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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38838 times)

ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #240 on: January 27, 2013, 12:12:07 pm »

I have a severe problem ._.

I built a ~40 ton module to add to the space station.
I used spare parts to send it up..except it exploded in transit.
So I changed the identifier to a jump drive (I felt justified) and after a lot of trial and error, I found out that the 15 m station core breaks off in transit every single time. ;_;

I might pretend my turn never happened, because I really did nothing except put 200 tons of parts on the station.

My solution:
Ctrl+alt+shift+d opens developer control.
Set unbreakable joints to on.
Spacebuild!
Set it to off.

Also: remember when spacebuild fails you can restart the flight, and the spare parts will be back on the station.
« Last Edit: January 27, 2013, 02:12:09 pm by ank »
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #241 on: January 28, 2013, 02:51:11 am »

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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #242 on: January 28, 2013, 05:36:24 am »

Great story Skyrunner!

I gotta get my story together i guess
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #243 on: January 28, 2013, 06:13:49 am »

Excellent story! I'll post the save and story in the OP.

Greatorder, are you ready for a turn?
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #244 on: January 28, 2013, 11:18:33 am »

I finally got my picture story done for my turn. Enjoy:

I start out where I left off(I had just sent probes to the Mun)

http://imgur.com/a/vosAw
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IronyOwl

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #245 on: January 28, 2013, 07:57:49 pm »

Largely as a result of this thread, I've been inspired to try out the demo.

I cannot fly worth crap.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

jocan2003

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #246 on: January 28, 2013, 10:02:32 pm »

I would love to see a system of money/ressource to build/buy parts, so if you want the bigguest station built you will first need to go and mine to a moon or something. That would be badass.
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that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #247 on: January 28, 2013, 10:27:20 pm »

Largely as a result of this thread, I've been inspired to try out the demo.

I cannot fly worth crap.

The full version is very worth it, Irony. :D I can testify.
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bay12 lower boards IRC:irc.darkmyst.org @ #bay12lb
"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #248 on: January 29, 2013, 01:11:48 am »

KSP is most def the game of the year 2011, 2012 and probably 2013 too.

EDIT: Oh shit, I forgot Portal 2...
« Last Edit: January 29, 2013, 01:51:58 am by ank »
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #249 on: January 29, 2013, 06:43:24 am »

Guessing Greatorder isn't quite ready for his turn. We'll skip him for now.

LoSboccacc you're up.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #250 on: January 29, 2013, 07:28:30 am »

Also, you forgot to add links to the picture stories in the OP.
Also update to show Skyrunner has added fuel depot to the station.

Working on a Kethane Truck:
Spoiler (click to show/hide)

I tried to make it with a trailer first, but it was impossible to steer.
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #251 on: January 29, 2013, 03:07:20 pm »

Just a note, but Skyrunner's save no longer has a valid download link.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #252 on: January 29, 2013, 03:41:27 pm »

http://www.mediafire.com/download.php?k3cw3smvadl5wdl

Save.


And this is my picture story, Phase Six of the Federal Administration's Interplanetary and Lunar Sojourns Project (FAILSP).

I don't remember seeing any other picture stories...
Skyrunner can you provide the save again please? I derped.
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #253 on: January 29, 2013, 04:07:42 pm »

Oh yeah, just a question. Am I right in assuming that the orbital construction mod just teleports stuff to be near the station, rather than actually docking it, as I thought it would do?

Because then it means that I have to rethink and rebuild my suborbital floating station.

Well, even if it doesn't work we will at least have a modular airship floating around.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #254 on: January 29, 2013, 04:13:10 pm »

And orbital construction doesn't work on planets
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