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  1. I guess we’re also not gonna talk about it here but boy this would be a whole lot easier to get exited about if it wasn’t entangled with the Elons increasingly impossible to ignore moral and emotional implosion. Hard not to root for this thing blowing up on the pad at this point.
  2. https://x.com/elonmusk/status/1110329210332053504?s=46&t=Jd73T2beq0JLNtwTy1uR5A Musk has literally said the city will be complete by 2050. https://www.inverse.com/science/51291-spacex-here-s-the-timeline-for-getting-to-mars-and-starting-a-colony And SpaceX’s chief Mars development engineer has said they won’t start off with a base, but with a town. Musk has said it will only be 10 years before the town would be established after the first crewed Mars landing. Note that he began these proposals in 2019, before Artemis was planned. Musk had no plans for research on the Moon, and certainly not enough on Mars to determine if people can live there. Musk has also said he wants to die on Mars. If he has Starship working after a few development flights, an uncrewed Mars development mission has flown, and rapid reuse is perfected, there is nothing to stop him from his “1,000 ships in each transfer window” plan. He expects a million people to be sent to the planet over the course of roughly 20 years. I still don’t understand this “human nature” argument. The ISS isn’t being used to study specific systems for Mars missions because none are in development. It would be pointless to develop without a Mars program in place. The reason we haven’t gotten a Mars program so far is because we have more pressing problems on Earth. That’s human nature, but only insofar as we take care of each other instead of abandoning the majority of people in the name of “survival of the species”. Speculation is not a replacement for excitement. We have to talk about these things to see if they are viable. No one, whether it be a government or a company board, is going to fund experiments for something that might not even work. Would you fund parapsychology experiments without speculating whether they are even worthwhile first?
  3. In an attempt to talk about anything other than the navball, have you seen the new pictures posted? I'm sure people will still complain about how game xyz is so much better and KSP sux and bla bla bla but I think these are BEAUTIFUL.
  4. NSF coverage is hot garbage. Would be fine minus the yammering... but the yammering persists. Ditto Tim Dodd. Utterly uninterested in hearing them talk.
  5. Calling 911 because nobody understands me when I talk about the inherent superiority of Z gauge over HO gauge.
  6. I was there for most of space exploration (my earliest space memory is watching the re-entry of Gemini 12) and I have to at least partly agree with you. You take any course on introducing new things to business and they'll talk about those new things, especially new technologies, needing champion(s). There's a reason Robert Heinlein wrote a story about a businessman drumming up support for going to the Moon and called it "The Man Who Sold the Moon". It has to be sold and resold as an idea, as a collection of projects that need support. (Don't even consider Elon Musk. Look at what he did with Twitter. Find the real story about other things he's done. Like this one.) When getting into space was linked to international competition, it was an easier sale. I remember Isaac Asimov writing about the launch of Sputnik 1 and how it galvanised him into writing much more fact articles and books for the new era. However, don't completely worry about this. If it's possible, the impact of another major achievement by China will certainly have some reaction. Like landing on the Moon. Hopefully the reactions will be useful ones.
  7. The game can’t please everybody! It just has to please the largest possible number of it’s intended audience. If LS feels any more of a chore than planning transfers and dV/TWR requirements, then the design or implementation will have failed! All I see is your pointing out the obvious — that different people have different preferences, and we’re here to talk about them. I don’t think that’s a problem. Do you?
  8. I swear I remember hearing some talk in the past about KSP2 using a graph style representation for ships rather than a tree representation, that would allow for stuff like multi-docking but it seems like that isn't the case so same limitations as KSP1 at the moment am fraid.
  9. Why do you keep bringing real craft UI which is not at all the same as a game and moreover when we talk about the third person view? And also ksp is mostly about spacecraft, not only planes, and generally in spacecraft you don't really look at windows which is different from ksp where you need to know where you land, that's the main argument. Besides, I don't know where you found this picture of Crew Dragon but all I could find is a navball in the corner: For Orion in your message, I won't call that "front and center". So even talking about real life, it's not even a valid argument.
  10. ????? So we can talk about the KSP 2 UI not handling certain resolutions well (for the record: when it comes to the pixelated style scaling improperly, yeah, I agree that is a problem), but as soon as we discuss the KSP 1 UI becoming outright obstructive at certain common UI scales, especially those you can expect console players to play at, it's "[not] too fair"? Not to mention, claiming "if you make it the whole screen, I agree it's obstructive" which, purposefully or not, implies people who play at these UI scales would do so intentionally only to make their experience worse. I think it's completely fair to cite this example. People playing at lower resolutions or with their monitor across the room like in any living room setup is not unheard of, and if anything, it's frankly not fair to pull the rug from under my argument as soon as any criticism of UI scaling poorly blows KSP 1's way. I guess this is a convoluted way of saying: I don't think it's too fair to the discussion to excuse Squad with "the game was designed for and tested at a certain resolution", as if it isn't standard practice to ensure UIs scale well between 720p and 3840p and super incompetent on Squad's part to not do so! Matt Lowne would not configure his game purposefully to make his console experience even worse, full stop. Players playing with the UI this big is not something that never ever happens and is not something devs shouldn't try to account for when coming up with layouts for their UIs. I'll hold Squad fully accountable for placing the navball in the middle so that players have to zoom way out to see the ground below their landers.
  11. Probably... Actually, I'm gonna hop on investigating how it's done. A fun video I remembered due to this talk: The video mentioned in the comment, or rather, comment response above. Yes, you're thinking correctly. This indeed IS the longest text ever put as a description of the link.
  12. 1. The interface. The team had a bunch of nice ideas posted publicly (and probably few more never revealed) but settled for style that neither fits the general feeling of the game (high tech civilization heading to other planets, even stars) but also is barely readable thanks to 15000 different font types, sizes, inconsistencies and general clunkyness of the chosen style - retro pixely text was never good at being easy to read, which brings me to the next point: 2. Accessibility. As widely elaborated here https://forum.kerbalspaceprogram.com/topic/219151-can-we-talk-about-accessibility/ it would be good to have some options, considering that many not only fully featured games, but early access titles as well, have those options. And it's important, if you want your game to be played by everyone without limits their bodies made on them. Please also note that in both paragraphs I'm talking about the style. The layout is fine. 3. Discovery-and-situational-based technology unlocks. As opposed to, once more, the science system based on points. We've been through this already. 4. Actual Mission planner with alarms and transfer windows. I forgot if it's gonna be introduced in FS! but it's nearly crucial for long term simultaneous missions. Since you do have TriggerAU on board, he knows his stuff. 5. Fairings that are actually solid. No more clipping through payloads, please. And some additional structural integrity would be nice if, say, I want to build an interstage fairing and hold the munar module in it. Right now the only place where the fairing is connected is on the base. The open top should also work as structural element. KSP1 sort of allowed for mounting points in the middle, it wasn't the perfect solution but it was something. 6. While I'm at it, surface attachments for the tube parts. Please, I'd like to put solar panels there but I can't. 7. Picking the side of the runway on launch. The other side is much closer to the KSC buuldings if I want to take a drive. And I may want to liftoff straight to the west. 8. Once heating arrives, and some more electricity generation systems.. perhaps a way to turn excess heat from <insert a manufactory process or sthn> into power. Even tiny amounts. Balance it so that it needs to be radiated but when in atmo, part of the heat could be worked through a turbine of sorts. 9. Different surface properties on different bodies. Rock should feel different from grass, grass should feel different from sand, sand should feel different from molten basalt that is solid but still hot and sticky. More in linked thread. 10. I dunno, just some basic QoL features that will make playing more pleasant. There's too many to list.
  13. Guest

    Top 10 Requests

    Programming. A visual scripting system, layered on top of a standard LUA/Python for more experienced players to replace the action group system. It would allow simple conditional action groups even to players that don't care at all about programming, with things as simple as parachutes deploying automatically or lights turning on when there's no sunlight, and get them curious from there. Electric and methane powered props and rotors, along with aerostats and airship parts. We have an helicopter on Mars right now, and it has flown for 65 times already (of the 5 planned), flying stuff, even where you don't have the oxygen for jet engines, is already here in space exploration. Returning from Eve with an air launched rocket from an electric plane has been my favorite KSP1 mission in 10 years of playing the game. A non-resource based and non-lethal life support. I don't care about having to carry Kerbal Fuel on top of rocket fuel, I want to have interesting design constraints given by the environment I'm going to explore and the duration of the mission. Non-lethal to preserve the existence of rescue missions, maybe make that a canon thing with emergency hibernation capsules or something. Robotics But not for props and rotors. Those should be single-part engines, just like wheels and rocket engines. Functional Bases and Stations. Even before colonies, I want a reason to be building a base/station, be it science, surveying, training, tourism, mining or whatever else. I don't want to build a space station just because a procedurally generated mission told me so, i want them to be part of the gameplay loop. Not just colonies, even that small entry level LKO outposts resembling the ISS, it has to have a reason to be there other than "I want a ISS replica" or the game rewarding me a couple hundred science points and then ignore its existence. I'd like for it to be functional. Being able to store/edit/recover specific named crafts. Especially when resources kick in, I don't want my first ever supersonic plane to be scrapped for parts and rebuilt every time it's used. I want to have an hangar with all my built planes, and have them serve multiple missions each. Construction times (and refurbishment) Self-explanatory, not a big deal for people not wanting it, just time-warp it away, but it adds a layer of logistics I would enjoy. A Strong supply automation system. I don't want it to just transfer resources from point A to point B, being able to "Certify" a booster for automatic recovery (and then hangar, and reuse, skipping the construction times the next time you need it), being able to send back to the KSC a mother-plane after it has released it's air-launched rocket. And, on the other side of things, having to do test runs, and hops around the KSC landing pads to "Certify" said booster. Testing environment A test environment of some sort, a "simulation" in which we can test landers, parachutes, gliders, and whatnot in the condition of the target body, but only after we've unlocked it by bringing the right instruments in that environment. The last 4 could all be buildings (or even multiple buildings each), in the bases/stations/colony system for that functionality I talk about in point 5 (A mining rover garage to store your mining rovers on your Mun mining outpost, ILS equipment for the runway at your Laythe AirBase, and a wind tunnel to test new designs...). And, number 10: The color picker. Every other reply here adds it and I'm jumping on that one to. Gimme the hex values for colors, and a custom palette thing where I can save the colors I use more often.
  14. I think the issue with fail-learning is that people talk about how this worked well when the Europeans crossed to the Americas and the US expanded westward, but ignore the massive costs involved in that. Someone from Bulgaria made a good statement when talking about the p-word over on the For All Mankind Reddit. To use it here in the context of how we should go about colonizing space, “yes, the 1800s pioneers were successfully in colonizing, but with great loss of human life along the way. That was fine for the 1800s but unacceptable for modern society.” IMO, I think it’s in engineering where that “fail-learning” is best applied, but a good level of discussion by multiple parties is necessary for ethics and broader goal planning. Soviet space goal planning in the 60s was not unlike Musk’s “we’ll land on Mars in 2024” style of doing things. It cost a number of people their lives, such as in the Soyuz disaster of November 1966. A little more thoughtfulness might have prevented loss of life, and if the program wouldn’t have been so secretive, it might have benefited from think tanks auditing the design bureaus’ engineering practices, in the same way Soviet nuclear strategy was influenced positively by both civilian and military think tanks. That’s not a jab at present day SpaceX by the way. They’ve clearly done well so far, with a darn good safety record and impressive engineering feats. I’m talking about SpaceX in the 2040s or 2050s, which may be a wildly different organization from the one we have now, much in the same way 1990s NASA did not resemble 1960s NASA that much. The Soviet method of management and organization performed just fine for Sputnik and Vostok, but failed when they tried to go to the Moon. There’s a thin line between insanity and genius, and I’m just concerned SpaceX will tip the wrong way in the future.
  15. I’m a little bummed that docking physics is STILL not on the list of things needed to be fixed.. : ( especially since this has been an issue since launch.. about 8 months or so ago. I have reported this issue as a bug here on the forums before. I’ve seen others talk about it on discord. I’ve seen Matt Lowe himself mention it a couple times now on his videos on YouTube. . So I’m confused as to why this isn’t being worked on. This is a major issue that’s preventing me, and likely many others from enjoying the game. Can a dev please reply to this so I know that it’s at least known and if there will be any sort of fix for this soon? I really want to enjoy this game but the docking and undocking is very unstable and has been since the beginning of this games early access launch. Just this morning I was trying to do a mun mission and when I undocked my Lander from my other vessel it blasted it away, up at an angle. Rather than a smooth disconnect and slowly moving away as it should. And recently I was not even able to dock with my other vessel at all. It would just bounce right off the other vessel and would not dock at all. The dock part was previously connected to a decouple, which apparently breaks the docking physics once that’s disconnected.
  16. Chapter 40 Sarah couldn’t believe what she saw. “I should’ve done this years ago,” she said as she looked out of Ascension’s right cockpit windows. “This is… breathtakingly beautiful! No wonder you made sure that you could do this. I’ve heard your descriptions over the years but this… this doesn’t compare.” “Finch is ready to fly, guys,” Frolie said, breaking their reverie. “The departure window opens in 15 minutes. We should probably get going.” “Go have fun,” Sarah said, “I’m going to enjoy the view from our hotel.” * Showing off its versatility, the Arrow 6 Booster launched the previous generation’s modified upper stage into orbit. It didn’t stay long in orbit though; AstroMiner 2 boosted for high Kerbin orbit in pursuit of an asteroid giving off strange radar reflections and residing in a near-circular orbit. Ten days later, AstroMiner 2 found its quarry and approached it. Once it got close enough, it MoS Mission Control saw that it was clearly no asteroid! The perfectly shaped tetrahedron glowed brilliantly and its lights appeared to be animated. There was writing of some kind, but the Ministry of Space Mission Control had no idea what language it was. It really looked like they’d found definitive proof that kerbals weren’t alone in the universe! There was just one problem: The tetrahedron was intricately described in Project Eve’s files. When KSP shared what they knew about Project Eve with the Ministry of Space and the vonKerman Space Agency, they were furious. Finding the tetrahedron, and the commotion it caused, was the last straw… Drax Kerman looked bemused when Gene, the District Attorney, and two Rangers barged into his office and demanded to see him. “Is there a problem,” he calmly asked. “We know about Project Eve,” Gene said sternly. “Oh? And what’s that,” Drax asked. “You know very well what it is, Drax,” Gene said. “Please, enlighten me,” Drax said, trying not to look nervous. “I’ll let your younger self explain,” Gene grinned and said. He pulled out a kPad and played a video. It showed a young Drax Kerman speaking to a young Dolores Kerman. “…Of course I defaced it,” young Drax said. “If Professor Buford is correct, then the glyphs describe the end of the world- and how the Kermantians ended. I can use that, but only if I control the narrative.” “Use it? For what,” young Dolores said. “Think about it, Dolores. If everyone believes that the world is going to end, they’ll buy anything in a panic! Even better, if somehow there was a way to save kerbalkin, governments will pay anything to preserve their way of life! Just imagine what new markets will open up if, say, kerbals had to relocate to… to.. another planet! And because I control the narrative, I can be at the forefront of the profits!” “Y- You’re going to fake the end of the world… for profit?” “Well, it’s not like I’ll get rich right away,” young Drax admitted, “but… yeah! Defacing this wall is just the first step of a long journey that’ll probably take decades to complete. And if you say nothing about this, Dolores, you’ll be rich too…” Gene paused the video. “Project Laythe,” he said, fuming, “was secretly predicated on the belief that the world was going to end. We spent millions of Funds changing our plans from going to Duna to going to Laythe because of that belief. I always thought it was odd that on the eve of announcing Project Duna, we suddenly had to pivot and go to Laythe. But the whole thing was a hoax, perpetrated by YOU! And Drax Aerospace was right there with all the top contracts to assemble the First Jool Fleet and station resupply. Had your lies continued, there’s no telling how many Funds your company would have raked in. “Oh, and we found out what poisons you’ve been administering to Dolores, she’s recovering well.” Drax looked absolutely in shock as the Rangers arrested him and escorted him from his office. “About Project Laythe… What happens now,” the DA asked. “As I understand it, the whole mission was based on a hoax.” “The crew doesn’t know that,” Gene responded. “Only a small handful of people knew that they were going in order to find us a new home. And we’re going to keep it that way. We cannot let this incident become publicly known- it would cause an outrage! “So, we stick to what we officially announced: Project Laythe is about the search for life on Laythe. There is some evidence that life might exist there, after all…” * The crew of Nautilus stopped the centrifuge and turned off the lights to preserve power before boarding the Laythe Ascent/Descent Vehicle. They took their time powering up its systems and performing preflight checks. When they completed, Valentina turned to Jeb. “The ship is yours,” Val said. Jeb grinned and got to work. First, he jettisoned the shroud protecting the K-25B Rainbird- and immediately it sounded like metal wrenched and tore. Next, he warmed up the Rainbirds and plotted a deorbit burn. Twenty minutes later, Galileo performed its burn. “We’re committed,” Jeb said simply. A few minutes later, Galileo hit the upper atmosphere. For the next several minutes, Jeb was fully focused on keeping the LADV right on its glide scope, making small adjustments here and there and closely monitoring its trajectory. He was a jerk, Valentina noted, but he was good at what he did. Jeb made a sharp roll to the left to correct their course, then dove for the ground, all the while keeping Galileo on its proper flight path. He banked the ship in a series of S-turns to slow down, and then banked in a large circle to angle back to the landing site. The LADV continued to slow down. Then he dove for the ground. “Uh, Jeb, chutes,” Valentina said calmly. “I got it.” Seconds later, he slammed the chute deploy button, and suddenly, Galileo violently flipped around as the chutes deployed. He quickly extended the landing legs. Ten seconds later, the LADV landed hard- but the numerous landing legs absorbed the shock. They’d done it! They were the first kerbals to land on Laythe! “Laythe Base here, the Galileo has landed,” Jeb said. He paused for dramatic effect. “Ok, uh, engines off, cabin lights off, comms deployed, ladder deployed. We’ve got nearly a full tank of gas. We can abort at any time. Niiice, we’re 359 meters away from the base. Walking distance. Ok, Val, she’s all yours.” Valentina thanked Jeb for getting them down in one piece, then instructed bill to bring the rovers over. They were within walking distance, but they weren’t ready for a stroll yet. Around since the Münflight days, each rover held three kerbals. Once they arrived, it was time to disembark. The crew decided years ago, before they went into cryosleep, who would step off the ladder first. It was only fitting that Valentina, the first kerbal to reach space, and the first to set foot on the Mün, would be the first kerbal to set foot on another world. Jeb, the second kerbal in space, and the first to set foot on Minmus, followed next, and then Bill, and Bob. The Original Four, the first kerbals to go into space, each one a legend in the Kerbal Space Program, would be the first four to step onto another world. “I’m feeling my age,” Jeb said as he climbed down the ladder. “My knees hurt.” One by one, each member of the crew stepped off the ladder, refusing to say a word. When they lined up. Valentina finally spoke: "We take these first steps onto Laythe for all Kerbalkin," Valentina said. Then she planted the flag. Three space-faring nations made the trip possible, but the crew meant what Valentina said. The first flag planted on Laythe depicted Kerbin itself. With the festivities completed, it was time to get to work. “We have 60 days,” Valentina said, “Let’s make every second count.” The crew piled into the rovers, leaving two behind- at least that was the plan. Jeb grabbed onto one of the rover’s boarding ladders and Bill followed suit. Valentina just laughed, and the entire crew drove to their new home for the next two months. * “I have finished translating what I can of the hieroglyphs,” Adsii said. Both Scott and Gene looked excited. “So that’s why you called this meeting,” Scott said. “Yup! I think you’ll find the translation interesting. I suspect that whatever I was investigating was bigger than the defaced wall…” “I can’t talk about it, other than to say that your efforts prevented a serious embarrassment of several nations. The Kerman States owes you two a big favor,” Gene responded. “I guess we’ll never find out what the big deal was,” Scott lamented. “So, what did the inscriptions say?” “As you know,” Adsii began, “the Kermantian Empire vanished 100 years after the beginning of the Fifth World. Until know, we didn’t know why. The inscriptions tell us what happened.” “Wow! Well,” Gene prompted, “what happened? Don’t keep us in suspense!” “Oh believe me, Gene, I felt that way as I worked on the translation. So, the Kermantians didn’t vanish without a trace- they disincorporated!” “They were vaporized?” Adsii laughed. “No, Scott, the Kermantians uh- in business terms- they dissolved the corporation and dispersed the assets. There were several political factions in the Kermantian Empire. Political strife combined with an inability to maintain their expansive territories resulted in a loss of political control [*]. The various political parties became so sharply polarized that they couldn’t even agree on the simplest things. As a result, the only thing left to do- short of going to war- was go their separate ways. So, the political parties dissolved the Kermantian Empire, divided up its assets, and they separated. To the Kermantians that scribbled on that wall, it was the end of the world. Their way of life as they knew it was over. So bitter were their rivalries, the former Kermantians didn’t talk about it, and knowledge of their origins got lost to time. I guess if we looked hard enough, we might find other records like that wall... “Those political parties spread out across Kerbin and eventually became the modern nations like the Kerman States, the mcKerman Kingdom, and the vonKerman Republic. You see, the Kermantians didn’t vanish- we are their descendants.” * A week after departing Homestead Hotel, Finch circularized its orbit around Minmus and then promptly headed to Refuge. Once the ship docked at the station, Scott and Frolie got to work repositioning the Finch command module and attaching its landing section. It didn’t take long, and once completed, the crew and tourists hopped into the command module for the trip down to the surface. A half-hour later, Finch touched down at Minmus Base- and became the first spacecraft in history to both orbit and land on both of Kerbin’s müns. “You realize that we’ll probably have to retire Finch after this,” Frolie said. Scott just harumphed. “Frolie, want to be the first commercial astronaut to step on Minmus?” Frolie beamed. “You sure, boss?” “Yeah, go make history,” Scott said. “Thanks!” Frolie cycled through the airlock, climbed down the ladder, and set foot on the Mint Mün for the first time. He was excited, but he carefully took a few low-gravity steps away from Finch. He took out the flagpole and planted it into the ground. Everyone was quiet for several seconds while Frolie gathered his thoughts. “Hey, I’m the first commercial astronaut to set foot on Minmus,” he finally said. Not long after, Scott stepped outside to join him. “This is something else,” he said. The pair of commercial astronauts and tourists walked over and took turns cycling through the designated airlock at Minmus Base. Inside, they were treated to a tour of the base by the base’s commander, Tesen, who was also commander of the Münflight 4 and Skybase 1 missions and commanded the second Shuttle Launch System flight. This was her last mission before retiring from the Astronaut Corps, but she remained professional throughout her tenure at Minmus Base. By the end of their tour, Tesen, Rosie- the base’s engineer- and Glesby sat down with Scott and Frolie to discuss improvements to the next generation of modules while the tourists enjoyed the base's cafeteria. After spending the night in Habitat 2, it was time to go. Scott and Frolie said their goodbyes and Finch's crew and passengers walked back to the Finch. Frolie was quiet and lost in thought. “Do you mind if I step outside one more time,” he asked. “Not at all,” Scott said as he worked through the preflight checklist. Frolie grabbed a jetpack just in case, stepped outside once more- and then promptly jumped upward in the low gravity. He looked over at the solar arrays powering the drilling equipment. I should do that next time, Scott thought to himself. “You know what we haven’t tried,” Frolie asked as he reached apoapsis. “Tried? Tried what,” Scott asked. “The exotic matter. We haven’t tried weighing it.” “I’m pretty sure that we did.” Frolie landed on the ground. “Not after we charged it up. We should zap it with an electric charge and then weigh it.” “Might as well,” Scott shrugged and answered, “we’ve done just about everything else.” A couple of hours later, Finch was back at Refuge and being rejoined to its orbital section. After the Drax Minmus Tanker refueled Finch, the vessel was on her way once more, heading away from Minmus and coasting back to Kerbin. * Another week-long journey later, Finch returned to Homestead Hotel once again and was greeted by Sarah and the hotel staff. It was a long week at times, the tourists couldn’t stop talking about their experiences. Scott could relate, and wanted to talk more with Frolie, but he was busy scribbling designs and writing equations. He knew better than to disturb his Chief Engineer when he was “in the zone” so he stuck to entertaining his guests with his exploits. By the time they returned to the Hotel, everyone was talked out. Not long after, Ascension departed the Hotel and performed her deorbit burn. Scott said nothing as he waited for the Mk33 to reach Kerbin’s upper atmosphere. “We did good with these,” Scott finally spoke up, patting the dashboard. “With your leadership- sorry, our leadership, and of course my initial investment, we created the world’s first single-stage-to-orbit spacecraft, we went to Skybase, and we started the space tourism business… “… we created the first commercial space station- and with it, the first space hotel…” “… we captured Magic Boulder…” “… we built the Finch and visited both of Kerbin’s müns…” “… we built the first orbital construction shipyard and used it to build stations around the Mn and Minmus… “… we set up mining on the Mün. We even built the modules in use at Laythe Base. “These are the commercial space ventures of Orbital Dynamics,” Scott said, contemplating their contributions to spaceflight. “When I discovered KSP in 2013 my astronaut application was rejected by KSP, I never thought I’d wind up building so many mods starting my own space company and writing mission reports making history. But here we are. In our own way, we’ve made our mark on Kerbal Space Program. I wonder what’s next…” “Just you wait,” Frolie said, grinning. +++ Stay tuned for the epilogue! - [*] See: The Fall of the Western Roman Empire
  17. Yes, but sinking ships is much more challenging and relevant. Starship would blow up if you strafed it with an 20 mm gun on an plane not to talk about any naval gun as it would be filled with methane and oxygen gas. On the other hand the military has interest in starship, primarily for much larger and cheaper satellites so they would be helpful.
  18. I can actually recommend a really good podcast on spotify on the topic of space race. I am currently halfway through it, it is really detailed while being easy to understand. They talk there about USA and the soviets. https://open.spotify.com/show/28QHTa6Asoh6ETNZ6dNtSB?si=MWSwXZSaRrGgeW3VoDXrhA
  19. My take on this FWIW: the player should have to be able to fly a pod to orbit and back before being able to lock to pro/retrograde. But then the player shouldn't need to do it with every pilot. They debrief, they talk among themselves. They build a better simulator. A player should have to be able to dock to prove they can do it - just like Gemini did. A player should be able to land on Mun. Perhaps don't make the process as long-winded as KSP1. But the player shouldn't get all the aids at the initial stages. The Soviet and American space programs didn't. They had to go work it out for themselves.
  20. If the weekly reports they're submitting aren't up to your standards, perhaps you should talk to them about their performance, see if you can get them some additional training, or just talk to HR and have them replaced.
  21. That sucks, I have had to deal with people like that. It's not your or your friend's fault. It's theirs. File an incident report and talk to the office and counselor. Do your best friend's parents/or guardian(s) know/believe that they wouldn't say any of that type of stuff? If trying to convince the adults is a good option, do it. Whatever you do, don't overreact. Be the bigger person. Don't go after them. You could try to probe them, but that probably won't work. I really, really, REALLY, want to give those girls a piece of my mind. Why can't people just be nice to each other?
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