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Everything posted by Araym
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A very nice mission, RoboRay. Well designed, well planned, well executed: good job!
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Araym replied to pizzaoverhead's topic in KSP1 Mod Development
You can do this in the current release by using the Mesh Renderer and Skinned Mesh Renderer controls to make the kerbals visible again. This is a good idea to add to the tool for future use. I'll add it to the todo list. I'm fighting to find how to open the setting menu (I did it once by chance but, when I close it - again by chance - it never appeared again). In the brief look I took in it, I also had difficoult to find the option to let the kerbals chosen to look around to be in the seat: can you pass me a couple of pictures-instructions to do it easily??? Please... -
[...] but that's not a word you want to throw at another writer even if you're kidding [...] Oh-Gosh! Totally it was not meant to be a "negative comment" Sometime I'm just fighting against my knowledge of "english", and if I do not find a word, I should start an hunt on italian-english dictionaries Probably it could fit better the idea of "inspiration-in-chain"... ... because, surelly, Parkaboy's and your works are the cause of my decision to move on the "comic-style mission report", and, indeed, you two are my source of ispiration...
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Oh?!? ... plagiarism-in-chain??? LOL I should also admit a lot of ispiration from Parkaboy too... ... but Parkaboy's story is giving to me a different problem: how to put in mine the "anomalies" presence. Because I will surelly go to visit them, during future (a LOT future) episodes, but clearly I do not wanna enter too much in the same "realm" like "Plan K"... (I hope that nothing dramatic will happens in KASA's 3rd year X°D) ... or maybe... this could be "another timeline" not shown in his stories... DUNNO... we just passed, here, the "Sputnik 1" mark... it will be a long road...
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... ih-ih... KSP forum is like the sea: too vast to know it completely... ... and it's easy to be lost in it Did-you-prize-me? Oh-Godly-Monkey: ... I totally stolen by you a lot... - the croaky comms with ground and tower control - Mortimer's *KA-CING* when he got money from missions - more and more inspiration to kerbal-to-kerbal relationships (Bill and Bob close friendship, for example) - the (in)famous () "Every landing that you are walking away..." - the same chorus idea (multiply the same ballon) as you show it in the latest EO0 (the drunk group on Eve singing ) - more (probably) ideas in the future ... I'm learning from you: at the moment, I'm just a padawan, compared to you, "master"
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Thanks for the idea: I noticed the "too pale green" for Bob's baloon, and I already worked a more darken tone (if imgur could let me update the changes, I have all the episode 3 done and ready)... ... for the text dimension... well... a bigger one could be probably implemented from episode 4... (testing some different stiles ) ... obviously, as soon I figure "WHAT" will be "episode 4"
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... and we have panel 5 and 6, up to boosters separation. A smooth flight, isn't it? (... and it was, indeed: I found a pretty stable R-7 rocket analogue, mixing some old - a little edited, lowering fuel to more "stock" values: previously were a little too much cheat-ish - and new Tantares parts...)
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Araym replied to pizzaoverhead's topic in KSP1 Mod Development
Just a question (I'm being curious, developing a "graphic novel", to actually have better shots at my kerbals sitting in cockpits): could it be possible, in a future, to have a "free camera" not linked to a Kerbal? (like it seems, now is the selected one to leave the seat and move around...) I was thinking it to take pictures of all the kerbals manning a pod/capsule, without leaving empty seats where it should be someone... -
It seems that those download are no more working... ... Meanwhile, I kept the "1.2.1 stock version" updated (I'm not playin RSS, so I didn't look on those config) to KSP 1.0.4, in my games (with a bit of adaptation in some stats here and there). Mostly notable changes to the original Baha upload: - textures switched to .dds - updated configs to 1.0.4 thermal values - BNTR, unlike stock NERVA, still work on liquid fuel + oxidizer: that means you can use rocket fuel, BUT it goes VERY hot in 3-4 mins of full thrust. ADD properly radiators if you are planning interplanetary burns!!! - ARES V plate is a 5 meter diameter thrust-plate: out of scale in a pure stock game (better suited if used with some other mod bigger rocket fuel tanks) - RS-68B engine is balanced to the stock S3 KS-25x4 "Mammoth" Liquid Fuel Engine: it has 1/4 of the Mammoth thrust (mimic a single nozzle engine based from the same), and same ISP stats (it means, added to the ARES V plate, that you have a 6x cluster of comparable engines) I didn't upload to any official site, pending Bahamuto approval, but you can download it here: https://www.dropbox.com/s/ovbrf88hlehw7qi/BahaConstellation_1.2.1_edit1.0_KSP1.0.4.zip?dl=0 --- Updated URL to Dropbox hosting ---
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Yeah! Obviously you can.... but look again at the original post: I did a little change, later, to the guide I found that is better to put the "turn end altitude" at 65km, to get rid of the External Tank debries, and also to add a little more ceiling in max orbital altitude: even if there is still a little drag, i guess that the Oberth effect of a "lower periapsis" (even if in atmosphere) pushed the max apoapsis higher....
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Araym's Kerbal Administration of Space Adventures THE COMICS I already started, some time ago, some story-telling during mission reports of a MIR space station replica construction... ... in those days, I was thinking about, also, about a story-telling "Career Mode", possibly going (almost) in line with real life space exploration... ... then it came Kuzzter! Then Parkaboy! Then many more (even little Kuzzter's son!!! Great kid, Kuzz!)... ... so I was enlighted to "How could be awesome to put together 2 of my passions": drawing (and comics) and KSP. I dunno my ideas will be so successful like anyone else, mostly because I'm not english-native, so I should put a LOT of thinking in dialogues... But... It Started!!! So... I hope you will enjoy it. EPISODE'S LIST: During writing, all episode's panels will be updated on the same post in which it started, adding then a little update reminder in the thread, to give a notice to it... 1- A New Beginning (... again...) 2- An orbit is halfway to everywhere 3- Interlude 1 4- Explorations... but not Space 5- The Race for Exploration 6- Not always "Big"... 7- What's program goin' on? - - - Updated 24/12/2015 - - - - - - Episode 7, page 18 - - - ... this should be the "First Episode"! Soon more of them... I hope... *RULES OF DEVELOPMENT* As I'm just collecting launches, I tried to add some more mods to add "difficoulties" and "depth" to the story (I'm still in "Year 1, day 4", after the whole chapters added)... but my poor laptop is already dying (I was trying to use " Kerbal Construction Time ", but I have no more RAM free )... So, at least to "act" some time-development, I made some rules for me: 1- Every "rocket launch" need 2 Kerbin's day of preparation for every 10000 Kredits it cost (meaning easy, simple, rockets could be launched more frequently than bigger ones) if done by the Launch Pad. 1b- Standardized rocket launchers that have some "recovered parts" (like the future Elon Musk's Falcon 9, or a Space Shuttle) could "discount" 0.5 Kerbin's days for every 10000 Kredits recovered, if the same launcher will be used for another launch. Added boosters/stages are counted under rule 1 (like any payload on it) 1c- I must track of a "recovered parts' storage": if I wanna launch a rocket from a "standardized version project", BUT I have not "refurbished parts" available, only rules 1 applies. 1d- ALL the "launch time counts" are rounded upwards to a full day (example: a rocket that cost from 15001 to 20000 Kredits needs 4 Kerbin days, from 20001 to 25000 it needs 5 kerbin days... etc etc). "Recovered time" from recovered stages/spaceplanes are rounded upwards too, but to an "half day" value, but with a cap of at least 5000 Kredits recovered from a single mission (multiple boosters/parts stack): from 5001 to 10000, 0.5 kerbin day discount; from 10001 to 20000, 1 kerbin day discount; from 20001 to 30000, 1.5 kerbin days... etc etc (Kerbin's day definition: 6 hours) 2- Atmospherical planes already used and launched by the Runway does not follow previous rules, simulating like there should be a complement of researched planes available at the KSC, aside from the "first launch" of a "model" (... very same airplanes, previously flew, considered just "refueled"...). 2b- Never flown Planes (first flight) or EVERY SpacePlanes that achieve orbit, even if launched by the runway with atmospherical engines, HAVE to follow all Rules 1 (... just considering the stress to be orbital and reentry) divided by half: it needs 1 Kerbin's day of preparation for every 10000 Kredits of cost. 2c- SpacePlanes could utilize the actual "bonus" for recovered part, if the same design would be utilized as a previous one recovered, as Rules 1b/1d (making, actually, cheaper in time unlike rockets, having initial lower time-cost and more part recovered): 0.5 Kerbin's days x 10000 Kredits recovered. 2d- Atmospherical transport planes that differ in loaded cargo (like a C-130 or a C-5 Galaxy) have to follow rules 2b/2c, but after "first flight", only for the cargo value (meaning that the cargo must be prepared, using days, but the plane is considered just "refueled" for free, in terms of time). 3- 30 days of "cooldown" for any building, R&D or launch facility upgrade (R&D Center, VAB, SPH, Runaway and Launch Pad). It means no launches in those periods, if launching pad/runway or VAB/SPH is under recostruction, or no more nodes-parts from R&D center, if during cooldown. No malus from Mission Control, Administration Building or Tracking Station (they are "utilities building" just needed to play). 3b- I'm allowed to upgrade to the next tier only if ALL the building have the same tier (example: if I want the tier 3 VAB - the final one - i MUST have upgraded ALL the KSC buildings already to tier 2) 3c- Damaged facilities follow the Rule 3 (30 days cooldown if prescribed): exceptions are "cosmetic damage" on destructible (example: destroying the Old Pod memorial does not prescribe the use of the VAB... destroying the main VAB building does; but destroying a single section of the runway BLOCK ALL the runway) 3c- SpacePlanes or Planes already on mission during a runway rebuilt can land only at Island Base 4- I will allow myself to build "christened" recoverable spacecraft: like there was a "flottilla" of Space Shuttles (Columbia, Challenger, Discovery, Atlantis, Endeavour), even if based on the same building project, they are counted as "separated vehicles" with specific refurbishing periods. 4b- If a christened vehicle is "heavily damaged" away from KSC (meaning it broke during a landing away from KSC or Island Base), is lost forever, even if it has some recoverable parts. (I could rebuilt it... but it loose any "recovering bonus" and the next flight must be considered as a "first flight") 4c- If a christened vehicle is "heavily damaged" AT the KSC or AT Island Base, it could be reused, but the recovering time bonus is considered only for parts still attached to the MAIN "control parts" (it means that a debries field, even if recovered, does not count for the recovered time bonus: they are "debries"!!) 4d- exception of rule 4c: "exact broken in half" - In the case of a "pod" broken away from a full vehicle that could be, aside the pod/control part, considered intact, or any combination of a craft that (in theory) could be reassembled by 2 perfectly survived halves, means that the christened vehicle could be "recovered" (exceptional crash with pilot skill that -almost-save the assets; a case of some sort of "ejection option"; a misclick by a kerbonaut using a KIS device that divide in half a vehicle - it happened to me Damn Bill experimenting his "engineering skills" in a sandbox-simulation-testing mode ). 4e- "Minor damages": landing gears/wheels lost/broken does not count for "heavy damages". Parts loss are also considered "minor damages", if not structural impairing (a wingtip could be repaired... an aileron could be repaired... an engine could be repaired... some collections of "cosmetic parts" could be repaired... an entire, single structural part - example for the stock bigger wings, or a big procedural wing - is NOT "minor") 5- "Part tests" at launch site, if NOT LEAVING IT, cost, rounded, 1 day per part tested (Example: just a random "test run" click on the launchpad for 2 parts costs 2 days... etc etc) 6- Crew rotation: Any KASA Kerbonaut need to recover from activities. Any Kerbonaut could fly only once per day in an atmospherical plane. If any flight last more than 4 hours, kerbonauts involved have "1 day off" from any activities. Sub-orbital spaceplanes flight have 1 day-off policy, even if have less than 4 hours duration (stress to use an hi-performance plane??? ). Kerbonauts involved in space activities for less than 6 hours (example: a sub-orbital rocket launch, or a fast orbit and-reentry) need 2 Kerbin's days off. For any Kerbin day spent in space more than 6 hours, any Kerbonauts have an additional 0.5 Kerbin day off (Example: 30 days in orbit = 15+2 Kerbin days out of duty = 17 Kerbin day unavailable - mimic holidays, medical tests, crew rotations etc etc) 7- "Building" Programming: using Kerbal Alarm Clock, I could program building crafts ahead, 1x tier value of building facilities. It means I could build in advance 2 rockets, if VAB is tier 2, and 3 launches when it will be tier 3. This will be just for "build the rockets": any launch from LaunchPad, could take off at +1 Kerbin day from the last, to allow to be rolled out. 7b- SPH is "free" for atmospherical planes: I could program any number of already launched atmospherical planes, as they will be rolled out and launched like airplanes do in an airport, even one after another. Atmospherical planes that could reach "space" by chance, but are not able by any means to have fully space-capable features (only air breating engines), are considered like Hi-performance atmospherical planes, so no limitation. Any "rocket planes" that eventually graze the limit of space, and have Not-airbreathing engines (fuel+oxidant, xenon, nuclear engines) are free up to "space happens by chance and we don't planned it"... then will be put -by "safety board"- to the "sub-orbital spaceplanes" limits. 7c- SPH, beside, is NOT free for "SpacePlanes": there lies the limitation, like the VAB, for spaceplanes or "first flight" planes. They need "room" inside the SPH to be prepared. Max 2 vehicle at tier 2, then 3 at tier 3. "First flight" atmo planes, also, need time to be "built", and be scheduled, like a Spaceplane. Sub-orbital planes that could constantly be "sub-orbital" by design (... uhm... like the USA's X-15...), or "Wanna-be-orbital" planes that fail to orbit, but tried it, are considered "SpacePlanes". 8- "Variations" on existing (and "first flight tested") planes: I'm allowed to change/add scientific equipments (those falling in the specific tab) with no "penalties" to wait building time. My planes are meant to be used as "scientific vessel", like fighter planes (in real life) could change ordinances on pilons. 8b- Other, and ONLY, surface attackable parts are allowed "for free", up to some extend I have to test (a couple of batteries more could be tollerated... change a ladder... add lights... not changing a surface attackable air-scoop for engines, neither new types of landing gears...). Adding "additional surface attacked complements" (like suspended additional fuel tanks/parts mounted on a decoupler or on a new pilon) could be considered also as free. Programmed but not tested a fair amount of Kredit variation cap, before call it a "new airplane", rather a variation. 8c- Structural changes: tweaks on already mounted parts could be tollerated (little heights variation on landing wheels... mostly because I'm also using tweakable landing gears, or a little misplacement of parts) until the overall plane is not changed. Any change of "structural parts" (wings-ailerons-tails-control surfaces-engines) that will be consistent needs a "new model" that must be "first flight" tested. 9- Rovers/wheeled vehicles on Kerbin: are considered like atmospherical planes. 9b- Rovers/wheeled vehicles loaded as payload inside another airplane: after the "first ground test", are free like any other plane (imagine a wheeled vehicle just boarded, by ramps, on a cargo airplane) 9c- Rovers/wheeled vehicles loaded as payload on a rocket or spaceplane: are not free even if already "first tested" (safety measures calls) I'm not using "retroactively" this time-rules, up to Episode 5. I was thinking about it, but I'm not intended to do some weird backward-in-time math...
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World Space Week Challenge (4-10 October 2015)
Araym replied to Araym's topic in KSP1 Challenges & Mission ideas
Basically it is a "celebration" for the upcoming ONU's "World Space Week"... ... and... YES: in a totally, free, form, aside it should be "anything you fit" in the celebration of the Space Week, and, obviously, not a recycling of something you have already in flight. Do a "mission report"... Do a "video"... Manage to pull a "very unusual, artistic, picture"... It's a challenge to do anything to CELEBRATE the "World Space Week"... ... and earn a badge for your sig (now I have uploaded it ) -
WORLD SPACE WEEK 2015 4-10 October 2015 As someones should already know and to anyone that does not know, we are approacing the "2015's World Space Week". I was wondering to try a new, ambitious, "something" to celebrate it, but still I have not focused any very impressive in my mind. So I come up with a sort of "challenge" to ALL the KSP Forum comunity: a really "free" challenge (NO strict rules, NO mods allowed or disallowed), less focused to "earning points doing something", but more to the idea to share our common "celebration" in the upcoming week. - What is possible to do? ANYTHING you see fit in the "Discovery" theme of the Space Week. - I'm playing only stock: can I join the celebration? Yes - ... and I'm playing a modded game: can I join too? Yes, You too! - What is NOT possible to do? Just "cheat" from the "Debug Menu" (no infinite fuel, gravity hack or such), or Hyperedit use. Clipping could be "tollerated", but do not overabuse. Any you are willing to show MUST be actual flew by normal game mechanics. It MUST be also something "NEW", in your game: no recycling of anything you have already used/launched, or partecipating to another challenge. You can eventually "stop by" in some of your already placed infrastructure (a stop to a land base... a dock to an already estabished space-station) but if you need some refueling, you HAVE to sent it "fresh" from the ground (A specific refueling mission from KSC or a NEW refueling craft going to mine it from another space body expecially for this "challenge-mission-celebration") You can already start today to show some "preview" of your ideas as soon you see this post, but SUBMISSION WILL BE VALIDATED ONLY DURING THE ABOVE MENTIONED "SPACE WEEK" FROM 4TH TO 10TH OF OCTOBER. You can also start a dedicated thread (maybe in the "mission report") if you are going to be very "BIG" in the celebration, and put here just a link, brief description and fewer pictures, but you MUST pass here to show "something" to declare your partecipation and add here a brief "mission update" for any significant milestone that your mission(s) is(are) achieving. I'll keep track here of any subscription, maybe in categories, from "stock" to "modded" users, or by type of "missions" (single craft, group of crafts, spacestations, any we will see) or by "playstile" (FAR??? DRE??? STOCK??? Futuristic engines??? More common-standard engines???), or if you are more inclied to show us some "artistic creations" (it could be a glamour picture, rather a classical "mission report"... a "video", rather than a "picture collection")... I dunno... We will see... NOW with a free choice upon some signature banners I'm glad to offer to all the participants on the challenge!! http://i.imgur.com/upyGZFL.png http://i.imgur.com/ovu59og.png http://i.imgur.com/9urxztO.png GOOD SPACE WEEK TO EVERYONE!
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Downloaded USI-LS v.0.1.5: the "negative credit cost" (stated as "corrected") is still there. Part cost is still "unchanged", differently as "commits" state related...
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Space Station & Nuclear Tug set (WIP)
Araym replied to Aegeas's topic in KSP1 The Spacecraft Exchange
Not to spoil you down, but Grab Units tend to show weird bugs if multiple of them from a single vessel are forced to be attached to the same part (any part and even a single asteroid)... ... I'd use probably more a multi-docking ports ring, rather than risk a interplanetary ship for an already known bug U_U But aside that, very clever use of them and nice looking tug -
As I engineered a functional NASA Space Shuttle, it was inevitable to take a detour on the other side of the Iron Curtain... So, I'm proud to present to you: 11F35 OK-1K-1-A "Snowstorm" Space Shuttle "Snowstorm" taking a ride to the stars http://imgur.com/a/vbl6R Craft file: The following craft needs MANDATORY these Mods: -Tweakscale -Adjustable Landing Gears -Mk3 spaceplane Expansion Pack -Mk3 Mini Expansion Pack -Tantares -AB Launchers 1.0 - 5m Energia parts (for the obvious "Energia" boosters parts ) 11F35 K1 OK-1K1-A Orbiter 1 Space Shuttle "Snowstorm" (Updated 26/09/2015) Part Counts: 176 (empty cargo bay) Cargo capacity: 0 to 42 tons Maximum rated cargo: 42 tons to +400km circular orbit Career Cost: 403000 credits (base craft, cargobay empty, full main tank fueled for 42tons payload, as downloaded: add cargo cost and, eventually, for lighter payloads, remove some fuel to lower cost) Notes: - Liquid Fueled Boosters like the real Buran Space Shuttle. - Electric production provided by Fuel Cells. - MechJeb friendly. - Stock aero compatibile (obviously ) - FAR NOT TESTED - OMS engines are tuned down to improve orbital controls - Boosters are NOT recoverable (no parachute on board), NEITHER Main Tank (... it is a bit more costy than the above "Olympus" Space Shuttle Is that probably the reason behind Russian decision to cancel it?? ) DOWNLOAD CRAFT: KerbalX -update to remove old Tantares LV dependencies - requires only Tantares - Payloads subassemblies: FULLY COMPATIBLE with all the Inigma's Space Shuttle payload subassemblies (check them here) *Action Groups* 1- Central Tank Main Engines (toggle) 2- Orbital Manouvering System engines (toggle) 3- Cargo Bay (open-close) 4- Forward Cargo Bay Lights (toggle) 5- Rear Cargo Bay Lights (toggle) 6- Cockpit's Ladders (toggle) 7- AirBrakes (toggle) 8- *none* 9- Fuel Cells start 0- Fuel Cells stop B (Brakes)- AirBrakes toggle, Adjustable Landing Gear brakes BackSpace (Abort)- Liquid Fueled boosters ShutDown and Decoupling Flight profiles: "Snowstorm" is good enough to fly the standard flight profiles already explained above for the NASA-like "Olympus" Space Shuttle. MAIN DIFFERENCES: 1- WAY MORE POWER: the Energia main stack+boosters could circularize up to +400km circular orbit without even using the OMS engine of the "Snowstorm" Orbiter itself, in the max load, 42tons, cargo. Reduce your throttle (even to 75-65%) in the late booster phase, before eject them and going only on the central tank main engines, to not overstress the stack. 2- WAY TOO MUCH FUEL: if you re not willing to circularize your orbit with the fuel still in the main central tank but use the OMS instead for that task, reduce it starting from the BOTTOM, longer, TANK. Also reduce it if you are carring a lighter payload/none, to save credits if in Career Mode. 3- Apply very gently pitch! Late in the flight, before booster ejection, it could tumble if input were too strong: it flies (almost) automatically a gravity turn, if put "tail to the ocean-east" direction. Nurse "her" with soft handle, like it was a girl. 0 to 42 tons Cargo, Mechjeb users: (no need to worry to change it, as it auto-tune for any payload/fuel loading characteristics ) Fuel Loads: accordingly to cargo, reduce fuel on the BOTTOM Tank on the Main Central one, see above Open the Ascend Guidance module and edit your Ascent Path: -"Turn Start Altitude = 1km" -"Turn start Velocity = 100 m/s" -"Turn End Altitude = 65 km" -"Final Flight Path = -8° to -10°" (set to your preference, just to stay at the edge of Kerbin atmosphere during burn, under 70km altitude, and let the Main Tank deorbit itself after spent: adjust accordingly to cargo weight and willing to circularize with Main Tank Engines or with Orbiter OMS) -"Turn Shape = 65%" THEN you have to add some more parameter in the Ascent Guidance itself. I turn on the following parameters: - Prevent Overheat set ON (... not really needed - it's a remnant of old engine heating process during launch -, but just selected for good safety procedure ) - Limit to Terminal Velocity set ON - Limit Q pressure, set to 20000 pa - Corrective Steering set ON - Force Roll set ON, with (at launch) "climb" set at 180° and "turn" at 180° (to perform the "roll program" just after take-off and ascent with the Orbiter belly UP - tail to the ocean - like the real Shuttle launch). Past 50km altitude, change "turn" to 0° (to roll belly-down in the late ascend phase) - DO NOT let the "Autowarp" option "ON" ... then follow previously quoted istructions for "Olympus" Space Shuttle. If following the flight path on the Ascent Path window, "Snowstorm" will show, caused by a more higher TWR ratio, a path more direct to space, rather the more horizontal one done by the "Olympus": add more negative "Final Flight Path" angle (There is so much fuel on board that is more forgiving than the NASA-like shuttle, even without changing this last parameter ) Descent and Landing: Above tips and tricks from the "Olympus" Space Shuttle...
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