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Of course, comrade. Now i making "not simple" multifunctional manipulator - special for build complex structures. It has many types of working manipulator, such as exaust cutter, claw, forklift, demolition hammer, and something like staple gun.
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Finally, i do it. And last video coming soon!
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Alright, i come back. So, that's really boring to build last 100 metres of way, because there is so much bugs, phantom effects and other not good things...
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IVAAAAAN! Don't drink vodka if you loading rails!
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So, there is so MUCH bugs and phantom effects. 321 m. And i think this already have problems with game physics, like strange crashes and exploisions.
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the stock weaponry megathread (revived)
Sokol_TWNW replied to The solid fuel chemist's topic in KSP1 The Spacecraft Exchange
Stock weaponry, comrades?! Aye, Яussian Ivan have this MOAR. And i have LOT of late works, whose don't work stable now. Crap, screenshots are broken! -
And today we have 300 metres of rails and fifth cargo on orbit with other ~74 metres.
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And we have some transcendental effects... It's work like object whose out of physical influence of controlable craft, but i find method to control this.
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So, I really love industrial sceneries (or it calls Landscapes?). A land, whose be transformed and changes by labour, for need's of people, progress for greater discoveries, or impact on history of civilization.
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Railroad contains 466 parts at lengt 230 meteres (include Tram). Beginning start of 4th cargo with rails.
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That looks so dangerous, but curvatures fixed by F5/F9
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Comrades! 210 metres, too early disconnested segment, and some phantom effects do they ruinously work. At this lenght phantom effects be really powerful, and what be at greater lenght?
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I did time-out with building on saturday and sunday. Today i launched third cargo with rails. 160 metres of railway at the moment (2 cargo ships with rails of 7 planned). No problems with stability of monorail at this lenght.
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I think, this scheme has problems with... Erhm, i think, it calls "transitions" in english.
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