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Everything posted by MaxL_1023
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Now streaming the first Kerballed mission to Thalia! 1300 tons of pure Kerbal awesomeness powered by open-cycle nuclear engines!
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Streaming again - after a successful launch to orbit, Starbase 1 is heading to Iota! (Note - this is a space station comprised of a lab, a habitation can and some auxiliary equipment. Weapons sold separately. )
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Now streaming - we have 4 scientists in orbit and we need to return them to Gael! Problem is - their lab can't survive re-entry!
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I have split apart my last few livestreams into a series of highlights based around mission objectives. If you are looking to see anything specific without needing to watch an entire recorded stream, this is the place. https://www.youtube.com/channel/UC0QP0BvaZg2x2z1YK3tt3AQ
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After returning home, the crew decides what to do next while the intrepid ion probe continues to explore. Streaming live on Twitch!
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I couldn't get enough of your planets - needed to make them bigger!- 7,371 replies
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The size of ISRU rigs
MaxL_1023 replied to Wjolcz's topic in KSP1 Suggestions & Development Discussion
The power demands could be fixed by adding a capacity slider, so you can change it from 0 - 100% load even with ore available. The EC demand could then be set as a constant (representing base operation) plus so much EC per converted ore. The one thing I would like is the ability to mount radially attached parts onto an ISRU - maybe have a toggleable framework surrounding the part. I always am annoyed when I need to stick radiators one part away instead of attaching them directly to the heat source. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I am waiting for RO and the procedural parts and interstages. I need to spam tweakscaled up SpaceY tanks in radial booster configurations to get my missions off the ground - my 10x Niven landing mission was 20,000 tons on the pad. Not to mention trying an asteroid capture, finding a class A, and realizing that they were all 10x larger and 1000 times as massive as in stock. Class E asteroids are over a million tons now, and contracts show up asking me to eject them from the solar system!- 7,371 replies
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The lander is designed and the crew is ready - now streaming the first Kerballed mission to Gratian!
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Now streaming the Gratian program!
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MaxL_1023 replied to Galileo's topic in KSP1 Mod Releases
I prefer texture 2 myself - it is less garish, and more resembles the gentle coloration you expect for Gas Giant planets. While they are incredibly violent compared to Earth's weather, from the depths of space a pastel palette seems more appropriate. However, on Texture 2 the storm is rotating the wrong way! It should be clockwise in the southern hemisphere assuming prograde rotation.- 7,371 replies
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Hello, Is there a way to change the scaling for asteroids? I am running a 10x setup, and just grabbed a class A which weighed 15000 tons. Since I was supposed to grab it and land it, this is a bit of a problem. I suspect the dimensions were scaled by 10, with the mass scaled by 1000 with constant density. I can work with this for class Es (mining centers) but I want something small which I can move around.
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Ok - the CLASS A asteroid weighs 15000 TONS!!! This is not going to work as planned.
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Streaming now - the asteroid Capture mission is a go!
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Is that Laythe? (Jool + No Helmets) I didn't think Kerbals could breathe there.
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Ok - Tellumo/Lili was bugged out just a bit - I messed a few things up. I have designed a ship which should be able to capture and land a Class A asteroid - I will stream that attempt tomorrow!
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Streaming now - a follow up mission to Tellumo/Lili, followed by an attempt to capture and land a Class A asteroid!
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Thanks. I was confused due to the game's non-linear thrust curve.
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How will these perform under 7-10 atmospheres of pressure? (Thinking Tellumo Coastlines, etc).
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Hopefully a lot, unless the US cuts funding and cancels the James Webb space telescope.
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Hello, I am currently running a 10x scale career in a system with OPM scale distances involved. I figured out how to edit the power of individual antenna parts to increase their effective range - is there any way to do the same for the KSP deep space network? Currently, the stock highest level antennas (100G base) with a level 3 DSN can't reliably communicate between the equivalent of Kerbin and Duna (Gael and Tellumo - I am using GPP). Can I find and edit a cfg file for the deep space network? Thanks, Max
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Observations: From the surface of Tellumo, Lili orbits so quickly that you can see it moving without any time warping! Holy crap, Tellumo re-entry is insane! Antennas suck in 10x - time for more config editing!
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Streaming - today the target is Tellumo.
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Drag coefficients in general almost always increase when you go trans-sonic - once you clear Mach 1.25 or so you often end up in better shape. My best luck with SSTOs has been to get in level flight quite high up, then pick up speed. Not so high as to run out of air, but 12000-15000 meters offers significantly less drag and lets you get away with more design-wise.