Added nosecones to the external tanks and LEM descent engines to the core MS-II stage for mid-course corrections. These were apparently features of the propulsion stage in the book. I don't own a copy of the book, so I tend to stumble on these things from other sources. The ET nosecones add extra weight and cost me about 200 - 400 m/s dV, so I'm not sure about keeping them. LM engines give the stack a bonus 100 m/s dV, and I'll adjust that as needed when I get to test-flying the mission. This also means that I can fly the mission with the realistic three ignitions on the J2-Ss instead of five, but I'll keep the bonus ignitions on just in case. The core tanks have the "cryogenic" property now instead of the default, so LH2 boil-off is vastly reduced but not eliminated. Tests show that it takes a good few years for the core stage to lose all of it's LH2 instead of a few weeks, so I should be fine.

I should also admit that I have been using Hyperedit to put the propulsion stack in orbit and plan on using it for testing parts and segments of the flight. I have been launching my command module legitimately though, both to practice ascent, gauge the mass of the whole command stack, and to iron out and bugs in the Saturn VB launch vehicle. I'm not going to touch Hyperedit when I do the mission for real. It would take the fun out of doing this mission because I want to see if it could be done in real life.


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Therefore, I'm stuck with this issue of needing more RCS fuel for descent, which adds more weight and thus requires more descent fuel, eventually leading to an unsolvable problem thanks to the law of diminishing returns and the rules of the book. The only possible solution to this is to use some of the ascent stage RCS on descent, but I'm not sure if there's enough margin for that. Furthermore, I still may need more descent fuel as it is to ensure I don't run out, as I have never got the craft slowed down below 400 m/s before a crash or unrecoverable tumble (most of this velocity being horizontal).

With the addition of 1000px of min-height to #wrapper, the reddish-orange flash has been eliminated, at least in pages that load quickly. (On long pages, or with slow connections, the reddish-orange background remains painfully visible until the page finishes loading.) Read more about this CSS adjustment. Note that adding CSS workarounds is not the same thing as fixing browser bugs. (Indeed, CSS workarounds may retard browser development by removing the problem so it never gets fixed.)

Tumblebugs           Bigfishgames.                      .                !

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UnrealEd 2.0, originally introduced for UT99, is a rebuilt editor written in C++ later ported back to Unreal by Smirftsch in order to provide better tools for the community. Subsequent releases of patch 227, with extra involvement from the OldUnreal community, heavily improved the tools, stability and ease of use enough to deem it an almost different version: UnrealEd 2.1, similar in its looks, but significantly improved, with many bugs corrected, new functions and overall better stability.

UnrealEd 2.0 was introduced in Unreal by Patch 227f and replaced by UnrealEd 2.1 in 227h. All information on UnrealEd 2.0 works with 2.1, except for most known bugs and problems which have been fixed. UnrealEd 2 refers collectively to UnrealEd 2.0 and 2.1.

However, they have also several disadvantages: Lighting is calculated differently from brushes, and in the same way it is calculated for meshes, which means complex shadows will usually not affect them, though they can still cast some. They may be glitchy in software mode and clutter the 3D Viewport if you don't use OpenGL or Direct3D rendering. Some bugs may also happen when a brush's pivot is inside a wall, corrupting lighting. It may force you to manually offset the pivot.

Monsters: Most of the OD&D monsters, but not the under-defined "Maybe dinosaurs, giant bugs, robots, Martian Thoats" entry. As in later games, but contradicting OD&D, Skeletons are 1 HD not 1/2 HD, Zombies are 2 HD, not 1 HD. There's only 2 Demons, Lemures & Balrog ("Baalroch"). Dragons are Black, Blue, Gold, Green, Red, White, Turtle.

Since 2000, we've had the Open Game License (OGL) 1.0a, which lets you reuse anything else put under it, like the System Reference Document (SRD) of D&D 3.0; I used that in my Stone Halls & Serpent Men game, mainly to copy spells & monsters. This has allowed a massive ecosystem of vaguely-D&D-ish games to flourish, as well as used for very not-D&D games like Legend and OpenQuest, and Cepheus Engine.

Monday, the actual license was leaked, and it's a clusterfuck.

Registering with WotC, revocation of 1.0a licenses, WotC gets to moral-police you and shut down anything they don't like; screwed if you like weird horror, sex, drugs, or violence in your games.

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