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xtoro

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Everything posted by xtoro

  1. Yeah I figured I was getting more science than I should, but I wasn't going to complain lol
  2. I might build: You'll only know who that is if you're approaching the old-fart SOI.
  3. Wha? This has never happened to me. What version of Windoze are you using? Seems to not be an issue in W8...
  4. How did I not know this? Time saver! Rep for you my friend!
  5. I want this! But maybe with the rocket logo in the background somehow...
  6. Well, I did it, and it paid off! I lost 2 goo containers because of stupid design on my behalf by attaching them to part of a lander that I wasn't going to bring back with me. But all in all I got pretty much all my funds back and almost 5k in science! Starting to unlock the last tier already! Eve was a separate mission. I had one probe going to land on Eve and do atmo/seismic/pressure/temperature/goo science (which landed fine and got all the science transmitted) and then I had one ship with a probe going to Ike, and a 3rd ship with 2 crewed landers going to Duna and Ike (for a different biome than the probe and a different contract, but also for Eva reports and surface samples). When I launched the 2 ships headed for Duna, that was the last of my funds. I couldn't really do anything else except wait for the Eve ship to land and collect science which also completed the "Explore Eve" contract. Shortly after that was the 2 Duna-bound ships. Now all I have to do is get my Ike probe back to Kerbin to collect more Biome science. My space program is back on track!
  7. That would be cool. I actually find using them now that they're good as is. But looking further down the road with massive launches of bases/landers/rovers all in one go might require that little bitty bit extra. And I'm only talking about the largest tanks. The smaller 2.5m and smaller are perfect!
  8. I'm a multiple ship guy now. I currently have a probe going to eve, and 2 Landers and a probe going to duna/ike. I'm about to send a science rover to duna so they can drive around.
  9. Good point.i guess decoupling something could be a point of no return just like if you perform a maneuver. The reason I would want to be able to reverse warp is for simpler things like when I accidentally time warp past my AP/PE or node from finger fumbling. Then I could rewind just enough to stop the warp at the right time.
  10. Meh, I said what I wanted to say. I'm not the one who started this thread, I'm just contributing my opinion. I really don't care.
  11. Further, I think I'm allowed to voice my opinion. Might have done it the wrong way in a bit of a vent, but I'm sure I'm not the only one disappointed with progress when things like destructible building are made instead of furthering gameplay feature. I'm very happy with the new aero model in 1.x, but i think it should have been done long ago. And I still feel that they spend too much time on the wrong things, but that's just my opinion. I feel that they would be better off being proactive and reading suggestions in the forum to implement instead of waiting for mods to be made.
  12. Yeah ok, well I should have clarified that I dont mean the code itself, but the idea of it as a feature.
  13. I think this could be done by changing the warp speed to a negative value, reversing the rail system. I say it must be doable...
  14. Haha I find this quite funny because I said they would integrate a bunch of modder stuff 8 months ago: LINKY : http://forum.kerbalspaceprogram.com/threads/97039-Good-news-everyone%21-KSP-enters-Beta-version-What-you-like-the-most-what-you-don-t?p=1483068&viewfull=1#post1483068 Mind you I was one version off, but still happened like I said it would. I wouldn't call it stealing though. I would call it: Squad sitting back and playing their game and making 3d animated movie clips and twitch videos of themselves playing KSP while the community of modders is hard at work making features for their game which they will implement in a future release if people like it.
  15. 2 versions of FTP maybe then? 1.5x and 2x? I'd be fine only having the double length ones.
  16. I did it once, burning all the rcs right before hitting the water and survived, but I won't try it again...
  17. Gah, you guys aren't helping me go forward with your horror stories! LOL
  18. After looking around to figure out how to weld myself some longer tanks for 1.x, I stumbled across your tank parts. So happy! Thanks a bunch! Also, are you going to be doing any double-length parts or just 1.5x length? Either way, rep for you!
  19. Just curious because I'm about to send a huge ship with landers to Duna, Ike, Eve and Gilly to complete multiple contracts and get mega science. I'll be landing everywhere but Eve (for now) and then returning to Kerbin. But, this is literally using ALL my funds. The payout will be huge, but there'll be no quick-loading if I mess up. My biggest worry is the Duna landing. Ike and Gilly will be easy. Anyone else take an all-or-nothing risk like this before? If it's a complete failure, I'll be trying to land and recover old probes and whatnot to cash in on scrap parts so I can maybe ferry some tourist or redo easy contracts to rebuild my bank. I'm trying really hard to not make a copy of my save folder, just in case lol
  20. Hah nice! Great minds think alike! Before I got the big solar panels I needed a way to cluster the smaller ones to have enough juice to run the science lab. Mine's a little different. The moving parts are not in a fairing or cargo bay (didn't have those yet either). But I went a different route: Here's the entire thing ready for launch And here's where I went a different route. Each solar panel array is its own probe with panels of course for power, and a bit of RCS to reorient themselves into position. They have 2 docking ports, and one of them is at a 90 degree angle: So I detach and fly each piece individually using the probe's reaction wheel and RCS thrust, no tug ship. Then I end up with this: I figured that if that wasn't enough power, I could just send up more and keep attaching them. I could have probably just added 2 sets of 8x radial panels around the fuel tank, but what fun is that?
  21. Want to add a probe to your mission that isn't heavy and doesn't cost a lot so you can grab some cheap extra science? Then you need the Bitsat! Kerbal engineers have been struggling with budget cuts due to so many mission failures and have resorted to taking any old parts they find in dumpsters, gluing them together, and reselling them as "new products". This tiny probe uses RCS propulsion to get around. Its dual solar panels and tiny battery will keep it humming along all the way down until it crashes into the surface, or doesn't crash, whichever. Stats: Weight : 0.855t Delta V : 1940 Funds cost (without science gear) : 3570 Use, remove or replace the existing science stuff glued to the sides with whatever you want! Glue removing solvent sold separately. Comes with 5, yes that's right, FIVE antennas! 4 of them are just for looks, but I mean, look at it! Cool right? (Ensure you extend antennas for maximum coolness factor) Order yours today! The first 500 customers will receive the satisfaction in knowing that they're one of the first 500 customers to own such a nice probe! Or, download it for free, which is also cool [url=""]DOWNLOAD FROM MEDIAFIRE How to use: Attach a decoupler to the bottom of it like any other rocket. To fly, ensure RCS is on and throttle up. For more detailed instructions on how to fly a probe, please google "KSP how to fly a rocket". Cheers! XT
  22. I stopped putting brakes on my space planes for Kerbin a while back, might be better for other planets though, like Duna. I also stopped landing just a capsule with heat shield and instead I land the entire last stage with no explosions. Set PE to 35km, point retro and land with chutes. I think reentry heat is a little weak to be honest.
  23. Haha, thanks. I'm already waiting for MSS to get updated, or someone else come out with a mod for multiple solar systems. I'm starting to feel confined in this system lol And, I can start on the sequel which I already have in mind which takes place in another solar system
  24. I would install the mod that adds other solar systems. Then build a mothership likely 15-20 kilometers long (picture a Titan from Eve Online) which would carry other motherships which carry smaller ships. Then I would go from system to system dropping off the smaller motherships which would explore and colonize each system. I would also have to be able to carry hundreds or thousands of Kerbals.
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