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  1. No more talk of darkness, forget these wide-eyed fears. I'm here, nothing can harm you, my words will warm and calm you. Let me be your freedom, let daylight dry your tears - I'm here, with you, beside you, to guard you and to guide you.
  2. No Mountain High Enough Before I start, I just wanted to say thank you all so much! The thread has reached an incredible 10,000 views! I would've never expected such a positive reception, and your support and kind words mean a lot to me as I continue to write this story. Beautiful desolation, as Buzz Aldrin put it. As the crew of Orpheus 1 stand in awe of the lunar landscape, they are reminded that they have a busy surface stay ahead of them. EVA 1 is dedicated to the crew setting up the first set of surface instruments and experiments. On top of this a few deep surface samples are taken. The EERM for this mission is rather different than the original unit used on Apollo 27. After the blatant stability and performance issues, the vehicle's chassis, suspension, and drivetrain were given a complete overhaul. Now looking more like a 6 wheeled lunar pickup truck, the EERM is expected to handle much better for this mission, and NASA expects the crew to put it through its paces. Launched 2 days after ACOV departed from the Moon on a Jupiter 423-A, the EERM will be landed once again by an automated LM descent stage. Although this isn't the optimal landing setup, it is the only available option as Grumman begins to jointly study new landing vehicle designs with NASA for missions beyond Orpheus 3. Once the crew complete EVA 1, they are allotted a rest period, as the EERM and its descent stage reach the Moon. The crew begin preparing for EVA 2 after they awake to the song "Ain't No Mountain High Enough", as the rover begins its descent to the lunar surface. The landing site is an area roughly 2 kilometers north of the ALSM's location. The astronauts will take a slower pace walk to conserve oxygen until they reach the EERM. Upon landing, the EERM is autonomously rolled off and deployed. The descent stage purges and safes itself, and the crew begin their 1 hour walk to the rover. Reaching the rover, the crew step onto the back, as it depressurizes and allows entry for the astronauts. Hatch closed, the rover re-pressurizes and the crew are able to take off their helmets for a much more relaxing ride back to base camp. Once they have returned to the ALSM's landing site, they disembark the rover, and conclude the EVA by deploying the second and final set of surface instruments. The crew are then given the next 2 days to focus on scientific work on samples and other materials inside the lander, before embarking on Geology Expedition 1. This covers a total of 50km around Mare Crisium, with many stops to collect samples and record data from portable instruments. There are 4 such trips throughout the course of the mission, on top of 3 more EVAs. Each of the 4 trips takes a different direction from the landing site, effectively trying to form "quadrants" of exploration around the landing site, with each GE being dedicated to a quadrant. This leads to a staggering total distance covered of nearly 180km. The redesigned rover holds up exceptionally well, and is definitively a necessary component of Orpheus missions going forward. But after 2 fruitful weeks on the lunar surface, for the crew of Orpheus 1, their time on the lunar surface comes to an end. Departing from the surface on May 26th in the early morning hours back on Earth, they are content in their job well done on the Moon. Rendezvous with ACOV is successful 3 hours later, the crew dock to their spacecraft, transfer all of their equipment and samples, along with themselves, and bid farewell to the ALSM. ACOV then performs a rendezvous maneuver of its own, to reach Tranquility for refueling before the return trip home. Arriving at Tranquility, an anxious 2 hours pass as ACOV is slowly refueled. The fueling job is accomplished by a deployable mechanism on the side of the tanker module that attaches to a fueling port on the service module. The same pressure differentiation process, on top of some assistance from pumps on the mechanism, permits the transfer of propellants. There are two mechanisms and two ports to accommodate the transfer of both fuel and oxidizer. As mentioned, the process takes about two full hours, after which ACOV undocks another 30 minutes later, and gains distance from the station before performing the Trans-Earth Injection maneuver. The cruise back to Earth is rather uneventful, only characterized by a few (just a few) hiccups with ACOV's new navigation and star tracking system, which is largely derived from the Space Shuttle's. The computer which controls the system has a bad habit of shutting down and rebooting itself with even small errors. This will likely be fixed to make it a more robust system before Orpheus 2. Screaming through Earth's atmosphere 4 days later, a gentle thud and blast from the retro rockets concludes Orpheus 1 as ACOV performs the first ever touchdown of a US crew capsule, on the dry lakebed of Edwards Air Force Base. Touchdown, as opposed to splashdowns, are an essential part of reusing ACOV, and will minimize the refurbishment and maintenance necessary between flights. With the first of a new era of lunar missions complete, next up is the all-important first half of the Mars Collection finally arriving at the Red Planet. On May 26th, Mars Scout successfully inserted itself into an elliptical orbit between the planet itself and Phobos, the innermost Martian moon. This orbital location is ideal for planned flybys of Phobos and eventual flybys of Deimos as well. Following it up, on May 28th, the Erikson lander separates from the orbiter stage a few hours before its insertion maneuver, and comes screaming through the Martian atmosphere, before deploying parachutes, and separating out of its aeroshell, making a soft landing on the Martian surface in the Srytis Major region. However there are some major issues... To start, although yes it is a successful landing, two of the instruments immediately fail after landing, one of these being the main television camera on the lander. This means that the Erikson lander cannot return back color images of the Martian surface, on top of the other failed instrument being the internal hydrometer that was to detect moisture content in collected soil from the onboard scoop. Thankfully the rest of the lander is functioning as intended, and will continue to perform the planned scientific mission. The orbiter stage and Mars Scout are also working as intended, and will return their own images of Mars. There is also still a second identical Orbiter/Lander with the second half of the Mars Collection. Keeping the Viking name trend, it is named after the King of Norway during the invasions of England in 1066, Harald Hardrada. The Hardrada mission will launch at the end of 1986 during that transfer window. With these missions out of the way, the rest of 1985 is comparatively sleepy. The headline Galileo launch has been postponed to next year due to an issue with one of the spacecraft's electronic buses during environmental testing at JPL. With that major delay and minor PR crisis, NASA looks forward to a positive few Shuttle missions, as Columbia returns to flight on STS-81E with a new crew to Skylab. This flight ties Columbia with Atlantis for the record of most flights by a single Orbiter, and this race continues to heat up as Challenger and Discovery are not far behind and both seeing regular use. Speaking of Discovery, the next flight just a few weeks later, STS-81F, performs the second deployment of the Long Duration Exposure Facility. Retrieved back in January 1984, it has proven to be a fascinating platform for space science, which pushed NASA to deploy it a second time as soon as possible. This mission is short and straight-forward, concluding successfully after 3 days in space. With all this talk of NASA's accomplishments, the Soviets decide they'd like a bit of the limelight. The world's foremost communist nation has been undergoing quite a lot of turmoil in this part of the 80s. Their leaders keep passing, with Chernenko dying in March of this year. But the newest head of the USSR is different. A man by the name of Mikhail Gorbachev. He brings a new attitude to the world superpower, he stops to talk to civilians on the streets, he is far less threatening and aggressive, and his wife is one of his closest advisors. The Reagan Administration remains weary, but the two are scheduled to meet at a summit in Geneva this November. Politics aside, Gorbachev is supportive of the restructuring of the space program, and pushes them to finally select 2 new robotic spacecraft to be launched by 1991. After much deliberation, they choose the unique route, in order to snag a few firsts. The first spacecraft, Tserera 1, will be a Ceres orbilander (orbiter/lander spacecraft) that will be the first to visit, orbit, and land on the largest object in the asteroid belt. It is expected to be launched by 1989 or 1990 if all goes well. The second spacecraft, Merkuriy 91, will be the first spacecraft to orbit Mercury, the innermost planet. As the name suggests, it is expected to launch in 1991. Both spacecraft are expected to launch on Sokol-K, where its new hydrogen upper stage will be very useful. To conclude the year, as Reagan and Gorbachev shake hands at the Geneva Summit for the first time, NASA holds a press conference to detail its progress on the Magellan mission architecture. It is, in total, a 3 hour long conference, but a summary is published in the major newspapers the next day. Magellan 1 is now NET 1992 Michoud expansion is expected to be completed in 1988 Good progress on early architecture pathways, teams are still submitting designs and refining options Funding is above threshold, no delays expected from budgetary constraints Looking into Japanese and European partnerships Long Duration Skylab Endurance Mission (LDSEM) will be conducted next year to study the long term effects of the transit time to Mars. With this promising update, 1985 is concluded. As everyone looks forward to an incredibly busy 1986. Компонент 1 станции доставлен на Байконур, график запуска остается в соответствии с ожиданиями.
  3. How would Kerbals structure calendars? In Earth, we have days, weeks, months, and years. And, from what we see in the game, Kerbals have a very similar way of telling time. Except, we only get days and years, and nothing in between. However, this is still a lot of information to start with. Let’s start with structuring weeks. On Earth, a week is 7 days. On Kerbin, a week could also be 7 days. If we do the math, 6x7, which is 42, a Kerbin day can fit perfectly into a 7 week period. This doesn’t translate very well when compared to a year, though. If we do 426/7, we get 60.8571429, which is a really odd decimal. But if we do 426/6, we get a round 71. It’s be easier to structure a calendar like this, so a Kerbin week is most likely 6 days. Now, what about a month? On Earth, a month is averagely 30 days. If we do the math, 30 days fits well into a year. 426/30=14.2. Much like on Earth, Kerbals can shift around days, making months longer or shorter. Therefore, Day = 6 Hours Week = 6 Days Month = 30 Days Year = 14 Months I hope you enjoyed my Ted Talk.
  4. ANNOUNCE Release 2.4.7.4 is available for downloading, with the following changes: A serious regression was detected on 2.4.7.3. The code intended to fix Issue 307 triggered Yet Another Bug on Editor™, and had to be removed. This, unfortunately, resurrects #307. Closes Issues: #314 The Editor is screwing with me again when scaling Parts with PartModuleVariant ReOpen Issues: #307 Attachment Points are not being scaled (or being reset) after changing the Variant A SERIOUS REGRESSION were (finally) diagnosed. The fix for the Issue 307 ended up triggering a new bug on Editor (or an old bug in disguise), what lead into the problem reported on Issue 314. Exactly "how" this happens is (hopefully) diagnosed, "why" I will never know and "when" is currently work in progress - the aim for the next TweakScale release is to close again #307, but without screwing anything else this time. Until there, please select your Variant before scaling the part, what's exactly what you had to do before 2.4.7.3 anyway. I'm not happy with the time I took to finally understand the problem, but I least I could issue a fix in less than 2 hours after detecting it. My apologies for the borkage on the wild - but Real Life™ and Day Job© sometimes conspires together to screw my life, and the last 8 weeks were being royally screwed - and the few days I got to rest I, well, rested. @AnFa, I'm afraid I didn't managed to diagnose correctly your report, my apologies - but as a matter of fact, I think you were bitten by BOTH problems are the same time (mine and ReRoot). In a way or another, if you are still using TweakScale, please check this fix, thank you. Know Issues Attachment nodes are being reset when changing Variant on a scaled part. Please change the Variant before scaling the part as a temporary workaround. See issues #307 and #314 for the gory details. There's a long standing issue on TweakScale about scaling ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScale, and it will only be really fixed on TweakScale 2.5 (when this thing goes gold) The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall. For SmokeScreen, you need: SmokeScreen itself. Real Plumes (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes. For Waterfall, you need: Waterfall itself. StockWaterfallEffects (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects. See Issue #27 Disclaimer By last, but not the least... And since we are here, a very important disclaimer and serious warning: please, pretty please don't give attention to character assassinations attempts against my add'ons. I'm perfectly aware that they are not perfect, but under no circumstances they are malicious. There's absolutely NO CHANCE any of my code would do shady things on you, neither try to force you to do something by your back. I may bork trying to do the right thing, but it's all. In special, this crap: is, well… CRAP!! That "shady ass version of a Module Manager tampering library" is a tool to PROTECT YOU from fatal mishaps on installations: You forgot to install Module Manager, or by some reason it isn't operational? It will bark on you. You installed an older version of MM by accident, what fools KSP on using the older version? It will try to fix it, and then will bark on you so you restart KSP and use the right one. You installed a different version of MM by accident? It will remove the alien one (no matter what it is) so the MM you want to use will be safeguarded against replacement. You screwed something while trying to get rid of PD Launcher? It will bark on you, warning that things are not going to work 100% fine, no matter what anyone else tells you the KSP.log ending up on the wrong place is already a sign that you should not do it this way!!! You forgot to install a dependency that makes TweakScale to bork? It will bark on you and prevent you from loading the game, what would destroy your savegames!! You forgot to install a dependency that makes KSPIE bork? Same thing! You have any Add'On that screws up the savegames if incorrectly installed? Talk to me and I will implement a WatchDog for it. And since Module Manager (forum) itself is being prevented somehow to yell when Reflection Exceptions are detected while loading DLLs nowadays (see Issue 312), Module Manager WatchDog is, now, the only defense you have against such borkages! And even this "shady" feature can be easily disabled when using CKAN or any other PackageManager that handles itself the problem, as we can see on this link. I never pushed my weight on users, and this will not change. I have my share of problems to fix, I'm not denying it and I'm bashing my cheeks to have them sorted out. No one needs half baked, unfunded and easily refutable (the freaking thing is OPEN SOURCE, damnit - anyone can read the code and check themself!!!) accusations to be added to my already significant workload - unfortunately, this means that I will need to defend myself from such crapness as I'm doing now. This is not even about my reputation anymore (I don't need help to screw it up myself!! ), we are talking about people intentionally putting users at risk. I will not even try to speculate about the reasons. (sigh). Vida que segue. This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right Now. SpaceDock. Right Now.
  5. The list of of alumni of Bauman* Moscow State Technical University reads like a who's who of air, space, nuclear and arms industry - Zhukovskyi, Korolev, Chelomei, Sukhoi, Tupolev, Myascischev, Pilyugin, Lavochkin, Dollezhal, Nepobedimyi... to this day, pretty much only Bauman graduates are considered for the assignment of a Soyuz engineer. * Nikolay Bauman was a small-time veterinarian and the leader of Moscow's Bolshevik cell who in 1905 got killed during a demonstration nearby; he had absolutely nothing to do with the then Imperial Moscow Technical School. There is, however, one Baumanka graduate most people really don't like to talk about: Alfred Rosenberg, of Revel (now Tallinn), a literal achitect turned writer, as well the figurative architect of the ideology of the German National-Socialist Workers' Party and the Reich Minister for the Occupied Eastern Territories. Evidently, history likes to try to put a spoonful of tar into every barrel of honey.
  6. It is sadly a very common denominator for people to talk about wobble forgetting you're supposed to use the same tanks, structural parts, and many other stuff to create things that aren't rockets.
  7. The issue is that all we seem to get about anything are excuses rather than fixes. Like Rayne I don't and won't go to yet another discord for answers. I have to sit on way to many of them as it is, but the lack of communication and what communication does go out is bad, Like I thought honestly that Frontier Development had set my bar of 'can't be any worse than' after their handling of Elite Dangerous over the years but ever since the "We are cutting back post" things here have gotten worse. It shouldn't be a big ask for Community Managers to take 5-10 minutes out of a week to get a round up of what is going on and be able to communicate it, I mean it's part of your job. It shoulnd't be 7 months in that we still have zup, nada, no idea of when the updates for features that were promised to be 'rapidly put out' are and some how the few video's that have been released by you all don't fill me with confidence of late either, as core fundimental items that should have been dealt with before EA are being tossed around like 'well hey we got 50$USD from these suckers we are living on their dime now" and while that might not be what is intended it is how it feels. While I want to say congrats to Mike for his recent personal events, as a customer and a consumer at the same time those personal events should not have the roll on impact that communication and updates with the community fall behind. Especially given that it's not like what has happened was 'sudden' either it was kinda going to happen and based at least roughly on how events go you've had as a company 7 months to plan for 'fixes' so to be 'hiring' at the point when it becomes a problem kinda makes me even less confident in how things are being ran. There are a thousand and one ways that you all as a company could be communicating better, there are thousands of examples heck one of the easiest would be to do something as simple as this https://trello.com/b/HsMiJggJ/heatblur-public-roadmap and that btw is from a very small developer, but I've seen larger companies do the same. But the lack of comms and then the trickle of well we shared some ss's or a talk wtih a dev that's communications isn't. 7 months and we have 0 featuers from the Roadmap, we don't even have all the proper features that were promised to release 'quickly after launch'. And what's worse Community Managers whom won't actually go to bat to get those answers it seems. One thing I'll say about Rayne is that while we might have butted heads on the old forums once or twice she at least always did her best to get the community answers.
  8. Set to right before talk. They are working with Berkeley on using an objective mirror that already exists for a ground telescope as a SS launched space telescope—several meter dia objective. (7-8m, Webb is 6.5m)
  9. Eh, how many videos have we seen from the developers about the game (not talk show) after release? I think the fingers of one T-Rex paw will be enough
  10. Are we talking about the real problem now? Because if yes, then I can say something about it. Assume we want to keep the Rigidbody+Joint idea of KSP (which I think is not bad) and lets say we want to keep the idea of wobble and failing rockets due to non working connections and stuff like that (which I also like). Then what is the problem with that? Well, it's that when you connect a heavy part to a light part and then again to a heavy part, that won't work. This is what I call "mass inversion" in KJR Next. You have this e.g. when you add decouplers (with their own Rigidbody). And that's all. This is the only problem. You need to fix those "mass inversions". (h - h = good / h - l - h = bad) One idea is to hope for a redesign of Unity... or PhysX. And I know, one day they will do something... like e.g. adding other properties which define strenght and not only mass. The other idea is, to build an additional joint from the heavy part to the heavy part and not going via the light part. Again -> look what KJR Next does. And then, we sometimes still have other instabilities... but those are small and we could talk about them in a very different way. Most (if not all) of the problems come from those mass inversions (at least in KSP 1). Some problems like oscillating vessels come from poor SAS. And this solution works for everything. From huge to tiny ships. Interstellar ... whatever. Because it addresses the problem in the game engine. (other solutions with not adding some additional joints could work too... but, in the end you need to get rid of the h - l -h connections).
  11. Ji, ji, ji..... I see that everyone took the bait that was thrown at them. Will they spend months trying to find solutions and come up with proposals? And in the meantime we will not talk about the fundamentals, the final delivery date. Ji, ji, ji.....
  12. It seems to me that the strength and mobility of the connection on the tank does not depend on what is connected there next. Simply because the force is greater, it bends more. Just like in the real world. Disabling mobility in many cases will most likely lead to bugs and fun Danny's videos. In general, it seems to me that this is more like talking about the problem in some extreme cases. In KSP2 it is difficult to make a replica of the Saturn-5, this would be corrected. And the talk that something in the game needs to be done right away well so as not to come back seems surprising to me, looking at the road map, for example.
  13. That's why we need to talk about the problem. We need to understand it and then we (or, the developers) can try to implement a solution. So... what is the problem? ... the answer is easy: it is Unity. As long as you use Unity + RigidBody + Joints, you will have all the problems that you have, when using Unity + RigidBody + Joints. And those problems are well known, fully understood and we also know what can be done to against it. What works, what not. So... it's not like flying into a completely unknown part of the universe. We know why it is what it is and what can be done! Why are we talking about it, as if nobody has an idea what is going on? And by the way, for the "autostrut" discussion: we also know autostruts. We know how they work and why they are not a good idea. Why are we then talking about "autostruts yes or no?" instead of "why are they not good?" "what is the problem with them?" "can we find a better implementation?" "are there ideas?" ... it's so annoying to read about this without seeing a real discussion about solutions!
  14. Alright Good People, I'm very sorry but have to come clean now. I am so incredibly thankful to SQUAD for giving us the opportunity to even if sometimes faulty, give us the opportunity to simulate some of our nerdiest dreams. Those dreams that we only dear to shear with our computers or consoles lol. Ksp allows me to peer with people that understand what Delta V is with out they looking at me as if I just insulted their mother. True is that I studied Law and I did so at a place some people say is the best place in the world to do so. With out dropping the H - bomb as I like to call it. Ksp made me not only change studies but also school, luckily both in same city. Judging from your opinions and answers you all are smart to the last hair in your bodies and make me feel at home among fellow nerds. When it comes to de delay. I could not give a blank, I did not even know about it until I read it was delayed lol. But I guess since we all were so satisfied playing the game as it was, we won't have have a problem continuing doing so until this new stuff comes out right? Actually I agree with those who say not to ruin what we already have that is working just to put new stuff out. I guess other game developers don't have to keep true to the laws of physics in space, they can from time to time be a female dog. Please forgive my trolling nature, but the rumor was that this is the nerdiest forum on the world wide web and I'm not disappointed. Keep orbiting and may the delta V be with you always. Would it not bee cool if MIT had a ksp tournament where everyone could participate? Someone up to it? With real life prizes and stuff?
  15. Maybe the argument should come less from the perspective of realism, and more from one of, is it FUN to require the player to use struts in this specific situation? As in, does it contribute to the stable rocket puzzle? Or does it get to a point where we're being forced to strut excessively? It's important to keep strutting down, if we can, to reduce part count and ease physics interactions between additional joints. There are cases where struts should definitely used, but like even Nate has said, vertical rocket stacks probably shouldn't need to be strutted to themselves to stay stable. I think that's the biggest gripe when people talk about wobbliness, though I welcome different perspectives.
  16. YEAR 3, DAY 288 - AURORA 1 Back to the Mun... I got a bit carried away with the screenshots for this mission, so it will split into two parts (much like Munar 1!) This is part 2. Crew: Jebediah, Bob, Valentina Aurora 1 approaching the Mun After a day of drifting through space, Aurora 1 finally arrives at the Mun. It's been a long time since even a probe has felt the tug of the Mun's gravity, as exploration of the Mun has kind of been at the bottom of the list for Beyond. Thus, still much is unknown about its surface. But hopefully our new long-term exploration program uncovers more about the wonders of the ancient object. For the next hour or so, the crew watch as the Mun gets closer and closer to their spacecraft, until it's right on top of the them! As the spacecraft reaches it's periapsis, it begins it orbital insertion burn. We've done it! We have Kerbals circling the Mun! But that's not all, as now the crew must prepare for the actual landing part of their mission. You know, the part that's interesting? Bob goes for an EVA, and inspects both the command module and lander. Once everything is confirmed to be okay, Jebediah and Valentina transfer into Nugget, and undock from Chicken. They now begin the most dangerous part of the mission. "Mission Control, we see Kerbin on the horizon. Beginning de-orbit burn." - Jebediah Kerman The lander slowly coast down to the surface, and once it reaches 5km, the suicide burn begins. It'd extremely nerve wracking, and the lander has to pitch up a few times to continue flying, but in the end... ...they make it too the surface. "Nugget is on the plate, I repeat, nugget is on the plate" - Valentina Kerman Nugget is the first object to stand on the Mun since the Munmun Rover... so maybe not that long but still. The crew spend thirty minutes on the surface, preforming science and whatnot, before they suit up and prepare for their EVA. Jebediah is the first out of the hatch. "Stepping down the ladder..." "Mission control, it's good to be home!" - Jebediah Kerman Not just mission control, but the world erupts into a frenzy of cheers! Kerbalkind was once again another worldly species! Brand new, higher def video cameras capture the moment in better quality. After about a minute of frolicking, Jebediah turns around to face the ladder to give Valentina a hand. She steps off and they both begin to talk to each other, debating whether they should or shouldn't stay. The decide to stay. Jebediah prepares the flag, and the crew pose for their flag shot. After the ceremonial stuff is over, the real job begins the crew begin to explore the area the lander. Science collection CREW VERBAL LOG JEBEDIAH KERMAN: Val! I found evidence of life on the Mun! A giant bird's nest! VALENTINA KERMAN: That's called a crater, Jeb. JEBEDIAH KERMAN: How do we know a bird didn't leave it? VALENTINA: How are you a kerbonaut, Jeb? After around 30 minutes on the Mun's surface, the time comes to board back onto the lander. Jebediah climbs into the lander first. Once in the lander, the crew will stay on the surface for one more day. This will be a test of long term habitation of the Mun, as crews on future mission spend longer and longer times on the surface. 1 DAY LATER... Aurora 1's surface time comes to a close, and the crew begin preparations for liftoff from the surface. Blah blah, orbit, you get the jist. Next is the rendezvous and docking with the Command Module. Rendezvous burn The crew dock with Chicken, and transfer over their science. They then prepare the burn back to Kerbin. They'll be bringing the lander back with them, so they don't pollute Munar space. It'll be separated the moment they leave the Mun's SOI. Undocking lander Parachutes deployed Aurora 1 has made it back home! A new frontier of space exploration has opened, and Kerbals are back on track to becoming a multi-planetary species. Next Aurora mission: Kerbals back on Minmus.
  17. Hello all, For those looking for a KSP Podcast... So we've been running a KSP podcast for many years (since 2015). Due to one of the hosts previously having some serious real-life issues (me, actually), it has stalled a couple of times. But we've recently come back with a rigid schedule that has us recording every two weeks. I am wondering if this community is aware of it, though? The four hosts were all KSPTV streamers (Matoro (formally MatroroIgnika), TheReadPanda, DigitalPsychosis and AkinesisGaming) on SQUAD's own Twitch channel when it used to run, so our community is centred around there mostly. I thought I would take an opportunity to reach out to the (very obvious!!) KSP forums. There's no doubt that we discuss KSP2 on the show now, but we still play and talk about KSP1. We also talk about space news, astronomy and science after our Kerbal discussion - it's not solely about KSP, but Kerbals are at the centre. The show is recorded live on Twitch at https://twitch.tv/matoro, or you can download the show 'Boosters and Spacetape' from pretty much any podcast platform. If you have a favourite platform that you want us to add, just shout it out. Because our audience is with us live on Twitch, our interactions happen as we record. However, it would also be nice to have some off-line interaction too from 'at-home' listeners. Constructive feedback is very welcome. There we are - a KSP podcast that has been established for quite some time, and will continue to run for some time to come (for better or for worse!!). Just Google 'Boosters and Spacetape' and we'll pop up pretty much anywhere. Here is our Libsyn player: http://boostersandspacetape.libsyn.com We look forward to hearing from any new listeners! All the best, Dan
  18. Manfred wakes up in a medical bay in an unknown facility. The medic catches him up on what happened and tells him the Riptide Commandos brought him here for observation. It turns out he's in New York City, at the CCC-NW Branch Headquarters. He is then escorted to an office by two armed guards. There in the office sat Director @TwoCalories behind a desk. He gestures to a chair, and Manfred takes his seat. The Director starts to talk to him. He asks what he was doing, as he was last known to be dying from Acute Dust Poisoning over forty years ago, and a cryopod, along with nine other CCC agents thought to be dead, was labelled with his name at a mysterious bunker. "Now, no CCC documents state that you or the other nine were put into cryogenic stasis. This bunker is not on any map, and we were very thorough. We've contacted the CCC-SW, and they couldn't give us any answers. So, we thought you could. What was that bunker? Who are the nine agents? Is there anything we should know?"
  19. I'm loving the dev chat format! More of this! And I love hearing engineers talk about the nuts and bolts of the issue! That being said, I'm not sure what we learned that we didn't already know. We already knew it was a complex issue and that different solutions have pros and cons. Couldn't that be said about literally every choice made during development? Nate's follow-up post is encouraging but, yet again, it's a case of telling us rather than showing us. It's good to know, though, that many solutions are presumably being explored deeply, and I'm excited to see what the ultimate one chosen is!
  20. Feel free to talk about the License agreement, how it applies to the industry, etc etc. But as soon as we start trying to apply it to any one jurisdiction, people get confused and arguments arise. To avoid any needless bickering over topics the vast majority of us have no official training in, please don't give legal advice. Some more content has been removed.
  21. One thing EA has taught me is that Intercept's PR is exceptionally well versed in saying something that sounds like something else. Afterwards you can't really say "you promised x" because they never actually said that. Yes, that's toxic and creates distrust from your customers in the long run and here we are. Maybe I'm overly negative but I didn't see words like "address" or "solution" on the announcement. We do have announcements about timelines of when they will announce the timeline of bug fixes. This one isn't even that. It's just a talk.
  22. Lets talk about Eve landers here, with docking or no, i believe that some of you are having a hard time, feel free to ask questions, or answering questions related to Eve landers
  23. If you're not coming here with the idea that people playing multiplayer are only interested in "Shooter 23 from Megacorp", you're not not so subtly hinting at the idea that they are too dumb to play KSP, that the only possible outcome is griefing of your work, or that the game is somehow too much for the attention span of the multiplayer crowd then those weren't pointed at you. I'm not telling people that they should enjoy multiplayer if they don't, just trying to shine some light in a huge portion of gaming that, when it comes to this forum, is only seen through the worse possible stereotypes and misconceptions. The narrative brought by people clearly not interested in multiplayer is as far from the actual experience as it can possibly be, they're thinking Fortnite or LOL when we have a ton of examples of games that are way more similar to how KSP2 multiplayer is going to be. I love D&D, but sadly in my group we never managed to start a successful campaign (We can manage the time in games like Minecraft and Factorio because we can play even if someone is missing, and we usually do). If I can borrow it as an example what is happening every time we talk about multiplayer on these forums is that what the Dev talk about is a D&D campaign and people react by using as an example and taking at face value the common jokes and memes about Monopoly breaking up families.
  24. I am reminded of 2 things that happened during KSP1. First, they announced that they were going to have Kerbal Experience affect things like ISP, which makes sense from an RPG perspective but KSP isn't really an RPG so it's understandable to not like it, but "the community" went above and beyond not liking it. The uproar over it was akin to a revolution. I really think people would have stopped playing if it had ever happened. There were warnings that next we'd be equipping Jeb with "Boots of ISP" or "The Ancient Space Helmet Of Landing" or something. Squad changed their minds because of this and ended up putting a different Kerbal XP system in the game which is fine I guess. Second, years later, they worked in silence on a feature we didn't even know was coming. And then one day, that feature dropped, with no warning or explanation. That feature was Ground Based Experiments. Cool! New things to do! We have a reason to send Kerbals somewhere and - even better -reasons to send DIFFERENT TYPES of Kerbals somewhere! Because as we all know engineers placing power generators makes them generate more power, and an experienced engineer can make it generate a LOT more power. Similarly, experienced scientists can cause an experiment to generate more science over time! Also, no more worrying about electric charge. One solar panel can power 1 thing. Unless an engineer does it then it's 2 things. A good engineer can power 3 things with 1 solar panel. To the best of my knowledge, no one has complained about how ridiculously unrealistic this is. How exactly does Bill get 3 times more power out of a solar panel? And why does that solar panel produce the same power on Eeloo that it does on Moho? Imagine if they had announced that first. With no ability to play with it and realize that - in fact - it didn't matter one bit how reasonable or realistic it was because the system generated interesting gameplay options which is what we actually wanted all along, people would have FREAKED OUT. Boots of ISP? What about Gloves of Solar Attenuation? Anyway, I'm continuously surprised that the developers keep trying to talk to us even though every time they do someone slaps them across the face. I'm no longer surprised, though, when they do get slapped across the face.
  25. Sad part is the admin likely wont do squat. When I was in 6th grade many years back, I was sitting in my spot on the gym floor waiting for coach to call roll. This giant of a kid walks up to me and kicked me in my left side like i was a football and he was trying for a 90 yard field goal. When I finally could breathe again and stand let alone talk I went to coach and told him what happened. He was in charge of and responsible for our safety and his EXACT response? “What did you do to deserve that?” I had just been ASSAULTED and the coach didnt care. I dont know what if anything else happened after i told my mom. I know she told the admin but i saw no change at the school on my end. 135609262023
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