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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38881 times)

forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #195 on: January 25, 2013, 12:07:01 pm »

Oh well, may as well not bother. Looks like all the stuff I'm actually capable of doing (i.e. getting to the mun and possibly minmas) has been done.
This isn't a competition man. I might put a drilling platform on minmus but you can expand it out to a base with living quarters and science labs, or whatever else. Its all about doing new things and exploring. You could build a stupid huge ship in orbit and set off for jool if you like, or put a network of 16 GPS sats into orbit.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #196 on: January 25, 2013, 12:07:11 pm »

The orbital mod solves your fuel problems. Or you can borrow a design here and tweak it.

I mean, this is why I love the idea of a shared sabe, to build upon others things that I could not do alone
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #197 on: January 25, 2013, 12:38:09 pm »

Add me to the list please. I'll be trying to construct a suborbital launching dock on Kerbin. (Ie, floating launchpad.)

I expect to fail spectaculary.
« Last Edit: January 25, 2013, 12:41:55 pm by 10ebbor10 »
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #198 on: January 25, 2013, 03:35:57 pm »

we need a kethane to spare parts converter.
It should actually not be too hard to mod in, who here knows about modding the game?
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #199 on: January 25, 2013, 03:52:22 pm »

I can do it. It's quite simple actually. Just need to add some text to the conversion parts. I'll have the relevant text files up in a minute.

I just need to know which conversion ratios you want/ seem sensible.

What's the weight ratio of spaceparts/ Kethane?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #200 on: January 25, 2013, 03:55:30 pm »

It should have quite a high cost in electricity, and probably a 50% loss of mass when converting, because that is a pretty big ability.
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #201 on: January 25, 2013, 03:58:22 pm »

Just add this to the largest (2 meter converter). I'll add the others later. Or maybe not. Restricting spareparts construction to the largest thing might be good for balance.

Spoiler (click to show/hide)

Don't include the spoiler. I didn't test it, but it should have a 50% loss. It's also going to be damn power hungry, and very,very slow.

1 ton of spareparts will cost you 2 ton of Kethene, and 4000 power. I believe.
« Last Edit: January 25, 2013, 04:21:53 pm by 10ebbor10 »
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #202 on: January 25, 2013, 04:18:45 pm »

Nice! I will give it a test soon.
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #203 on: January 25, 2013, 04:23:22 pm »

All in all, it's not that hard. I would say that modding KSP is even easier than Dwarf fortress. The real difficulty resides in the scripts and moddeling.

The only thing I fear for is that our sparepart convertor might run afoul of rounding errors.
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Hugehead

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #204 on: January 25, 2013, 10:41:33 pm »

I think I'll skip this turn, I'd like a couple more days to figure the game out before I start adding stuff.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #205 on: January 25, 2013, 10:48:31 pm »

I think I'll skip this turn, I'd like a couple more days to figure the game out before I start adding stuff.
alright then, skyrunner is up then.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #206 on: January 25, 2013, 11:54:25 pm »

All in all, it's not that hard. I would say that modding KSP is even easier than Dwarf fortress. The real difficulty resides in the scripts and moddeling.

The only thing I fear for is that our sparepart convertor might run afoul of rounding errors.
No worries. A 32 bit double has an accuracy of something like 1.0e-16 or more. :D

I think I'll skip this turn, I'd like a couple more days to figure the game out before I start adding stuff.
alright then, skyrunner is up then.
O_O

Dammit, I should have checked bay12 earlier. >.> Okaay... What to do? Kethane orbiter is obsoleted by the huge miner down there. @_@
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #207 on: January 26, 2013, 06:11:15 am »

Nice work 10ebbor10!

We should test it out before adding it to the pack.

I think the converter module should be huge and heavy.

Also, i think you should post it on the Obirtal Construction thread, i think a lot of people would be interested in this!


@Skyrunner
Well, the kethane miner need to be moved, and we need an orbital mun station to actually hold the fuel, and we still need haulers to bring the kethane from the miner to orbit.

And we need a spaceport with the new modded spare parts converter around the Mun.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #208 on: January 26, 2013, 06:25:56 am »

And you could still do your orbital kethane converter, or put a drilling platform down on kerbin itself, or minmas, or duna, etc. Really there is a ton of stuff left you could do.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #209 on: January 26, 2013, 06:27:02 am »

is the pack updated with the kethane>parts generator?
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