backed on manned ships... just sayin. Alacrity
  20. That looks great! I know there have been two radial drogues released (recolors of the stock radial) and you might want to talk to their authors. One of them added a ton of new parachute textures, too, and so you should definitely contact her/him. AH: http://forum.kerbalspaceprogram.com/threads/31754-0-20-Fun-with-Parachutes-May-26
  21. And that is where I disagree. From what I understand that would basically need the surface to be so hot that it has basically turned into liquid. Also there is not much surface to talk about either. The water just would have evaporated if there was anything on the planet generating that much heat/energy.
  22. If it was in the real world it would not even have liquid oceans. I have heard some people from squad talk about how it is heated by the tidal forces caused by Jool, but there is no way in reality that it would heat up the actual atmopshere to allow liquid oceans on the surface. In real world it would be like Europa or the other moons around the gas giants that are believed to have a liquid ocean underneath the ice. So if it was realistic it would have a ice cover with maybe an ocean underneath while still being very cold at surface. It is the same thing with minimus.. It is said to have ice cover, but that makes no sense at all since it has no atmopshere. The surface temperature on a real moon like minimus would vary from extremely high temperatures on the sunlight side and extremely low during night time. The only places ice could exist in real world would be in deep craters that are always in the shade.
  23. En-route to Duna "I'm leaving the capsule now Flight." Jedwig's serene tones came across the speaker. Even this far from Kerbin the lightspeed delay was only a few seconds. Just enough to be irritating. Though Jedwig needed no help with that. Things would be different once they got all the way out to Jool, but even Duna was only between 20 light seconds and a little over a light minute away (double that in delay for signals going back and forth) depending on the difference in Kerbin's and Duna's orbits. When Jedwig got there it'd be a little over a minute time delay for communication. "It appears I'm floating in a most unusual way." Jedwig said. "Rookie." Jeb said as he sat down next to Gene. "How did he get picked for this when he's only done two orbital launches? He doesn't even have any flight experience!" "Loads of sheer gall though." Gene said, then shook his head. "No, he may be low on experience, but he does have a natural ability. His flight tests were good, very good, on sims at least. Plus he has out done everyone in the rocket simulator. Doesn't mean he'd be my choice though, Jeb. I'm only Flight director. I don't get to decide on which missions we do or who goes on them, just on everything that happens during the missions. Though I hear chief director Sendo is thinking of retiring. Maybe I could take his job? Think Bob would mind taking over as Flight?" "Hmm, I thought he was angling for commander of the new Munbase?" Jeb said, taking a sip of koffee. "I haven't seen any papers on my desk regarding that... but that doesn't mean much. Could be. Still, I'm not sure I'd trust my job with too many people. Although, who knows when Sendo will decide to head out. Might be years away. I know if I do take over it'll be heck dealing with the planning council! He certainly doesn't enjoy it." "I've stood in on a couple of meetings so I know what you mean boss. Still, you'd have a heck of a backing. The KSC is still pretty much your baby, no matter what the politicos say." Gene looked askance at Jeb. "The council is hardly 'politicos' Jeb. I admit there are one or two Kerbals from the Hill, but most are scientists, pure and simple. Heck, most of the problem is them not grasping issues outside their field of study! Mainly economics." "Maybe," Jeb agreed, grudgingly, "But they feel just as oily as politicos. Maybe they took a course in it? 'Shark oil 101'?" A snort from Gene showed he'd at least cracked the boss' armor a little. Hard to do with Gene. "No, and don't let anyone high up hear you talking like that Jeb. We're getting a lot of heat lately over the proposed Munbase. Costs are high, and getting higher. This Duna mission is seen as more of a sideshow, something for the masses to goggle over. We really should have waited till we can send a bigger ship. Right now, all Jedwig is going to do is a paltry amount of science, take some pics, plant a flag and head home. Not exactly worth months in space and the huge cost of the rocket." Jeb turned to Gene with a stark look. "It is DEFINITELY worth it! Don't let them tell you otherwise boss. Heck, I plan on being the first Kerbal to step on one of Jool's moons. If they cancel that because they can't see any return on going to Jool?... Well, I'd attempt to 'persuade them' otherwise." Gene stared at him for a moment. Yeah, he probably would too. And he doubted he could talk Jeb out of it either. "Well, anyway, so far things are going well." Gene continued. "We've got the test kethane miner going up soon, your survey of Wernher's choice of site for the Munbase after that, and possibly some tests of more re-usable hardware. The council is certainly interested in the latter." "I don't like the designs I've seen for the RLVs so far. Hope they improve on it a bit. Seem a little ungainly." Gene shrugged. "Maybe, but we're limited in what we can do at the moment Jeb. Have to roll with the punches, eh?" He turned to the controls and whispered something to someone else at Mission Control through his mike before turning back to Jeb. "Look, I'm a little busy right now. Jedwig is going to be doing EVA, some external checks and then some Kerbolar studies with the materials lab. Maybe you could come back later?" "Sure." Jeb said, standing up with his koffee. "Say hi to junior for me will ya?" Gene just shook his head. Sometimes Jeb was weird. *** Jedwig wouldn't admit it, but he was nervous. He liked knowing everything so he could plan in advance. He'd done the best he could, but out here there were a lot of unknowns. It was just so darned frustrating! "Flight, current data indicates estimated mass of Duna is within expected parameters. Re-route the data from KM3 direct and realtime." After the delay he could swear he could hear some muttering in the background. They could darned well chat on their own time! This was time for Jedwig and the Duna mission! "Roger Duna One. Ipdel is rerouting now. You'll have direct local control on the data feed on the primary antenna. Secondary is still relaying back to Kerbin. Please leave it alone." "Of course." Jedwig said idly as the data started coming in. True, no visual data. Who would send a satellite out here and not put a camera on it? Still the Kethane scans and the low res radar returns helped a bit. At least he had course, current altitude map to go on. The target, the entrance to the Lalock Valley, seemed fairly flat. He'd be able to do some checks on the scan down the valley that they wanted (He should have brought his theodolite! Hah! Ah, he should be a comedian!), do some soil samples for hoped for trace elements of kethane, and maybe do some tests for making that concrete they wanted from Dunan materials. Jedwig frankly gave that a low chance of success. It would be very economical to build the majority of the housing on any Dunan base from the local sand, but the iron oxides estimated to be present would mean a lot of processing to get any kind of solid building blocks. They'd need some hefty tools to build bricks up here! Maybe it'd be better if they could just mine for metals and build true shelters? Ah, that's just a pipe dream. With half an eye he ran through the figures for the approach vector, aligned it with the Lalock Valley during the aerobrake, adjusted the altitude to get a good swing around Duna for slight inclination change, then ran some numbers on the thermal absorbtion. Well within parameters! Things were looking up. The rest of his attention was on the view. Duna was growing behind him, slowly swelling as he got closer. It didn't look as inviting as he thought it would, being slightly... menacing somehow. Maybe it was the lack of any water? No, the Mun didn't look dangerous. He was no good at conceptual things like this, and Mission Control would think him a wimp if he asked. Maybe he could check it up when he got back? "Aerobrake and capture plotted." He said idly into the mike while scanning the Kethane map. They already had found from the KM3 satellite that the Kethane predicted to be all along the Lalock Valley was only on the northwestern tip, thus his proposed landing in the valley mouth there. He wondered who had named the valley? It sounded vaguely familiar... something relating to Lenham Observatory he thought. Well, maybe he could look that up too when he got back? His current data did show the Kethane at the valley mouth was richer than expected, hopefully improving the prospect of getting trace amounts in the surface sample. He didn't have much to do on this mission (Heck, he didn't even have a rover!) but at least it looked like what he did have to do would amount to something scientifically. "Roger Duna One. We're confirming your plot now." Gene replied, after the obligatory minute's delay. Jedwig waited a while and soon Gene was back. "Plot looks good. You're overflying the target on the aerobrake Jedwig? OK, well, goodluck on the aerocapture. Flight Out." That seemed a little brusque to Jedwig, but then he had trouble figuring out Gene anyway. Probably just his 'thing'. Whatever that meant. "Understood Flight. Duna One out." He was coming in pretty quickly so Duna was soon upon him and the air buffeting the hull. He monitored conditions, but it was as expected. He smiled as the first jets of plasma streamed past his window. "Mission report, day fifty six, forteen hundred hours ten minutes. Entering Duna's atmosphere." Jedwig said into the ships recorders while jockying the controls and keeping up with the instruments. "So far on schedule and target will be in visual range as I start to leave the atmosphere. Should give me an uninterupted view of the landing spot for planning." Slowly Duna One bit deeper into the Dunan sky, then slowly slid back out, having slowed enough to orbital speed. Jedwig spun his craft over to view the terrain as it went by. "Have identified the mouth of the Lalock Valley. There is a noticeable rise in terrain close the valley mouth, will aim for the top of the rise for flat terrain. Now heading back into orbit. Will continue report after landing. Report ends."
  24. All objects, all the time~ I talk to inanimates, apologies etc..
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