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Everything posted by tater
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I have to say, this is one of the coolest part mods I've messed with, I really like the lander parts. I noticed on the 2-man lander (haven't tested the 3 yet) then when mated to the tank framework that is the same size as the pod, the built-in ladder works fine, but when you egress the lander, you cannot climb down to the ground, they are just a little different in radius maybe? You have to let go, and fall to the ground, though it works fine claiming up, then boarding.
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Why navy aviators consider them as better than pilots?
tater replied to Pawelk198604's topic in The Lounge
It's not just "moving" in the sense of translating over a plane (the ocean), CV decks pitch and roll, sometimes substantially. -
Why navy aviators consider them as better than pilots?
tater replied to Pawelk198604's topic in The Lounge
Because regular runways don't move while you are trying to land on them. -
Possibly a dumb question, but it's not on the wiki. When in IVA for the capsules, there is no view out the windows. Is there a window shutter I cannot figure out?
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The original concept included either a SM/CM combination, or that 'MURP" (Manned Upper Reusable Payload) lifting body. There were some similar looking capsule designs floated in the 70s as VTVL HLVs (some SSTOs, others staged), but those were for large payloads, not crew transfer.
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flexible resource transfer cable/hose
tater replied to omelaw's topic in KSP1 Suggestions & Development Discussion
KAS/KIS (or some light version) should have been made stock ages ago. It actually gives the kerbals something to DO other than click for an EVA report or take a surface sample. -
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As I recall, the original SERV design carried a lifting body or winged crew shuttle. Lemme see if I can find a picture.
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I've been playing with 365 as well (easy to do with stock sized parts, while still challenging). I didn't realize ATM rescaled dds textures, I thought it converted non-dds to dds.
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Yeah, this mod has been the first time I've crashed (memory limit) in a long time. Very cool stuff, though.
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Still a few hours, but this is the technical webcast (no annoying social media idiots, just video and data).
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We're not paying enough
tater replied to Vermil's topic in KSP1 Suggestions & Development Discussion
Single player, hence the AI requirement. Alternately, you could I suppose have a kind of hybrid turn-based system for this, with the game periodically making sure both players were in sync (the only real requirement for synch is to see who did what first). -
We're not paying enough
tater replied to Vermil's topic in KSP1 Suggestions & Development Discussion
Sure we do. Ideally an add-on. Expand the scope. Add colonization (building actual structures in situ). Add new game modes like: a space race (this would require adding AI to run the competing program, and to pilot/gain science/repair competing craft). exploration (random kerbol system that requires that the player actually explore it) interstellar? -
We're not paying enough
tater replied to Vermil's topic in KSP1 Suggestions & Development Discussion
I'd happily pay for a sequel. Anyone against that should move out of their parents' basement. -
Will do. Sorry, but I only read the OP when it was first written, it didn't occur to me to reread it after it was edited (why would I?).
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Serious question, Vanamonde: Since relations between states (or planets) are by definition political, how could one possibly discuss Interplanetary Relations without it being political at some level?
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Yeah, I'm not trying to be a jerk, but the subject is by definition political.
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Interplanetary relations IS politics. It is nothing but politics (albeit imaginary politics). You apparently want a politics thread with no politics. We could talk about our pets or something, I suppose. I have a dog and a cat. Since it's pretend space colonies, my pets live on Mars and an asteroid, respectively. If I start to discuss their potential interactions, that would be politics, so suffice it to say they are cute.
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Why would you start a thread about Interplanetary Relations, then ask to not include possible politics? That's what International (and hence interplanetary) relations is. You could reword the title, "Interplanetary Politics" (which is exactly the same as interplanetary relations) then ask for no politics, religion, or ideology. You've basically killed any possible conversation. If the colonies/bases were controlled by terrestrial nation states, their interactions are political. If they become independent, that itself is a political process, and once they are independent, their relations are by definition political.
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Employment is a contract between two consenting parties. They have a "right" to find other employment if their current workload bothers them.
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Rocket parts? What, are you crazy? Be happy with 2, they have loads of slight variant spaceplane parts they need to finish first!
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The change in heat shield is interesting. I know the cell-filling on Orion was taking some ridiculous number of man-hours. If they change the heat shield, that pretty much voids the reentry test on the one and only test launch of the capsule.