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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38806 times)

ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #315 on: February 05, 2013, 08:34:43 am »

You were talking about making a Mining drill mk2 a while back, if you still are let me give you some pointers of what's wrong with the current version:
-drills are too high up(you already know this)
-Most of the fuel tanks are not connected to the engines
-Needs more power to run the drills and converters.
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #316 on: February 05, 2013, 03:17:45 pm »

i think we need to map EVERY FRIGGING ORBITING THING IN THE SOLAR SYSTEM. AND not destroy them. just leave them up.
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jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #317 on: February 06, 2013, 04:41:23 pm »

as for the drilling system, if you guys have the attachement system thingy with winchs, you can attach a small octogonal strut on it, snap 2 drill on the side, and when you land simply extend the wire from the winch and start drilling.
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that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #318 on: February 06, 2013, 04:45:17 pm »

as for the drilling system, if you guys have the attachement system thingy with winchs, you can attach a small octogonal strut on it, snap 2 drill on the side, and when you land simply extend the wire from the winch and start drilling.
Yeah something like that is what I've been playing with. Been sick the last two days tho, so I may have to let someone else go and do my bit later on.
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LoSboccacc

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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #320 on: February 06, 2013, 08:48:02 pm »

That resource transfer have a limited range? if not then i call hacks. or atleast OP.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #321 on: February 07, 2013, 01:27:17 am »

100mt and you gave to link in eva, the page claims


Most useful for land crawlers
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #322 on: February 07, 2013, 01:35:52 am »

I vote no on the fuel transfer mod:
It's unrealistic and cheaty.
Now if this mod was instead a fuel hose that could be connected through EVA, that would be cool!
............................And now i read the entire page where it says you have to EVA to use it.... well, carry on then!

Forsaken, do you think you will be able to play in the next couple of days?
Otherwise i think we should pass on the save.
-Get better soon! The drones need you. They look up to you!
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jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #323 on: February 07, 2013, 03:13:30 am »

Well as for fuel transfer using hose... just snap a docking port as attachment on a winch. then on all docking port .cfg file add this

Spoiler (click to show/hide)

You need the mod with the winch wich is more attachment i think its called? Then youll be able to grab the docking port, go EVA, get close to the other ship docking port, turn around so the docking port on the back of your kerbanaut face the other dock, and release. Let the dock magnetic field do the rest. Sure at this point you might be best to simply dock with it but well... Try to dock 2 small craft together not always easy. And you can use it on bases too, let your kerbanaut do some work :D
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #324 on: February 07, 2013, 04:31:53 am »

Problem: Winch parts count as a separate ship. This could be where that quantum mod can come in handy. Connect winch to ship.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #325 on: February 07, 2013, 04:49:36 am »

Wow is it that simple to add a dockable winch?

Worth enough to make a separate part!!
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #326 on: February 07, 2013, 06:05:43 am »

Uhm, i'm pretty sure you don't need to re-mod the mod...

You can already put docking ports on winches, i assumed this would dock stuff?

will test...
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jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #327 on: February 07, 2013, 06:46:51 am »

And no winch part are not separated ship. I mean even if there is a wire, everything is considered the same ship, thats why you can make drill hooked to small strut and the strut is the *attachment*. If the attachement falls as you reel out, well you didnt use the good part. You can basicly attach anything to the winc and it will function as if it were attached to any part of the ship.

http://kerbalspaceport.com/0-18-2-kas-kerbal-attachment-system-v0-1/

Look at the pic carefully thats how i found out abut the docking port, i said "Hey, if that drill send what if mines to the ship it mean the frigging wires doesnt matter, it IS the ship, lets try with the docking ring" At first i could not grab the docking port, then i looked how the magnet worked, after some science i found what i shared with you, you can grab, you can drop, but if you change that attach to part true, it will attach to the docking port but it will be *sticky* and the built-in docking magnet with never be able to *aligne* both docking port thus never finishing the docking. Or if you try to attach to any other part of the ship, you get a plain and simple CTD.

Unless the mod author modify his plugin to add an exeption in his plugin to *attach* without his *magnet* mode IE you place it on the part but without the "sticky* thats all we have. But hey!! Hw bout a refuel truck with a crane on top to refuel your lander? Or your kethane ferry! Really lots of possibilty. I dont know why you said the attachement is considered as another ship.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #328 on: February 07, 2013, 06:48:18 am »

Uhm, i'm pretty sure you don't need to re-mod the mod...

You can already put docking ports on winches, i assumed this would dock stuff?

will test...
Sorry for double post, yes it would dock stuff, but vanilla you cannot "GRAB" the port with a kerbal, adding the small snippet to all docking port allow GRABBING the docking port with a kerbanaut so you an excuse to go EVA to establish a "fuel" line. Or lets say you have a massive humongous ugly ship and you are too short on monoprop to establish a docking. No worry just get under 50m of the docking ring, kill the relative velocity. get kerbanaut out. Grab the docking port on a winch, go to the other ship/station, get close enough, drop the docking ring and let the magic operate.
« Last Edit: February 07, 2013, 06:50:33 am by jocan2003 »
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #329 on: February 07, 2013, 07:11:14 am »

While i do use other mods than you guys, i managed to make a 200 parts rocket.

Behold the BEHEMOTH!!!

This is the orbiter Stage
Spoiler (click to show/hide)

The middle stage
Spoiler (click to show/hide)

The launch stage
Spoiler (click to show/hide)

Thats the final rocket once on launch pad
Spoiler (click to show/hide)

That is monstruous really, It seem overkill but believe me, i barely make it into orbit and then i have just right enough fuel for an intercept, docking, and re-entry and once im back in athmosphere i have about 3-4% fuel left in my tanks. Its quite hard to lift 200ton of dead weight spare parts. The fuel is burned evenly in all engines on each stage to keep the TWR and also prevent instability issue, Again it seem overkill but its the best design i came up that is stable, reach orbit, and gives me just enough fuel to do what i have to do.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?
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