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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38770 times)

forsaken1111

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So we're going to pass a kerbal space program save around and populate it with cool things in a sort of 'community fortress' mode, with the save going from one person to the next. There will be no 'ingame' time period per player, but realtime I'd appreciate it if each person took no more than a few days.

Each person's 'turn' will let them accomplish one goal. To use my example from the main thread:

Person 1 might decide to put up the core for a space station. Person 2 might add a spacedock to the station. Person 3 might ferry up 300 tons of spare parts to build a mun lander in orbit and then land on the mun. Person 4 might expand the mun base, dropping down a fueling station or something.

Once we reach the end of the list we start again, slowly building out things in the solar system.

Turn Order:

Round 1

1. Forsaken1111 - Complete. Added: Station Core - Save: http://dl.dropbox.com/u/9910241/Bay12_Turn1.zip
2. DrPoo - Complete. Added: Geological/Kethane Survey of Kerbin Save: http://dl.dropbox.com/u/9910241/Bay12_Turn2.zip
3. greatorder (Skipped)
4. ank - Complete. Added Munar Kethane Drilling Platform + Munar Survey. Save: http://dl.dropbox.com/u/9910241/Bay12_Turn3.zip - http://imgur.com/a/vosAw
5. Hugehead (Skipped)
6. Skyrunner - Complete. Added Storage module to space station. Save: https://dl.dropbox.com/u/9910241/Bay12_Turn4.zip - http://imgur.com/a/SRjtV
7. greatorder (Skipped)
8. LoSboccacc - Complete. Resupplied space station. Orbited station core around Mun. Save: https://dl.dropbox.com/u/9910241/Bay12_Turn5.zip - http://imgur.com/a/nqEOO#0 | http://imgur.com/a/x373y#0
9. 10ebbor10 - Complete. Save: https://dl.dropbox.com/u/9910241/Bay12_Turn6.7z
10. Hugehead (Skipped)

Round 2
1. Forsaken1111 - Complete. Added: Munar Kethane Miner. Save: https://dl.dropbox.com/u/9910241/Bay12_Turn7.zip
2. DrPoo - Skipped
3. ank - Current
4. Skyrunner
5. LoSboccacc
6. 10ebbor10


Pack: http://bit.ly/U8W2De

Kethane - http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-Find-it-mine-it-burn-it%21-%28project-has-a-new-home%29
Docking Struts - http://kerbalspaceport.com/docking-strut-2/
Toggleable ASAS - http://kerbalspaceport.com/toggle-capable-asas/
Mechjeb - http://kerbalspaceport.com/mechjeb/
Improved Trusses - http://kerbalspaceport.com/improved-trusses-0-18-robaus-warehouse/
ISA MapSat - http://kerbalspaceport.com/isa-mapsat-3-3-4/
Kerbin Attachment System - http://kerbalspaceport.com/0-18-2-kas-kerbal-attachment-system-v0-1/
Orbital Construction 1&2 - http://kerbalspaceport.com/orbitalconstruction/ | http://kerbalspaceport.com/orbitalcon-part2/
CleverBobCat - http://kerbalspaceport.com/cleverbobcat-0-18/
ModularMultiwheels - http://kerbalspaceport.com/modular-multiwheels-cleverbobcat-edition-v0-3-18/
Ion+Hybrid Engine Pack - http://kerbalspaceport.com/0-18-ion-engine-pack/
Quantum Struts - http://kerbalspaceport.com/quantum-strut/
Deep Space Parts - http://kerbalspaceport.com/deep-space-mission-pack/
Modular Capsules - http://kerbalspaceport.com/oi-modular-capsule/
Custom Capsules - http://kerbalspaceport.com/custom-oi-capsules-v1/
Airships - http://kerbalspaceport.com/hooligan-labs-airship-parts-and-plugin/
Empty Tanks - http://kerbalspaceport.com/18-empty-stock-fuel-tanks-set/
Cupola (for looks) - http://kerbalspaceport.com/cupola-space-station-module/
Wayland Experimental Parts - http://kerbalspaceport.com/0-18-1-wayland-corp-experimental-parts-pack-1/
Novapunch Remix - http://kerbalspaceport.com/novapunch-remix-pack/
KW Rocketry - http://kerbalspaceport.com/0-18-1-kw-rocketry-overhauled/
Jool V Heavy Launcher - http://kerbalspaceport.com/0-18-1-heavy-launcher-3m-jool-v/
NRG Pack - http://kerbalspaceport.com/nrg-for-ksp-tornado-iii-upper-stage/
Formtanks - http://kerbalspaceport.com/bft_formtank_pack_v1-2/
« Last Edit: February 14, 2013, 04:20:17 pm by forsaken1111 »
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #1 on: January 17, 2013, 05:03:42 pm »

Differnt sized Ion engines too. KW Rocketry would be nice too.
Kerbal Attachment System
CleverBobCat of course and modular multiwheels
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #2 on: January 17, 2013, 05:12:18 pm »

If everyone making a suggestion can provide a link to the mod that would make this easier. I'll consolidate the links in the OP so everyone can download and install them.
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #3 on: January 17, 2013, 05:14:22 pm »

posting to watch and join if i can get a copy.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #4 on: January 17, 2013, 07:38:28 pm »

signing up!

I suggest:

kethane mod, to make bases that are actually useful: http://forum.kerbalspaceprogram.com/showthread.php/23979-Kethane-Pack-0-4-1-New-Jet-Engine-Compact-Detector-and-Heavy-Converter-(fixed)

orbital construction so we can actually build over the effort of previous players: http://forum.kerbalspaceprogram.com/showthread.php/9283-0-18-Plugin-Orbital-Construction-V10

docking struts to keep together those large stations: http://forum.kerbalspaceprogram.com/showthread.php/36914-PLUGIN-PART-0-18-2-Docking-Strut-–-V-1-0-0-0

telemetry and sensor graph to make cool screenshot: http://forum.kerbalspaceprogram.com/showthread.php/30369-0-18-2-Telemachus-Telemetry-and-Sensor-Graphs-in-the-Web-Browser

kerbal engineer which provides in flight data as delta v and stage delta v without being too cheaty like mechjeb: http://forum.kerbalspaceprogram.com/showthread.php/18230-0-18-2-Kerbal-Engineer-Redux-v0-5-4-2-%287-Jan%29


about mechjeb: I am slightly against it, because it will make everything too much easy, but I don't want its absence to scare anyone - but it is a bit against the losing is fun motto, especially the landing autopilot.
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Hugehead

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #5 on: January 17, 2013, 08:08:35 pm »

PTW, wish I had the game so I could join. :(
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #6 on: January 17, 2013, 08:18:13 pm »

I like Mechjeb just because it has delta-V, TWR, and firing duration stats. That's all I honestly use it for.

I strongly support Orbital Construction: you pay for every ton of parts you ship into space, but instead you get to launch ships directly into space without worrying about a launcher part, making it easier to go further.

I also support Docking Struts.

Improved Trusses
It's the second mod down. It has larger trusses for use in full size space stations, instead of the teeny ones just for probes.

EDIT: I can't link right now, but Toggleable ASAS is awesome too.
« Last Edit: January 17, 2013, 09:02:59 pm by Skyrunner »
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Rose

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #7 on: January 17, 2013, 11:11:49 pm »

Once the mods are decided on, somebody should put together a zip that you can just copy onto your KSP folder.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #8 on: January 18, 2013, 02:49:11 am »

Can I suggest each player can do 2 things?
Fly a mission of any kind, and dock a module to the community station(Known as the LagMonger)

I'm voting for Vanilla.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #9 on: January 18, 2013, 04:15:48 am »

Thats just silly.

Also MJ isnt cheaty at all, its really useful for attitude control.
I use it for timing rendevouz too. Also IRL astronauts always never manually control their spacecraft.

Vanilla would be outright boring and contentless.

I suggest we have mission length per player unlimited as long as they can document it properly. I love screenshot stories :3
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #10 on: January 18, 2013, 06:20:47 am »

I agree with it being mission limitless but time limited to two/three days.

Also I suggest some constraint in naming. Like, prepend a name to each ship so each people ship are bunched together. Can be the user name or your own made up industry name.
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Rose

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #11 on: January 18, 2013, 08:35:38 am »

Time limit would better be a week, for people that are busy on weekdays, to give them time to do their turn.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #12 on: January 18, 2013, 08:40:17 am »

Dunno a week seems a lot of time for launches, but I see your point.

Maybe we can use that merge tools for save and claim single ships instead of the whole universe. Looks complicate however.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #13 on: January 18, 2013, 09:27:21 am »

SVN perhaps? Or that kessler stuff?
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #14 on: January 18, 2013, 10:20:41 am »

I can do that kessler in twelve parsecs

Bad joke aside, it is discontinued and we will still need some policing for handling docking operation which will mess up simple merging.

Also plugin data would be a problem..

Probably a week play is the safest option and with the least hassle.

As an alternative we can use a bit of planning and daily plays so anyone has a chance to find a day when he as enough free time?
« Last Edit: January 18, 2013, 10:26:22 am by LoSboccacc »
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