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Author Topic: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!  (Read 38781 times)

Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #345 on: February 08, 2013, 07:41:02 pm »

Actually, weight isn't important for impulse, just mass. :P
Not quite sure, but I think delta-impulse=delta-F*delta-t=delta-a * mass * delta-t.

* Skyrunner nitpicks :P
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Osorkon

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #346 on: February 09, 2013, 05:46:58 am »

OK sorry i didn't realize that last stage weights 450+ tons.
Then four nervas are effective ;)
I've read recently an article:
http://www.projectrho.com/public_html/rocket/surfaceorbit.php#id--Nuclear_DC-X
And i think it could be nice in KSP. It could lift 1000+ part or two other rockets.

I meant only engines and bigger tanks not all parts (who ever use fairings?!), but choice is yours.
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #347 on: February 09, 2013, 06:15:55 am »

Anything above 1 NERVA is ineffective, BUT we also want to get places while we are still young, so it's a time/efficiency thing.(assuming you are in orbit already)
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #348 on: February 09, 2013, 08:31:34 am »

Uploading my turn now: https://dl.dropbox.com/u/9910241/Bay12_Turn7.zip

I'll put up a picture story later, but here's a spoiler.

Spoiler (click to show/hide)

Its unwieldy and badly designed, but it does mine kethane. This one is sitting on the mun at 0, 36 or so on top of a 170,000L deposit. It has an upwards-facing triple docking port and a docking port junior which can be lowered to the ground to fuel ground trucks with a port on top.

I'll be refining the design to make a MK2, because this one cannot actually power all six drill heads (oops..). Still it does work, and you don't need to tilt it. If someone were so inclined they could land a power module next to it and connect it to the top docking ports.
« Last Edit: February 09, 2013, 02:58:15 pm by forsaken1111 »
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jocan2003

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #349 on: February 09, 2013, 10:04:33 am »

Anything above 1 NERVA is ineffective, BUT we also want to get places while we are still young, so it's a time/efficiency thing.(assuming you are in orbit already)

It was either 2 but when i saw the TWR i said screw it, im adding 2 more just for the little boost in TWR this way i dont wait hours to do the injection burn to mun.
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Aseaheru

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #350 on: February 09, 2013, 01:09:16 pm »

Just leave it there for us to mess with.
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #351 on: February 09, 2013, 03:31:13 pm »

Ive had some problems today and tomorrow might not be possible, but i will see if i can take my turn tonight when my overdemanding family is asleep.

Was KW and NP added by the way?
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #352 on: February 09, 2013, 03:36:30 pm »

Ive had some problems today and tomorrow might not be possible, but i will see if i can take my turn tonight when my overdemanding family is asleep.

Was KW and NP added by the way?
Yep. redownload the mod pack from the OP
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DrPoo

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #353 on: February 10, 2013, 06:53:34 am »

Well fuck. I have no time anyway, sorry for holding up for this long. Someone else please take my turn.
I think i am leaving entirely. I suck at KSP now for some reason and i never have time. Sorry.
« Last Edit: February 11, 2013, 03:33:50 pm by DrPoo »
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #354 on: February 12, 2013, 06:34:00 pm »

Alright. Ank are you up for your turn?

I should mention that I've been thinking of restarting this with an ARG twist, where mods are only added as we achieve certain things and research progresses over time so we'd start with just vanilla parts and maybe a life support mod to make things interesting.
« Last Edit: February 12, 2013, 06:40:02 pm by forsaken1111 »
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #355 on: February 12, 2013, 07:18:02 pm »

yup, i'll get started on my turn first thing tomorrow, too late tonight.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #356 on: February 12, 2013, 08:54:58 pm »

Alright. Ank are you up for your turn?

I should mention that I've been thinking of restarting this with an ARG twist, where mods are only added as we achieve certain things and research progresses over time so we'd start with just vanilla parts and maybe a life support mod to make things interesting.
Sounds good. O_o
Though some mods should be there from the start... like toggleable asas. :D
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Mageziya

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #357 on: February 12, 2013, 10:39:12 pm »

NOTHING, NOPE, NOTHING HAPPENED.
« Last Edit: February 12, 2013, 11:09:08 pm by Mageziya »
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forsaken1111

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #358 on: February 13, 2013, 07:53:56 am »

Alright. Ank are you up for your turn?

I should mention that I've been thinking of restarting this with an ARG twist, where mods are only added as we achieve certain things and research progresses over time so we'd start with just vanilla parts and maybe a life support mod to make things interesting.
Sounds good. O_o
Though some mods should be there from the start... like toggleable asas. :D
Is everyone actually on board with this? Skyrunner is the only one to reply so far.

I could just start it and run it in parallel.
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ank

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Re: Kerbal Space Program - Bay12 Community Station Round 2 - Kerbonauts Wanted!
« Reply #359 on: February 13, 2013, 08:25:43 am »

I dislike restarting, but I like starting in parrallelll (so many L's)
How would we do it? would everybody add one mod each turn or?
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