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![]() During that time, you're also traveling the slowest, so it's a pain in the rear to wait for - something around 60-80 minutes to make a full orbit. Last night I had an orbit gone wrong similar to that.wanted to orbit at around 40km, the peak of the apogee (furthest point of the ellipse) was 835km out. If you have vertical components to that speed, then your orbit is going to be an ellipse. The values displayed above the bubble is both of those combined. Keep in mind, when you're thinking about circular orbits, the speed mentioned is your tangential (horizontal) speed, not your vertical. It may or may not involve another rocket. The memorial service will be held tomorrow. Jeb radios back with a "YEEHAW!", and kicks the booster into maximum thrust, impaling them into the side of a mountain. How the hell?! I radio the pod to inform them that they still have their booster but no chute anymore. I see Jeb and Bill throw me a smile, showing me that they're fine with their impending death. I try to avoid it, but my pod is on a collision course. Apparently it had a bit of fuel left and I didn't shut it off completely before popping. What I don't see is that my previously attached rocket pack is in fact following me. I pop the main rocket off and am running off of my secondary for minor course corrections. DeC/SAS/Fuel/LRB/DeC/SAS/3xFuel/LRB/3xSSR's w/SAS's. The second time I decided to take things a little more seriously. ![]() I fired off the rocket, one engine actually fired, and the rest just stayed on the pad. So last night I learned that this game does not like it when you have 6 fuel tank setups (with liquid engines) connected to the same tricoupler. Assuming other planets will be added, waiting several weeks real time to get to another planet is rather dumb for a game (no matter how realistic you try to make it). On a side note, while the new staging would be nice, I wish there was some sort of time dial, where you could speed things up. (The 'slingshot around the moon' type stuff you hear in sci-fi, except it's not sci-fi ^^ ) When dealing with chemical rockets, they're the most efficient way to change orbits around one body or transfer into orbit around another body. If you want the physics behind that stuff, look up Hohhman Transfers. (All of this is done complete vanilla - no mods) Woke up in the morning, pod is still traveling at 1.8km/s, no longer decelerating, planet Kerbal is a tiny dot I have issues finding (even with the guidance bubble thing). Got back from showering, was still at like 2.4 km/s, so just figured it was an extremely large orbit, went to bed letting it run. Got up to 3.8km/s or so from that, ejected the pod to just 'orbit' (that was my goal) planet Kerbal. The craft I launched last night had a liquid stage with 2 fuel tanks left when I initiated a pure horizontal burn. Then just for feel, every 10 or so km I keep nudging it down closer to horizontal still on that 0deg heading. Turn on SAS, fire rockets, travel straight up goign through stages as they burn outĪt about 11km I turn off SAS, nose down to about 45% inclination, try to keep 0deg as the heading, then turn SAS back on, burn through more rockets More details on these features will be revealed at a later time.Also keep in mind that you won't reasonably hit escape velocity firing straight up. ![]() Soon players will be able to share the challenges of deep space exploration. Multiplayer/Modding: The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Among them: Charr, a heat-blasted world of iron Ovin, a ringed super-Earth with relentless gravity Rask and Rusk, a binary pair locked in a dance of death and many more to reward exploration. ![]() In Kerbal Space Program 2, interstellar technologies pave the way to a host of new star systems and celestial bodies, each comprising novel challenges and harboring secret treasures. Interstellar Travel: Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space exploration and beyond. Colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.Ĭolonies: Brand new to Kerbal Space Program 2 are colonies. ![]() Next Generation Technology: As the game updates progress, players will gain access to a whole new set of next generation tools and technology including new engines, parts, fuel, and much more. Key Features to come during Early Access: ![]() ![]() This is very useful when being rushed by a surrounding group of gangsters. Target locking enemies is accurate enough, but using the right stick to shoot from every direction is the way to go. One would see players using only a rocket launcher in a attempt to rack-up combos. Missions putting key weapons to use in short time limits. Rampage Challenges are still a highlight. Overall too much focus in this area takes away from mayhem established in Retro City. It’s available to buying cosmetic items and guns, but all of which are fairly priced to begin with. However, for the person holding the controller, there really isn’t much to do with earnings. He continues to cash-out, adjusting his finances accordingly. Other than buying more property, Where can I take my monstrous amounts of cash earned? For the protagonist its great. You’ve monopolized various businesses by force, but then what. The shakedown was a good concept, but the missions do wear out faster than expected. You then step outside and wipe them all out. Other times an owner may already have protective services from other thugs. Some times a player would cut the hair of a barber to pressure them. There’s some differences in-between, but expect similarities. Over 80 businesses need to be forced to join your team. Playing as all three is just for pushing the narrative forward, none have unique abilities.Ī major part of the game is the act of Shaking-down stores, turning a profit. Another aid comes from an Overseas Connection, who regularly takes on cartel members and acquires goods. He’ll have to use what’s available, recruiting help in the likes of his deadbeat son Scooter. By any means necessary he takes steps to change his fortunes. Most of the comedy comes from how truly-behind the curve this character is. ![]() It’s understandable considering he feels renting VHS Tapes is still profitable. One is an out of touch CEO whose investments have caused him to lose lots of money. Synth-fueled Jams perfect for cruising and engaging in shootouts.Ĭontrol three characters. ![]() Driving around is a breeze, and controls well. See them regularly taking selfies, working out, adding more life to this well-designed world map. Animations, explosions, destruction overall impresses. It’s easy to see a lot of time was put into the visuals. RCR went for the 8-bit look, now we’re in 16-bit territory. As expected, its followup Shakedown: Hawaii would be a highly anticipated Indie Release. It was considered a success and is available on a vast amount of gaming devices. Mocking Grand Theft Auto, taking many playful jabs at pop culture. Retro City Rampage was a fun take on the open world genre. ![]() ![]() This application is a free alternative to software like CheVolume, which offers similar functionality but must be purchased for continued use. Open-source project that is no longer actively maintained but still seems to do the job If, for instance, you want to play different things on your speakers and headphones, each being connected to a separate output device, you can try using Audio Router.
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The Marcuses are also emeriti members of the Shepherd Center Board and have provided personal support to the hospital in various ways, including Billi's service as the chair of Shepherd Center's annual fundraising golf tournament for 17 consecutive years. service members who experience traumatic brain injury. Across The Marcus Foundation's partnership with Shepherd, groundbreaking programs were also created like the Marcus Community Bridge Program that supported patients after their inpatient care ended and the SHARE Military Initiative for U.S. The Marcus Foundation has been a critical partner as Shepherd Center continued to expand both its capacity and programming to meet the needs of its patients and their families over the years, beginning with a grant in 1988 to fund construction of Shepherd Center's Billi Marcus Building. 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