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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38797 times)

DrPoo

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #330 on: February 08, 2013, 01:21:47 am »

You stole my heavy lifters name you penis dick duck! :P
Go ahead tho, my lifter is shit.
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Osorkon

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #331 on: February 08, 2013, 08:47:57 am »

Hey guys, I'm new here but i play the game for some time now.
Can I have a look at this community station of yours?
If files are posted please show me where.

I don't know if I can launch something useful right now, but I'll try to learn fast.

I have a question: Is it allowed to use resized stock parts? (I've modified one orange tank to be 1.5 times bigger)
It can save time with adding millions of struts later on ;)
 
@jocan2003 NovaPack rules!!! but 4 NERVAS seems a bit of overweight. In my opinion 2 NERVAS are slower, but lighter, so you could lift more parts with it.
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #332 on: February 08, 2013, 09:20:39 am »

Hey guys, I'm new here but i play the game for some time now.
Can I have a look at this community station of yours?
If files are posted please show me where.

I don't know if I can launch something useful right now, but I'll try to learn fast.

I have a question: Is it allowed to use resized stock parts? (I've modified one orange tank to be 1.5 times bigger)
It can save time with adding millions of struts later on ;)
 
@jocan2003 NovaPack rules!!! but 4 NERVAS seems a bit of overweight. In my opinion 2 NERVAS are slower, but lighter, so you could lift more parts with it.

Read first post... gah...
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Osorkon

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #333 on: February 08, 2013, 11:52:10 am »

Thanks, I have it downloaded now.

What about resized stock parts? Are they allowed?
It's a lot easier to have one bigger tank and bigger engine
than two tanks connected with struts.
I know that in second case you can decouple one and have lighter rocket,
 but decouplers and struts also adds weight.
And 400+ parts ships are unstable and laggy.
What do you think ?


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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #334 on: February 08, 2013, 12:04:58 pm »

Thanks, I have it downloaded now.

What about resized stock parts? Are they allowed?
It's a lot easier to have one bigger tank and bigger engine
than two tanks connected with struts.
I know that in second case you can decouple one and have lighter rocket,
 but decouplers and struts also adds weight.
And 400+ parts ships are unstable and laggy.
What do you think ?
Simply resizing parts isn't balanced really, and you'd have to distribute it with the save so the next person could use it as well. We're trying to play simply with the existing and a few modded parts.

That said, I do plan to add a few mods to the pack this round. I am working on my turn now (finally.. sorry about that. I was ridiculously sick) and should be done today. I'll update the mod pack so you can redownload it once I'm done. Any mods you'd like to suggest for inclusion anyone?

I'm looking at these:

http://kerbalspaceport.com/0-18-1-heavy-launcher-3m-jool-v/

Adds in a larger launch vehicle which seems balanced for heavy lifting.

http://kerbalspaceport.com/nrg-for-ksp-tornado-iii-upper-stage/

Adds in a few parts, including a very slim decoupler.

http://kerbalspaceport.com/bft_formtank_pack_v1-2/

Excellent low profile auxiliary tanks which go well with smaller rockets. Used with the slim decoupler they can be set to fall off as used up. Kind of like an asparagus staging but without extra engines.
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #335 on: February 08, 2013, 01:18:27 pm »

I am not a fan of the heavy lifter.
The parts I've looked at seems unbalanced, I mean an engine with 7000 thrust the size of a mainsail?
Or are these parts larger than the biggest vanilla parts?

I'm not sure we need the second mod, my game is slow enough to load as it is.

I like the tanks on the third mod though.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #336 on: February 08, 2013, 01:30:13 pm »

I am not a fan of the heavy lifter.
The parts I've looked at seems unbalanced, I mean an engine with 7000 thrust the size of a mainsail?
Or are these parts larger than the biggest vanilla parts?

I'm not sure we need the second mod, my game is slow enough to load as it is.

I like the tanks on the third mod though.
I don't understand why a slow initial load of the game really matters, but the second mod adds only 3 parts so its not that big of a delay and the slim decouplers are very handy.

As for the heavy lifter, the engines are.. well.. they're pretty big and they suck down fuel fast. The Jool V main engine is 3 meters in size I believe and is less thrust than using 5 mainsail engines(7500 thrust), which you could do in the same space. Advantage is its all one piece and more stable rather than using 5 engines and some kind of 5 way adapter plate, and this mates perfectly with the Jool V tank and the other bits. Its also a bit lighter than 5x mainsails, being only 20 tons instead of 30.

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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #337 on: February 08, 2013, 01:32:50 pm »

When is it my turn?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #338 on: February 08, 2013, 01:39:05 pm »

When is it my turn?
You can go ahead and take your turn now if you like. I'm uploading the new modpack now, should be done in ~5 minutes.
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Osorkon

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #339 on: February 08, 2013, 01:45:21 pm »

I think it was meant to fly to Jool by one launch. Then 7000 thrust is reasonable ;)

OK i will not insist on adding resized parts but in return ...

...I vote to include some of NovaPunch 1.4
http://kerbalspaceport.com/novapunch-remix-pack/
It's the most popular mod and rather ballanced i think.
There are too many parts  that are unnecessary:
like fairings, like short & long tanks , or solid boosters so
not whole mod should be included but only liquid engines and 3m & 6m tanks.

PS Nova liquid engines are really awesome!
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #340 on: February 08, 2013, 01:56:48 pm »

I wont be able to tonight sadly, tomorrow, though, i will be able.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #341 on: February 08, 2013, 02:03:30 pm »

I think it was meant to fly to Jool by one launch. Then 7000 thrust is reasonable ;)

OK i will not insist on adding resized parts but in return ...

...I vote to include some of NovaPunch 1.4
http://kerbalspaceport.com/novapunch-remix-pack/
It's the most popular mod and rather ballanced i think.
There are too many parts  that are unnecessary:
like fairings, like short & long tanks , or solid boosters so
not whole mod should be included but only liquid engines and 3m & 6m tanks.

PS Nova liquid engines are really awesome!
Alright, I'll add novapunch as well.

I wont be able to tonight sadly, tomorrow, though, i will be able.
Okay then, I will continue with my turn. :)
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #342 on: February 08, 2013, 02:13:51 pm »

KW rocketry has some good stuff too.
I have a friend in RSA, he uses those mods in his game, that is, NP and KW
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #343 on: February 08, 2013, 03:35:01 pm »

KW rocketry has some good stuff too.
I have a friend in RSA, he uses those mods in his game, that is, NP and KW
Okay now that has a ton of parts...

But you guys want it, so I will add it.
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jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #344 on: February 08, 2013, 07:04:11 pm »

@jocan2003 NovaPack rules!!! but 4 NERVAS seems a bit of overweight. In my opinion 2 NERVAS are slower, but lighter, so you could lift more parts with it.

The current setup has the perfect acceleration at full trottle in the drag vs gravity fight ( Too fast drag waste your deltaV, not fast enough gravity waste you deltaV ). Also it is marvelously stable during ascent, exept for i dont know why with mechjeb ALL my ships goes dancing once they reach the thin part of the athmosphere, no matter the number of SAS/RCS/Fins installed on them, but all in all if i go manual that ship is a marvel in term of effiency, stability and hell thats 200 spare parts, thats 200ton just for the parts not counting the orbiter weight.

Last stage ( Orbiter and parts ) weight 467tons, thats the payload, its hard to stay stable, efficient, and also not kill your computer during launch/ascent with the part counts. I dare you to make something better :D.

Requisite
-Stable
-Must have a TWR high enough to go faster or "AT" the best acceleration rate to hit the sweet spot between drag/grav.
-Orbiter must also have enough deltaV for a direct intercept ( Increase Apoapsis as soon orbit is stabilised to intercept stations )
-Maneuverable for docking, dont forget thats 200tons to move and turn around in space, even tho there is no wieght, there is mass to move around.
« Last Edit: February 08, 2013, 07:07:24 pm by jocan2003 »
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