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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38843 times)

forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #60 on: January 19, 2013, 03:03:58 pm »

or that could be the place where we construct the BIG ships, the ones requiring many,many trips to assemble.
True!
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #61 on: January 19, 2013, 03:14:18 pm »

but then how would we move it to a neworbit...
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #62 on: January 19, 2013, 03:16:12 pm »

but then how would we move it to a neworbit...
Attach boosters to all four docking nodes?
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #63 on: January 19, 2013, 03:37:09 pm »

Actually if i am really clever i could just construct the orbital tug from the few spare parts the station has.
Wait.. does ships spawn without fuel? I would understand if they did, there would be some crazy exploits if they did spawn with fuel.

Also i am having some crazy problems here with my rocket. Kind of got too used to mod parts.
Its a nice challenge doing vanilla launch systems, though :3
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #64 on: January 19, 2013, 03:45:13 pm »

Spare parts are a 1:1 trade for tonnage of the constructed ship, so yes fuel takes spare parts if you build a ship with a full tank. That is one reason I included the empty tanks mod, so when we have spare fuel you can save on weight by constructing ships with empty tanks.

Be warned, the orbital construction mod is a bit finicky.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #65 on: January 19, 2013, 03:49:16 pm »

My current tug weights about 11 tonnes :3
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #66 on: January 19, 2013, 04:11:54 pm »

can i be put on the turn list?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #67 on: January 19, 2013, 04:19:04 pm »

can i be put on the turn list?
Yep!
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #68 on: January 19, 2013, 08:01:44 pm »

got the game, and why did they have to make it so hard?
also, how do you get out of IVAs?
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #69 on: January 19, 2013, 08:20:06 pm »

thanks
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #70 on: January 19, 2013, 09:06:36 pm »

I feel like sending a Kethane carrier to the Mun.

But my turn is probably not in sight D:
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Hugehead

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #71 on: January 19, 2013, 09:38:57 pm »

Caved in and just bought it, so put me on the turn list!

EDIT: Can we get a list of the mods in the OP? I know they're only spread out over a couple pages but it would make it easier for noobs (like me) to look the ones we need help with up.
« Last Edit: January 19, 2013, 11:01:49 pm by Hugehead »
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #72 on: January 19, 2013, 11:27:06 pm »

Well, I'll ask for a turn, too.
Hopefull it'll get to me eventually. Before school starts, too, even. >.>
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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

Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #73 on: January 19, 2013, 11:34:26 pm »

wow. i have just tried this, and have failed almost every time.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #74 on: January 20, 2013, 05:31:01 am »

wow. i have just tried this, and have failed almost every time.

That, my friend, is Kerbshido, the way of the Kerbalnaut.
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