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Cydonian Monk

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  1. It was a normal, sunny day on Kerbin. Birds were chirping, waves lapped lazily at the shore, children played in the park. And yet Gene Kerman, flight director, was trapped inside. He had thought it odd that every coffee pot in mission control was empty, even the one he hid under his desk, and was about to send out an angry email. "Make more if you take the last cup." Except he didn't need to. A glint caught his eye, a glance at the launchpad, and he knew. It was the largest craft he'd ever seen, several kilometers tall at least. How had he missed them building this behemoth in the VAB? How had it fit through the door? He was about to phone up Wernher to ask when the ground shuddered, the windows rattled, and the roof caved in. "Physics" had loaded. Every building at the space center collapsed into a burning heap of rubble, even the runway on which nothing rested. Yes, Gene knew why the coffee was gone. He knew all too well. The whack was back.
  2. It's an experience. One hand was going mad with the joystick controlling pitch/yaw/roll and some of the translation, while the other was also working translation with the keyboard. I very nearly ran out of monoprop in the Nitrogen craft, and actually made the spinning worse originally by hitting one of the claw anchors too hard. Basically went into "orbit" of the asteroid before I gave up and decided to bump it to slow it down.
  3. And that's exactly what I thought. "It's impossible." "No, it's necessary."
  4. Two Star Detour With all their science data from the Mün packed up and the copies of the "recordings" found in the mystery lander secured, Macfred and crew made their preparations to return to Kerbin. They had one last thing to do before they could go home, though: Visit Minmus. Sure, it was a bit out of the way, and at first The Boss was less then enthusiastic about such a long side trip. But, as Gene pointed out, the experience [points] the crew gained by visiting the minty green moon would elevate the three younger members of the crew to 2.5-star kerbals, and would cement Thomlock's position as "most experienced kerbal", brining him to three-stars. Whatever these stars were. And the detour would buy the kerbals in the lab enough time to polish off their designs or an advanced drive system to replace what was originally planned for the Memory of Tomorrow. And none could question the extra science points the mission would gather. So Thomlock plotted a course and the Sulphur 4 made its way outbound. The burn was completed in the dark, as is only right and proper. -- Meanwhile, Sieta and Baile Speir had arrived at their new mooring point - The Cajun Moon. (Or, more specifically, Billy Bob's Cajun Spice Shack in the Sky.) When Sieta first saw the rock, and its mad spinning, she knew she just had to somehow dock the station to it. But how? Docking the entire station to the spinning pebble would never work, and remote piloting the two Obair shuttles docked at Baile Speir was out of the question as they were lacking onboard electronics of any sort. The stability modules of the station, while powerful enough to stop the spinning, had such limited electrical power that their batteries would be dead by the time they made it over to the tiny moon. So Sieta took the Nitrogen out for a spin, including the docking adapter, which would allow the small craft to dock up with one of the two anchors. The spin of the rock was slow enough that she was able to "brush" the rock to get it to slow down. (The docking ports wouldn't catch while spinning, but after a few taps that didn't matter.) After the spinning had slowed enough, she moved in and docked up with the Nitrogen. Now it was back to get the station. This was the hard part - moving a many-decades old collection of random parts and orienting it well enough to dock to a large rock. First she needed to free the standard-sized docking port on the end of the station. (This required another dangerous move of the Obair craft, which she was a bit more capable of working worth this time, but nowhere near as competent as a pilot would be.) With that cleared, Sieta oriented the station to face the docking port on the other anchor and moved the station. Slowly. The Sun was setting by the time she had the bulk of the station where it needed to be, and moved in to make the final docking. Ok, so Baile Speir now has a large pebble attached to it. What now? Sieta certainly didn't know. -- A few days later Macfred and gang arrived at the tiny mint green moon of Minmus. Thomlock was rather speechless as to the bright colors of Minmus, a moon that didn't exist (or hadn't been discovered) when he left Kerbin. Agake was too busy conducting science experiments to really notice. After finishing their orbital science tasks the crew set about selecting a landing spot. Gletrix and Macfred both agreed somewhere along the flats adjacent to other biomes would be the best option, and so they dialed in the first part of the descent to the flight computer. Agake meanwhile was still working to pull results from the science instruments strapped to the outside of the cockpit. Constantly climbing in and out, so the other just let the cockpit stay empty. And then she floated her way into the back cabin, allowing the hatch to the cockpit to close behind her. "Ok, I've got all the readings I need. Who's up?" Gletrix jumped up and made for the hatch. "Me. Let's get this going." A quick pull on the hatch lever and... nothing. So she gave it a harder tug. Stuck. A swift kick sent her tumbling back through the cabin. "Locked?" "Does it have locks?" Macfred looked back through the cabin at his science officer. "What'd you do to the door?" "Me? Why's it my fault? Aren't you the engineer?" "Yeah, yeah. Ok." Macfred spent some time fiddling with it, long enough that the pre-programmed descent burn started. Time was running out and the door wasn't budging. "Ok, everybody get their helmets on. I'll EVA from the rear airlock and work my way to the cockpit." Thomlock unstrapped from his seat and silently made his way to the cockpit hatch. He pulled a screwdriver from an overhead bin, jimmied a panel loose, pulled out a mass of wires and then slid the hatch open casually. He handed the screwdriver to Macfred and then slid back to his seat. "Might need to fix the radio once we're landed, kid." Gletrix wasted no time getting into the cockpit and preparing for the final landing. After a short ceremony they planted the flag and named the site "Tasty Frozen Gulf." The three non-scientists then set about playing in the low gravity while Agake got to work. Lots of science data to collect here, and she wanted to get samples from each of the nearby biomes. In addition to the Great Flats, Agake was able to collect data from the Minmus Slopes and the Minmus Midlands biomes, both netting several hundred science points. Flags, footprints, and science pillaging done, the crew packed everything into the Sulphur lander and made their way back towards Kerbin. Macfred had the important parts of the radio fixed long before takeoff, and had restored their data connection by the time they completed their escape burn from Minmus. There was some discussion of burning on the other side of Minmus and kicking their orbit out of the Kerbin system, but Macfred wasn't sure their food and oxygen supplies would last and Mission Control wasn't sure they'd make it back to Kerbin before the window to Jool closed, so all involved decided to NOT go for the three-star mission. In eight days they'd be home again. -- Shortly after the Suplhur 4 left Minmus, another ship arrived. Silently and without any fanfare.... -- There was some sort of software glitch affecting Kelgee Station when the Sulphur 4 arrived there eight days later. It was barely noticeable at first, when the Sulphur 4 almost failed to dock despite the two docking ports touching. Thomlock backed off from the port and made a second approach, and that time it worked. "Weird." All four of them helped Agake transfer the 109 science experiments over from the S4 to the Nitrogen capsule she would return to Kerbin in. (For some reason science experiments can still only be transferred by EVA. None at Mission Control had a good explanation for this.) Nothing else really happened until they went to leave. Agake and Gletrix's Nitrogen craft, s you might recall, was docked to the station using a small Docking Port Jr bolted to the side of the orbital module. Attempting to undock from this connection repeatedly failed. Exhausted and running out of ideas, Macfred instructed them to instead activate the decoupler used to free the capsule form the orbital module. This freed the Nitrogen from the station, but left the stub behind. Whatever, they could clean it up later. The reentry burn was conducted once the Nitrogen TC-14 was clear of the station. They targeted the bay near Delta City on the Central Continent for a splashdown point, for no other reason than the sun being up at the landing site. Agake and Gletrix were picked up by the recovery team a short time later. The science returns were incredibly impressive. 3258 points. More than enough to unlock all the nodes needed to supply the space agency with RTGs and nuclear propulsion systems for the Jool mission. Nice! Macfred and Thomlock followed next in the Nitrogen TC-13. Once again the docking ports refused to release, forcing them to instead fire the decoupler to blow them free from the orbital module. Somebody would have to look into this issue before they could return to Kelgee. (Maybe Sieta was right? Maybe Kelgee really is cursed?) Instead of a bevy of science data, Macfred and Thomlock were riding down with the recordings they recovered from the Mun Lander at Pequoni 1. With their somewhat more sensitive and important cargo their landing was targeted directly for the Space Center. And they hit the mark fairly well. With such a long mission complete, and safely at that, all involved were ready for a short break. Gene was describing the party they had planned for the four astronauts to Thomlock and Macfred as the recovery team was dragging their capsule up the beach. Endless oceans of cheese, a mountain of corn chips, some drink none of them had every heard of but the representatives from the local beverage company were insistent tasted incredible, and of curse funds galore. The World's First had been showering them with plaque and check after plaque and check while the four of them were out picking up rocks and landing everywhere. They had just pulled their way out of the capsule and kicked off their helmets when the head of the Office of Surface Imaging walked up to them. "The Boss wants to speak with you. Both of you." Thomlock handed him his helmet and held up the data store with the cabin transcripts on it. "About this?" Mr way-too-serious OSI guy nodded. "Sure thing, right after the party." "Now." "Or we could go now. Lead on, camera dude." Navigation: Next Post
  5. A quick check of flags placed in 1.0.5 and 1.1.0 shows only a few small differences between the two. First being the inclusion of a new VESSELMODULES node at the end of the VESSEL. Loading the save in 1.1.0 adds this node, so not the issue. Then there's the elevation difference. I placed test flags in the recess to the West of the launchpad but North of the crawlerway. In 1.0.5 this spot was 63m above sea level. In 1.1.0 this area is 2 meters higher. Same terrain detail levels. Copying the elevation (and related parameters) from the flag placed in 1.1.0 to the flag planted in 1.0.5 did not fix the issue. The flag fell over as before when physics loaded. The only other obvious difference was the Mean Anomaly in the ORBIT node for the Flag's vessel. The flag placed in 1.1.0 has an MNA of Infinity, while the one imported from 1.0.5 has an MNA of -Infinity. Changing this also did not fix the issue. The flag still fell over when physics loaded. Obvious differences exhausted, I ran diff on both VESSELs. The ONLY OTHER DIFFERENCE was the flag planted in 1.0.5 had its landing gear deployed (by the action group). Setting this action group entry to FALSE had the same effect as the above. The flag still fell over when physics loaded. So I'm at a complete loss to explain this one. Voodoo.
  6. As for Laythe and the surfaces of planets generally being a bit "different" - I'm guessing they had to re-render or re-generate the planets for this new version of Unity. While they obviously used the same seeds to libnoise (& etc), the output would be ever so slightly different, resulting in the slightly deformed terrain. I've observed similar deformations at the same detail level. The flags falling over thing is annoying, and I'm going to see if I can fix my save(s) using vim, sed, or somesuch once I'm ready to move forward. The flags are probably just missing a value, like the "suddenly explosive" structural pylons were in 1.0.5. Interesting that several of your probes and craft have sunk. I wonder if and of the junk I've left floating around the solar system have done the same.....
  7. Likely an oversight. Because the hatches on the Mk1 cabins are obstructed, I have to use the right-click transfer option. Generally those only work if you have local control (which requires a kerbal in a cockpit) or a probe with a link. I had neither. The transfer by clicking on a hatch probably still works.
  8. Well, the automatic death by g-forces is gone now, if that's what you're referring to. Asteroids still spin at discovery though. As far as unexpected "features," I just discovered you can't transfer crew between cabins with Remote Tech installed without a comms link - which makes the design of the Sulphur lander design a bit dangerous..... (I blame Agake for locking everybody out of the cockpit.)
  9. There's still some voodoo with PR, though most of it seems to be unlocked when in proximity of the claw. There's also a pretty nasty thing that happens if you dock two craft together without the plugin installed... especially when one is a big asteroid and another is a slightly smaller ship.... As I may or may not have recently discovered. Easy to fix if you know which files to delete. Edit: Craft still pull a Crazy Ivan when crossing the Prime Meridian. Absolutely. It's an amazing and wonderful thing.
  10. Yep. I think almost everything that needs updated for me either already has been or has a Beta update out (or community patch of some sort).
  11. Some (more) thoughts on mods.... With TaranisElsu moving on and ThunderAerospace closing shop , I've decided to stop using TAC Life Support and the other four TAC-LS parts mods (that aren't listed in the OP). This is something I'm going to do NOW so the Jool Expedition isn't lugging around extra parts that have to be hacked off with KAS/KIS. Obviously I have to keep the parts in GameData so the affected ships don't just get deleted, but I'm going to change them so they don't appear in the VAB. (I'll also have to work some vim-fu to delete all the TAC-LS nodes from every ship, more to cut down on filesize than to avoid the inevitable crazy glitches.) I'm sure TAC-LS will end up in good and capable hands, but I'm not looking for a replacement life support mod just yet. Along those lines I must say that Kerbalism looks quite interesting, but it's not right for this save. Not yet. I've already stopped using Infernal Robotics, the FASA launch clamps, SCANsat, Universal Storage, Asteroid Day, and the Tarsier Space Telescopes. That was done because I was trying to keep the FPS above sea-sickness level while keeping memory usage in KSP v1.0.5 below 6GBs at launch. (Yes, I've been using the 64-bit hack (black magic) for almost a year now. Yes, I modified several plugins for my personal use in violation of their creator's wishes. I'm a hacker by trade. It happens. No, I didn't redistribute those changes. No, I didn't remove NyanCat because I do still have a sense of humour.) I'm not going to start using any of those again going forwards, at least not at first, mostly because I'm overloaded with options and because I _still_ want to play a sorta-stock game. (Har!) Remote Tech, as much as I love it, is (still) in the hot seat. The impending Stock antenna changes will probably kill it off finally, at least once a light-speed-propagation-through-the-network control delay plugin that's not part of RT2 emerges (hint: I may write one). That won't happen until the stock antenna stuff falls on us, which I'm guessing is KSP v1.2. I'm on the fence with AIES, and only really started using it for antenna parts - though I've leaked into using its somewhat unbalanced engines in a few designs. And some of the fuel tanks in others. (They're such nice-looking yet simple parts.) I may blacklist it from the VAB like I'm doing with TAC-LS. Not sure. It's possibly an abandoned mod anyway, with carmics not having visited the forum since last year. I'll miss using it in RSS/RO if so. Persistent Rotation is safe until the conservation of angular momentum is properly respected by KSP. I've no idea what to make of the graphics mods and plugins yet for v1.1, and a couple I use have yet to be updated (though I'm in no rush). I'm considering adding Scatterer again, provided I can find a way to soften its "exceedingly hazy day" default effects. Been a while since I tweaked with it. The tech tree.... I like the Engineering Tech Tree. I really do. I can't say anything else yet until I'm in v1.1. Everything else I'll keep using, at least until this save has run its course. If KAC and TWP haven't been updated by the time I jump to v1.1 I'll just move on without them and add them back in later.
  12. Just a wee little bit by blood. Like 75% or so. Though not for five generations to be true. Quite a few of the old words live on in my melting-pot lingo, and my grandfather spoke a bit of Gaelic, though I don't know if he knew he did. He just knew the weatherman didn't know níl. At this point I just look unmistakably Irish but I'm all [West] Virginian. 13 generations or so of it, if not more. And 0% Texan. Edit: Welcome to the forums!
  13. It might get reported. Might already be reported. I need to attempt to replicate it with a save that hasn't been copied forward through almost every release from 0.18.3 to now first. Should be simple enough to set up. Might have also been caused by a NullRef from a missing plugin, too. Just didn't have time to dig at it last night. Yep. I'll have to dry-test the LDAV and the Sulphur lander at Kerbin after the update. The crew might be forced to wave off the Laythe landing if it croaks. These types of things are expected.
  14. Another quick note about KSP v1.1: I downloaded both the OS-X and Windows store versions last night. Windows was missing the 64-bit executable, so until the store download is fixed I can't comment. (The Steam version has it, but I'd rather not play it through Steam nor copy the Steam files over.) The OS-X version on the other hand was able to load this save for the first time in 2 years, using close to 7GBs of reserved memory and 4.2GBs of actual RAM. Score. My MacBook Pro has 16GBs of RAM, same as the desktop (at the moment), so I may once again be able to play KSP while away from the big iron that's anchored down in the livingroom. As for bugs, I discovered that when the game encounters any vessels with parts that aren't loaded (such as missing mods), it deletes EVERY vessel that comes afterwards. So for this save it loaded Baile Speir, said "NOPE", then Nope'd most of the universe right out of existence. Yay. Obvious solution is to make sure all the mods are accounted for. Most are. As for when I plan to switch over - I'm in no hurry. I intend to launch the Jool expedition before switching to KSP v1.1. I'm not sending any rovers, so the only wheel "fun" would come from the Aluminium Laythe Exploration Craft. And if anything else breaks in transit thanks to the update, well, that's just part of the fun. All told it should take me a week or two to finish launching this mission, kraken willing and the creeks don't rise, and I expect that'll be enough time for the mods to update. And the ones that don't update by then I'll just fix on my own. (I'm already aware of at least one that's been abandoned with no intent to update again, but it might not be on my list in the OP so I'll not point fingers.) I half expect we'll be on KSP v1.1.2 by then anyway.
  15. That and their KAS wrenches. Someday they might even have power tools. Big metal wrenches and a shovel should be more than a match for any critters they might stumble upon. At least critters smaller than a spaceship. Answers in time.... Time in riddles. Exactly. As for the rain, we got lucky this time and we didn't get the big second round they were talking about. (Maybe today?) May not get so lucky the next time. It's been eight years since Hurricane Ike. When Ike hit, the area where I live was mostly open prairie - I was literally on the edge of civilization. Now, I can drive through mile after mile of endless cookie-cutter two-story McMansions (home starting in the $290s!), and something to the tune of 200,000 people have moved into what used to be this nice, wide-open land. That water has to go somewhere, so now it floods everywhere instead of on the prairie. I weathered Ike in place. Another big storm comes along this year and I'm running for San Antonio and taking half of everything with me, Jed Clampett style.
  16. So I guess we can no longer set "Max Persistent Debris" to Unlimited? That's a bit disappointing. (Or does it work that way if I set the value in the settings.cfg to -1 or something?)
  17. Very, very creepy. Except it's par for the course for these kerbals.
  18. It's been a soggy and entirely too interesting of a day today in Houston, most of which I spent bailing water and launching rockets. My car might now smell a bit like a sewer, but at least nothing mechanical seems to have taken on more water than normal. No water in the air intakes, transmission looks ok-ish, and the exhaust drained nicely when pounded on with an angry fist. And it still runs, which is more than some of my neighbors can say. So let's move on to the bit about the rockets.... -- Memories of the Storm The Sulphur 4 was launched without much in the way of fanfare, and was halfway to the Mün before any of the kerbals at Pioneer Base were aware of its existence. Identical to the Sulphur 2 in every way, the Sulphur 4's launch was entirely routine, and handled completely by the onboard computer system. As the Sulphur lacks the fuel required to transfer to the Mün, land, and take off again, the S-4 had to top off at the previously discovered "Thing" in Münar orbit. (Pequoni 2.) This entire operation - docking, refueling, and undocking - occurred entirely at night, as is only right and proper. It was hoped the landing at Pioneer Base would take place during the day, but unfortunately the clock was against them. And so, in what had to be one of the more difficult blind landings in the history of the agency, the Sulphur 4 and its onboard kOS computer, were allowed to land at night, near an inhabited facility, as is about as far from right and proper as one can get. The kerbals then got to make their way to the Sulphur 4 lander, in the dark, trying desperately not to trip over rocks or bits of the old, recently exploded lander. Not an easy task, even with a headlamp! All of them except for Macfred, that is, who had to go round up all the undamaged RTGs he could find. (Something he should've done while the Sun was still up, but claims to have simply forgotten. The RTG hunt at Pioneer Base was remarkably successful, as Macfred found two on the recently exploded lander (two that didn't set off the geiger counter, that is, meaning their blutonium cores must still be safely contained). Three more on each of the two "old" base modules (removing them would render both modules dead, but following the explosion they were so full of holes they were unlikely to ever hold an atmosphere again). And four from the last remaining rover. They were starting to wonder if the Sulphur 4 would still be able to take off from the Mün! Once everything was gathered up (and glued to the back of the sacrificial rover), Macfred set about installing them on the base of the Sulphur 4. All twelve of them. Four they would take with them to Jool, the other eight would remain behind for other future missions. (Assuming Kelgee Station doesn't achieve critical blutonium mass and fissile itself, that is....) At some point during the RTG relocation process, the World's First representative burst into Mission Control with a new plaque, as such representatives are oft to do. Macfred had apparently started constructing the first outpost on the Mün, and was to be commended upon his return to Kerbin. (No doubt the party they throw for him will be most prodigious.) Kitting-out complete, Macfred made one last inspection circuit of the lander, and then bounded aboard. Time to go home! Once again Gletrix was assigned the honor of piloting their craft into orbit, where they would rendezvous with yet another Mün Thing to explore. And what a thing it was, too. The large orange cylinder the kerbals had started to associate with fuel was a welcome sight, meaning they could hopefully top off the S-4 again from this station. First things first, though, they needed to make sure the base was unoccupied. And they had no idea of how to do that short of taking a peak in the windows. And they what would they do if it was? Run away? No, there was really nothing to be done except dock up and hope for the best. They were four kerbals, and so far their adversaries had only shown up in units of one. Surely four, able-bodied, mostly sane kerbals could take on whatever ills lurk inside this tin can. Right? So they just up and docked with it. As it turns out the station was empty. Completely empty, save for its atmosphere, though apparently left in some sort of a hurry. Several bulkheads were open that should've been closed, half-eaten snacks were floating around the cabin, someone's plans for what appeared to be a football match marked in wax on one of the windows. Generally, a mess. Printed paraphernalia told them this station had been known as Pequoni 1. It was a small station, with accommodations for no more than two kerbals for any long-duration stay, and nothing in the way of science experiments or crossword puzzles to keep their minds occupied. Placed into such a low orbit (20km), all were surprised it was still in orbit. Another surprise was the discovery of what could only be another Mün lander, docked at the port opposite the Sulphur 4. Macfred spent some time digging through the lander while the others busied themselves exploring the other parts of the station. -- Meanwhile back on Kerbin, Project Argon was in full swing. A robust communications network is a prerequisite for interplanetary exploration. It's one thing if your probe fails to send back data because it's on the far side of the Sun, it's another thing entirely if your crew can't get instructions for fixing the water reclaimer and then dies of thirst. Placing relays in a variety of orbits was therefore something the agency had always intended to do. While each of the three Neon Heavy relay satellites had a single 100Gm dish, these were never intended to be the main link to every ship in the outer planets (Dres, Jool, Eeloo), instead they were to link up with another relay that would then handle distribution. And Argon was the next leg in that network. Designed around a common platform, each Argon satellite will be able to link with up to three other interplanetary targets, with a fourth link back to Kerbin. Four satellites would be launched now, before the departure of the Jool expedition, while another four would be launched in half a year's time. Two of each set of launches would be placed into an orbit between that of Eve and Moho (Argon 1 and 3), while the other two would reside between Duna and Dres (Argon 2 and 4). To make the network as robust as possible, the odd-numbered Argon relays would cross-link with the even numbered relays. One of each set would point a dish directly towards Kerbin, while the other would link up with one of the three Neon Heavy satellites. (The fourth dish is always assigned to the "active vessel".) Each of the four launches was conducted by an LV-07 Crescendo, with an average lift-off mass of 182.70 tonnes. The first stage of the LV-07 was enough to loft the payload clear of the atmosphere, after which the second stage completed the circularization into the craft's parking orbit. The second stage then relit once more to complete the Kerbin ejection burn. Many munths later the third stage will perform the capture burn to place each of the four satellites into their intended solar orbits, after which it will be discarded to become interplanetary debris. The final satellite includes a fourth stage engine for any future course corrections or retirement burns. We'll check back with the Argon relays in 140 days (or so) for the first two and 451 days for the second two. The second set of satellites will have launched before all four of the first set reach their target orbits. -- "Interesting." Macfred was busy digging around in the lander's radio equipment, fiddling with the computer terminal attached to it when Thomlock drifted in. "What's that?" "It's a radio. Something we invented after you left. Lets you talk to kerbals that are too far away to scream at without lots of string and tin cans." The look Thomlock gave him would've turned steam to ice. "Ok smartack, I know that. What's it you find so 'interesting'?" "Well, the lander's radio has an auto-transcription module. See?" He pulled up a list of recordings on the display and pointed at one, "See, that's us now." He scrolled through a few entries and transcripts faster than any kerbal could ever read. "This is also the first time I've ever found intact audio data on any of the old ships." He paused over an entry and pointed at it. "See, here's one from several years ago. Definitely from before this place was abandoned." "Ok kid, play one. Let's hear these ghosts of your not too distant past." "Hmm." A bit of scrolling and he decided on an entry. "Ok. This one looks like it was recorded during a Mün landing." Macfred paused the playback. "What was that all about?" "You got me, kid. That one voice sounds familiar." Thomlock reached over Macfred's shoulder to scroll through the transcript. "We should probably send all that back to the lab. See what they think." Macfred ignored him and went back to look at newer transcripts. "Here's another one. Last entry before we came aboard." "And that's it. Nothing more." Thomlock pushed away from the console and towards the door. "Best pull a copy of all that. See what your kids in the lab think about it. Like I said before." "Way ahead of you." Navigation: Next Post
  19. Mmmm. Flying peanuts. Bonus: autmotaically get cooked on the way back into the atmosphere.
  20. That cheesewedge spaceplane looks cool. (And I'm not saying that just because I'm hungry and stuck at home on a newly formed island without anything to eat except peanuts....)
  21. Thanks. At the very least any future "rescues" may get locked in an inert cabin for several munths to "decontaminate."
  22. â€Å's cool. It's Mün you need to watch out for.....
  23. Even on iOS it's no cakewalk. You have to tap your finger and/or thumb on the exact pixel where that top-left arrow box lives and then hit backspace/delete. Most of the time even that fails. I do wonder if there isn't a better solution available in the IPS options, even if it's just making that arrow box thing larger.
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