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Post your craft that were mangled by updates


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I have a long laundry list of craft that were mangled by updates, and rightly so. Some were straight- up "cheaty", while others simply highlighted game engine imbalances that I believed needed eliminated.

I don't lament their passing. They were examples of what was wrong in the old system. When 1.1 drops, I won't miss anything I've built up to this point. Onward to bigger and better things!

Best,

-Slashy

 

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I don't have any mangled old craft remaining.  With each new version's imminent arrival I concluded any missions that may be affected before installing it and haven't looked back.

I echo what Slashy said above 'Onward to bigger and better things'.

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Due to aero overhauls, VTOLs are no longer possible in this design due to, well, realism. (Important part is the Wheesley attached to an IR hinge, clipped into fuselage, providing at least 1.1 TWR when fully fueled.  In modern times, it appears the Wheesley produces about half the thrust needed for such operations):

ulZhyes.jpg

 

 

Also (I think) from waaaay back in 0.90, a great example of air-hogging.  It could get up to about 2km/s in Atmo before switching to chemical mode on the RAPIERS (as was standard for those days).  It was capable of carrying station sections (up to 5t I think) up to LKO, and sometimes took up a(n) (impractical) version of the Canadarm to assist in station construction.  The idea was to save weight by letting the Arm "grab" the modules and connect the docking ports, instead of adding MonoProp and RCS systems to every module.  It... was more difficult than just putting RCS on each module, and eventually abandoned to drift in space.

VFeCe6Y.jpg

QzPhwCL.jpg

Edited by Slam_Jones
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I remember a update that switched 150F tanks into 400F...I thought it was great until I found out my saved planes still only carried 150F per tank, meaning I had to break the original craft down to replace the tanks.

The craft never feld the same...;.;

Edited by Triop
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