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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38872 times)

Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #225 on: January 26, 2013, 11:13:53 am »

cant we use the heat to produce steam and turn a turbine?
thats what reactors do.
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LordSlowpoke

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #226 on: January 26, 2013, 11:15:34 am »

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

It would be horribly inefficient, but we would need to hook up our engines' exhaust to a heat absorption array, which would be hooked up to a water chamber, giving us steam. Hopefully. Then we can just turbine it up like good engineers who don't care about hauling oversized, far too heavy devices into orbit! :3
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #227 on: January 26, 2013, 11:16:31 am »

cant we use the heat to produce steam and turn a turbine?
thats what reactors do.
Difference between heat and waste heat. You don't use heat to produce energy, you use heat differences to create pressure differences to create energy.
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #228 on: January 26, 2013, 11:17:43 am »

ok.
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #229 on: January 26, 2013, 11:30:26 am »

Just a note. The micromod doesn't work. For mysterious reasons I do not completely understand, it doesn't produce anything untill you go in warp, and then it suddenly starts producing without using Kethane. I'll try to fix it.

Edit:

Fixed it. The inf production with timewarp on is a bug from the Kethane mod, hence not within my abilities to fix.

Spoiler (click to show/hide)
« Last Edit: January 26, 2013, 11:49:28 am by 10ebbor10 »
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #230 on: January 26, 2013, 11:53:28 am »

Is Kethane conversion generally bugged with time warp?


Been working on making better cargo ships today.
I was aiming for 150 Spare parts.

Got two design.
The first one just kept blowing up:
Spoiler (click to show/hide)

The second one just didn't have enough TWR:
Spoiler (click to show/hide)
« Last Edit: January 26, 2013, 11:55:52 am by ank »
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #231 on: January 26, 2013, 11:54:56 am »

Is Kethane conversion generally bugged with time warp?
Yup. At least for me it is. It's just more noticable with the spare parts generator because of the enormous amounts of Kethane it uses, and the time it needs.
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #232 on: January 26, 2013, 11:56:23 am »

so basically it's a cheat now?  :-[
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10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #233 on: January 26, 2013, 11:59:40 am »

As long as you make sure that all converters are turned off before activating warp, everything should be fine. Besides, it's only really noticeable in warp 5+
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ank

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #234 on: January 26, 2013, 12:03:04 pm »

well, i have used warp specifically to drill and convert faster.... so.....
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #235 on: January 27, 2013, 08:20:54 am »

I have a severe problem ._.

I built a ~40 ton module to add to the space station.
I used spare parts to send it up..except it exploded in transit.
So I changed the identifier to a jump drive (I felt justified) and after a lot of trial and error, I found out that the 15 m station core breaks off in transit every single time. ;_;

I might pretend my turn never happened, because I really did nothing except put 200 tons of parts on the station.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #236 on: January 27, 2013, 09:15:45 am »

I have a severe problem ._.

I built a ~40 ton module to add to the space station.
I used spare parts to send it up..except it exploded in transit.
So I changed the identifier to a jump drive (I felt justified) and after a lot of trial and error, I found out that the 15 m station core breaks off in transit every single time. ;_;

I might pretend my turn never happened, because I really did nothing except put 200 tons of parts on the station.
Like I said, the orbital construction mod is finicky. Save your design and pass me the save and I'll see if I can get it up there.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #237 on: January 27, 2013, 09:27:41 am »

http://205.196.121.42/37gaqd92adag/uiw0mdabspsqmqb/Bay12.7z
Here.

If the direct file link doesn't work, this is the mediafire link.
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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

10ebbor10

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #238 on: January 27, 2013, 09:28:52 am »

Oh, just a question. Has the revised version of the Kethane to parts converter been approved?

Spoiler (click to show/hide)

Oh, and btw. The inf production error only occurs when you run out of Kethane while producing. If you watch out that doesn't happen, everything is fine.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station
« Reply #239 on: January 27, 2013, 10:29:39 am »

http://205.196.121.42/37gaqd92adag/uiw0mdabspsqmqb/Bay12.7z
Here.

If the direct file link doesn't work, this is the mediafire link.
https://www.dropbox.com/s/xhstbkn86yy3mc0/Bay12.7z

I had to alter your design slightly. I put on some booster liquid engines in case you need to move it, you can decouple them when not needed. Your storage module is floating ~5km from the station in orbit. Its up to you to dock the beast... I suggest you quicksave. I added some more RCS clusters and replaced the RCS tanks you had on with full ones which will hopefully let you get in and dock.
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