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Poll

removed the custom tech tree! more limitations?

add kerbal economy so we need to earn that science
- 6 (60%)
add mission controller so we have some program in it
- 1 (10%)
don't do anything it is already a mess we just want to toy around
- 3 (30%)

Total Members Voted: 9


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Author Topic: Kerbal Rocket Surgery: Rebalanced community game  (Read 14346 times)

LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #180 on: December 23, 2013, 03:32:23 pm »

ok, let's move on with economy added. poll has spoken, 5 to 3

next round we'll vote for more mods
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #181 on: December 23, 2013, 04:23:40 pm »

True, but you did just get 700 for 70, so the ratio is about the same.

Oh, don't get me wrong, my mission was ez-mode too!

I want more difficulty for myself too!


I vote for TAC and Kethane as mods, as TAC makes it harder, and Kethane (should) makes it easier...
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Mono124

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #182 on: December 24, 2013, 01:55:36 am »

I also nominate Realchute parachute systems.
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Collin Quay- [145.9]-broadcasts: As a professional doctor, I have to say, dodge the fucking meteors or you will die.

LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #183 on: December 24, 2013, 05:53:56 am »

Realchute still has a couple of annoying bug, like if you tweak the min altitude it can never be set again lower than 1600mt.

I quite like it and I use it with the squad standard chutes (I removed the bazillion useless chutes variations :p )
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #184 on: December 28, 2013, 06:59:10 am »

Have we started round 5 yet?
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #185 on: January 02, 2014, 05:32:02 am »

sorry just back from hangover, I'd say let's go with round 5
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #186 on: January 03, 2014, 02:25:57 pm »

Then I'm grabbing!

EDIT: this is taking longer than expected.
damn Gilly, y u so hard 2 encounter?

Won't be able to finish until tomorrow.
Anybody else feel free to take a turn

EDIT EDIT:
Ok, landed on Gilly, now currently redocking the GEM to the command module... Bringing a command module was not really needed to land on Gilly...
« Last Edit: January 04, 2014, 05:59:07 am by ank »
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #187 on: January 04, 2014, 09:54:09 am »

Mission is a great success!
Though re-entry without a heat shield is kinda hard.

I used all the science to get mainsail engines and the big parabola antenna, among other things.

Save is Here

Story Here
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BigD145

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #188 on: January 04, 2014, 11:06:21 am »

Aerobraking with solars deployed?
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #189 on: January 04, 2014, 08:29:57 pm »

Aerobraking with solars deployed?

Like a BOSS!!!
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BigD145

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #190 on: January 04, 2014, 09:11:04 pm »

Uh. They should have blown to bits, unless there's been some alt-F12 structural refit.
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #191 on: January 04, 2014, 09:37:32 pm »

Not really, solar panels are relatively strong compared to parachutes with deadly re-entry.

It was also a very shallow aerobreake after which I had to burn a bunch to get into orbit, again becuase of deadly re-entry you can't do the super efficient aerobreakes from stock.
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #192 on: January 05, 2014, 07:16:56 am »

Grabbing!

done:

save https://www.dropbox.com/s/gp8xftglv2s4en1/KSP%20Rocket%20Surgery.zip

story http://imgur.com/a/EP3EN

it was a partial failure: I intended to drop 6 kerbals around jool with a science lab so that a next mission with a small probe could probe all the system at once

but

the personell screen glitched out, so even if I filled the two command pods only one went up manned so we are three guys short - to zero the signal delay it needs six kerbal, so three more are to be shipped there.

also, as seen in the last screen, the huge antenna aperture is to narrow to catch the command center, so for the link to work it needs another satellite deployed in Kerbal polar orbit with a corresponding huge antenna pointed back at the lab
« Last Edit: January 05, 2014, 08:39:53 am by LoSboccacc »
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