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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38849 times)

Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #135 on: January 22, 2013, 10:46:21 am »

I think balloons like to collide with each other and/or the launch tower and wreck your day. It can be quite annoying.

The former can be fixed with struts and/or creative placement, the latter with creative movement of the rocket in the VAB/ movement of the balloons on the rocket.

Aside from that: Need more pics!
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #136 on: January 22, 2013, 10:52:42 am »

Well, I did stack balloons, but they weren't touching the launch tower... =_=
Darn, I guess my only hope is using Orbital Construction... Dx 170 tons of spare parts needed. So many flights.
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #137 on: January 22, 2013, 10:56:56 am »

that should be a job for someone. a addon w/ say... 20? large containers.
and a ship for taking up 3+ at a time.
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Hugehead

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #138 on: January 22, 2013, 11:18:21 am »

So... That mod list?
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We're Bay12er's. If there is a bug, we will find it, exploit it, and make a recursive statue out of it. Just look up Planepacked.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #139 on: January 22, 2013, 11:58:06 am »

Forsaken has'nt said anything. 48 hour limit would make sense in a holiday period.
I will deliver as soon as possible, got home but theres a shitload of things to do before i can pass over the save.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #140 on: January 22, 2013, 12:02:37 pm »

that should be a job for someone. a addon w/ say... 20? large containers.
and a ship for taking up 3+ at a time.

I am working on a design that will lift 150parts each flight for my turn. it will lift them to duna, actually.

but I have to fly it by hand because mechjeb is not enough gentle  :P
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #141 on: January 22, 2013, 12:04:24 pm »

With a 48 hour period skipping won't be a big deal either, it'll soon be your turn again.

If you can't fir 3 hours of playing in the 48 hours, you might as well let someone else play, eh?
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #142 on: January 22, 2013, 12:07:11 pm »

I need to get a calendar :/
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #143 on: January 22, 2013, 12:09:34 pm »

you can use your computer.
what operating system?
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #144 on: January 22, 2013, 12:12:12 pm »

Windows 7.

Anyways i decided to put a donk on it.
Spacetug is going to have to wait for another turn, if i am not like permabanned for violating the scheme by a million years.
Ill spend the time perfecting my technology. Im not used to using vanilla parts.

http://filesmelt.com/dl/KSP_Community_Station.rar
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #145 on: January 22, 2013, 12:13:05 pm »

you can use sticky notes.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #146 on: January 22, 2013, 12:25:20 pm »

Completed:

Kerlumbus 1 (Cartography Sattelite, fully functional)
Kerlumbus 2 (Kethane Survey Sattelite, partially defunct, cant handle a full tour over the dark side without unpowering)

Failed:

Winner (manned space capsule) Payload: Spacetug
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #147 on: January 22, 2013, 12:27:12 pm »

when i checked the save all i found where 20+ debris and the station.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #148 on: January 22, 2013, 12:30:08 pm »


this is my super heavy lifter design for part transport (150 juicy ton of parts!):


https://www.dropbox.com/s/7tk7zp6zjikxcod/Webbity%20Web%20inc_%20Parts%20Transport.craft

can't get it to duna, it can barely reach the planet and won't have any fuel to stop once there.
 =(

I've added some docking struts on top so a tug will be able to push it there.

it laaaaags.
« Last Edit: January 22, 2013, 04:04:20 pm by LoSboccacc »
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #149 on: January 22, 2013, 04:21:45 pm »

Sorry all, just got home.
So... That mod list?
Yes, working on it now.

OK... with the 48 hour limit (if it's been enforced as of this point in time) means that I'll have to skip due to exams.
I'll cycle you to the bottom.

i think mechjeb might be buged.
it thinks i have more fuel than i have
Mechjeb does pretty simplistic calculations, you'll have to learn to work with it. It doesn't do everything well, but its a decent way to automate some tedious things like orbital changes.

Windows 7.

Anyways i decided to put a donk on it.
Spacetug is going to have to wait for another turn, if i am not like permabanned for violating the scheme by a million years.
Ill spend the time perfecting my technology. Im not used to using vanilla parts.

http://filesmelt.com/dl/KSP_Community_Station.rar
Thanks. I'll post it in the OP as well. Next up is Ank, if he is ready. Turn due by the end of the 24th, EST. I think that's fair. If you don't finish in time, its not a big deal just let us know.
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