Railgunner2160
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KSP2 Release Notes
Posts posted by Railgunner2160
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4 hours ago, N3N said:
Hello,
OK, Thank you for your in detail work.
If it helps illustrate the issue and the fix then I'll gladly do more detail. I just hope it helps in squashing that bug....
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56 minutes ago, Jognt said:
Huh.. I guess I got confused somewhere about the deprecated vs US2 parts. I thought you meant the deprecated ones and I thought I remembered US2 doing their own wedge experiments, which upon further inspection was false. My bad.
I'm running ProbesBeforeCrew, so any techtree juggling is done by that for me. In fact, from the looks of it 'fixing' those entries could cause problems with PBC so I guess I'll leave it bugged locally.In that case since it likely has it's own patch for the US2 Wedges there shouldn't be any issues. Remember that this patch is only for the Base CTT/RP-0/SETI Tech trees. Any other tech trees should have their own patches. Though I fail to see how merely correcting the typo would break something if you are using a different tech tree mod. Also if my understanding is correct PBC has it's own tech tree setup so it should take precedence over these 3 since they would not be the active tech tree.
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7 hours ago, Jognt said:
Afaik those parts missing the “2” is not a typo. US2 has its own parts for Orbital Science. The ones that come with this mod also have their category set to none because of this.
Actually yes the missing "2" Was a typo! The US2 Parts were looking for the ORIGINAL Universal Storage mod before applying the CTT patch. I merely corrected the Typo so that they would instead check for Universal Storage 2 Instead before the patch was applied. You'd be amazed at the difference it makes in the parts placement.
Here's what it originally looked like:
Spoiler@PART[dmUS2GoreSat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advElectrics
@entryCost = 16000
@cost = 6500
}@PART[dmUS2Asert]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = specializedElectrics
@entryCost = 28000
@cost = 8500
}@PART[dmUS2MagBoom]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = basicScience
@entryCost = 9000
@cost = 4500
}@PART[DMUS2RPWS]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = spaceExploration
@entryCost = 25000
@cost = 5500
}@PART[dmUS2Scope]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advExploration
@entryCost = 15000
@cost = 9500
}@PART[dmUS2SolarParticles]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = longTermScienceTech
@entryCost = 38000
@cost = 18000
}@PART[dmUS2ImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = scienceTech
@entryCost = 18000
@cost = 8000
}@PART[dmUS2SoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = electronics
@entryCost = 18000
@cost = 9500
}Here's What it should look like for the patch to apply correctly:
Spoiler@PART[dmUS2GoreSat]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advElectrics
@entryCost = 16000
@cost = 6500
}@PART[dmUS2Asert]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = specializedElectrics
@entryCost = 28000
@cost = 8500
}@PART[dmUS2MagBoom]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = basicScience
@entryCost = 9000
@cost = 4500
}@PART[DMUS2RPWS]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = spaceExploration
@entryCost = 25000
@cost = 5500
}@PART[dmUS2Scope]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advExploration
@entryCost = 15000
@cost = 9500
}@PART[dmUS2SolarParticles]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = longTermScienceTech
@entryCost = 38000
@cost = 18000
}@PART[dmUS2ImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = scienceTech
@entryCost = 18000
@cost = 8000
}@PART[dmUS2SoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = electronics
@entryCost = 18000
@cost = 9500
}Do you see the difference? Not having that "2" means that the CTT Patch would NOT be applied EVEN IF you had Universal Storage 2 installed along with Community Tech Tree.
Also the parts I edited WERE The US2 Wedges, I didn't touch the original Universal Storage Wedges. Here's the complete file:
Spoiler//The following Module Manager configs adjust the tech node position
//of all DMagic Orbital Science Parts//Part costs and experiment values are also adjusted
@PART[dmmagBoom]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = basicScience
@entryCost = 5000
@cost = 3000
}@PART[rpwsAnt]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = spaceExploration
@entryCost = 12000
@cost = 5000
}@PART[dmscope]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = advExploration
@entryCost = 12500
@cost = 8000
}@PART[dmImagingPlatform]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = scienceTech
@entryCost = 10000
@cost = 7000
}@PART[dmSoilMoisture]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = electronics
@entryCost = 24000
@cost = 9000
}@PART[dmSolarCollector]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = longTermScienceTech
@entryCost = 30000
@cost = 16000
}@PART[dmsurfacelaser]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = precisionEngineering
@entryCost = 15000
@cost = 6000
}@PART[dmbioDrill]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = fieldScience
@entryCost = 18000
@cost = 5000
}@PART[dmAnomScanner]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = experimentalScience
@entryCost = 39000
@cost = 18000
}@PART[dmDAN]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = advScienceTech
@entryCost = 19000
@cost = 9000
}@PART[dmXRay]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = specializedScienceTech
@entryCost = 24000
@cost = 10000
}@PART[dmRoverGoo]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@entryCost = 50000
@cost = 22000
}@PART[dmRoverMat]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@entryCost = 65000
@cost = 30000
}@PART[dmASERT]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = specializedElectrics
@entryCost = 22000
@cost = 8000
}@PART[dmGoreSat]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = advElectrics
@entryCost = 14000
@cost = 6000
}@PART[dmReconLarge]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = experimentalElectrics
@entryCost = 22500
@cost = 12000
}@PART[dmReconSmall]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = precisionEngineering
@entryCost = 14000
@cost = 10000
}@PART[dmSIGINT]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@entryCost = 25000
@cost = 20000
}@PART[dmSIGINT.End]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@TechRequired = advUnmanned
@entryCost = 25000
@cost = 20000
}@PART[dmSIGINT.Small]:FOR[DMagic]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@entryCost = 20000
@cost = 14000
}@PART[dmUSGoreSat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = actuators
@entryCost = 16000
@cost = 6500
}@PART[dmUSAsert]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = metaMaterials
@entryCost = 28000
@cost = 8500
}@PART[dmUSMat]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = miniaturization
@entryCost = 15000
@cost = 9000
}@PART[dmUSGoo]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = survivability
@entryCost = 4000
@cost = 2000
}@PART[dmUSMagBoom]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = generalConstruction
@entryCost = 9000
@cost = 4500
}@PART[USRPWS]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advConstruction
@entryCost = 25000
@cost = 5500
}@PART[dmUSScope]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = specializedConstruction
@entryCost = 15000
@cost = 9500
}@PART[dmUSSolarParticles]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = exoticAlloys
@entryCost = 38000
@cost = 18000
}@PART[dmUSPresTemp]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = generalConstruction
@entryCost = 11000
@cost = 7000
}@PART[dmUSAccGrav]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = nanolathing
@entryCost = 29000
@cost = 16000
}@PART[dmUSAtmosSense]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advActuators
@entryCost = 18000
@cost = 6500
}@PART[dmUSImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advActuators
@entryCost = 18000
@cost = 8000
}@PART[dmUSSoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = composites
@entryCost = 18000
@cost = 9500
}
@PART[dmUS2GoreSat]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advElectrics
@entryCost = 16000
@cost = 6500
}@PART[dmUS2Asert]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = specializedElectrics
@entryCost = 28000
@cost = 8500
}@PART[dmUS2MagBoom]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = basicScience
@entryCost = 9000
@cost = 4500
}@PART[DMUS2RPWS]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = spaceExploration
@entryCost = 25000
@cost = 5500
}@PART[dmUS2Scope]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advExploration
@entryCost = 15000
@cost = 9500
}@PART[dmUS2SolarParticles]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = longTermScienceTech
@entryCost = 38000
@cost = 18000
}@PART[dmUS2ImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = scienceTech
@entryCost = 18000
@cost = 8000
}@PART[dmUS2SoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = electronics
@entryCost = 18000
@cost = 9500
}@EXPERIMENT_DEFINITION:HAS[#id[magScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 4
@scienceCap = 4
}@EXPERIMENT_DEFINITION:HAS[#id[rpwsScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 6
@scienceCap = 6
}@EXPERIMENT_DEFINITION:HAS[#id[scopeScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 6
@scienceCap = 6
@dataScale = 4
}@EXPERIMENT_DEFINITION:HAS[#id[dmImagingPlatform]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 7
@scienceCap = 7
}@EXPERIMENT_DEFINITION:HAS[#id[dmNAlbedoScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 7
@scienceCap = 7
}@EXPERIMENT_DEFINITION:HAS[#id[dmXRayDiffract]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 8
@scienceCap = 8
@dataScale = 4
}@EXPERIMENT_DEFINITION:HAS[#id[dmSolarParticles]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 10
@scienceCap = 14
@dataScale = 3
}@EXPERIMENT_DEFINITION:HAS[#id[dmSoilMoisture]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 8
@scienceCap = 8
}@EXPERIMENT_DEFINITION:HAS[#id[dmAsteroidScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 7
@scienceCap = 7
}@EXPERIMENT_DEFINITION:HAS[#id[dmRadiometerScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 10
@scienceCap = 10
}@EXPERIMENT_DEFINITION:HAS[#id[dmbiodrillscan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 5
@scienceCap = 8
}@EXPERIMENT_DEFINITION:HAS[#id[AnomalyScan]]:NEEDS[CommunityTechTree,!RP-0,!SETI]
{
@baseValue = 14
@scienceCap = 14
@dataScale = 5
} -
Another thing to keep in mind is that while the kerbals may not necessarily understand the science behind it all that well, They did have the saucer's user and maintenance manual. Also the control systems are all kerbal designed and built, it's the gravitic drive that they don't really understand. But like most species, that doesn't really stop them from plugging alien tech into their own control systems and getting something that "works?". I've seen my fair share of manga and anime where they can build a control system for alien tech out of their own tech, but never really quite understood alot of the alien tech until far later in their plots, The Macross for example. I'm of course referring to the TRUE Macross series, not the frankensteined Robotech.....
First time they fired up the reverse engineered anti-grav units, well the units worked as intended. But the mounts holding them into the ship didn't work quite so well, they had to use the old fashioned chemical rockets to take off. Then there was the Macross main gun and ftl drive, the gun would fire on it's own, and the ftl drive? Well it jumped the Macross alright, but it failed to transition itself back to realspace with the rest of the ship. And in the process left a great big hole in the power grid which rendered the main cannon inoperative, until they came up with the Transformation hack based on the Macross' modular design. That was the reason for it's iconic "Robot" mode, an workaround hack to get the main gun working again!!
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1 hour ago, Alchemist said:
An entire base disappearing only to quietly reappear at another location - now that's the real Mun conspiracy. Fortunately for them, telescopes on the surface just don't have the kind of resolution due to atmosphere to see such things going on on the Mun (so unless somebody would use a high-aperture orbital telescope knowing where and when exactly to look - chances of somebody spotting it in action would be pretty much zero).
One thing about the saucer prototype I'm a bit concerned of - shouldn't there be some kind of backup propulsion system in case the prototype antigravity drive fails? Of course, one may argue that it's not very safe to carry chemical fuel on something spewing electric discharges in all 6 directions either, however a small fuel leak would be much less of an issue without atmosphere, but to worry about possibility of the fuel exploding on very hard landing - if you already have a nuclear reactor running, some propellant won't add to much mess to the worst-case scenario (as opposed to the possibility of preventing the crash)
Well one thing to consider is whether the added weight of Tanks/Fuel/Oxidizer/Engines outweighs the added potential of even WORSE damage from a crash. Remember they are testing the saucer prototype on the Mun. Where the gravity is much less and it looks like the saucer had a relatively low test ceiling for the hieght it was tested at off the surface. Does all the extra weight for the backup propulsion actually counteract the enhanced risk of a crash? Would it offset the extra risk of explosion compared to a low speed impact? Remember that the pilots that were lost died when the prototype gravitic drive exploded when they couldn't shut it down in time, rather than in crashes with terrain...
Edit: It's not the nuke powering it that's the problem, but the part that turns the electricity generated by the nuke into an anti-gravitic force...
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Just thought I'd post this, You've forgotten to add the 2 at the end of UniversalStorage for the CTT patch for the US2 parts.
Here is what it should look like:
Spoiler@PART[dmUS2GoreSat]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advElectrics
@entryCost = 16000
@cost = 6500
}@PART[dmUS2Asert]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = specializedElectrics
@entryCost = 28000
@cost = 8500
}@PART[dmUS2MagBoom]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = basicScience
@entryCost = 9000
@cost = 4500
}@PART[DMUS2RPWS]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = spaceExploration
@entryCost = 25000
@cost = 5500
}@PART[dmUS2Scope]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = advExploration
@entryCost = 15000
@cost = 9500
}@PART[dmUS2SolarParticles]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = longTermScienceTech
@entryCost = 38000
@cost = 18000
}@PART[dmUS2ImagingPlatform]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = scienceTech
@entryCost = 18000
@cost = 8000
}@PART[dmUS2SoilMoisture]:NEEDS[CommunityTechTree,UniversalStorage2,!RP-0,!SETI]:AFTER[DMagic]
{
@TechRequired = electronics
@entryCost = 18000
@cost = 9500
} -
Quick question, If I'm using Pathfinder can I safely delete the parts from Extraplanetary Launchpads? Given the severe lack of quality in EL's models and textures I'd rather just use your mod instead.
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Wow! Thank you very much! I wasn't aware it was being maintained still! I'm installing now, I've got the KSP itch again after the KSP2 reveal. This will go well with my setup I've come up with so far!
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Very nice and I'm loving what you did and look forward to building something similar in KSP2. Got one question though, which mod is the Orion drive from??
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Very nice, looking good. Got a question though. What mod are the landing legs from?
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Really enjoying the read so far, been probably checking at lease once a day for any updates you may have posted!
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Loving the series so far!
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Hmm, what mod are you using for the Mass Drivers? Also very good read so far.
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Thought I'd mention this, but Stellaris actually has a Anomaly event where you find out an asteroid is actually a giant piece of space poo. Gotta love the developers over at Paradox, they include so many interesting anomaly's to find!!
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Brilliant!!! Except for one "small" problem. The krakens are ESCAPING!! I surprised Albro hasn't noticed that the forgotten have loosed the krakens from his perfect trap. Now tthat they're free the kerbal don't have alot of time left before they start destroying everything in space. Going to love seeing how you work that out!!! That and the response of the Jumble of Parts crew once they find the message waiting for them from kerbin!!
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On 7/17/2017 at 10:30 AM, Zhetaan said:
You know, that anomaly near Jool in the Kerbahashi Maru did look a bit like a marshmallow....
@DeddlyYou know players of Star Trek Online actually got a chance to try their hands at the infamous Kobayashi Maru scenario starting on the June 29th thru July 3rd. Highest wave I got to was wave 6, I heard some got fairly high but it was honestly a nightmare of a scenario to run.
I see why the Cadets at Starfleet Academy dread that test....
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Regarding the whole Thompberry housing issue @Just Jim you may have already wrote yourself a path to being able to change it. Did you not write that the pod was disguised to look like a harmless Stayputnik probe back in chapter 77?? Why not have the disguise damaged or destroyed and the actual pod housing Thompberry's brain be revealed???
Edit: Sorry, it's just that I just yesterday completed the Automatron dlc. The final quest takes you to an old pre-war Robobrain R&D facility. Yes you read that right "Robobrain", robots using a "brain-in-a-jar" like old Thomberry as their central processor & databank. But trust me, Thompberry has nothing on the twisted logic of the Robobrains. The Robobrains you encounter in fallout 4 are killing people to "save" them, due to them interpreting the directive to "Help" the people of the Commonwealth in such a manner that the best method of "Helping" a human was to simply kill them. This being that their was only a 25% chance of survival even after doing everything they could to aid them, thus it was better to simply kill them to spare them any potential suffering or pain...
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9 minutes ago, rlin said:
...The saucer survived. I don't really care about the stardive.
Which was promptly dismantled by the crews on the 3 rescue ships to adhere to the prime directive due to the inhabitants of the planet that the moon they landed on orbited being pre-warp. Starfleet chopped up the saucer and carted it off. Can't really call it a win if the end result is it still wound up in a million pieces.....
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3 hours ago, rlin said:
The Star Trek Enterprise has survived plenty of crashes (somehow). I hope this can too.
Define "Survived" please. So far we have the NCC-1701-A that burned up reentering over Genesis, the NCC-1701-D which made an emergency landing after an emergency saucer separation & warp core failure. Also technically the Kelvin Timeline NCC-1701 in "Star Trek: Beyond" after it was torn to pieces....
Not really a confidence inspiring streak of incidents, the only thing that really survived was the crews rather then the starships....
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This IS an april fool's joke right?? Cause it looked as if you had a plan for this beyond just this....
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The iron launcher is not even the craziest launcher I've seen, though it does remind me of a tanker I built using the old Spherical Tank mod. 4 Mainsail engines with 3 of them mounted on the side angled downward and in tri-symmetry. Looked absolutely mad, but it flew into orbit on it's own with better than 2/3rds of it's primary tank left. That was way way back though, I think it was around .21 or .22 IIRC......
Also great chapter!! Looking forward to the next one!!!
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Sounds like something you'll weave into the story, consecutive failure of the old sats on software upgrade attempt or when the universe last reset kerbin. You did already mention that something seems to happen to them each cycle that requires quite a bit of work to restore them, given alot of those sats are ancient you could always weave it into the narrative fairly easy!
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Just now, Cydonian Monk said:
It's "the question" that kerbal parents everywhere never expect to get and never know how to answer. How on Kerbin do you explain it to such a young and inexperienced little [spore|hatchling|kindren]?
"How do kerbals get to space?"
The great question, the one that Haloly asks in Ad Lunam!!
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9 hours ago, Cydonian Monk said:
They have their ways.
Now why is it I'm thinking that the monks are made up of the tourists and astrokerbs of the Forgotten???
A Mystery Beyond Science: A Kerbal Mystery Thriller (Ch. 42: Almost There)
in KSP Fan Works
Posted
Been loving the series so far, and honestly either outcome just leads to more options. You've also done a decent job of keeping the world of KSP real through words only. An excellent achievement in my opinion!!