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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38832 times)

10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #255 on: January 29, 2013, 04:20:42 pm »

Yeah, I noticed that when I tried it out. I just tends to explode, or refuse to move. Well then, this is going to be a bit more interesting than I hoped.

3. Options
    -Suborbital launching station has to pluck away the rocket from the launchpad
    -Rocket has to move inside and dock with the station
                 -While flying
                 -On wheels

Problem with all three is that in that case the docking will system will prevent the rocket from launching properly, meaning that first it will have drop out, then move up again and evade the launching installation. (Or the launchpart of the station will be nonreuseable, that's also a possibility).

I could go full on insane and it launch sideways. (Ie, rocket lying down on the run way). Then the suborbital launcher comes in, plucks it up, tilts using some clever tricks and launches the rocket at an angle.
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Skyrunner

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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #257 on: January 30, 2013, 02:39:49 am »

Yeah, I noticed that when I tried it out. I just tends to explode, or refuse to move. Well then, this is going to be a bit more interesting than I hoped.

3. Options
    -Suborbital launching station has to pluck away the rocket from the launchpad
    -Rocket has to move inside and dock with the station
                 -While flying
                 -On wheels

Problem with all three is that in that case the docking will system will prevent the rocket from launching properly, meaning that first it will have drop out, then move up again and evade the launching installation. (Or the launchpart of the station will be nonreuseable, that's also a possibility).

I could go full on insane and it launch sideways. (Ie, rocket lying down on the run way). Then the suborbital launcher comes in, plucks it up, tilts using some clever tricks and launches the rocket at an angle.

Skycrane! i'm actually building one for the Trucker, but you could use winches and electromagnets to grab the rocket.

I'm presuming you are building an airship launchpad, to lift rockets higher before launch, thus saving fuel.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #258 on: January 30, 2013, 05:20:00 am »

Alright, the save is in the OP as well as link to the story.

If LoSboccacc doesn't reply today, 10ebbor10 is up.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #259 on: January 30, 2013, 12:37:19 pm »

I am up for it!

Sorry I live in GMT so my day is slightly off (it is yours actually but I am used being a minority :P )
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #260 on: January 30, 2013, 03:22:55 pm »

I am up for it!

Sorry I live in GMT so my day is slightly off (it is yours actually but I am used being a minority :P )
No worries. :)
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #261 on: January 30, 2013, 09:19:53 pm »

as a warm up and bay12 tax of sort, I sent some parts to the station; a mission diary is here:

http://imgur.com/a/x373y#0

Now down to business! I am assembling the station around Mun, and will leave a refueler here for future usage.

First of all, I have to manage orbiting the station core...
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #262 on: January 31, 2013, 01:08:35 am »

And here I was, having given up on getting 150 spare parts into orbit on one rocket.

Then that damn LoSboccacc just goes ahead and does it with his webbedi web!
damn you!


btw, how much does it lag? I measure lag as the real time it takes to get to ingame 10 seconds.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #263 on: January 31, 2013, 01:57:33 am »

Wouldn't lag be (in-game time)/(corresponding rl time)? :P
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #264 on: January 31, 2013, 04:29:19 am »

Yes, but that fraction would get larger and larger as one goes up.

You could the give it as Real seconds per Game seconds at launch(for the first ingame second)
Or ingame time per real second... doesn't really matter which number is on top.


All that said, I still feel that timing how long it takes the clock to get to 10 is an easy way to measure lag.

This is about 3 min for my failed 150 spare parts cargo ships
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #265 on: January 31, 2013, 05:29:53 am »

Fuuuuuuuuu

No way! Mine it does lag but is not that brutal.

Are you timing from launch or from liftoff?

From launch I'd say it takes no more than 30s to do those 10s, probably more around 20s.

I'll time it later when I will launch them to the moon station
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #266 on: January 31, 2013, 05:53:24 am »

yeah, the 6 engines per fuel tank is really efficient, but sooooooo laggy.

Also, I have the game set to low physics time per frame, so i sacrifice time for a framerate above 1.

EDIT: ok that's it, i simply give up on making a 150 spare parts ship.
My last 10 designs just keep blowing up... and adding more struts just makes it worse :(

I'll just be using the Webby Inc. when my turn comes.

Failed designs album:
http://imgur.com/a/qUtpi


Also: Skycrane!
Spoiler (click to show/hide)


Looks cool, but quickly ends up like this:
Spoiler (click to show/hide)
« Last Edit: January 31, 2013, 06:35:17 am by ank »
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #267 on: January 31, 2013, 06:44:30 am »

Well it is not like it just work that it is a finky rocket as well, one that mechjeb will fal to get out of atmosphere

You to follow this path with it:

First two stage: go vertical
Third stage: go at 40 deg

When third stage is almost spent your ap should be just above 100km

Edit: and use asas not smartass :x
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #268 on: January 31, 2013, 07:19:33 am »

Generally I just fly without ASAS since I can use gravity turning and it lags less.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #269 on: January 31, 2013, 07:38:39 am »

I don't see the relation between ASAS and gravity turning.

Do you mean mechjeb? ASAS is a pretty helpful tool in the atmosphere, though it's a lot less useful in space due to the RCS rebalancing, and it doesn't lag.
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"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
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