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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38868 times)

forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #210 on: January 26, 2013, 06:27:54 am »

is the pack updated with the kethane>parts generator?
Not yet, but its a simple change you could do. I haven't had a chance to test it, got sidetracked by the missus.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #211 on: January 26, 2013, 06:28:14 am »

Well... my station actually does happen to fulfill the conditions of being a storage space for kethane, having four converters, lots of batteries, and a space dock to deploy haulers.

I think it has to be redesigned a bit. Too heavy.


Who built the Cargo ship? Version 2 doesn't get into orbit, and Version 1 has a bit of an inefficiency problem, where the middle six engines shut off faster, but don't have a decoupler to send the roughly 6 ton package away. I ran out of fuel within 2.6 kilometers of the station, so I orbitally deployed tug named Faith to save it and help it rendezvous with the station. Station now has 155 spare parts, and I just need a few more to construct a station in orbit that'll fly to Mun.
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #212 on: January 26, 2013, 06:32:49 am »

Nice work 10ebbor10!

We should test it out before adding it to the pack.

I think the converter module should be huge and heavy.

Also, i think you should post it on the Obirtal Construction thread, i think a lot of people would be interested in this!


@Skyrunner
Well, the kethane miner need to be moved, and we need an orbital mun station to actually hold the fuel, and we still need haulers to bring the kethane from the miner to orbit.

And we need a spaceport with the new modded spare parts converter around the Mun.

The micromod just modifies the largest Kethane converter to produces spare parts. If it works, anyway. Also, I'm pretty sure it will retroaffectively modify all existing large converters. Oh, and it might sponanously overheat. That's intended behaviour btw.

Oh, and btw, not going to post it. It's only a micromod (I changed 3 lines of text) and it's kinda not nice to modify others stuff without asking permission. Also, I'm not sure if it works.

is the pack updated with the kethane>parts generator?
I think not, since we're not even sure if it works. You can add it yourself. Parts folder, look for the 2 m kethane converter, open the doc in notepad and just add the spoilered thing above near the bottom. Don't replace anything.
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miauw62

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #213 on: January 26, 2013, 06:54:58 am »

We really need cooling parts that can cool down stuff that tends to overheat.
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Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #214 on: January 26, 2013, 06:59:45 am »

We really need cooling parts that can cool down stuff that tends to overheat.
Problem is that heat is not a resource, hence can't be modified that easily. Maybe I'll try something later.
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miauw62

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #215 on: January 26, 2013, 07:02:04 am »

We really need cooling parts that can cool down stuff that tends to overheat.
Problem is that heat is not a resource, hence can't be modified that easily. Maybe I'll try something later.
I was more saying that as a loose suggestion to the devs. Not that they read this page or anything, but just a random idea that popped up in my mind.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #216 on: January 26, 2013, 07:33:36 am »

I made the cargo crafts, Cargo - Jeb cannot get into orbit, should delete it.
But both Cargo and Cargo - Jeb MK2 can get into orbit and dock with the station.

And I have proof! there is two Cargo class ships docked to the space station and one in orbit around the Mun.

What ascend profile are you using? might be an error code: 40 problem.

That said they aren't really that great, am working on a better design.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #217 on: January 26, 2013, 07:40:58 am »

I don't use mechjeb for autopilot. o.O

I would design a better ascent ship, but KSP takes so much time I don't really have T_T
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #218 on: January 26, 2013, 09:43:44 am »

Working on a better cargo craft.

will upload as soon as it stops exploding.

and by ascend profile I don't mean mechJeb, stopped using it after I found out I was a better pilot than Jeb.
I mean your manual ascend profile. Notice Cargo - Jeb MK2 have 4 less engines than Cargo... i can still get it to dock(though with minimal extra fuel)
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #219 on: January 26, 2013, 09:45:48 am »

Fire straight up until apoapsis reaches 100k. Then stop and use the flight planner to boost sideways until it breaks orbit.

Version <one with 5 tanks a side> works (almost), but the 4 one doesn't.
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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

LordSlowpoke

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #220 on: January 26, 2013, 09:50:49 am »

We really need cooling parts that can cool down stuff that tends to overheat.

hey guys just lurking your threads

I've seen parts like that in 0.16, as far as I know they were engines that had a lowered fuel consumption and negative heat production, producing no thrust in the process. Consider modding something like that~

Perhaps you could have a kethane-cooled kethane processing facility. It'd be wizardry.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #221 on: January 26, 2013, 09:53:20 am »

That's your problem right there!

A much better ascend profile:

1: Burn straight up until you get through the thickest 1/4 atmosphere.

2: Burn at 45 degree angle until apoasis is around 50km.

3: Burn at horizon until apoasis is at the target height.

4: Burn at apoasis to circularize orbit

5: ??

6: Profit!

With a bit of tweaking it is even possible to get a circular orbit in one long burn!

Using this profile i can get the Cargo to reach the space station with half the fuel left.(hence why i removed 4 engines from the MK2 version)
« Last Edit: January 26, 2013, 09:55:03 am by ank »
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #222 on: January 26, 2013, 11:05:27 am »

We really need cooling parts that can cool down stuff that tends to overheat.

hey guys just lurking your threads

I've seen parts like that in 0.16, as far as I know they were engines that had a lowered fuel consumption and negative heat production, producing no thrust in the process. Consider modding something like that~

Perhaps you could have a kethane-cooled kethane processing facility. It'd be wizardry.

Problem is getting the heat from one part of the ship to the other.

My idea was modding each engine to produce a waste heat resource rather than normal heat. This resource is automatically turned into standard heat normally, unless you use other parts and a second resource (Heat retainment capability/ heat storage/ Heat capacity/ other name) to fixate it in heatsinks. Then you could use other parts like radiators (solar pannel size big) or evaporators(uses fuel or any other gasseus/liquid resource) to free up that space again for reuse.

Oh, and a Kethane cooled Kethane processing facility is quite easy. It's even scientifically possible.

Edit: Do we have any modellers here? Making our own Bay 12 mod seems fun.
« Last Edit: January 26, 2013, 11:10:37 am by 10ebbor10 »
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #223 on: January 26, 2013, 11:11:13 am »

to bad we cant use that heat to make electricity...
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #224 on: January 26, 2013, 11:12:59 am »

to bad we cant use that heat to make electricity...
I'm pretty sure that'll violate a law of thermodynamics...
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