Kerbal Space Program Megathread V1

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Re: Kerbal Space Program Megathread V1

Post by ACH0225 » Wed Nov 26, 2014 8:13 am

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

Post by Prototype » Wed Nov 26, 2014 8:20 am

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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Re: Kerbal Space Program Megathread V1

Post by Error » Wed Nov 26, 2014 8:39 am

Yay supersonic bombers.

Sub-orbitals next, I'll bet.
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Re: Kerbal Space Program Megathread V1

Post by Vinyl » Wed Nov 26, 2014 9:10 am

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.
You only need to globally strike when you have 1 claimed base.
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Re: Kerbal Space Program Megathread V1

Post by Error » Wed Nov 26, 2014 9:33 am

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.
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Re: Kerbal Space Program Megathread V1

Post by ACH0225 » Wed Nov 26, 2014 10:32 am

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

Post by Error » Wed Nov 26, 2014 10:56 am

Neophyte's Elementary Aerodynamics Research (NEAR)
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Re: Kerbal Space Program Megathread V1

Post by Prototype » Wed Nov 26, 2014 10:58 am

Nothing like LLL or B9?
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Re: Kerbal Space Program Megathread V1

Post by Error » Wed Nov 26, 2014 12:32 pm

B9 eats memory, and LLL is a maybe. Who wants LLL/B9?
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Re: Kerbal Space Program Megathread V1

Post by Ivan2006 » Wed Nov 26, 2014 12:38 pm

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.
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Re: Kerbal Space Program Megathread V1

Post by Error » Wed Nov 26, 2014 1:04 pm

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

Post by Ivan2006 » Wed Nov 26, 2014 1:19 pm

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

Post by Prototype » Wed Nov 26, 2014 2:00 pm

I'd vote LLL. Some of it's parts are pretty useful for building fighters and the likes.

And NEAR.
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Re: Kerbal Space Program Megathread V1

Post by Error » Wed Nov 26, 2014 3:05 pm

LLL / NEAR / BDA / KerbinSide has my vote.
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Re: Kerbal Space Program Megathread V1

Post by Ivan2006 » Wed Nov 26, 2014 3:08 pm

Eh, LLL may be useful for some stuff, like fighters and actually vehicles as well.
Okay then, yay for LLL.
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CMA wrote:IT'S MY HOT BODY AND I DO WHAT I WANT WITH IT.
Tiel wrote:hey now no need to be rough
Daynel wrote: you can talk gay and furry to me any time
CMA wrote:And I can't fuck myself, my ass is currently occupied

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