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Mr. Boncrete

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    Bottle Rocketeer
  1. There's a lesson in this... You always need to double check your numbers to verify that you're calculating things correctly. If you plan on pursuing further education in a STEM field, get used to this. The sooner the better. Believe me, I know from personal experience. One thing that would be helpful for you is to get a good understanding of scientific notation and working with several numbers with exponents simultaneously. It can seem daunting at first, but it's nothing more than learning a few small rules, and applying basic arithmetic to the exponents. It's nothing to get flustered over. Also, you could go ahead and write out the long version of whatever it is you're doing... Soon enough you'll understand clearly why scientific notation is even a thing - Dealing with very large numbers is much simpler when you just account for the exponent rather than checking if you've counted the number of zeros correctly. And I won't even get into the debate over whether SI units with prefixes are still SI units.
  2. OP clearly is NOT familiar with development of any type as he so claims to be. I suspect you've never written even a moderately complex piece of code, let alone contributed to a legitimate software development project. You are impatient - go try to learn some physics, computer science, and graphics concepts. I have a feeling you'll have a greater appreciation of what your money purchased and be less inclined to whine about the state of the game because you "want it now!"... smh
  3. What I don't see anybody mentioning is the fact that these are modeled to be somewhat similar to the properties of the real thing - the RS-25 (reused space shuttle main engines) have an Isp of roughly 360 at sea level, while the clustered engine part has an Isp of 320. Just because it doesn't have an awful Isp doesn't somehow invalidate its implementation in the game. It may be "unbalanced" relative to the other parts in the game, but so what? I think the OP has a valid point - the people who are most upset are the ones that viewed themselves as some sort of "elite" ksp superhero. I'm pretty decent at ksp, and I see no reason why newer players shouldn't have an option to lift heavier payloads without hundreds of hours of trial and error. That's part of the game, but they will learn eventually anyway. I think the new parts are fine, and I love the fact that I can boost a heavy payload without messing with some sort of ridiculous asparagus-staged monstrosity that makes my computer run at 3 fps.
  4. Isn't that the definition of limits? It would be based on the properties of an individual ship or configuration, but if the delta-v achieved from increasing the quantity of fuel decreases at (an increasing rate), is that not the precise definition of an asymptotic limit? It would vary between ships, but I am inclined to think that there is most certainly an upper limit unless you use some fancy configuration.
  5. This isn't a new bug, I first saw it in August of last year (using the most up-to-date version of KSP, although I forget which). It used to happen to me fairly frequently, but I haven't seen it in a while. I actually thought they had fixed it. Either the original bug hasn't been fixed, or it popped up again in the case of heliocentric rendezvous. It's pretty frustrating when that happens, but you can still dock. You just have to do it CAREFULLY
  6. I don't think this would have happened had they kept their original goals of manned lunar landings and eventually manned Mars missions. Instead, NASA got stuck with this uninspiring mission, and felt a need for some positive PR to "sell" the mission to the public. It works out well for Squad and the KSP community, but I would be shocked if a similar partnership were to have happened for any other type of NASA mission.
  7. This is probably the best 225 I've seen! Great work sir! Would you mind posting the craft file?
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