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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38769 times)

forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #360 on: February 13, 2013, 08:26:59 am »

I dislike restarting, but I like starting in parrallelll (so many L's)
How would we do it? would everybody add one mod each turn or?
I'll work out milestones and objectives. As those are achieved I'll add mods in. Something like that. I'll work on the details today.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #361 on: February 13, 2013, 08:54:06 am »

I think mod should be added for objectives, maybe objectives should be polled.

We may start from the ones from buzz Aldrin game, should cover quite a bit of the early exploration.

We can start with less than stock parts for that extent,maybe just the 1mt parts.
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Dutchling

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #362 on: February 13, 2013, 08:56:41 am »

... Tentatively signing up for the parallel game. I will probably forget all about this, so don't wait a week for me to respond or something like that if it's my turn :P
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #363 on: February 13, 2013, 09:03:39 am »

Fine with it
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #364 on: February 13, 2013, 09:39:25 am »

I think mod should be added for objectives, maybe objectives should be polled.

We may start from the ones from buzz Aldrin game, should cover quite a bit of the early exploration.

We can start with less than stock parts for that extent,maybe just the 1mt parts.
not gonna do a pole for every objective but the limiting of parts is a good idea. Will look into this buzz aldrin game. Do you have a list of objectives from there?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #365 on: February 13, 2013, 12:22:08 pm »

Would it be possible to limit the funding somehow?

Make it so you have to do Y to unlock more funding for other ships?
Possible, yes. It would rely entirely on the honor system though, and everyone would have to report a specific part list for each ship they launch as well as what pieces are recovered (parachute on jettisoned boosters/tanks). It would be a pain to keep up with.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #366 on: February 13, 2013, 12:27:52 pm »

It is here; but it would probably need some pruning:

Buzz Aldrin space race is on SourceForge now btw
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #367 on: February 13, 2013, 12:29:11 pm »

Awesome. I'll draw some milestones from there and lay out research progression as well. thanks
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #368 on: February 13, 2013, 12:48:57 pm »

I have an idea: let's have the newer players do the Aldrin game to train.
For the seasoned kerbonauts here, lunar fly-by and docking is a doddle.
I do think that these steps are essential to learning the ropes( like it was essential for NASA)

Going about my turn now:
Adding kerbal fuel truck and fuel to orbit lifter.
But not orbital refinery, i think i will let someone else do that.


EDIT: i'll start my turn as soon as i download the huge ass mod pack :)

EDIT EDIT: I'll be doing some ship cleaning (since I've left a lot of useless designs lying around). will be deleting all the stock crafts too.
If anybody needs something i deleted, you can fetch it from the previous save.
« Last Edit: February 13, 2013, 12:53:38 pm by ank »
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Dutchling

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #369 on: February 13, 2013, 03:03:47 pm »

Count me as a new player. I suck at everything that isn't orbiting Kerbal using MechJeb or exploding.
« Last Edit: February 13, 2013, 03:07:02 pm by Dutchling »
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #370 on: February 13, 2013, 03:05:14 pm »

did i tell anyone how i managed to make a robotic spaceplane? it took off and flew fine, but when i told it to land it bugged out..
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #371 on: February 13, 2013, 03:15:07 pm »

I have an idea: let's have the newer players do the Aldrin game to train.
For the seasoned kerbonauts here, lunar fly-by and docking is a doddle.
I do think that these steps are essential to learning the ropes( like it was essential for NASA)
This parallel game will be more about the story than the difficulty. Each program will have a callsign and each player will be given a mission. Or rather there will be missions up for grabs and you can choose any of the 'next steps' to do on your turn. It doesn't always have to be a success either. I'll explain more once I work it out and make the thread.
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #373 on: February 15, 2013, 08:50:49 am »

A new update to KSP has been released.
Do we update?

Also: way too many parts in or game now, takes 5 min to start the game for me now, and 2 min to go from the VAB to launch.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #374 on: February 15, 2013, 03:38:04 pm »

A new update to KSP has been released.
Do we update?

Also: way too many parts in or game now, takes 5 min to start the game for me now, and 2 min to go from the VAB to launch.
Updating doesn't appear to break anything, so feel free to do so.

As for the number of parts... what are you running this on? It doesn't take me anything like 5 minutes to load into the game. Going from VAB to launch should only be affected by the parts on your ship. Try it again with the new 18.4 and see if its any better.
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