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Author Topic: Kerbal Space Program - Bay12 Reality Edition  (Read 14487 times)

forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #30 on: February 14, 2013, 07:42:23 pm »

update: I restarted and restarted until got a crewmember, but still no go.


I also noticed that right clicking on a capsule don't show food/water/oxigen/co2 as in your screenshot.

maybe a plugin acting up?
in my plugins folder I only have a TM_CTLS.dll
That's the only plugin necessary. Let me check again.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #31 on: February 14, 2013, 07:48:44 pm »

but please, do launch the craft if it works for you I am curious to know if it would have worked  :P
It does not. The tilt for the engines is too steep and the rotation makes the engines + fuel tank rip away from the rocket body and fly apart.

I loaded your save and the command pod didn't show the extra resources as you said. I then put a new command pod out and it worked.

Then I realized...

I forgot to include the resource file! Agh. New pack will be up soon.
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #32 on: February 14, 2013, 07:51:16 pm »

I have guessed correctly in the fake backstory then  :P
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forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #33 on: February 14, 2013, 07:55:28 pm »

I have guessed correctly in the fake backstory then  :P
Yeah. It wouldn't have been a complete disaster but the rocket's extra engines would have flown off and you wouldn't have gotten much extra altitude. The spin DID make the rocket go straight up tho!

In the simulated launch.

Officially we're calling Atropos II a failure to launch. I'll post the save + any new part in a sec. Updating now.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #34 on: February 14, 2013, 08:04:53 pm »

R&D: Upon further investigation, we determined that two things went wrong with Atropos II's launch.

1. Someone forgot to include the $@#!ing life support system in the command pod.
2. The ship design had certain structural issues which may have caused a catastrophic failure.

They also announce that they have completed work on cramming other things (safely) into the low form factor tanks. We now have formed tanks for RCS fuel, as well as an energy storage module fitted into the tank hull to increase probe mission durations when there is no direct sunlight.

New pack is uploading uploaded, and it includes the resources file this time. Sorry about that. :P

Also the new 0.18.4 update just released. Don't update yet, as I'm not sure if the mods work well with it or not. I'm testing now.

IronyOwl, feel free to begin your turn.

« Last Edit: February 14, 2013, 08:12:17 pm by forsaken1111 »
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LoSboccacc

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #35 on: February 15, 2013, 03:05:13 am »

Btw I see that every time we start a community game each player name generation restarts with Jeb when importing a saved game, probably worth.filing a bug if anyone has.an.account on.their.forum.
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IronyOwl

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #36 on: February 15, 2013, 06:37:28 am »

IronyOwl, feel free to begin your turn.
That was quick.

I estimate I'll have something up in around twelve hours. If someone thinks they can wriggle a turn in before then, I wouldn't mind.
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Skyrunner

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #37 on: February 15, 2013, 07:52:59 am »

I shall wriggle!

IronyOwl can do it after me. The reason I'll wriggle is because I don't have time tomorrow...


EDIT: Do we have to complete each mission one by one? xD What if I aim for 50k and get to 100k? o_O

EDIT: Helios II is a failure.

story, save.
« Last Edit: February 15, 2013, 08:27:54 am by Skyrunner »
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miauw62

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #38 on: February 15, 2013, 09:14:02 am »

Put me on the waitlist too. I hope there will be something sufficiently easy for a noob like me to do by  the time it's my turn, but we'll see.
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Spaghetti7

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #39 on: February 15, 2013, 09:49:09 am »

EDIT: Helios II is a failure.
Oh, damn. Looks like those parachutes might need a bit of work.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #40 on: February 15, 2013, 03:12:45 pm »

EDIT: Do we have to complete each mission one by one? xD What if I aim for 50k and get to 100k? o_O
If you complete two missions at once that is fine, it will be recorded as such.

Put me on the waitlist too. I hope there will be something sufficiently easy for a noob like me to do by  the time it's my turn, but we'll see.
These are just the 'first steps' but there will be some simple objectives even going forward, trust me. :)

I'm updating the OP
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10ebbor10

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #41 on: February 15, 2013, 03:14:58 pm »

I wonder if there's some kind of breakdown mod. It would be fun if things had some stages between perfectly fine and shrapnel.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #42 on: February 15, 2013, 03:15:21 pm »

I wonder if there's some kind of breakdown mod. It would be fun if things had some stages between perfectly fine and shrapnel.
If you find one let me know.
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forsaken1111

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #43 on: February 15, 2013, 03:35:56 pm »

R&D:

Some of the lab techs have adapted a small control surface winglet to use on rockets to assist with steerage and general 'go-up'-ness. They've also rigged some tiny solid boosters as separation motors and dubbed the Sepratrons! Or Separatrons... or whatever. I forget what they decided on, but they can separate things. With fire.

(New pack is up. IronyOwl you're good to go whenever.)
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Scelly9

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Re: Kerbal Space Program - Bay12 Reality Edition
« Reply #44 on: February 15, 2013, 04:57:33 pm »

Later on in the game, are you going to extend this to planes?
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