Althego changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.12.2 bit.ly/ksp112update | Rules: tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.pnghttps://i.imgur.com/gBoLsSt.png | Do not visit the hoverliths, for they carry a terrible curse.
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<Althego>
hirys
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<Althego>
"let's not make this too dark, otherwise something might just pop up." 1 sec later creeper blows her up
<raptop>
she wasn't wrong
<Althego>
hehe anton reporting on thunderf00t's science results
<Althego>
lol again
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<Althego>
(local) leet time
<darsie>
.
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<darsie>
Its lowest point, below -247 m, is on the northern hemisphere south-west of the large northern crater at 76.63° W and 35.32° N. https://wiki.kerbalspaceprogram.com/wiki/Mun
<darsie>
Does that mean there's water on the Mun?
<kubi>
why
<darsie>
Because there's negative altitude ground.
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<UmbralRaptop>
I assume that you get camera weirdness but no splashed state
<Althego>
supposedly the water presence can be toggled by each body
<JVFoxy>
sleepy kerbal, hope ya got a glass protector for the face, mun dust can be rather.. scratchy
<JVFoxy>
I did manage to do two contracts below 18km but they were nearly 1/4 of the way around towards the east of KSC. one set about 45 latitude, the other just slightly north of the equator. built a speedy little 'race car' plane using 3 wheezers. Once it gets up to speed and cruising altitude, its impressive how efficient it can be while do'n about mach
<JVFoxy>
1.8
<Althego>
hehe faceplant kerbal
<Althego>
is rejecting the same as never accepting them?
<JVFoxy>
I say 'race car' not because of the speed but cuz of how I did the elevator system. At low speeds, it needs two sets working. High speeds, I deactivate one, otherwise it becomes too twitchy
<JVFoxy>
Althego ya was wondering that too, I don't think so.. letting them expire on their own. probably because you have let it use that contract slot up for so long, not allowing a new ones to generate?
<JVFoxy>
when you decline, it punishes you for swapping it out for possibly a more favorable one?
<JVFoxy>
oh.. ugh, suborbital high-g... I did that once, such a ... 'pain'...
<Althego>
exactly
<Althego>
it is useless
<Althego>
it should pay way more
<Althego>
only because the game just takes linear acceleration
<Althego>
and doesnt calculate with rotation
<Althego>
you could just spin it up
<Althego>
but no, put a huge rocket on it, almost empty
<JVFoxy>
easier to do high-g in air, than to build a rocket thing that is light to have a high twr
<Althego>
but still has to hold for x seconds
<Althego>
yes, in air at least you can do it with aero
<JVFoxy>
lol.. so many times I've knocked jeb out by accident
<JVFoxy>
lol.. day 4, contract to get geo stationary sat in eve orbit.. but .. eve window isn't till day 127 or something
<Althego>
actually
<Althego>
you can catch the end of the eve window in the first few days
<JVFoxy>
contract disappears in 2 days, but once accepted stays for 22y..
<JVFoxy>
first time looking at the alarm clock thing, it just tells first opening of planetary transfer? I was more used to the color graph from the one mod, though I never actually used it.
<JVFoxy>
plot not showing anything close to a few days into game that is eve-transferable
<Althego>
it shows blue up until day 40 or so
<Althego>
not the best, but still the end of the first window
<JVFoxy>
what settings you using?
<Althego>
doesnt matter. time of flight about 170 days, from 0-40 days for departure date
<JVFoxy>
I'm just seeing pale blue close to 0 day.. not the dark blue
<Althego>
yes that is the end
<Althego>
if you look at the blue thing further to the right
<Althego>
it ends in this pale color
<Althego>
still ebtter than not being close to the window
<JVFoxy>
4300m/s vs ideal 2200.. mmm..
<Althego>
depend on what you take
<Althego>
if you choose ballistic
<Althego>
it is way less
<Althego>
also possible aerobraking
<Althego>
it is not too hard
<Althego>
i could launch probes towards eve in early career with the most basic stuff
<Althego>
they never arrived though, because the tree is finished way before that
<JVFoxy>
lol
<JVFoxy>
casual play
<JVFoxy>
accepting pays 173k
<JVFoxy>
completing pays 511k
<JVFoxy>
fail is 193k
<Althego>
juggling 15-20 missions in parallel is anything but casual
<JVFoxy>
if it wasn't a geo stationary.. maybe I"d go for it, but this early, not in the mood
<JVFoxy>
then there is the matter of my com system.. can't reach there yet.
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<raptop>
huh, tonight a zombie will invade holo-en
<raptop>
JVFoxy: oh, apropos nothing, there's a discussion in the forums with workarounds for getting an LV-T45
<raptop>
(Select by manufacturer, tech level, etc)
<JVFoxy>
@raptop huh?
<JVFoxy>
alright.. cool?
<raptop>
wait, was that a different person troubleshooting that training mission bug?
<raptop>
(yesterday)
<JVFoxy>
I just remember someone came in and asked why they couldn't find the LT-T45 during training session 6. Found what the issue was but wasn't sure how it could be fixed. I think the script only goes as far as setting the game up, then its something more internal from there
<JVFoxy>
if there's another working on it, cool? I wasn't aware
<raptop>
It's not a *fix*, but it means that the mission is completeable
<JVFoxy>
ok.. how'd they fix it?
<raptop>
'Advanced' categories, and select parts by either manufacturer or tech level
<raptop>
And so you can find it under jeb's parts, or tech level 2
<JVFoxy>
search?
<JVFoxy>
oh I see
<JVFoxy>
wonder why the old one is showing up there and not the main list. Does advanced bypass the hidden?
<raptop>
Uh, if KSP would load faster I could get a screenshot
<raptop>
AFAIK, yes
<raptop>
I know in older versions of KSP, I did TL shenanigans and the like to end up with 2x RT-5s, Mk1 pods, etc
<JVFoxy>
shows up in engine modules
<JVFoxy>
but not in fuels
<JVFoxy>
unless fuels is just tanks
<raptop>
I think fuels is for parts containing some amount of fuel
<raptop>
so intakes will show up there as well as tanks
<JVFoxy>
resources, more for the source and holding than parts that use it.. ok I get it
<JVFoxy>
anyone updated that person's post for the workaround, on the forums? I don't have access
<JVFoxy>
ok old 3 crew command pod ... no more huh? When they changed it, I wasn't sure if one of my designs was able to work with the lighter weight. I do know it did mess with placements of certain parts.
<JVFoxy>
ya.. looking at old mk1-2... likely something to do with the far side window placements
<JVFoxy>
lol ok.. one that does get me a bit though, the fact the Mk1 crew pod can't be attached radially..
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<sandbox>
I had a fun dream where I was in a capsule falling to earth and it landed softly in snow
<flayer>
sandbox, are you a funky potato
<sandbox>
uh?
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