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Poll

removed the custom tech tree! more limitations?

add kerbal economy so we need to earn that science
- 6 (60%)
add mission controller so we have some program in it
- 1 (10%)
don't do anything it is already a mess we just want to toy around
- 3 (30%)

Total Members Voted: 9


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Author Topic: Kerbal Rocket Surgery: Rebalanced community game  (Read 14361 times)

LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #90 on: December 08, 2013, 05:28:58 am »

we're in round three!

I'll try too keep people who have played listed. Don't cheat  :P
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #91 on: December 08, 2013, 09:28:23 am »

I guess I'll go ahead and take the first turn!
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #92 on: December 08, 2013, 10:43:44 am »

Save is here

Story here

I bought the Electronics node, with the seismometer, and went for a space-hop with lots of sensors!
91 science was earned, giving us above the 100 we need for the goo containers.

I advice we buy the goo containers next.
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #93 on: December 08, 2013, 09:28:30 pm »

Grabbing.
Nevermind. Between RL stress and having gone through half a dozen revisions, I'll try later. Last save still most recent.
« Last Edit: December 08, 2013, 10:47:09 pm by n9103 »
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #94 on: December 10, 2013, 04:42:20 am »

Planning on giving this another go tomorrow after I get back from my CWP appointment. About 12h from now.
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #95 on: December 10, 2013, 01:28:00 pm »

grabbing the save!
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #96 on: December 10, 2013, 02:30:50 pm »

it is done!

we have the first batch of rocket engines, albeit very small ones. will take a lot of creativity and ingenuity to get something into orbit.

don't forget the antennae and the autopilot!

https://www.dropbox.com/s/gp8xftglv2s4en1/KSP%20Rocket%20Surgery.zip


The Unremarable journal: http://imgur.com/a/Fi6Py
« Last Edit: December 10, 2013, 02:46:20 pm by LoSboccacc »
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #97 on: December 10, 2013, 02:31:46 pm »

Just in time :)
*grabbing*

Just a warning, F&*# radial staging.
Mysterious crossfeeding when we don't even have cross feeding connections.
Really, go put a ship together that has an outer stage... now watch as your inner stages get drained first.
Frigging reverse-asparagus or something. Ugh. Insanity 10/10, would not touch.

Back to the game. Let's just go for an air-assist.

*sigh* I give up on space today.
Since we apparently forgot to grab the better controls tech.. y'know.. the one that gives you SAS *and* a probe core... well, I'm not making it to orbit.
Not enough science to mine in sub-orbit.

Dropping it again, for now.
Too frustrated with this mashup of mods that sacrifices a LOT of gameplay fun for the sake of realism. (If a mod breaks the SAS assist, I don't care how realistic it tries to be, it's now not fun, nor realistic. Autopilot is a real thing. This game has it in stock. This mix of mods makes it into something akin to a self-destruct. Craft that fly all but perfectly straight tear themselves to pieces if you leave SAS on without countering it. Oh, and that "pitch assist" that FAR offers? worthless. No noticeable difference when toggled. If it can't keep the pitch dead on, but you can by hand, then again, worthless. UGH.) All around we need to reconsider our choice of mods. (Or I need to reconsider bothering.)
« Last Edit: December 10, 2013, 10:41:04 pm by n9103 »
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Twi

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #98 on: December 11, 2013, 08:35:19 am »

Might have a go at this sometime. Put me on the waitlist or somethin', we'll see if I can't at least get me some science. :P
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #99 on: December 11, 2013, 10:07:36 am »

no waiting list, if nobody else is playing, just grab the last save and have a turn.

only rule is: each is limited to a turn per round
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Twi

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #100 on: December 11, 2013, 10:22:08 am »

'kay. Need to get the mods and such though, not to mention be in the proper mood. x3
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Twi

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #101 on: December 11, 2013, 10:26:28 am »

Grabbing the save. Let's see what I can do with these mods and such.
EDIT: No parachutes. joy. Initial retrorocket testing is successful, though! SEcond retrorocket testing reveals that I can't suicide burn well enough to use that, though. Time to go back to the Laika days. x3

EDIT: Nope, roving. The nosecone thing has some pretty awesome science, it seems. 60 science from the runway! O:
EDIT: Science spam, folks. Lots of rover science spam. 60 per biome? I'll take. Data size is huge though. :c
« Last Edit: December 11, 2013, 11:38:13 am by Twi »
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #102 on: December 11, 2013, 11:48:15 am »

Nosecones display 10 times as much science as they actually give, so that's 6 science for the runway.

We do have parachutes.....
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Twi

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #103 on: December 11, 2013, 11:53:43 am »

I noticed. Drat.

Also, we do? Can't seem to find em.
EDIT: Nvm, found em. Huzzah! :P
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #104 on: December 11, 2013, 11:54:40 am »

check out utility

Also, as we are now approaching orbit, I think we should add a life support mod.
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