• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:58
CEST 21:58
KST 04:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80Weekly Cups (Sept 29-Oct 5): MaxPax triples up3
StarCraft 2
General
The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four TL.net Map Contest #21: Voting
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
BSL Season 21 BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW caster Sayle BSL Team A vs Koreans - Sat-Sun 16:00 CET
Tourneys
Azhi's Colosseum - Anonymous Tournament [ASL20] Semifinal B [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
[I] TvZ Strategies and Builds Current Meta BW - ajfirecracker Strategy & Training Relatively freeroll strategies
Other Games
General Games
Nintendo Switch Thread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1578 users

Kerbal Space Program - Page 39

Forum Index > General Games
Post a Reply
Prev 1 37 38 39 40 41 48 Next All
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2015-06-27 04:38:12
June 27 2015 04:30 GMT
#761
I realized recently how easy it is to get to duna (and took a basic trip there) and also learned some more stuff about adjusting orbit and how to go interplanetary much more cleanly and easily. I think i'm gonna throw some parachutes on one of my craft and take a trip to ike + duna properly

when i first came towards the planet with test craft, i was amazed at the size of ike compared to duna, it's actually way bigger than i thought (and duna smaller than i thought)

maybe the lander and KO/transfer craft that i have could even do a return trip, but if it's possible it'd probably need some nice flying. It's extremely over-engineered but it's a mun/minmus lander, not an ike+duna+return lander (:

I like going to outer planets more - the speeds involved in low orbit of the sun are extremely high and 1km/s of delta-v suddenly doesn't mean as much any more - harder to adjust trajectory in a significant way or really do anything
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Erandorr
Profile Blog Joined October 2010
2283 Posts
June 29 2015 19:46 GMT
#762
I tried a yolo docking maneuver(super high approach speed since nobody got timefor that shit), ran out of electricity since I forgot that mod engine doesnt produce electricity and managed to crash into the target from like 5km away. That aim though.

I have not been playing much on the new version, have people figured out SSTOs again? And related to that how good is the vanilla atmosphere now are mods still needed?
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
Last Edited: 2015-06-29 21:53:43
June 29 2015 21:33 GMT
#763
I'm trying to get back into this game after not playing for several months. Back in the day my crowning achievement was landing on Duna's moon so while I'd say I'm not a complete rookie, I was never very good (never could get to Jool's moons)

I'm having some problems with heat and parachutes. I'm playing career mode and the two things I'm trying to do are get into orbit and break 2500m/s, both of which I can do, but not complete. Each time I either burn on reentry, I deploy my parachute(s) too early, or I deploy my parachute(s) too late. So I ask:

How do I prevent my ship from burning up? I've been putting a heat shield on the bottom of the main part of my ships (command pod and science stuff). Do the radiator panels actually do anything, and how many do I need?

When should I deploy my parachutes? I know I should only deploy them at around the 1k-2k altitude mark but last time I deployed at about 900m and it didn't slow down at all.

Also, every time I use the thumper rockets (long white solid fuel boosters) my ship tips over in the air, is there an easy fix to this?

I'm playing vanilla
nimbim
Profile Blog Joined June 2009
Germany985 Posts
June 29 2015 21:58 GMT
#764
On June 30 2015 04:46 Erandorr wrote:
I have not been playing much on the new version, have people figured out SSTOs again? And related to that how good is the vanilla atmosphere now are mods still needed?

Spaceplanes were buffed in the most recent patch. I like the new atmosphere, but as always there are people who complain loudly about change. Just play it and decide for yourself.

On June 30 2015 06:33 Chocolate wrote:
How do I prevent my ship from burning up? I've been putting a heat shield on the bottom of the main part of my ships (command pod and science stuff). Do the radiator panels actually do anything, and how many do I need?

When should I deploy my parachutes? I know I should only deploy them at around the 1k-2k altitude mark but last time I deployed at about 900m and it didn't slow down at all.

Radiator panels are for temperature management in space, probably mostly useful to keep nukes from exploding. Your craft shouldn't explode if it's protected by a heat shield, just don't rush steeply into the atmosphere. 30-35km periapsis is usually sufficient to slow you down without explosions, unless you're coming in at interplanetary speeds.

You can deploy parachutes as soon as reentry effects stop. <1km is a bit low I think, the parachutes deploy more gradually now. You need more chutes for a massive craft obviously and as always just ignore drogue chutes unless you have a very specific reason to use them. I can't think of other reasons why parachutes wouldn't slow you down enough.
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
June 29 2015 22:17 GMT
#765
On June 30 2015 06:58 nimbim wrote:
Show nested quote +
On June 30 2015 04:46 Erandorr wrote:
I have not been playing much on the new version, have people figured out SSTOs again? And related to that how good is the vanilla atmosphere now are mods still needed?

Spaceplanes were buffed in the most recent patch. I like the new atmosphere, but as always there are people who complain loudly about change. Just play it and decide for yourself.

Show nested quote +
On June 30 2015 06:33 Chocolate wrote:
How do I prevent my ship from burning up? I've been putting a heat shield on the bottom of the main part of my ships (command pod and science stuff). Do the radiator panels actually do anything, and how many do I need?

When should I deploy my parachutes? I know I should only deploy them at around the 1k-2k altitude mark but last time I deployed at about 900m and it didn't slow down at all.

Radiator panels are for temperature management in space, probably mostly useful to keep nukes from exploding. Your craft shouldn't explode if it's protected by a heat shield, just don't rush steeply into the atmosphere. 30-35km periapsis is usually sufficient to slow you down without explosions, unless you're coming in at interplanetary speeds.

You can deploy parachutes as soon as reentry effects stop. <1km is a bit low I think, the parachutes deploy more gradually now. You need more chutes for a massive craft obviously and as always just ignore drogue chutes unless you have a very specific reason to use them. I can't think of other reasons why parachutes wouldn't slow you down enough.

Thanks, this was super helpful, in the older versions a shallow reentry wasn't necessary but I see that now it is
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2015-07-02 09:03:59
July 02 2015 08:57 GMT
#766
I tried a yolo docking maneuver(super high approach speed since nobody got timefor that shit), ran out of electricity since I forgot that mod engine doesnt produce electricity and managed to crash into the target from like 5km away. That aim though.

I have not been playing much on the new version, have people figured out SSTOs again? And related to that how good is the vanilla atmosphere now are mods still needed?


Nice aim :D :D

SSTO's are pretty good now. They were getting kinda figured out and then they got buffed, so it's all good.

I think it's good to use a nuclear engine or 2, you need a moderate TWR but not really high. Could try something in the ~0.5 range from kerbal engineer.

3 stages for orbit that seemed to work well for me

1; get to a decent height and then ascend maybe 20-25 degrees up from horizon at full throttle, try to get to max speed. Rapiers should carry you to around ~1600m/s at 24km, IIRC. If your thrust to drag ratio is too bad to speed up and get the rapiers going, a turbojet or two performs better at lower speeds and will get you up there.

2; (optional) small-medium sized burn using oxidizer and rapiers, maybe a booster

3; nukes to circularize and do spacey stuff

pretty sure i've gone up using entirely liquid fuel with a pretty conventional design post-buffs, but i took a note to take a small oxidizer tank to get a bit higher/faster before relying entirely on nuclear engine


-------------------------------


Chocolate, since 1.0 atmosphere changes (maybe not in 1.0.2, but i skipped 1.0.2 atmosphere using only 1.0.0 and 1.0.3+) it's been pretty fatal to do suborbital straight up/down flights.

Previously there were many cases where it was better to fall through the atmosphere steeply (rather than being at a narrower trajectory and at a higher speed for longer; you heated up over time) but now after changes, steeper re-entry is even more fatal. If you're falling like that then you need to slow yourself down to control your speed through the lower atmosphere (below 20-25km especially) - putting a bunch of airbrakes on your craft is probably fine but maybe not available in career

simplest way i think is to simply use retrograde burns to control your speed. Save some fuel, point your engine towards the ground (or locked retrograde) and just throttle up to lower/control speed - under ~1km/s by 20km should be mostly fine, i think. If you get heat indicators, as long as your speed is in the ballpark right area and your TWR is pretty good, you should be able to adjust. If not, note the approx speed and altitude that you had problems and try to slow down some more after a quickload/reset

Going straight up/down at a very high speed is quite dangerous and inefficient, if you're going straight up/down it's best to stay slower i think and if you're going close to orbital velocity (~2km/s+) it's probably safer/easier to do it sideways
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
July 02 2015 19:26 GMT
#767
I'm in the midgame now (doing flights to mun/minmus) so I usually have enough angular velocity upon escape to just do a shallow reentry; it's actually the most fuel efficient way of reentry from their orbits.

It's really not a big deal that I can't go straight down anymore, I just wasn't used to it.

I'm kinda pissed at how expensive the science center upgrade to allow you to research techs costing more than 100 points is, though.
nimbim
Profile Blog Joined June 2009
Germany985 Posts
July 02 2015 22:36 GMT
#768
On July 03 2015 04:26 Chocolate wrote:
I'm kinda pissed at how expensive the science center upgrade to allow you to research techs costing more than 100 points is, though.

You can adjust the variable FundsLossMultiplier in your save file, that actually affects building costs and you will most likely never fail a contract anyway, so there is no point in putting in a "punishment" for that. I think 0.5 or lower makes the building upgrades more reasonable.
If you want something to deter yourself from cancelling contracts, just increase RepLossMultiplier. Having only awful contracts available is far more punishing than losing a tiny amount of funds.
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2015-07-03 17:14:35
July 03 2015 16:57 GMT
#769
[image loading]

Well fuck. My first SSTO to Laythe (note the speed on navball)

HAHAHA

i thought maybe i could skim the outer atmosphere, aerocapture and have a chance after that speed was twice as high as i anticipated (can always quickload and increase periapsis)

LOL NOPE



I do like the 1.0.3 physics, but i think if this speed is too high to live half a second when crossing some arbitrary threshold (50km) - they should maybe increase the height of atmospheres to make up for it. Going from kerbin for example, if the edge of the atmosphere was technically 85km instead of 70km and everything else stayed the same, you'd be able to skim the edge of it safely at around four times the speed.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 03 2015 17:11 GMT
#770
You really dont give a shit about your kerbals eh
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
July 03 2015 17:13 GMT
#771
IT WASN'T SUPPOSED TO EXPLODE D:
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 03 2015 17:30 GMT
#772
Or to come back
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
July 03 2015 17:31 GMT
#773
That's what rescue missions are for

have you tried to take a SSTO to laythe and back without refuelling?
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
July 03 2015 20:17 GMT
#774
On July 04 2015 02:31 Cyro wrote:
That's what rescue missions are for

have you tried to take a SSTO to laythe and back without refuelling?


That's almost a challenge. Would docking with external tanks be considered "refueling"? Or maybe just having some drop tanks?

I kindof want to try this now, but I haven't built a decent SSTO that can get to orbit with enough fuel left over.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2015-07-03 21:12:49
July 03 2015 21:06 GMT
#775
On July 04 2015 05:17 felisconcolori wrote:
Show nested quote +
On July 04 2015 02:31 Cyro wrote:
That's what rescue missions are for

have you tried to take a SSTO to laythe and back without refuelling?


That's almost a challenge. Would docking with external tanks be considered "refueling"? Or maybe just having some drop tanks?

I kindof want to try this now, but I haven't built a decent SSTO that can get to orbit with enough fuel left over.


The one in the video after one reset and not even any iterations on building (i copied a reddit design and made some edits when building that i thought were better) is capable of getting to orbit and on a jool intercept with as much as ~700m/s of delta-v remaining. ~2.8k DV at 80km circular or so

getting BACK is probably the hard part. You can probably get there and back using gravity assists; i saw a post recently where a guy dropped periapsis to eve orbit, used eve gravity assist and then edited trajectory at apoapsis to get another eve gravity assist to reach jool. That saves maybe >500m/s? Just guessing, but it should be a fair amount

Would docking with external tanks be considered "refueling"? Or maybe just having some drop tanks?


By SSTO i meant literally no staging, just go

a refuel rendevous in LKO would be fun, though. Maybe even carry a drop tank up there and drop it during the transfer burn
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2015-07-05 15:29:59
July 05 2015 14:32 GMT
#776
Interplanetary to Duna-Ike-Return was a success on first try :D

+ Show Spoiler +

[image loading]
rocket partway through construction, added more fuel tanks, engines and asparagus for maximum overkill

[image loading]
Duna landing

[image loading]
Ike landing

[image loading]
Re-entry. Didn't come in optimally (was gonna see if i could use gravity assist to slow down but it didn't seem so; i ended up just going in at ~3km/s without quickloading to adjust trajectory from further out) - heat was close but manageable; going in nose or ass first seemed to be suicide but flopping around sideways actually slowed the craft down so that it wasn't still going fast enough to explode when reaching lower altitudes, also spreading out the heat across everything

[image loading]
Safe return (:


I'm a pretty slow player so this took like two hours to actually execute without rushing lots of fun!

As one addition, i figured out that when using SRB's like that (on the lander) i could put some small fuel tanks on top of them, fuel lines to the main tank and set the thrusts so that i could run the main lander engine at 100% for the whole time the SRB's were burning, but then have full fuel after decoupling the SRB's + small tanks. Not sure what's optimal but it felt pretty cool


Also.. i think a lot of the stuff people thought about having to use fins and such on rockets post 1.0 could largely be put down to people being unfamiliar with weight distributions and TWR's that work well (bad habits from previous versions with wildly unrealistic aero) - i never even bother with that stuff any more - if it's aerodynamic at all, as top heavy as you can reasonably make it and using a TWR of like 1.7 at launch to 2.5 by 15km, it seems pretty easy to fly
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
stenole
Profile Blog Joined April 2004
Norway868 Posts
July 05 2015 18:52 GMT
#777
On July 05 2015 23:32 Cyro wrote:
As one addition, i figured out that when using SRB's like that (on the lander) i could put some small fuel tanks on top of them, fuel lines to the main tank and set the thrusts so that i could run the main lander engine at 100% for the whole time the SRB's were burning, but then have full fuel after decoupling the SRB's + small tanks. Not sure what's optimal but it felt pretty cool


It won't be optimal. This is because you need to lug those SRBs to Duna. Optimally you will burn the fuel that gives you the worst specific impulse first. Well done executing a mission with landings both at Duna and Ike though. My first return mission from Duna was much less elegant.

Also.. i think a lot of the stuff people thought about having to use fins and such on rockets post 1.0 could largely be put down to people being unfamiliar with weight distributions and TWR's that work well (bad habits from previous versions with wildly unrealistic aero) - i never even bother with that stuff any more - if it's aerodynamic at all, as top heavy as you can reasonably make it and using a TWR of like 1.7 at launch to 2.5 by 15km, it seems pretty easy to fly


Putting fins on a craft is less work than a total redesign if you see (or experience) the weight distribution is wrong. And since this usually only applies to stage 1 and stage 2, the actual loss in delta V is minimal. Also, for those who choose not to use KER or mechjeb the TWR will always involve a certain bit of guesswork (or tedious manual calculation).
Cyro
Profile Blog Joined June 2011
United Kingdom20318 Posts
Last Edited: 2015-07-06 06:08:36
July 06 2015 06:08 GMT
#778
It won't be optimal. This is because you need to lug those SRBs to Duna. Optimally you will burn the fuel that gives you the worst specific impulse first


I was not worried about that, with cost not being much of a factor and that craft dropping like 2.5km/s of delta-v unused from the transfer stage after coming in for duna landing but it's something to consider

thanks :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
JazVM
Profile Joined October 2012
Germany1196 Posts
July 09 2015 21:24 GMT
#779
I bought this game on monday cause I used to play around with Orbiter quite a bit a couple of years ago. I didn't even watch any youtube videos nor check any reviews. Guys, I am having such a blast playing this game. Almost 50 hours logged already and I just start to realize some of my ideas. The first space station, 3 modules, all manually docked (!!! this is hard for a beginner, wow) is finally in space.

Fantastic 10/10
mind mind mind mind mind mind
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
Last Edited: 2015-07-10 07:21:15
July 09 2015 21:45 GMT
#780
on the offchance you want to l2play, check out Scott Manley on youtube. he will teach you how its done

fly safe !
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
Prev 1 37 38 39 40 41 48 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#27
herO vs MaxPaxLIVE!
Clem vs TBD
WardiTV1448
TKL 463
IndyStarCraft 283
BRAT_OK 120
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 463
IndyStarCraft 283
UpATreeSC 160
BRAT_OK 120
Codebar 60
MindelVK 36
JuggernautJason34
StarCraft: Brood War
Britney 15320
Calm 3142
Sea 1236
Mini 403
Dewaltoss 118
Soulkey 117
Aegong 29
Movie 11
SilentControl 7
NaDa 6
[ Show more ]
Shine 4
Dota 2
BananaSlamJamma485
Counter-Strike
pashabiceps701
Stewie2K539
Heroes of the Storm
Liquid`Hasu461
Khaldor207
Other Games
FrodaN2281
Grubby2123
ScreaM1603
fl0m953
Beastyqt671
ToD301
Mlord276
C9.Mang0173
KnowMe147
Skadoodle143
ArmadaUGS132
Trikslyr56
Mew2King39
Organizations
Counter-Strike
PGL554
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• kabyraGe 175
• Adnapsc2 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1633
• Shiphtur289
Upcoming Events
Replay Cast
3h 2m
Wardi Open
15h 2m
Wardi Open
18h 32m
PiGosaur Monday
1d 4h
Replay Cast
1d 14h
Tenacious Turtle Tussle
2 days
The PondCast
2 days
OSC
2 days
WardiTV Invitational
3 days
Online Event
3 days
[ Show More ]
RSL Revival
4 days
RSL Revival
4 days
WardiTV Invitational
4 days
Afreeca Starleague
5 days
Snow vs Soma
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.