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Atlatl

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    Curious George
  1. Thanks! Yeah, the spaceplanes can still convert to LFO while they're attached. Normally I'd keep the plane landed long enough to fill up all of its fuel tanks, then bring back the karbonite and make whatever the station needs at the time. It would be a slow process but it's better than nothing. I'm going to try and build a heavier shuttle that can mine as well, but we'll see how that goes because my computer probably can't handle a much larger station.
  2. Here's my entry. This was my first time really messing around with TAC LS so I mostly just wanted to get something into orbit around kerbin so I can find out if I'm forgetting something important. Everything seemed to work out fortunately. I have NEAR installed which has the side effect of needing less dV to get into orbit, so I'm not sure how you want to count that. I mostly have it in for the space planes. Other mods: RPM, Alcor Pod, MJ, VesselView, MKS/OKS, Karbonite, EVE, TextureReplacer, RCS Build Aid, Engineer, ScanSAT. Also Tweakscale and Infernal Robotics, but I didn't use any of those parts on these out of fear of having the station explode randomly. Active Texture Management helps the game work despite my crippling mod addiction. +15300 153 tons in orbit -1722 861 tons on launchpad/runway over 3 launches +900 9 Crew +3500 3 cupolas (x1), 3 hitchhikers (x4), 2 OKS Habs (x10? correct me if I'm wrong) +500 Science Lab +1000 TAC LS +1000 Dedicated Shuttles +1000 Shuttles + Escape Pod for returning to the surface (~850 dV on the escape pod) +1000 Shuttles can mine/distill karbonite -------- +22478 x 0.25 Orbit around Kerbin -------- 5619 Points It has the OKS modules for recycling and a good number of spare parts, but I have no idea how to tell if it will last 50 years so I'm not counting those points yet. TAC LS just goes off of what's available right away. I guess I could just save, fastforward 50 years, and see if they're still alive. I'll probably put up another entry once I figure out a better station layout.
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