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Episode IV Episode V Episode I Episode II The entire Clone Wars series Episode III The entire Rebels series Rogue One Episode IV again Episode V again The Indiana Jones series Episode VI The sequel trilogy That is all.
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LATEST - Work In Progress Video Update 2, below main post. Kelland Kerman, affluent playboy billionaire and co-owner of global multinational corporation TKR, has found his true goal in life - to make sure everyone knows what a small-time, know-nothing charlie Elon Kerman truly is! "Duna? All he cares about is Duna! Who wants an electric toy car company on Duna?!" Kelland doesn't think small, he thinks BIG! And has set up a specialized company, Superluminal Space Industries, to take Kerbal-kind not just to Duna, but to Jool, Sarnus, Neidon, Urlum, and even the next star system! That means quickly advancing Kerbal technology to Deep Space Exploration and eventually faster than light travel...all whilst still adhering to Kerbin International Health and Safety standards, of course.. *coughs* Having set up SSI a few years ago now, the first fruits of his labour have begun to show themselves... Superluminal is designed to be a late game parts pack that aids in reducing part count and giving the player more options in using deep space exploration mods like USI, Keep Fit, Kerbalism, Interstellar, Outer Planets, Nertea's Near Future etc etc. Weekly Update Videos Update 2 Update 1 The "Normal" Part A lot of the stuff here is farther along than i've shown, and any help when i hit roadbumps (Like the Spacebus issue i had) will always be gratefully received and credit given when the mod releases in full. I mainly play KSP with (amongst a good many others) USI, Nertea's stuff, Outer Planets and Infernal Robotics. So i'll be mostly focused on getting them working with them in mind first (EDIT - Regarding IR - nothing will require IR but the VTOL engines. The centrispinnials will be standalone but IR -compatible-.) The centrifuges will b. But i will be making sure they're usable standalone and for the other more popular mods (like Interstellar). I also adore the idea of centrifuges (everyone says so, but barely any modders make them), so i thought i wanted to make a really big pack of them for me....*coughs* and by extension everyone else to play with. And i always glanced at the KeepFit mod and thought it such a cool idea (both realistically and adding another enjoyable level of gameplay challenge), that it deserved some parts. So this mod is my love letter to KSP and to get us some centrifuges. (mad rambling sentence below) To be honest, this entire thing span out of the simplest reason - When i was creating the new IXS a few months ago, i realized the schematics made it better suit the 5m ingame dimension rather than the 3.75m. So i thought "But i want a 3.75m command bridge!" and made the Enkeladus. Then i thought "Well, if im going to go into deep space exploration parts...centrifuges." and it kept getting larger and larger, and now ive thought of and designed most parts i think will make the set. So! To sum up... the mod will comprise of 5 sections. Superluminal Bridges - 11 Command Modules and Support Craft Centrispinnials - 11 centrifug...spinnial customizable modules Superluminal Hulls - 3 large hulls to customize your long voyage requirements after you've decided on what type/how many/how large your centrif..spinninals are. Superluminal - 4 warp ring sizes Misc - A few small parts that make quality of life improvements. Thanks for reading folks, and i hope you guys are up for some alpha/beta testing soon! Steve If you want to buy me a drink as thanks or just tip me for my hard work, feel free at Frequently Asked Questions What other mods will be required to make this/that work? - The Command Modules will need b9partswitch. The Centrispinnials will most likely use WildBlueTools. All subject to change. All parts will be made Infernal Robotics -compatible- but not required. The only part that will require IR will be the Priax VTOL engines, but even then, the Priax can double as a rover buggy without its engines. The aim is to make it work as much with the stock game as it can with the modded versions. IVAs on the Centrispinnials? - Yup! That's the plan! Rotating if possible, and thanks to some helpful people here in this thread its looking ever more likely. Will the warprings utilize Roverdude's warpdrive / KSP-Interstellar? - Yup! ModuleManager required, but they should work for both Roverdude's WarpDrive and KSP-Interstellar. What's the License on this mod going to be? - Creative Commons. As long as you don't make cash out of my hard work, you can play with it, fiddle with it, and abuse it however you see fit. I'm a firm believer that the Kerbal community should get the most support they can, because this is one of the best games ever made. Will there be testing? - The schedule of releasing and testing will go as follows : Alpha 1 - Functionality Testing - Will add the Command Modules and Support Craft Alpha 2 - Functionality Testing - Adds Centrispinnials Beta 1 - Functionality and Balance Testing - Adds Warp Rings, Main Hulls and Misc. Beta 2 - Final Balance Test before 1.0
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So I was sailing a boat in KSP when I went to the KSC. Then I switch back to it, and suddenly the boat is 50 m in the air. Can someone explain to me how to avoid this from happening and if there are any realistic water mods that prevent this?