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It....it's...alive!!! .21


superm18

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Hmm, just built a craft quick, one of my silly tri engine types with orange tanks and mainsails, 3 man craft with 3 nuke engines on the payload... pretty hefty little thing... about in the range of 200 tonnes at a guess (including lifter of course)...

I wanted to see if it got the shakes and wobbles on the pad if you didnt go mad with the struts... so the ONLY struts I had on the thing was 1 from each of the lifters stacks to each other forming a triangle ... that was 1 strut with 3 symmetry on a craft with 4 mainsails, 3 orange tanks and 4 large grey (half orange tank size) with decouples and radial mounts.

Craft sat on the pad rock solid after the initial bounce on the radial decouplers, the engines didnt do the Sambo , or fall off, the tanks dont slip and slide on each other.

I hit SAS and launched the thing 100% thrust (with 4 mainsails, this was waaaay over thrust) , normally some tank would of popped off or the engine would of gone through the payloads arse... nope solid lift, no spinning and I was hitting 250 m/s at 60 000 m already and dropping thrust to under 75%.

The craft was highly responsive (a bit too responsive) and did spin a bit and fight me during the gravity turn but not as much as the older build used to.... it also seemed to go much faster through the while lift to LKO, I was at a 200+ Apo before I knew it and much smoother than usual.

It did feel a bit odd controlling it, almost too smooth too artificial during turns, there was no 'weight' to the craft but that was only the first launch of a quick build craft so I got to get used to it before I can really comment.

EDIT: 500 tonnes may of been too high a guess, 200 is closer.

I feel the new build has stronger tank to tank to engine connections, isnt so prone to structural link failures and random wobbling as before so we may not need so many struts to launch the craft which means a lot less parts so smoother play... I hope so, my initial trial was promising.

I just need some time in game now to really see how it is but... promising for sure.

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It looks like the formatting for kerbals in persistence is pretty much the same as before, though to make sure one doesn't break anyway, I may add any custom named kerbals as a recruit instead of directly to the main list. Yesss the two "other" named Kerbals that I became attached to will still live!

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