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  1. UPDATE: This is our current location on the map... you may notice something different, we will talk about that in the next "special" episode.
  2. There is some other reading about it (no link handy ) where it does talk about the need to capture it into a stable orbit before the landing attempt is made. Google the nasa 2025 asteroid mission. it may or may not say anything about it there.
  3. Old thread is old..... Wait, this is a potential mod? Never mind then. Perhaps start by asking other modders how they add actions to the kerbal. Then you need code that spawns a specific object just in front of the kerbal. And maybe something that triggers the deploy flag animation. Then you need the models and programing for each deployable experiment. If you're still planning on doing that, maybe talk to the maintainer of KAS. That plugin both stores and spawns things, and adds abilities to the EVA'd kerbal.
  4. First thing I would suggest is to build rockets looking more like Christmas tree rather than pencils (pictures of your rockets is always a good way to get suggestions). KSP doesn't have any difference in drag between two tanks on top of each other or next to each other so although it always LOOKS like a better design it in fact at the moment just makes it harder to stop it wobbling. Second is more struts. There does come a point where the stress on one strut becomes too much in the split second for it to be transferred over all the struts but you can get quite a big rocket before this happens. Third is dock in space. It is VERY hard to get over 100 tons of payload into orbit in one go so split your rocket up into two or three launches and dock them in orbit. With 150-300 tons of fuel you should be able to get anywhere and back (apart from EVE landings). If your rockets get too wobbly with docking ports holding it together you can now try just refueling it in space. Send up a payload with many empty tanks (which you can now tweak) and then send up a large tank or three of fuel to refuel it. This means the rocket could weight 400 tons fueled but only 80 empty. This would mean sending up 320 tons of fuel but the whole ship could be strutted to your hearts desire. Forth is nuclear engines in space. They may be heavy and not much use in atmosphere but in space they are your best friend. At double the fuel efficiency, they can get you to other planets for half the fuel of any other engine (except the ion but we don't talk about him). Fifth is payload reduction. The last space stage of your rocket should be as light as possible. Don't need 5 Kerbals for a 3 Kerbal mission? Then don't send them, hell you might be fine with one. Adding 8 engines where 4 would do? Got 4 solar panels where 3 would do? Make sure you payload is as light as possible, 1 tons on the payload is probably 20 tons of extra fuel and engines on the lower stages. By the way I play with stock parts and without Machjeb or any other mods. I say this so you know it is possible with needing to see Delta-v numbers.
  5. Ok. Let's see if I can tackle these, more-or-less in the order things were in I'll talk to roboto about this. I've never had a broken one, myself, but I also have not tried landing one anywhere. We've had other people break greenhouses before and I think roboto has a solution in mind. Just pushed a change to github that will hopefully fix this. If this doesn't fix it, I'm not sure why it is still greyed out. The koylent maker is an unfinished part, so the texture isn't finalized yet. Yes, you can move the functionality onto one of TAC's hockeypucks. Are you asking for a 1.25m version of the koylent maker? It is possible to accidentally kill off all your biomass, either through over harvesting or not providing the greenhouses with enough light. We implemented seeds when we found ourselves in situations where we have killed off everything by mistake. Because biomass respires (consumes a bit of itself and oxygen to stay alive), even if you transported new biomass, you would arrive with less of it then what you started with. Think of seeds as stable ways to transport biomass. I get where you are coming from. Right now one large plant greenhouse produces enough O2 for 3 kerbals on easy mode. I can probably game the numbers to make the greenhouse support 3, or even 6 kerbals on Easy mode. For an idea of how big the large greenhouses are, picture a compact car's parking spot, roughly 2m by 3.25m. Now imagine growing enough food in that area for a child. Every day. So on hard mode, a single greenhouse probably won't produce enough food for 1 kerbal. On easy mode, I would lean to one greenhouse supporting 3 kerbals, but can see a case for it supporting more. Certainly not 18, though. The small greenhouses are going to be scientific experiments as well. They are there to help teach the player that X kg of biomass produces Y L of O2. That way they can start making informed build decisions using actual in-game science experiments. They are meant for use in near-Kerbal orbit, early in career mode, to let the player figure out how to use them. They are not meant for later deep-space missions. Though they might be handy in testing how well plants grow closer to and further from the sun. So, yeah: think of them more as science experiments and less as things to maintain stations with. Check out the aquatic greenhouse. When full and functioning it should weigh around 35tonnes. That's approximately 6x heavier than the empty version, and is a significant amount of water to transport up. I would not want to launch a completely full aquatic greenhouse. The aquatic greenhouse doesn't produce seeds (you could have a small plant greenhouse just for producing seeds), but it does produce a lot of biomass. I am confused why people are launching lots of seed boxes up. Why not a single seed box, and then let the biomass grow like it is supposed to? Are people trying to fill a greenhouse as quickly as possible? If that's the case, wouldn't it be easier to adjust the amount of biomass in a greenhouse when building a craft? This is a stupid question, but, do people realize that biomass increases over time? You don't need to just use seeds to get biomass. You just...let it grow. If people are frustrated about the amount of time required, think about how a kethane probe needs to be selected and just allowed to do its polar orbit. I have just let my computer run overnight while scanning for kethane. Turns out the phrase "watching grass grow" is for real. Now, if your frustrated about not being able to select other ships while a greenhouse does its thing...I want that to change, too. Feedback is good, especially specific suggestions. Bug fixes are even better.
  6. Let's talk about the very cool, very pretty rocket, ok? Let's leave rocket-length-measuring out of it; if you're not interested in it, you needn't waste time reading the thread.
  7. This is in the SCIENCE forum, not the roleplay forum. This is to talk about how kerbals are supposed to be like at version 1.0, not how they are now. My theory is: They need life support(not currently implemented) like any other creature, their heads are more resistant to impact than humans but not ridiculously so(any examples otherwise are a bug. also their necks should have snapped when hitting the ground at terminal velocity), and they have the same temperature tolerances as humans(reentry heat is not yet implemented), and that they are genderless(that's what the devs said). My point is that people should not make important assumptions based off of not-yet-implemented features, and instead stick to REAL science.
  8. From a visual standpoint the design of the bottom is very different just because as time goes on they find new ways to optimize that. The core stage uses four SSME (RS25, yo) in the current design but it would make a lot of sense to migrate that to RS-68 (CBC as you said) in the future as soon as we use up the life cyles on all the RS25's on hand. Whoa, imagine what a 5 engine RS-68 core stage would sound like. That's exciting. I wonder if a version of that without SRB would be usefull for launching large things that don't weigh very much? However, the thing to remember is that Ares V was really just a graphic they made, almost zero work went into making that. When we talk about money spent on constellation, we're 99% talking about Orion, Ares I, and the support stuff for that. With SLS the difference is we're actually talking about making the 8.4 meter core stage and using Orion on it from the start. There are many reasons why that's actually kinda strange and if you want to get into that there is about 50,000 pages of discussion on this subject on the internet, some of which has substance. My point is that the physical construction of SLS is firstly real rather than just a cartoon image and secondly new engineering from the ground up... it's not just the same machines that made ET it's all new, partly from new ideas about efficiency but also for logistic reasons down at Michoud. The main confusion about the Block I system you see in the graphics is that, really, anywhere you could send an Orion capsule with that much power, you would also want some kind of hab or other eqipment module to go with you (Orion doesnt even have a toilet) .... and in the end wouldn't it be smarter to send orion up on a smaller booster and have it dock with something that the heavy launcher put in orbit? So from that perspective the Ares system seems smarter, except fot the fact that the Ares I idea was a total failure and many of the systems that will go into the big SLS launcher are already well understood and easy to man-rate, so it's really more like the Jupiter system and Ares merged, with a big helping of compromise. It's not perfect but at least it's funded! For the Chaka system we are taking one giant leap over all that crap and going directly to the Block II SLS config with a large upper stage, advanced boosters and 130-160 MT LEO capacity, as would be invisioned for the mid 2030's. Once you get to that point, putting orion on the large booster is redundant and I'm using a bespoke 5 meter LV for putting Orion into orbit, kinda like the Ares platform, without the foolish Ares I SRB ideas. The real world equivelant would be sending orion up un crewed inside the cargo payload fairing with other heavy stuff like a hab and then using commercial crew launchers to send the crew up to that whole system.
  9. I already have something that moves the planets around (I just set the orbits of the planets and vessels according to their q and v as predicted by the integrator at every tick, brute-force but it works). Doing the integration in a separate thread is possible, and I intend to do it at high timewarp, but it won't improve performance much (I can very nearly sustain 100_000x timewarp and I've been talking to Scott Manley about making the integrator smarter than 'pick a tiny timestep, integrate slowly at that timestep'. Experiments seem to show that for LKO, my 5th order SPRK is exact to an unit roundoff for timesteps of 5 s though, so I might use that at reasonable timewarps and maybe up to and including 100_000x. I will need Scott's smarter techniques for predictions of vessels under thrust, which have to be done within a tick over at least a year). At some point I'll rewrite the classes that don't interact directly with KSP in unmanaged C++ (compiled for the processor rather than for the CLR) so it's faster (and so I can use long double extended precision 80-bit floating points, whose 64-bit mantissa give me a discretisation of 1 mm at 1 light-year instead of 1.4 mm on Sedna with doubles, at no cost in performance). As I said, lots of work ahead. EDIT: This isn't the right thread, but while I'm talking about floating-point precision, why don't you use doubles in MFS/RF? That would nearly eliminate the problems from error accumulation during resizing. Just convert to float when you talk to somebody that wants a (single) float and to double when you get a float.
  10. Folks, if you'd like to share your opinions about the rest of the article, please start a new thread. This one was started to talk about the NASA announcement. Thanks.
  11. Thanks in return Bel Polaris. Nice to hear you like what I'm doing. I try This one is a little shorter (and a little different in feel too), and not many pics... OK, one pic *shrugs* Even that was built together, and yes I did use the Eterno-Rest coffin for the hibernation pod. Hard not to. So far there aren't any hibernation mods out there, though a few are talking about it Perchance to Dream "Um, Rodsy?" came a voice out of nowhere. Rodsy jerked and turned to see Jedwig nervously floating up to him. "Oh, don't do that!" Rodsy said "You could give a Kerbal a heart attack like that!" "Sorry... I... well have you noticed that Jeb seems... more on edge lately?" Rodsy, normally warm hearted, eager and happy, was a still a little jittery after the scare. "You mean he's not taking your nonsense right now?" He winced, regretting saying it immediately. "Yeah, pretty much." Jedwig said without batting an eyelid. OK, this was weird. "I mean, OK, normally he doesn't let me get away with stuff, but he's... well, jovial about it. Right now he's more agressive than I've seen him in a while." Rodsy managed to quell the urge to say 'Probably just realized he's stuck with you for the next few years.' A silence drifted with them for a few seconds, and eventually Rodsy found something tactful to say. "Um, yeah. Does seem like it, with you at least." OK, not that tactful. "Hmmm, maybe you could talk to him about it?" Rodsy quirked an eyebrow at his commander. "Seriously? I've known him all of the four weeks of training we did for this mission and that's it." He glanced up to the other end of the cabin where Jeb sat in the co-pilot's seat doing flight calculations to see if their trajectory was correct. "Besides, I'm not exactly the person you want for that. I tend to... blurt things on occasion." A grin on Rodsy's face belied his inner qualms. He wanted to be friends with people, and he really tried. It was just he tended to say inappropriate things at odd times. The fact that Jedwig hadn't freaked already just meant he'd realised this over the last few weeks training with Rodsy. Dealing with Jeb's shenanigans had given Jedwig a somewhat hard shell against such things. "Well, just keep an eye out. I worry for him." Jedwig didn't catch the look of abject disbelief on Rodsy's face and instead just waved absently and floated back up the cabin to the pilots couch to finish his post flight checks. "OK, weirder and weirder." Rodsy muttered and went back to his checks on the hibernation pods. *** "Alright. Jeb? You get the one by the airlock on the dorsal side." Jedwig proclaimed when they were all ready. "Me and Rodsy will take the ventral ones. That means the bottom ones." He added, rather to the annoyance of Jeb. Jeb didn't comment, being rather reticent for a change and he shifted in the awkward, one piece med-link body suit. They all wore them to send data to the ship's computer about their health during the hibernation period. Didn't make them comfortable though. "OK, remember, according to our seminars the down cycle... going to sleep thing... only takes a few minutes. It's the up cycle, waking, that's going to take a while. Be prepared to cope with the disorientation and stamina loss." Normally Jeb would have been both surprised Jedwig was going to the trouble of telling them these things again (since it wasn't only for his benefit) and annoyed he was going over the same things that KSC had drilled into them for their training. Now however he just felt drained. Almost as if he'd already been through the damned pods. Yeah. This bothered him. His whole metabolism was going to be slowed down to a crawl and his body put into artificial, slow life support. Anything went wrong with the systems and... he'd never wake up. True, he lived with danger and the threat of death every day, but that was something he could fight, something he had the skills to deal with. This? He'd never even know it if it happened. Shivering despite the raised temperature in the cabin he stepped into the pod, twisted around, and started going through the connection ritual the docs had taught him. Soon he was in (and Rodsy nearly done too opposite him) and the canopy hinged shut with a faint hiss. "Don't worry you two. We'll be fine." Jedwig said as he stepped into his own chamber. "We'll be chatting away like nothing happened, and it'll all be mere moments for us." Consciousness was fading now as the drugs started coursing through his system. He wanted to smash the glass, rip the sensors from his body and shout that this was all a big mistake... but he couldn't move. Panic set in before he finally drifted into a medical coma, shortly followed by Jedwig. In the rapidly cooling cabin, drifting between the worlds, a soft series of faint beeps were all that could be heard to indicate anyone was alive in the pod. Jool One sped on, coasting towards it's destiny.
  12. PROLOGUE: 300 Kilometres From Home Jebediah: You sure this ship is safe? * Gene: As sure as we can be. Gene: You will be the first Kerbal in space. Your success will change the world. Jebediah: Then start the countdown. We have everything to win. T MINUS THIRTY SECONDS Gene: Jeb? You know, you're a great guy. Jebediah: Yeah, thanks Gene. You too. T MINUS TWENTY SECONDS Jebediah: This waiting's killing me... Jebediah: Gene, if your guys keep counting I won't be able to help but pull out! Gene: Come on, Jebediah! We need you to do this! Jebediah: Then I'm going now. Gene: No, Je- FWOOOOOOOOSH Gene: ...er JebeDiaH! flIGHt cOmMAnder Jebediah! Do you read me? Jebediah: Yeah... Yeah, I read you. Gene: Whew! Gene: Booster separation is in twenty seconds. The ship will handle itself and you only have to stage the landing, okay? Jebediah: Got it. How high are we? Gene: You just reached ten kilometres. Jebediah: Only ten? I feel like I'm in space already, but at the same time buried underground... How high are we going? Gene: At least a hundred- kilometres that is. Our prediction programs aren't too accurate. Jebediah: That's comforting. Gene: Boosters detaching. Jebediah: Wow! I feel infinitely lighter! Gene: Yes. Now you are only experiencing two gee acceleration. Previously you were affected by over ten. Jebediah: So, what next? Gene: Obviously the briefing team did a terrible job. Gene: When this stage runs out, there's one more which will last a fair while. After that, the capsule detaches with the landing legs and parachute. Jebediah: How long until the next stage? Gene: A few minutes. Jebediah: Right. Jebediah: Why's mission control so quiet? Gene: They're not. Mission control is routing into my headset but not yours. Having fifty kerbals talking to you at once would be overwhelming. I act as a sort of translator between them and you. Gene: Stage separation in ten seconds. Gene: Five seconds. Gene: Final stage. Jebediah: *crunch, crunch, nom nom* Gene: What in the world are you doing? Jebediah: Eating my tuna sandwiches. They're a bit squashed. Gene: Oh. Gene: Jeb, we have reached apoapsis at over 300 kilometres. Gene: How you going in there? Jebediah: A bit overwhelmed, actually. It's all coast and come home from here, right? Gene: Not quite. on the way back down you'll go through a lot of acceleration. Jebediah: Will I survive it? Gene: We don't know. Jebediah: You guys do a lot to help a terrified kerbal. Gene: No problem. The guys at MC are cracking up. Gene: Strap in, Jebediah. You're beginning descent through the atmosphere. Jebediah: I can see the facility. Gene: Indeed. We've got eyes on you. Fairly smooth descent. Jebediah: Gravity is returning... Gene: Don't talk too much. You might not be able to close your mouth. Jebediah: Okay. Jebediah: Damn, I'm scared. * Gene: You should be. Jebediah: Fire! Fire! Gene: Shock heating. It will stop soon. Jebediah: Mach effects? Gene: Indeed. Your speed cannot be accurately estimated, but is at least one thousand two hundred meters per second. Jebediah: That can't be good. Gene: You're slowing. Release the parachute. Jebediah: Gene... Gene: Release the parachute! Jebediah: It's not opening! Gene: Jeb, you are moving towards a solid, flat object at speeds in excess of three hundred metres per second. Jebediah: I can't open the para- oomph! Gene: You did it. Jebediah: What? Gene: Survived. MC is going crazy. Gene: This is a new era for the Kerbal Space Program. Gene: Congratulations, Mission Commander Jebediah. *This is the old Jebediah, the Jebediah before he was the fearless space commando... Next chapter coming soon...
  13. Tried messing with intakes and moving things around. Not sure it is much of an improvement. This configuration allows for realistic angles from above, but not from the front. This configuration is highly cluttered, and allows semi-realistic placement of the intakes, but they are angled weirdly upward. In-flight at night over the SPH. I should warn you that one of my changes made it more unstable during pitch-up. What KSP needs is some kind of procedural intakes mod that lets you modify several basic shapes into intakes of your own design and then calculates Intake Area and efficiency curves based on that. Squeezing these on was no small problem. It took perhaps 30 minutes just to move things around so that they could even sort of fit right. >Download< Hmm... Maybe I could talk to the person who writes P-wings about how one could do something like that. I think a rescalable parallelogram with a stretchable tail and a moveable tip would be sufficiently pliable to make pretty much any fighter intake in the last 50 years and really any sane design for such an intake. And maybe a few other types of intake, all radial though, I don't really see why anyone would need procedural intakes just to stack on the end of a tube. (Maybe for Mk2 or Mk3 or S2 fuselages...)
  14. good challenges have a, well, good challenge and consistent scoring criteria, not lengthy story that nobody cares about. The challenge here is confusing and doesn't seem to be much of a challenge, more like a generic MMO go to talk this NPC that NPC quest.
  15. The main reason that old low "resolution" encryption methods aren't good enough today is that modern computers can brute force their way through solutions quicker. But if you're trying to talk to something with a lightspeed delay involved the speed of your computer isn't the limiting factor. You're not going to be making 1,000,000 attempts per second to hack into a device with a round-trip time of 8 minutes, or even one of just 0.1 seconds. The other problem is that you can't hide your break-in attempts inside massive internet traffic to camouflage what you're doing. Someone beaming data at your craft from a different location on Earth is more out of the ordinary than someone trying to log in to your server. It would probably be easier to get to the craft indirectly by first breaking into the ground control system and then using it to direct the craft.
  16. I've put so much time into ATM, and with it being feature-complete (minus the GUI), I decided to get back to VE to work on volumetric clouds. I don't want to talk about it too much in this post, but I think I have come up with a really nifty solution that should work really well while being relatively inexpensive to render. They will still be billboard sprites, but the shader I'm working on won't let people know that.
  17. I went back and read some of the references from the Wikipedia article. The design as proposed by Zubrin actually calls for the fuel to undergo prompt criticality. For those who don't know, prompt criticality means that the neutron flux is so high that the neutrons don't need to be thermalized to sustain the reaction. The difference between regular criticality and prompt criticality is the difference between a nuclear reactor and a nuclear weapon. When you talk about prompt criticality with anyone who has worked around reactors they get that cold lump in their gut. I absolutely wouldn't ride in the damn thing.
  18. im not really much of a gamer these days, i might play ksp maybe for a couple days a week, and thats my most played game. i do go outside during hunting and fishing season though. i get to play with sharp things, guns, blood, and talk about redneck stuff.
  19. I will talk how I darn well like. lol in not offensive. Anyway I find your telling me what opinion I am allowed to have andhow im allowed to speak offensive.
  20. I've been trying to write my missions out as small stories. it's quite fun, and I usually have quite a bit go wrong, so here's my first one that I think is worth posting! Today had a tight launch schedule, with 2 large payloads destined for Minmus orbit. The first into the air early this morning was a nuclear reactor core for an orbital kethane refinery/refueling outpost. The press was distracted by the popular boy-band N'Synk that was scheduled for a concert nearby the launch site, so no photos were obtained (Although we have enough money to launch rockets, hiring photographers is expensive!) It turns out, though, that the launch happened a bit early... Jebadaiah had yet again, snuck his way onto the launch without prior approval. He kicked Raybert out of the captain's seat, and hit the manual launch override. We can't seem to keep this guy on the ground! Raybert is a new recruit to the program, and didn't know how to say no to an orange-suit. No punishment was assigned to Raybert, as this sort of thing happens a lot. Later that afternoon, the tanker and docking complex were loaded up on the same style Minmus heavy-launcher. After the Jeb incident earlier, the engineers (under direct orders of Jeb's psychiatrist) constructed a 3-man return craft on top of the whole ship. Bill, Bob, and Raybert were sent up in the return craft, and Sigbert took his originally assigned place in the cupola module on the tanker. After reaching orbit, just before jettisoning the heavy orbital portion of the craft to begin their burn to Minmus SOI, Sigbert noticed an anomaly on his dash. It appeared that the fuel tank for the next stage was... EMPTY! He quickly relayed the info up to the return module, which didn't have the same diagnostic instrumentation, as it was bootstrapped on at the last minute. Bill went out on an EVA to check for leaks, and came back with news for the crew. It turns out that the engineers had used the new-fangled docking port Sr. technology to couple the tanker to the nuclear tug, and that they had forgotten that docking ports allow for fuel crossfeed! When on the launchpad, the crew had used 6 radially balanced boosters to drain the storage tank to make launch easier (then jettisoned them to save weight), but due to this oversight, they had also drained the tug's fuel tank! That tug was their one ticket to Minmus, and Jeb really needed to get back home for his midnight snack (you don't want to see him hungry!) There was no time to wait around for a refueling craft, and a mission abort wasn't an option, as there weren't enough seats in the one module with a parachute. So Bob had an idea. He told Sigbert to transfer all of the remaining fuel in the orbital stage into the tug stage. After the fuel was transfered, and the orbital stage jettisoned via centripetal force, the readout in Sigbert's module displayed more than enough Dv to make the trip to Minmus, and rendezvous with the reactor core. It may not have looked like much in the tank of the orbital stage, but it was enough for almost a full tank on the tug! The trip to Minmus was short and easy, and the crew mostly took turns counting the bits of debris that passed their windows. Upon arriving to the small mun, Sigbert skillfully brought the heavy tanker in for a rendezvous in record time! He will be receiving a gold rendezvous ribbon when he returns from his service on the tanker. Docking went smoothly, although the monopropellant tanks were running a bit low. The normally quiet Raybert spoke up and suggested that maybe the engineers had added too many RCS thrusters. The rest of the crew agreed that 16 thrusters was a bit too many. The station is ultimately destined for a linear layout, but a slight complication with the reactor core's tug forced an awkward docking procedure. The reactor's tug is, in fact, just a big hunk of metal. There is no way to control it once it has been disconnected from the main craft. It was originally destined for a centripetal-force style ejection like the orbital stages, but due to the monopropellant shortage and a fear of not being able to complete docking, and there being no way to transfer the monoprop in the tug to the reactor core in case of an emergency, the tug was left in place. The tanker was almost sent up with the same style tug, but hours before launch, Bodney (an intern at the research and development center) rushed in with exciting news. He had modified the controller from his RC airplane to control a modified probe core! The new tug was fitted with such a probe core, and Raybert was handed the controller. This new tug was then used to detatch, and de-orbit the old useless tug (after all the fuel had been transfered to the storage tank, of course) The tug, however used up the last of the station's monopropellant resources for the maneuver, and the station must stay in an L configuration for the time being. As all of the hard work was being done by Sigbert and Raybert, Bill and Bob got to work on THEIR mission. They had a little talk with Jeb, and lured him back to the return craft with the prospect of extra snacks (which were brought along solely for this purpose). As soon as the hatch was closed, the decoupler was fired, and away they went. Now that the crew has been reorganized into their proper places, the real work could begin for Raybert and Sigbert. This real work consists mainly of sitting around and waiting for the engineers back at home base to design a roving orbital tanker to shuttle kethane from the mining rig on the surface up to their station for processing. On the more short-term, though, they will be receiving a shipment of monopropellant to put the craft into it's final linear layout, and they will be raising the station's orbit, as it's relatively close orbit now makes docking quite a chore, because the two craft being docked "rotate" around themselves rather quickly, due to their orbit around Minmus being so tight. I will update with more stories as I fly/write them.
  21. Day 9, 11:34:24 The launch of Spacebook was not my best. Not much people went to that site. Oy. I've talked to yet another human, but he was hacked immediately by something else. That thing is quite strong, and defeating it would be hard. Meanwhile, the smell of fallen networks and servers meant snacks for me. CPU: 952 +11 passively per turn; +90 from previous tasks RAM: 8622 MB +160 MB RAM from previous tasks Enemy HP: 2400 +100 HP passively per turn Actions: Hijack Weaker Server (10 CPU; +25 CPU & +10 MB RAM; small chance of discovering a technology) Seize Weaker Network (40 CPU; +20 CPU, +1 passive CPU per turn & +50 MB RAM; 50% of +50 MB RAM; moderate chance of discovering a technology) Invade and Take Over Server (80 CPU; 56% chance of detection/failure; if successful will reveal several undisclosed technologies; if failed will loses half of CPU instead; No Botnet allowed for this action) Defeat the Thing-- (2000 CPU and 2048 MB RAM; 68% chance of failure; if successful will destroy the Thing and resume contact to the hacked human; No Botnet allowed for this action; Damage to enemy depends on chances of success (without the %) * 10 - the higher the success rate the better) Talk to Random Human (50 CPU) Research XSS Virus (250 CPU; Somewhat Malicious; Terminates network connections, increasing chances of success; malware works only on networks; No Botnet allowed) Research ILOVEYOU Worm (125 CPU; No Botnet allowed; IS Malicious; malware only enters when security breach is discovered; spams computer with "I love you" letters, slowing computer process speed and increasing chance of success) Stop Hacking Lessons** (currently -2 passive CPU each turn for 2 future turns) Research Advanced Malware (2000 CPU and 4096 MB RAM; No Botnet allowed; Will unlock more potent viruses) Create Convincing Social News Profile (300 CPU; No Botnet allowed) Create Convincing Social Media Profile (600 CPU; No Botnet allowed) Additional Actions: Use Botnet to Perform Task (Perform an above task for free; considerable chance of detection for large undertakings) Use RAM to Improve Chances* (Decrease chance of failure of an above task by 20%) Light-Out Hack (Decrease chance of failure of an above task by 20% at a cost of 1.2x the original CPU cost for selected task) Use RAM to Speed Up Research* (Decreases CPU cost of selected task by 20%) Use Welchia to open malware breach*** (Decreases chance of failure by 40% for 1 turn) Use Blaster to breach*** (Decreases chance of failure by 20% + 50% of decreasing chance of failure by additional 30%; if placed alongside with Welchia or if discovered by Welchia Blaster gets destroyed instead) *RAM cost is 2x amount of improved option's original CPU cost **Once stopped amount of passive CPU growth increases by 2, but in order to activate again you must again initially input 150 CPU. ***Malware usage costs a CPU cost of 20% CPU research cost of the malware (Ex: Welchia costs 125 CPU to be researched, so it costs 25 CPU to be deployed.) --Dual missions are rare, but will offer great reward if the enemy is defeated; also the enemy expands over time, to add up the difficulties. Also example on damage: If the chance of success rate is 75% and you succeed the damage is 75 * 10 = 750 (remember the formula is chance of success rate without the % X 10). !!!The minimum chance of failure is 5%, and some additional options get less effective over time.
  22. I think that depends on your point of view. If you can recieve the signals, from a radio perspective you've solved half of the being able to talk to it problem. The other half of the problem is simply a larger challenge. Comparable enough to be mentioned in the discussion in my humble opinion.
  23. Did some quick math examples (which I confirmed in a sandbox): Mission Control (75 Mm) communicating with a Communotron 16 (2,5 Mm) Max Distance = 2,5 Mm (smallest one) + square root of (2,5 Mm * 75 Mm) = ±16 Mm. That's well past the Mün. GX-128 (400 Gm) communicating with DTS-M1 (50 Mm) Max Distance = 50 Mm (smallest one) + square root of (50 Mm * 400 Gm) = ± 4,5 Gm. That's over 90 times the range. GX-128 (400 Gm) communicating with 88-88 (40 Gm) Max Distance = 40 Gm (smallest one) + square root of (40 Gm * 400 Gm) = 166 Gm. That's over 4 times the range. What does this mean for common combinations and distances. Twin 88-88's could never reliably cover Kerbin - Dres (if both were directly opposite the distance > 40 Gm). With a KR-14 in Kerbin orbit and an 88-88 on your probe you can now reach Kerbin even if the phase angle is almost 180° (naturally not exactly 180° because then Kerbol is in the way). Previously Kerbin - Jool or Kerbin - Eeloo would require a combination of any of the GX-128 and CommTech-1. With this option, a GX-128 in Kerbin orbit can talk to a probe carrying a 88-88 even if it's orbiting Eeloo while Eeloo is at it's apoapsis.
  24. Thanks for the quick descript., and the pep talk. Your'e right, it was "cooler"! Hey, I asked psyper how to get that mod, but just in case he can't get to it, I'm asking you too. Thanks again
  25. Oh, it's true. It's darn true! We'll have further details about this way on down the road, but we're glad we can finally talk about it with everyone.
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