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Author Topic: Kerbal SCIENCE Program (v0.22)  (Read 20943 times)

IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #105 on: October 25, 2013, 06:53:16 am »

Sorry, I've been busy at school and was waiting for the weekend. Should have an update of some sort tonight.
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #106 on: October 25, 2013, 09:37:04 pm »

The IronTomato Bureau of Astronomic !!Science!! has requested that we send a lone Kerbonaut, Edman Kerman, to establish an orbit around the sun, perform research, and return back. For this mission, he will be using this rocket:
Spoiler (click to show/hide)
We are prepared for the worst.
The rocket has been carefully checked several times over to make sure it'll get the job done correctly.
Spoiler (click to show/hide)
We have liftoff. The SFB rockets are beginning to overheat.
Spoiler (click to show/hide)
In the end, the rockets didn't end up exploding. This was our path of orbit after the 2 launch phases.
Spoiler (click to show/hide)
Soon after, we've established a low Kerbin orbit and have a great view of the Mun to boot. Don't get too comfy, Ed.
Spoiler (click to show/hide)
Edman successfully burns into escape velocity, and voila, we have solar orbit. Time for Science, Edman. Make GlaDOS proud.
Spoiler (click to show/hide)
After doing various Scientific precedures, Edman is ready to go home. Time for a burn.
Spoiler (click to show/hide)
The Missile Rocket successfully lands on Kerbin, with all of the scientific instruments still attached.
But wait - the material bay doors are closed.
Spoiler (click to show/hide)
Son of a whore. We forgot that part. So much science wasted on experiments we simply forgot to perform.
Oh well... We've still accomplished our mission, and have plenty of other sciences to show for it.
Spoiler (click to show/hide)
The ITBoAS has rewarded us with blueprints for extra construction parts, including struts, launch stabilizers, and tricouplers. Cut - that's a wrap, boys. Exit stage right.

(OOC) So, yeah, basically my forgetfulness bit my arse again. There was also one other small mistake I didn't mention there. There wasn't any ladder on the re-entry lander (I never even remember they exist until it matters) so I couldn't EVA to place a flag, or I would've had to leave the ship, and science, behind. I hope this isn't a problem.

Teh save:

EDITed to fix a wrong image.
« Last Edit: October 26, 2013, 09:27:09 pm by IronTomato »
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Karlito

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #107 on: October 25, 2013, 10:03:54 pm »

Ed Kerman says, "What gives? That rocket isn't glowing!" ;D

(OOC) So, yeah, basically my forgetfulness bit my arse again. There was also one other small mistake I didn't mention there. There wasn't any ladder on the re-entry lander (I never even remember they exist until it matters) so I couldn't EVA to place a flag, or I would've had to leave the ship, and science, behind. I hope this isn't a problem.

You could have left the ship and then recovered the kerbalnaught and ship seperately: no science would have been lost.
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IronTomato

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #108 on: October 25, 2013, 10:10:09 pm »

You could have left the ship and then recovered the kerbalnaught and ship seperately: no science would have been lost.
:o
...
 >:(
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TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #109 on: October 27, 2013, 03:23:44 pm »

So, how's this going? It feels like it's slowed down a little, though that may just be because I'm less busy.
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PTTG??

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #110 on: October 27, 2013, 03:56:58 pm »

I sent a PM to techno65535 but haven't heard back, so I'm moving on to 10ebbor10. Techno has been moved to round 2.
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10ebbor10

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #111 on: October 27, 2013, 04:00:21 pm »

Ok, got it. Won't be able to do it till tomorrow at earliest. so he still has time.
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #112 on: October 27, 2013, 04:12:08 pm »

Yeah, sorry, keep having random explosion issues during assent...And never the same one twice.
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #113 on: October 27, 2013, 05:36:54 pm »

Explosion issues? Apply more space tape! Or maybe dare i say it, you might have too many boosters :P
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #114 on: October 27, 2013, 06:19:13 pm »

Oh, it's got lots of space tape. And some of the biggest damn boosters you've seen...and a section that wasn't even under power decided to just go boom, really freaking weird.
Spoiler (click to show/hide)
There used to be another of those boosters in the middle there, was the next stage.

Edit: ...Note to self, resize pictures before posting next time...
« Last Edit: October 27, 2013, 06:39:14 pm by techno65535 »
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

TheBronzePickle

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #115 on: October 27, 2013, 06:41:49 pm »

You might consider cropping, too.

Also, good lord that thing is huge. Do you really need that much power to get your payload to where it needs to go?
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techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #116 on: October 27, 2013, 06:44:26 pm »

Yeah...Big trip needing lots of Dv and no nukes available yet so the thing that's got to get into orbit has to be quite large. And then that monstrosity of a lifter under it has ~4600m/s Dv to get the actual ship into orbit.

Side-note, 81 engines firing at once is loud.

Edit: Hallelujah! I made it to orbit. Now for the fun part.
« Last Edit: October 27, 2013, 07:08:03 pm by techno65535 »
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #117 on: October 27, 2013, 10:55:21 pm »

Sweet jesus, that thing is more monstrous than mine, then again you have space tape on your side.
COngrats on getting it to orbit.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

techno65535

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #118 on: October 27, 2013, 10:56:56 pm »

Heh, thanks.

Uploading screenshots to imgur right now. Should have it posted in an hour or so.

Got any pictures of yours?
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... while being chased by axe-welding cats in the dark.
Scratch that, throwing-axe-wielding cats in the dark.
They're cute but my god that's terrifying.
GENERATION 10: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

MarcAFK

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Re: Kerbal SCIENCE Program (v0.22)
« Reply #119 on: October 28, 2013, 12:02:55 am »

It went through over a dozen redesigns, mostly because I couldn't stop my radial booster stacks from peeling away and spagetti-monstering all over the place. Is there some trick to getting things to stick to  multiple decouplers?
The best method I could find was to  radially attach the required number of tanks in a single layer, then store it as a sub-assembly, then stack as many as required, this way every layer had it's own decoupler, however it seemed like the layers then weren't correctly gluing together, I had problems with stages not firing, or breaking off randomly, also the weight was breaking the bottom engines, i usually fixed this by putting girders under the nozzles and also making multiple girder based launch towers.
The main problem i had really was that I couldn't get girders to attach themseves to multiple items, I should take a screenshot showing what happened, it was quite awe inspiring when a massive rocket starts spinning like a top while a skirt of girder attached booster rockets swings out in ever widening radius, untill eventually breaking off forcing an early seperation of that stage.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.
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