I was in a modpack (crash landing) which is pretty old and only works in version 1.6.4, and when I entered my old world from years ago about to be filled with nostalgia, I glitched and my world turned grey, I thought I ruined the world so I deleted it and created a new world, but the same problem appeared, this doesn't happen in the newest version but Minecraft does now lag a ton, I can barely get 25 fps and it's unplayable, I tried updating my GPU drivers but windows says it's the latest one, and I tried edited some settings and installing optifine but it didn't work, I uploaded images below
This is caused by bug in the latest Intel graphics driver; if you do not have a dedicated GPU you need to downgrade to a driver released last October (give or take, depending on the GPU model; be sure to choose the correct one on Intel's driver download page):
_visual_bug_this_is_vanilla/i7cfc29/
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I've just managed to do this early "low-cost" Nasa proposal to a cheap and fast moon landing, since our space program is often running out of money ( big hug to RP-1 team) . Of course, this little thing never flown in reality, was one of the possible applications of the Gemini spacecraft (one design even was planned to a Mars landing!).
Undocking, and centaur stage firing its last precious amounts of deltav doing the decceleration burn, after that the lander will be released juuuust to the do final descent, at about 2000 m above the terrain, meaning Neil Amstrong will land with a Centaur stage going to crash.. just under him. What a brutal Nasa idea!
I dunno. I think the Soviets had this same idea. And my own Travelling Circus has used a "crasher state" extensively because EXPLOSIONS! Besides, any debris remaining in the landing zone gives the Kerbals something else to do. They can go examine the debris to see what survived the crash and what did not. This helps in designing more explosive crasher stages for future missions
Jeb surveys the results. I cut the engine at 2000 m. I could have burned another 820 m to stay at 1000 m above terrain. I forgot to check the impact speed but it landed on the engine bell and did not explode so it must have been a soft landing. 45 points if I understand correctly.
Exactly. Please define "wings." Are Mk2 parts disallowed, for example, because they produce lift? If so, what other parts aren't allowed? Or are some parts only allowed for some purposes (e.g. those structural panels?)
Or what counts as aerobraking parts? Almost all parts have drag and lift when tilted in the airstream. I'm pretty sure I can replicate the Eve landing with fuselages or pretty much any set of non-spherically symmetric parts. The Tie Flighter could probably also be built using fuselages instead of metal plates. I don't think "wing" can be properly defined.
As a side note, the fairings are special. It seems only the bottom part has a 9m/s limit. The shell is much tougher. I've managed to bounce from 10km on Tylo with an impact speed of 400m/s. It is a two stage device with a fairing in a fairing.
Next tried an Eve landing. I used F12 to display biomes so I could see land from space them used MJ to target a dry spot. The intent was to abort MJ landing once well into atmosphere then manually control throttle until 1km above surface. The landing gear blew near immediately. The Vector exploded shortly afterwards. With no engine on board I never bothered to close MJ. It appeared all was lost:
Feeling overly confident I headed for Tylo. I do not have a pic of the crater the gang of four made on the surface. Killed them twice in the name of science. I will probably try again but I'm suspecting a different approach is required. I already added more fuel but that did little to help.
The purpose of the structural panels is to prevent the sensitive core from crashing into the ground. They were rotated for max crash coverage and clearly not lift or control. Still, it was enough to get some control (like a soap in a bathtub but enough). If that is not allowed, I honestly don't know what is.
I think the best way to save the challenge is to change the score to highest energy at impact. Either E=mv^2/2 if in atmo or E=mgh if in vacuum. More massive body, craft or speed means more points. Or, simply remove all atmospheric bodies. Or, run this challenge as is and post a new with improved rules next week.
So Jool you evil giant. I expected to burn up quickly in the atmosphere. To my surprise there was barely any red glow, and I was at around 3500 m/s when I ran out of fuel. Instead I slowed down gently. Hit the "surface" (0 m) at around 40 m/s. Kept falling into the planet. At -250 m the craft just exploded without warning. I tried to get a pic but it all happened too quickly. The look on Bob's face. He knew.
My biggest mistake was not securing the lander inside the fairing. During re-entry, it must have shifted and got stuck in the fairing and I lost 2 engines during separation which caused it to be severely unbalanced so was not able to slow it down as much as I would have liked. Hit the ground at 112.5 m/s. Pretty much went how I thought it would and he survived! Now if only I had figured out a way to make sure he could get out...
25 pts for a (mostly) successful landing
20 pts for landing on Kerbin
Picking up immediately where Manhunter: New York left off, Manhunter 2: San Francisco has the player crash-landing their stolen ship in the City by the Bay after trying unsuccessfully to keep up with enigmatic serial killer Phil. Left with no alternatives, the player assumes the identity of a local Manhunter and solves more crimes for the alien Orbs while searching for Phil and working for the local human resistance.
Manhunter 2 presents the same urban decay and oppressive alien invader regime as visualized in the original, this time using streets and landmarks from the Bay Area. The Golden Gate Bridge, Coit Tower, Alcatraz prison, and the TransAmerica Pyramid all receive alien makeovers. New puzzles, new characters, and new investigations await as the player tracks Phil by his string of strangled corpses.
All concepts and gameplay elements from Manhunter: New York return. The player again uses the MAD tracking device to follow suspects provided by the alien Orbs and uses clues found through first-person location investigation to discover the suspects' name. Occasional arcade sequences bring mixed challenges, and though they cannot be skipped, a new difficulty option has been implemented. The same point-and-click gameplay (no typing required) is used to navigate the game world.
Out of the countless defeats and sacrifices eventually came the answer. The successful rocket was ramshackle and ugly. It was the result of a hundred inelegant solutions to unforeseen problems. Nevertheless, it held steady through the launch ritual: keeping straight through the initial 10,000 meter ascent, the smooth transition to a suborbital arc and the controlled burn at the 70,000 meter apoapsis, first to orbit, then out of Kerbin's influence and into an encounter with Mun. Before descent, I transferred my Kerbal to a lander bolted on top of the launch payload (an over-engineered solution to my earlier fuel shortage.) Then I landed, and took one small step onto the surface.
Kerbal Space Program is about building and flying rockets into space. Chances are you already knew that, because it was first released, in alpha, back in 2011. Thanks to the strength of the core sandbox concept, its potential was evident from the start. The added tools and features of subsequent patches have only strengthened the game's ability to deliver on that initial promise of full space program management and execution. Kerbal Space Program was one of the few Early Access games that I felt comfortable giving an unreserved recommendation. It was brilliant then, and it remains brilliant now that it's updated to version 1.0 for an official release.
The latest update brings some significant improvements, but none of its individual additions dramatically change the game. KSP's major pillars have been in place for a while now. Updates were designed to extend these pillars, and over the course of years have shaped the game into what it is now. To an extent, version 1.0 is the ornamental entablature that completes the construction. It overhauls the flight model, aerodynamics and heat simulation, bringing them closer in line with real-world physics. This simulation is the key to what makes KSP so compelling, and so it's fitting that its completion corresponds with the proper release.
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