Kerbal Space Program Megathread V1
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I would think you could deploy drogue chutes after dropping out of supersonic to slow you.

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Kerbal Space Program Megathread V1
Tried those already, managed to rip the back end off. All it needs is a longer period of time to slow down, and seeing as for actual bombing it doesn't slow down (otherwise it just gets fucked by AA), I can afford to do that.
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Mistake Not... wrote: This isn't rocket science, *!

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Re: Kerbal Space Program Megathread V1
You only need to globally strike when you have 1 claimed base.Ivan2006 wrote:True aerospace engineers build planes that effectively fly by themselves. Without autopilot.
Also the requirement of loading a plane with adequate dakka while maintaining enough range to strike globally doesn't give you many options for design without something like FAR or NEAR.
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Re: Kerbal Space Program Megathread V1
You start with one. Unclaimed bases can be claimed by having something (aircraft, wet-navy ship, defense batteries, etc.) present; enemy home bases are unclaimable unless said enemy surrenders.
Just so's nobody roflstomps another and stops them playing.
Just so's nobody roflstomps another and stops them playing.

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Re: Kerbal Space Program Megathread V1
This sounds interesting. Can I get a list of mods? Might not do PTS, but the mods sound interesting

mfw brony imagesfr0stbyte124 wrote:5 months from now, I will publish a paper on an efficient method for rendering millions of owls to a screen.
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Re: Kerbal Space Program Megathread V1
Neophyte's Elementary Aerodynamics Research (NEAR)
BDArmory
KerbinSide
BDArmory
KerbinSide

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Re: Kerbal Space Program Megathread V1
Nothing like LLL or B9?
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Mistake Not... wrote: This isn't rocket science, *!

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Re: Kerbal Space Program Megathread V1
If we go for B9, we need to add in Active Texture Management as well or we will crash as soon as more than one vehicle is within physics range.
B9 is also not really the most required mod anymore after stock added reasonable plane parts.
LLL just looks too sci-fi for this game methinks.
I'd rather say KWrocketry, partly for the fairings - they're effectively a logical requirement if you want to launch a rocket with NEAR.
B9 is also not really the most required mod anymore after stock added reasonable plane parts.
LLL just looks too sci-fi for this game methinks.
I'd rather say KWrocketry, partly for the fairings - they're effectively a logical requirement if you want to launch a rocket with NEAR.
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Re: Kerbal Space Program Megathread V1
Given orbital stuff is restricted, fairings would only apply to aircraft; and those are generally fairly aerodynamic enough. Frankly, most of KWR would be a waste of memory, given how rockets are... eh, at best.

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Re: Kerbal Space Program Megathread V1
Point taken. Only real use of orbitals in this game would be ICBMs, and those aren't exactly the most effective way of hitting a target.
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Re: Kerbal Space Program Megathread V1
I'd vote LLL. Some of it's parts are pretty useful for building fighters and the likes.
And NEAR.
And NEAR.
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Mistake Not... wrote: This isn't rocket science, *!

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Re: Kerbal Space Program Megathread V1
Eh, LLL may be useful for some stuff, like fighters and actually vehicles as well.
Okay then, yay for LLL.
Okay then, yay for LLL.
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