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KSP2 Release Notes
Everything posted by Space Nerd
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Yup. So I probably won't use that to land at KSC, because I might can't do that without it.
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-69- Niiiiiiice
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I think I went there 3 times (once in sandbox mode, once in science mode, and once during my J-5 run, not counting hyperedit testings and reverted missions) TUBM has returned from every landable bodies in the system except eve and has built a working eve ascent vehicle prototype (not including the parts needed for descent).
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I had a KSS remake idea for a long time, but there's a thing called "copyright".
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1. I will start a new thread there if it still doesn't work very well after tweaking. 2. Already set to 31%
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My first prototype does wobble by a lot, but that one has a lot of autostruts.
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I should say it more clearly, the problem with my craft is it really wants to flip over.
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I finally got into LEO from 1.9 km ASL (took around 3 tries) with my newest Eve lander prototype! In VAB: The core stage wobbles really badly (not as bad with boosters attached), which might cause a lot of dv loss, can anyone help? craft file:https://www.dropbox.com/s/42qmgo2ancoroc2/EVE!!!!.craft?dl=0
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00:28 here, where are you? (I'm in Taiwan)
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I added the canards because my lander also flips over when it's not pointing straight up without the canards , so I added them to try to fix this, and they're almost at the bottom of the rocket. It's midnight here.
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??? As I said, I will try to take a picture tomorrow.
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The fin is pretty much on the tail, but not quite (have to save space for the legs), so should I put bigger wings near the top?
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Built my first Eve lander prototype, flies like a charm when the SAS holding at radial out, but flips over as soon as I started the gravity turn, don't have the picture now but it has a terrier stage 2 with 3 Flt-200 tanks, vector stage 1, and 8 aerospike booster with a single standard carnard on it (using asparagus staging of course). It has 8040 m/s of dv (vac), around 2000~3000 m/s at 5 ATM (I think) , and take off Eve TWR of 1.17, the test run is starting at ~2500 m. Any help from this would be appreciated, and if not I will take pics and start a new question in the gameplay questions subfourm with pics tomorrow.
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I say nay to RSS, and here's why.
Space Nerd replied to LittleBitMore's topic in Prelaunch KSP2 Discussion
It is a lot harder if the game includes engine restart time limits, real throttle, real fuel..... It's still quite a bit harder with only real performance parts and real scale. I agree with your other points though, but I still prefer stock system because I think RSS is too hard for me currently. -
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Rate the cover photo/profile banner of the user above you!
Space Nerd replied to Fraston's topic in Forum Games!
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"Remake" might be the wrong word, because I plan to use some of the same planet ideas like "an really earth-like planet around my alpha centauri analog" (Really liked that one.) but also some of my own ideas based on real exoplanets. Also I don't know how to make planet mods and don't plan to learn it soon, it's just that I have this idea for a long time, and I want to ask for sure. Apologies for pestering you, @StarCrusher96, I don't mean that way.