[00:19:49] ;tell Althego https://78.media.tumblr.com/dd9dbfc6aa30f6f0d1437dbb63782eb6/tumblr_p56rzqMNLx1u3abkpo1_540.jpg [00:19:49] Flub2: I'll let Althego know when I see them [00:23:21] https://imgur.com/4Ft9S6E [00:23:21] https://i.imgur.com/4Ft9S6E.jpg [00:23:50] not sure what chance I have of anythin g surviving. [00:24:09] can that even fly? [00:24:18] I am hoping that body lift is a thing in FAR [00:24:23] should be [00:24:37] but even the it looks like control will be weird [00:27:01] I should have written down what the ideal angle of attack exactly was. [00:27:26] something around 10 degrees I think [00:29:38] ok I've drawn level at 40 km altitude and 2200 m/s [00:30:48] https://imgur.com/KLrDQaX [00:30:49] https://i.imgur.com/KLrDQaX.jpg [00:31:58] this is gonna take a while [00:32:27] trying not gain altitude [00:32:43] #KSPOfficial: mode change '+o UmbralRaptor' by ChanServ!ChanServ@services.esper.net [00:34:42] ok, trying to descend to 35000 m and then hold level [00:41:08] ok sturns out that this thing is completely unstable in yaw [00:44:42] but it still got to the ground entirely intact! [00:51:17] i can never hit the runway when trying to land a plane [00:51:48] landing on the field is fine [00:51:52] usually [00:52:11] after the 5th attempt :p [00:52:38] Eddi|zuHause: I consider it a good landing if it it gets anwhere on the green [00:53:01] an ok landing if it's not the right continent [00:54:15] so people fly back to KSC when they do missions of "take measurements at "? [00:55:00] Eddi|zuHause: I often jsut leave the plane landed there for a while, in case I can get another mission nearby [00:55:04] s/so/do/ [00:57:55] i once tried to go to a place with a car, but then it turned out the location was behind a mountain range [00:58:15] there are a distinct lack of roads on kerbin :p [00:58:22] I should put a kOS module on this and figure out an efficient automatic launch script [00:59:29] i heard much of kOS lately, but somehow i don't fancy trying to incorporate it into my game [01:02:08] Eddi|zuHause: it;s the only way to operate things like landers and rovers when you have remotetech light speed delay on [01:30:13] Eddi|zuHause: it's my source of revenu in the early game: Automated tourism [04:31:57] ;seen Tortoise767 [04:31:57] Tortoise767: tortoise767 (tortoise767!~Tortoise7@wlan-t-174-60-nat.csuchico.edu) was last seen posting in #KSPOfficial at 2018-04-15 04:31:57 +0000 [04:32:05] ;seen Wetmelon [04:32:06] Tortoise767: wetmelon (wetmelon!~wetmelon@2600:1700:2601:7c40:a500:fffe:c53:8101) was last seen quitting in somewhere at 2018-04-11 02:57:03 +0000 [09:38:55] #KSPOfficial: mode change '+o APlayer' by ChanServ!ChanServ@services.esper.net [09:50:05] Last message repeated 1 time(s). [09:50:05] Apologies for the join/quit spam. [09:50:35] APlayer: you should be [09:50:43] I was appalled [09:50:46] In fact, I am [09:51:10] The UN was about to convene an emergency meeting to discuss your atrocities [09:51:19] hehe [09:51:47] Action: APlayer has quit (causing more UN meetings) [09:51:52] why would fluburtur send me a liquid cat through a bot? [09:52:36] Althego: Thank god it was not a gaseous cat [09:53:09] Imagine if if diffused through the box [09:53:47] Schroedinger's experiment would have to be re-phrased as "Is there a cat in the box at all?" [09:55:40] normally my norepeat works fine but I guess I need to reinstall python heh [10:22:59] I just heard the ksp editor music in a tv program :p [10:26:17] you sure its not your brain calling for ksp? ;) [10:26:25] free music [10:26:31] only the title music is from the devs [10:26:45] you can find the in space music in random youtube videos too [10:26:55] lol ok [11:55:35] https://78.media.tumblr.com/0a473eaf5ebe4986e9bd5882bd5d6789/tumblr_onekx0qsdm1vrottko1_540.png [11:56:25] Oh boy [11:59:06] I should probabyl desing the servo holders for my plane [11:59:27] they need to be a bit weird because it will use a pull/pull system for the tail controls [11:59:35] also I need to work on the tak project [12:06:23] Any tips on starting to deal with all the fundraising I'm going to have to do to keep up with Career mode? [12:06:39] finish contracts [12:15:03] I think I designed my tank tracks the wrong way [12:15:25] how can it be wrong [12:15:27] usually it's the tracks that have the drive pins and the wheels have holes but mine is the opposite [12:15:40] but I have seen other stuff do that too [12:15:46] I guess it depends on the application [12:17:16] anyways [12:17:33] I still need to design the drive gears and road wheels and suspensions and gearbox [12:27:57] Glorious takeoff into the ground, innit? https://gfycat.com/AlertFarawayLacewing [12:32:32] old [12:33:09] ok, just similar plane [12:35:15] Fluburtur: not weird and usually done with a single servo [12:35:39] yeah but I have rudder and elevator [12:35:47] but I need to make a mount with wire guides [12:36:07] rc planes of that size usually only have a single push/pull rod [12:36:26] but I can't put the servos on the tail of the plane or it will make it too tail heavy [12:39:44] uh why can't you dump fuel in stock ksp [12:44:14] Why can't you build a non-heavily-oscillating plane in ksp [12:44:41] yes sometimes it would be nice to dump fuel [12:45:09] everybody else seems to be building them fine [12:47:17] I'm firmly convinced that's absolutely impossible with the standard early-game wheels [12:47:25] on the ground? [12:47:31] Yes, on the ground [12:47:32] have you tried rolling on the grass instead? [12:47:38] lol [12:47:48] have you tried to make another plane [12:47:57] also doesnt matter much because if it is designed correctly it takes off in second [12:47:58] s [12:48:15] lel some of my planes use like half of the runway [12:48:27] the ones I make to be somewhat realistic [12:48:29] or TWR>1 and no runway needed [12:48:43] I have tried making a dozen planes. Half of them manage to take off allright before they start oscillating and wobbling so strongly that they become uncontrollable. As soon as they're airborne, they work perfectly fine. [12:49:53] Argh, no, I can't make it to the grass. The steep ramp down to the grass is hard enough to make the wheels break [13:15:20] hehe [13:15:24] maybe 1.4.3 helps next week [13:17:45] but its is true that thos ediagonal wheels are horrible [13:18:01] generally there is like a 50% chance they survive landing [13:18:07] so you can land with them once [13:32:01] you don't need legs if your intent in landing just once [13:32:22] not if you intend to land mostly in one piece [13:32:33] otherwise just build a rocket with parachutes [13:32:37] lot easier [13:32:39] But I need them to take off. Although I heavily doubt "the legs are horrible" explains the heavy oscillations along the roll axis [13:35:07] what i see from that video it can be very well because of the wheels [13:35:32] https://en.wikipedia.org/wiki/Toe_(automotive) [13:36:24] most strange runway effects can be explained by the body/wings bending (if the wheels are on the wings, but better not put there any) or with the unstable way the wheels are mounted [13:36:43] yeah that [13:37:50] Well, my wheels definitely don't have a toe angle and are mounted on the main body. But eh, I've seen it with planes in this game for a while now, anyway, I guess [13:38:16] damn [13:38:35] so their axes are not parallel? [13:38:59] btw what version is current now? 1.4.2 and making history? [13:39:05] No, they are parallel in my case [13:39:20] I had non-parallels once, that gives totally different oscillations. [13:39:27] as you can see in the topic [13:40:32] Non-parallel rear wheels make the plane hop around as if it has to go pee [13:42:01] ok, downloading the latest one to see for myself [13:42:24] but as i said probebly on tueasday (wednesday) there is an 1.4.3 [13:43:41] well then i'll update it then again [13:44:39] oh my [13:44:45] i forgot when i got KSP [13:45:04] 2012-11-11 [13:45:38] they have a bug with dates maybe?? [13:45:46] not really [13:51:19] zilti, so were you talking about missions or sandbox? [13:51:57] Gasher: career mode [13:52:21] I doubt anyone voluntarily uses those "wheels" as soon as others are available [13:52:39] in general do not build planes in career, mostly long and boring missions [13:53:09] yeah lol [13:53:18] so career with starting parts for a plane? [13:54:18] Almost the starting parts, yes. With only the starting parts it is literally impossible to get a plane off the ground (at least with FAR installed?) [13:55:04] damn, far [13:55:29] i cant help you with that [13:55:52] but people say in general the plane behaves more realistically, thus somewhat better understandable with far [13:56:14] i would make it a taildragger with slightly elevated nose, that takes off on its own in a matter of seconds [13:56:44] so put the big wheels on the front, the small in the back [13:57:01] maybe use two engines on the body: intake-tank-engine on both sides [13:57:08] also far gives you intruments to evaluate the design [13:57:14] I did this before, still get horrible oscillations I have to heavily counter-steer just before takeoff. So far, what I currently have (two wheels in the back) is *more* stable on the runway than a taildragger when using jet engines [13:58:08] hm, wait, does FAR support the latest version? [13:58:09] then wait for the deployable small landing gear, those should be ok [13:58:14] it is jsut one node higehr [13:58:26] Gasher: I'm on 1.3.1, and that at least is supported [13:58:32] ah damn [13:58:53] in normal difficulty you can easily get at least the small landing gear [13:58:54] then just make another plane, move stuff around [13:59:45] oh wait [13:59:47] oscillations [14:00:09] maybe you can counter it with spring/damper fiddling [14:00:18] not on that wheel [14:00:21] Those fixed wheels don't have any dampers [14:00:27] they just bend on their own [14:00:39] plus i think i remember the issue - the wheel makes a bumb when it is moved by the craft's weight too far [14:00:41] not even the autostruts help that [14:00:45] hence oscillations [14:01:09] so the strut which holds the wheel bumps into the ground [14:01:29] maybe put off fuel until it's lighter [14:02:31] Or just add some boosters, call it "turbine-assisted rocket" and call it a day [14:02:44] rockets are easier [14:02:52] no need to bothey yourself with planes [14:02:59] unless you want the challenge [14:03:26] it's that issue with the starting wheel [14:03:41] it moves the wheel too far from the socket under weight [15:31:13] hehe, the coolest telescope (0.015K) [16:06:23] hehe and skye was there with him, poked into the picture when she took a book [16:27:48] Hello there. [16:29:19] I've some a little question concerning the "making history" DLC of KSP. After purchasing it, I can't find the new parts, not even in the techtree. [16:30:41] then it is not installed (correctly) [16:31:22] is there a squadexpansion dir in the ksp*/gamedata dir? [16:33:02] Yes there is a squadexpansion folder in it. [16:34:03] Or is it because I've startet a new game? [16:38:09] Edit: I'm not sure if its important, but I'm a linux user. [16:38:17] i am not sure what would happen in an old savegame [16:39:41] So maybe trying to research the whole techtree new? I'mean they even don't show up there... [16:40:22] but at least the new menu is there at startup, right? [16:41:40] "kinda" the first menue is the old one, ater klicking on play I have two more options the "missions" and the "editor" [16:41:47] yes, that is it [16:41:54] so i guess it does not apply to old saves [16:42:15] you can try to start a new one and see if the techtree has the new items [16:43:49] Thats what aI'm talking about^^ The techtree shows only the "old" parts what I can unlock. [16:46:56] Okay now its getting strage... I can choose the "Vostok/Voskhod capusle but the tectree is still vanilla... [16:47:12] the techtree looks the same [16:47:19] there are just few extra parts in the nodes [16:47:27] zilti: If the video you linked yesterday is a representative example: [16:47:53] The main gear is very far back, well behind the centre of mass, so you need a lot of speed/lift to rotate [16:48:33] The gear is set up with the wings pretty much level, so you don't get much lift /before/ you rotate, causing a chicken-and-egg problem [16:49:03] FLHerne: the problem being, when I put it less far back, the engine touches the runway and goes boom [16:49:23] Not to mention that elevators work by pushing the tail of the aircraft down, and because the legs are so far back they've got almost no lever arm [16:49:32] s/legs/wheels/, obviously [16:50:42] The result being that you're having to go crazy-fast until random suspension oscillations cause the thing to rotate far enough to lift off [16:51:07] (and in most cases, those random oscillations will cause you to crash first) [16:51:25] zilti: Have you discovered the fine-control option? (press capslock) [16:51:47] If you have, turn the max range of your elevators down a bit [16:51:57] if the tail is pressing the wheels into the ground, it could cause the bending of those beams (the wheel part) [16:52:12] *if you have and it still didn't let you control pitch accurately [16:53:04] FLHerne: I have indeed. Well my other plane, a twin-engine with a tail wheel at the very back and two wheels in front of the wings takes off at 75m/s, but that's also because the tail is naturally lower. Still, I have to be careful or it will randomly decide to ram a wing into the ground at takeoff [16:53:40] With a reasonably-designed aircraft, you should be able to control pitch quite accurately. Just holding down 'S' will definitely explode your engines though. [16:54:11] A normal tricycle landing gear has the main wheels only slightly behind the CoM [16:54:38] The single nose gear is only for balance and carries hardly any weight, which minimises side-to-side wobbling [16:55:51] With a taildragger, you want the main gear only slightly /ahead/ of the CoM, and the tailwheel should be off the ground within a few seconds of starting moving [16:56:13] (taildraggers are harder, both in RL and KSP) [16:56:17] maybe bit more than slightly, because think of braking :) [16:56:47] Taildraggers are absolutely awful to land though, so I've installed two braking chutes [16:56:55] hehe [16:57:24] The point being that the aircraft should pretty much balance on, and pivot around, the main wheels. Whichever end you put the castor on, it's just for balance [16:57:56] Also having to constantly steer up and countersteer the slight roll to the left gets a bit annoying... [16:58:10] (and yes, taildraggers flipping is prototypical :P https://youtu.be/o4oOhumKco4?t=22) [16:58:19] or alternatively, have them as far in the back as possible if you expect rough terrain landings, and use canards to lift the nose instead of pushing th tail down [16:58:35] Althego: Oh, that's a good plan [16:58:45] I may have to steal it :P [16:59:13] one does not simply land on duna :) [16:59:52] zilti: Mod+WASDQE is 'trim' [17:00:12] Yeah not gonna fly without canards, it's a lifesaver [17:00:38] If you press Mod+S once, it then behaves as if you're constantly steering slightly up [17:00:54] problem is, that you cant move trim while moving the controls. at least have some separate elevator trim [17:05:11] Hmm when starting rockets, I never realized there were big islands not only south of, but also to the east of Florida [17:06:39] One of them has a grass runway. Good for testing planes ;-) [17:19:47] Well, good to know. I'm not sure if I have enough gas to reach Kourou [18:15:32] #KSPOfficial: mode change '+o UmbralRaptop' by ChanServ!ChanServ@services.esper.net [18:37:11] How do I reset Module Manager? I think one of my mods is acting up. [18:38:04] You may delete the cache and other files MM created in your GameData [18:46:49] Ahhh thank you. [18:50:26] APlayer your challenge goal is pretty hardcore [18:50:39] Hehe [18:50:44] The 100 funds part? [18:50:57] 5 tons EZ, supersonic EZ, 1 hour flight time ehhh [18:51:04] Ah [18:51:20] I could get 48 minutes with my first design [18:51:56] Well, it's the combination that does it. You said it was easy, so I had to add the 100 fund limit, but if it is not, go ahead with unlimited funds [18:52:34] but getting one hour of flight time isn't easy [18:52:43] I think some of my planes can do it [18:52:58] I know my cafe racer can do it and it can go supersonic and it uses wheesleys so very efficient [18:53:00] Consider it a supersonic aerospace cargo hauler. ;-) [18:54:24] I love the challenge you gave us by the way Player, REALLY need to think. love using my head [18:55:05] I loved the design I came up with and saved it for later experimentation, but I had to start over. [18:55:21] https://cdn.discordapp.com/attachments/413109312802521098/434846239591366666/20180414225821_1.jpg [18:55:30] i know the way [18:55:41] im stuck on laythe [18:55:47] APlayer those are my two usual workhorses https://cdn.discordapp.com/attachments/413109312802521098/434847276590956544/20170114171621_1.jpg [18:55:57] hi [18:55:59] big one can carry like 50+ tons of cargo [18:56:05] smaller can carry like 20 [18:56:20] how many mods can you eat [18:56:36] o_O [18:56:42] In fact, I just randomly picked things that sounded interesting and was lucky enough to hit a sweet spot where it is possible but hard. ;-) [18:57:25] I could try the challenge with the big boi but it already needs like 10t of ballast in the nose so it is stable [18:57:38] so adding 5t of payload is basically flying it empty [18:57:57] I should say, at least 5 tons. ;-) [19:01:44] https://i.gyazo.com/00844286606da940feed415a027f608f.png - Attempting it with this initial fuselage. [19:02:47] Something about those nose cones right behind the wing strakes looks redundant to me. [19:03:03] But I guess it's useful in KSP anyway, and probably IRL would be too. [19:04:30] we should do a glider challenge [19:08:23] you really need to go above 20km to be very efficient [19:09:39] if we give up on this one...>RULES FOR THE GLIDER CHALLENGE - ONLY power, 2 Seperatrons, because you can't really give a glider a boost, we go for longest glide time? [19:10:04] I was thinking more like using a juno drop pod to put it at a certain speed and altitude then see [19:11:01] Ah. [19:11:06] that works. [19:13:55] oh goddamnit [19:14:12] I printed an adaoter to use my camera with my telescope but it's not the right size [19:14:29] https://i.gyazo.com/a11e997b20fd0688c5fe4d830d53035b.jpg - MY STAR WARS BETTER THAN YOUR STAR WARS HEHE [19:22:41] lesseeeeee...limiting the throttle to 50% works but will it go supersonic? [19:24:21] #KSPOfficial: mode change '+o Deddly' by ChanServ!ChanServ@services.esper.net [19:25:04] NOOOOPE [19:26:21] cruising at 23km would be idea for high efficiency [19:42:26] Draconiator: it's overweight for proper aircraft shenanigans. [19:43:09] Shock cone + Mk1 inline cockpit + mk1 fuselage + turboram [19:44:39] Which is I guess like sticking a J-58 in an F-104. [19:56:28] https://cdn.discordapp.com/attachments/186186669324500993/435166475960188928/DSC_8708.JPG [19:59:10] Ooooh this is cool, just found the diagnostic mode on my iPod 3G [19:59:40] This kind of statement is what differentiates us nerds from normal people. :-) [20:00:01] 50 minutes of flight on my kc20 and I might have 10 more [20:00:07] almost circled kerbin [20:02:07] still didn't egt the blender import thing to work however, so I can't print my ksp crafts [20:05:31] Fluburtur, 3d printed threading? [20:05:40] yeah [20:05:51] adapter thingy so I can put m camera on my telescope [20:06:00] in a more elegant manner than just gluing it on [20:06:04] ah [20:06:12] they have their weird threadings there [20:06:19] also, passed the KSC [20:06:32] weird aka their own standard [20:06:34] nah mine uses just a barrel type thingy with a screw to secure the lens [20:06:52] 57 minutes of flight time [20:07:31] https://cdn.discordapp.com/attachments/413109312802521098/435169280473169931/IMG_20180201_023149.jpg [20:08:48] I could take pics like this https://cdn.discordapp.com/attachments/413109312802521098/435169523381960722/DSC_8330.JPG [20:08:52] https://cdn.discordapp.com/attachments/413109312802521098/435169578004381706/DSC_8557.JPG [20:09:25] https://i.gyazo.com/90c889ed99ecc2eb4bc4cd9dc03ce4cf.jpg [20:10:32] I'm kinda new to KSP and I think I'm stuck [20:10:38] I can't get the spacebar to launch / stage [20:10:39] oh no [20:10:46] I don't know what's wrong :| [20:10:49] I have 59.50 minutes of fuel in the big one [20:11:00] has anyone had a similar problem? [20:11:17] I'm just following the "training" tutorials [20:11:46] check that you haven't switched to docking controls by accident [20:12:10] dhtns: can you provide a Screenshot? [20:12:17] Or see of you have electricity\ [20:12:18] ve2dmn: yup [20:12:46] in the bottom left there'll be three lil square icons in a column, you want the green spaceship one to be lit up [20:13:04] tawny: Yes, that one is currently lit up [20:13:08] alright [20:13:09] hmmm [20:13:44] https://imgur.com/0ReO4tj [20:13:44] https://i.imgur.com/0ReO4tj.jpg [20:14:08] Also, the "stage" light is blinking green [20:15:11] Fluburtur: I saw something and I was thinking of your planes: https://imgur.com/a/9PhsU [20:15:12] https://i.imgur.com/o8qulXK.jpg [20:15:24] ooo nice [20:15:56] https://cdn.discordapp.com/attachments/236560222133551104/435171385183305728/20180415221030_1.jpg [20:16:07] https://cdn.discordapp.com/attachments/236560222133551104/435171460412211210/20180415221432_1.jpg [20:16:53] dhtns: right click on any rocket part and try staging again [20:17:53] ve2dmn: Ok, I tried right-clicking so you get the details window for a part, and then pressing space [20:17:56] nothing happens :/ [20:19:02] (I can manually click the "activate engine" button in such a details window, but that doesn't launch a stage) [20:19:07] dhtns: pressing 't' or 'r' doesnt do anything? [20:19:52] ve2dmn: that toggles SAS and RCS (so those keys seem to work...) [20:20:28] I can also press qwe/asd to change roll/pitch/yaw [20:20:38] It's just the damn space bar :p [20:20:50] ok... weird [20:21:12] try going into setting and changin the spacebar to another button? [20:21:54] ve2dmn: okay, lemme search for the key bindings [20:22:23] dhtns: I'm sort of out of idea and th [20:22:50] aside from Input lock issues, but I'm not sure thoses are relavant bugs anymore [20:22:51] ve2dmn: I tried googling, but nobody seems to have had my particular problem :| [20:23:08] Can you change key bindings under "view keybindings"? [20:23:44] I'm not finding a way to change them [20:24:27] I'll start KSP and check [20:24:40] I don't know these things off the top of my head [20:25:15] Maybe I should just report an issue on their official bug tracker or something [20:28:45] dhtns: try ALT+L [20:29:15] ve2dmn: nothing :/ [20:29:20] and X ? [20:31:04] also nothing (well, anything + x sets throttle to zero) [20:31:15] although, right shift + space makes the stage button purple! [20:31:21] but I still can't launch [20:31:36] and if I hit right shift + space again, it goes right back to blinking green... [20:31:52] wait... are you On Windows, Linux or MacOS? [20:32:01] (sorry, I meant right shift + L) [20:32:05] ve2dmn: linux [20:32:10] ha [20:32:17] Then ALT does nothing :D [20:32:24] https://wiki.kerbalspaceprogram.com/wiki/Key_bindings [20:32:29] see 'lock stage' [20:32:49] Ahaaa [20:33:06] So in theory, not running in windowed mode should fix that [20:33:36] no [20:35:35] Hmmm, I'll figure it out :) [20:35:40] ve2dmn: thanks for the help [20:47:22] yeah I hate how it's right-shift on linux instead of alt [20:53:21] #KSPOfficial: mode change '+o UmbralRaptor' by ChanServ!ChanServ@services.esper.net [21:06:21] Hi All, I have a question [21:08:12] I'm restarting my game, but for some reason when I launch the flea, pod and chute (pressure set to .75)and in the right order, my chute keeps deploying om launch [21:10:19] another thing, when I change my setting for custom the MC is not available. How am I supposed to do anything without a mission to gain points? [21:12:08] You'll want to check the staging (lower right in VAB) for the chute. [21:12:35] hmm. Ok. I have been changing it on the left [21:12:55] That also works in that the staging is on the left in flight. [21:13:36] Odd. I have the chute on top of the engine icon, but it still deploys [21:14:58] The chute needs to be on separate stages, not just above. Uh, I can post a screenshot in a few minutes. [21:15:10] Ok I got ya [21:15:26] so, what about the MC issue [21:16:04] I think I have access to R&D but not to controll [21:16:09] control [21:16:49] I just want to move along better with the game [21:17:05] sim... what ever [21:18:10] I thought it was kind of odd that I don't even have access to couplers early on [21:19:30] #KSPOfficial: mode change '+o Dman979' by ChanServ!ChanServ@services.esper.net [21:21:41] If you're in science mode, the research points come entirely from collecting and retrieving science points. Right click on a kerbal on EVA, a command module, or an instrument (eg: a goo cannister) in flight mode to collect. [21:23:10] despite a slight problem involving having very little control and lift at slow speeds, the megashuttle has landed entirely intact! [21:23:17] https://imgur.com/bbIwK1k [21:23:17] https://i.imgur.com/bbIwK1k.jpg [21:23:19] yay [21:23:31] I did that before in a mission, but didn't have enough power to xmit the data (No solar panels). Thanks tho [21:26:40] I was able to maintain a low sink rate until it got to 15 km and 1000 m/s [21:31:15] No need to xmit if you can recover the craft. [21:31:22] bah [21:31:50] oren: no wings? [21:49:44] adapter done https://cdn.discordapp.com/attachments/236560222133551104/435195003237695488/DSC_8709.JPG [21:57:04] Arcan: no wings needed. final landing is with paracutes only [22:04:15] neat [23:31:52] #KSPOfficial: mode change '+o Supernovy' by ChanServ!ChanServ@services.esper.net [23:32:01] Evening, Gentlemen. [23:32:45] https://i.gyazo.com/82706e8a11505ca62807656eac014fdd.png - Had an older backup of KSP when my drive failed, so I found out that there's no base on Mun anymore....heh [23:41:40] Uh, that was introduced in 0.14, and removed in 0.14.1 >_> [23:43:01] *0.14.2 and 0.14.3 [23:43:04] But you could make a mission where there's a launchpad there now. [23:48:09] I meant THE base that was obn Mun that I built in the VAB and placed there does not exist anymore.