Kerbal Space Program Pass The Save File

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Keon
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Re: Kerbal Space Program Pass The Save File

Post by Keon » Tue Jan 28, 2014 7:10 pm

How about the aerodynamics mod? It makes KSP make sense.
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Re: Kerbal Space Program Pass The Save File

Post by Vinyl » Tue Jan 28, 2014 7:19 pm

Keon wrote:How about the aerodynamics mod? It makes KSP make sense.
I suck with FAR. And if you're not talking about Ferram... then what?
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Re: Kerbal Space Program Pass The Save File

Post by Keon » Tue Jan 28, 2014 9:16 pm

Vinyl wrote:
Keon wrote:How about the aerodynamics mod? It makes KSP make sense.
I suck with FAR. And if you're not talking about Ferram... then what?
Sorry, it is FAR, I checked.
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Re: Kerbal Space Program Pass The Save File

Post by Error » Wed Jan 29, 2014 10:41 am

I find FAR, while good for rockets with fairings, makes planes go fro Fun Times to Fake Difficult. I'd rather not, personally, but that's just my opinion.

Kethane and KAS are apprently in, FAR is a maybe, Pfairings/Pwhatevers maybe, MechJeb maybe.

Not sure what RealChute does, Solar, but maybe?
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Re: Kerbal Space Program Pass The Save File

Post by Solar112 » Wed Jan 29, 2014 11:41 am

OP of realchute thread wrote:Features:

Gradual deployment: The chutes deploy gradually over a given amount of time following an exponential function to have a more realistic deployment and to prevent sudden +15Gs, it can even hold on at 4x time warp! However, I recommend to not use high time warp values as the parachutes are fully deployed, because I'm not responsible if your computer decides to skip the physics calculations for them.

Completely reworked deployment clauses: Chutes now deploy in dramatically different conditions. Parachutes can now be deployed either according to atmospheric density or altitude! Parachutes will also not deploy "on hold" in space or where you can't deploy them like on the ground when staged, but they can be manually armed to be on hold!. You can also set an autocut at a certain altitude to cut certain chutes while other deploy!

Parachutes on the ground: Parachutes will not autocut anymore if you come to a near stop in mid air or as soon as you touch the ground, allowing for drag chutes for planes!

Parachutes return to staging: Once a parachute is cut, if you repack it with a Kerbal, the part can be reactivated with the staging list by putting it in a further stage!

New type of parachutes: alongside main and drogue chutes now comes along drag chutes, who deploy at really low altitude to help airplanes come to a stop when landing!

Fully customizable: You can play with the values of the parachutes yourself to edit them how you like them! Modders can also add the plugin to their packs and make their parachutes use the plugin!

Two parachutes on one part: Tired of adding both drogues and main parachutes on your ship? What about having both of them in one single part, without the bugginess than the stock parachute module gives? RealChute now supports having more than one parachute on the part, and makes them work both simultaneously!

Custom parts: Thanks to sumghai, this pack now has it's very own parts! you have a selection of 15 chutes to use for any parachute need you may have!

Vessel hangs from the parachute: When deploying a parachute, it will hang from the parachute directly, even if it's a nose parachute!
Basically better parachutes.

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Re: Kerbal Space Program Pass The Save File

Post by Error » Wed Jan 29, 2014 12:02 pm

Looks fun. And finally, space shuttles can hit the runway and not stop in the ocean.
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Re: Kerbal Space Program Pass The Save File

Post by Tau » Wed Jan 29, 2014 2:41 pm

The thing about Ferram is it forces you to design your aircraft and rockets realistically. You can't make an aluminum brick with a Mainsail behind it go Mach 27 in real life, nor can you do so in FAR. Fuel and mass management are also more important. Once you get used to it, though, you start wondering how you ever managed to live with the stock aerodynamics. Also, it makes making long-distance gliders massively easier, and allows for lifting-body designs (both of these factors contributing to an increased ability to make proper space shuttles and low-velocity, low-power designs).

And yeah, Procedural Fairings is pretty much a necessity if you use FAR.

Also, Keon, you done yet?
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Re: Kerbal Space Program Pass The Save File

Post by Keon » Wed Jan 29, 2014 9:22 pm

ship it's my turn. Pass for now.
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Re: Kerbal Space Program Pass The Save File

Post by Vinyl » Wed Jan 29, 2014 9:35 pm

K then, I'll throw up something in a bit.
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Re: Kerbal Space Program Pass The Save File

Post by Ivan2006 » Thu Jan 30, 2014 8:29 am

I quit from this, so technically my previous area is now public space, so you can put ground-based public stuff there.
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Re: Kerbal Space Program Pass The Save File

Post by Tau » Sat Feb 01, 2014 8:25 pm

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Re: Kerbal Space Program Pass The Save File

Post by Solar112 » Sat Feb 01, 2014 8:55 pm

No he ain't. WHO WAS SUPPOSED TO POST?

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Re: Kerbal Space Program Pass The Save File

Post by Vinyl » Sat Feb 01, 2014 8:56 pm

Astral Paladin Helio wrote:No he ain't. WHO WAS SUPPOSED TO POST?
*Whistles casually*
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Re: Kerbal Space Program Pass The Save File

Post by Solar112 » Sat Feb 01, 2014 8:57 pm

Vinyl. you have an hour to do something and post it here, else the save file passes on.

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Re: Kerbal Space Program Pass The Save File

Post by Vinyl » Sat Feb 01, 2014 9:05 pm

Astral Paladin Helio wrote:Vinyl. you have an hour to do something and post it here, else the save file passes on.
I'm too lazy to remove the Ar202 from the lander design, but the one on the landed one is deleted debris. So Calamat Crater Base now has 11 personnel.
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