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Majic

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Posts posted by Majic

  1. Nobody's Fuel

    After a long hiatus, I came back to a fresh install of KSP and decided to start off a sandbox mode session with some fresh designs rather than resurrect my old saves.

    Surprisingly, my first attempt actually made it into orbit. Inspired, I began my usual process of sending up fuel tankers and linking them together with docking hubs to create basic space stations.

    After creating fully-fueled cruciform stations at 500km, 5Mm and 25Mm orbits above Kerbin, I realized/remembered the nuclear engines I was using for all exoatmospheric flight don't use oxidizer. And here are all these space stations loaded with more oxidizer than liquid fuel.

    Kaboom! All stations deleted. Goodbye everything, hello next round of designs omitting oxidizer and featuring a LOT more exoatmospheric delta-v.

    10/10, would screw up again. :cool:

  2. So far, I'm...

    1. Mildly disappointed the new comm system features had to be pushed back, but not heartbroken, and would rather they do it right than do it fast.

    2. Very supportive of the Unity 5/64-bit engine upgrade, because once that's in place and reasonably debugged, it's going to have a huge positive impact on all aspects of the game.

    3. Not concerned about what kind of company Squad is, as long as they take good care of KSP.

    4. Mildly amused at some of the drama, but suggest not letting the different ways we love the game come between us.

    Eyes on the skies. :cool:

  3. This is the most reliable and easy to orbit space station package I've tested so far. The tugs contain a lot of RCS fuel for orienting the station and serve as handy "yard tractors" capable of coupling to standard and large docking ports. The solar panels are handy for powering otherwise "dead" payloads and the lights I like to leave on for darkside operations (and aesthetics).

    Once can criticize, but it works well enough that, with a few minor changes for my tastes, it has become my go-to station for sandboxing.

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