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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38846 times)

ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #105 on: January 21, 2013, 05:10:09 pm »

We need to instate a time limit on turns.
I say 48 hours max, otherwise Skyrunner is gonna forget this exists before she gets a turn.

[Gender edit]
« Last Edit: January 22, 2013, 01:58:17 am by ank »
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #106 on: January 21, 2013, 05:23:24 pm »

We need to instate a time limit on turns.
I say 48 hours max, otherwise Skyrunner is gonna forget this exists before he gets a turn.
Other people suggested a week, but I think that's a bit excessive. I'd agree with 48 hours from now on if the majority of you favor that.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #107 on: January 21, 2013, 07:22:36 pm »

We need to instate a time limit on turns.
I say 48 hours max, otherwise Skyrunner is gonna forget this exists before she gets a turn.
FTFY xD

Does the station have an orbital dock right now? I think I'll need to use the orbital construction mod to get my ship into orbit. Too heavy >_< The 150ish ton ship is fine, but the stacked boosters spontaneously explode.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #108 on: January 21, 2013, 07:26:24 pm »

I've answered this twice now, and its stated in my turn post. The station has four docking ports around the rim and one central port at the bottom.
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #109 on: January 21, 2013, 07:27:07 pm »

is there a save i can mess with somewhere?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #110 on: January 21, 2013, 07:29:30 pm »

is there a save i can mess with somewhere?
http://dl.dropbox.com/u/9910241/Bay12.zip

That is the save after my turn, with the station up.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #111 on: January 21, 2013, 07:53:42 pm »

I've answered this twice now, and its stated in my turn post. The station has four docking ports around the rim and one central port at the bottom.
I meant an orbital dock, not docking ports. I guess it doesn't have one, then. A task!
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #112 on: January 21, 2013, 07:55:26 pm »

I've answered this twice now, and its stated in my turn post. The station has four docking ports around the rim and one central port at the bottom.
I meant an orbital dock, not docking ports. I guess it doesn't have one, then. A task!
I don't understand the distinction...
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #113 on: January 21, 2013, 08:24:27 pm »

place just for ships to dock.
thanks for the save.
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Twi

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #114 on: January 21, 2013, 08:50:51 pm »

I assume Skyrunner means the ones for the Orbital Construction mod, since she mentioned that.

By the way, hi Sky! Please don't crush me. D:
« Last Edit: January 21, 2013, 08:58:35 pm by Twi »
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #115 on: January 21, 2013, 10:07:37 pm »

I assume Skyrunner means the ones for the Orbital Construction mod, since she mentioned that.

By the way, hi Sky! Please don't crush me. D:
Oh, this. Sorry if I explained incorrectly >_<

Hi Twi. *picks up and cuddles the cute mechanical spider*
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Azated

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #116 on: January 22, 2013, 12:15:22 am »

I had no idea KSP had advanced even this far. The last time I played, I was basically using giant missiles with a spacesuit taped to the front in a feeble attempt to reach the mun.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #117 on: January 22, 2013, 12:24:15 am »

I assume Skyrunner means the ones for the Orbital Construction mod, since she mentioned that.

By the way, hi Sky! Please don't crush me. D:
Ahh. Yes the station has a spacedock identifier as well as 600 units of storage for spare parts.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #118 on: January 22, 2013, 01:54:00 am »

Bah, sorry guys, im having alot of time related issues and for some reason my launch vehicle for the space tug and the manned orbiter goes North Korean ICBM no matter what i do. Managed to make really good lightweight sattelite launch system.

Delivering save ASAP, wich means a few hours, i have launched a MapSat and a partially malfunctioning KetSat, respectively named Kerlumbus 1 and 2

I should have thought of this :S
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #119 on: January 22, 2013, 01:58:23 am »

I find myself easily launching anything that's reasonably light into orbit/Mun.
The problem is when I ambitiously launch heavy ships that weight upwards of 700 tons, including fuel. It's mostly the fuel that's a problem, really.

I had no idea KSP had advanced even this far. The last time I played, I was basically using giant missiles with a spacesuit taped to the front in a feeble attempt to reach the mun.
This is a heavily modded version, hence the advanced shenanigans :3
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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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