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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 14359 times)

ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #120 on: December 13, 2013, 01:37:23 pm »

Save is here

Story is coming here

~500 science was earned that day
« Last Edit: December 13, 2013, 01:58:16 pm by ank »
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #121 on: December 13, 2013, 01:48:18 pm »

that is a truckload of science!

what would we unlock now? more rocket or the struts?


you killed Jeb!


grabbing the save....

« Last Edit: December 13, 2013, 03:12:52 pm by LoSboccacc »
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #122 on: December 13, 2013, 03:06:56 pm »

yeah, sorry....
The kerbals had to find out that crashing straight into kerbin was not a good idea
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #123 on: December 13, 2013, 03:12:57 pm »

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

I set up a orbital relay network
Spoiler (click to show/hide)
each satellite has two small DTS-M1 to mun and minmus and a big 88-88 - two are to duna and two to eve (word of warning here, I don't know if they have enough range for eve)

story here: http://imgur.com/a/WhZQ1
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #124 on: December 13, 2013, 03:17:20 pm »

Damn. I got ninja'd.. sorta. :P
Grabbed without announcement to see if my plan was feasible yet. Happy to say that we're finally in my kind of territory. First time go. No reverts at all. :D  8)
Guess I'll have to see if I can transfer craft intact.

*grabbing*
« Last Edit: December 13, 2013, 03:20:31 pm by n9103 »
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ank

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #125 on: December 13, 2013, 03:22:11 pm »

I really love the new anarchy mode, seems to have sped up the game by a factor of 30!
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #126 on: December 13, 2013, 04:08:50 pm »

yes it works surprisingly well. it is fair, and it is fast.
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #127 on: December 13, 2013, 05:57:56 pm »

DONE!

Alright. *whew* Lotta work done, most of it logistical to get the communications set up to be both clear and concise, as well as reliable.
Basically, Kerbin orbital communications should be (nearly)foolproof now.
Launched four KSO communication satellites, with a pair of DTS-M1 and a Communitron to ensure that each of my satellites can conmmunicate with no less than two of my other ones, as well as anything within 2.5Mm of each. They also have more than enough battery storage for any eclipse. (Important, that.)

Positioned one of them almost directly overhead of KSP in Kerbinsyncronous Orbit. Currently it's two dishes are pointed to be two-way relays to my other satellites, with the antenna forming a link with one of LoS's passing satellites to KSP. This should be a permanent satellite. Other sats in orbit can target it for one-way communication (downlink? send to KSP only), or have a Communitron for (somewhat) intermittent two-way. Anything in a Sub Syncronous orbit should be fine with just the communitron.

Unfortunately, LoS, you neglected to send up batteries, so your sats become debris in any planetary shadow.
Should you have this happen during a time you need a link, just switch to the KSO/KSP Relay and turn the dish you won't need towards Kerbin/Mission Control.
If you know what arc of the planet you'll be needing communications, you can do this in advance as well of course.

Please be sure to reset the KSO/KSP dish back when you're finished however.

Important targets for intra-Kerbin communications are Kerbin Relay One and Kerbin Relay Two. They both target the active vessel, ensuring control of a mission within Kerbin's SOI. If needed, KSO Relay can be re-targeted to the active vessel instead of KSO Relay Two
Communications from Eve and Duna should target their respective XXX\Kerbin Relay One or Two. These Relays also have dedicated Mun/Minmus links.

Someone might want to consider launching replacements for LoS's sats, so that both there's a 100% reliable two-way for KSO, as well as for Eve and Duna missions. As is, they're subject to eclipse.

I picked up General Construction at the beginning of my turn to catch up the unpicked choice, and grabbed Composites at the end of it for my own choice.
Glad I picked composites, because now the next pick can actually have landing legs, if they like.

I believe we should adopt a method of reserving a specific link, as we might look into doing multi-turn missions.
Propose we use 24pt Red Text at the Bottom of posts that need to reserve a specific link.
This doesn't apply to missions not-yet launched. No Reserving in advance!
Also doesn't apply to single-turn missions, so I don't think we'll be needing them anytime soon.
Example:
Reserving Duna/Kerbin Relay One - Duna link Not a real reservation.

Album: http://imgur.com/a/49aVH
Minimal captions since this is a lot of info already.

Save: https://db.tt/kHlIT1NM
« Last Edit: December 13, 2013, 06:56:14 pm by n9103 »
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Twi

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #128 on: December 13, 2013, 06:41:07 pm »


each satellite has two small DTS-M1 to mun and minmus and a big 88-88 - two are to duna and two to eve (word of warning here, I don't know if they have enough range for eve)

Adding together the two bodies semi-major axis's should give you the longest theoretically possible distance, which puts Eve-Kerbin at about 21-23 gm or so? (rough estimate is rough)

Basically: No problems here.

Also, what exactly do you mean, N9103? That you choose to go to Duna and do the other things? (I'm looking at an Eve landing myself, since I'm bad at suicide burns. :v))
« Last Edit: December 13, 2013, 07:06:25 pm by Twi »
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #129 on: December 13, 2013, 06:54:30 pm »

lol, no, I was giving an example. I'll give it a strikethrough to be clear that it's an example only. :p
Also, your reservation wasn't specific, as there are currently two relays with Eve links.

I'm still following the single successful launch rule, so while it was a beast, I don't have Orange tanks, so multiple and completely separate missions from one launch are still out ;)
(on that note, not a bad idea for missions to put a long-range sat up as a collateral lift when we get some slightly larger rockets.)

Generally my idea applies to semi-permanent links, i.e. planet-to-planet communication networks.

I'll probably be looking at launching Large-scale satellites next turn, to get some Lagrange points up for communication relay. They'll be carrying the largest ones, so no even Kerbol will block Line of Sight.
« Last Edit: December 13, 2013, 07:01:35 pm by n9103 »
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Twi

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #130 on: December 13, 2013, 07:06:04 pm »

Well the example doesn't make sense to me. :P Aaah. I see.

On an aside, I noticed looking through the parts in sandbox mode that we will eventually have some bloody massive fairings and heatshields available to us. This is just begging for a parts pack (KW or NovaPunch, etc) to get bigger rockets to attach bigger fairings to. x3


And while we're talking about mods, the only plugin-type-mods I feel like recommending might be Hooligan Labs, because lighter-than-air reentry is a concept that intrigues me, and also would probably be really helpful for Eve.

And Damned/Infernal Robotics because, well, robots. :p

EDit: Research confirms that Hooligan Labs Airships has tech tree integration. Robotics is Working on itTM
HL Airshis stuff
« Last Edit: December 13, 2013, 07:53:04 pm by Twi »
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Aseaheru

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #131 on: December 13, 2013, 09:11:07 pm »

Can we get B9 and perhaps interstellar? both are integrated.
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #132 on: December 13, 2013, 10:50:24 pm »

HAve you seen eclipse knoking the satellite down? I think energy is not simulated for non active vessels
(i.e. they obey line of sight rule but their active/powered state is saved at the time of being unfocused)
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n9103

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #133 on: December 14, 2013, 12:08:16 am »

Hmm.. fair point. I haven't personally seen that... but I'm not sure since your orbits are so ecliptic that they connect and drop all the time.
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LoSboccacc

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Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #134 on: December 14, 2013, 04:31:07 am »

Yeah there are two missing pieces:

A sat on the mun with antennae to minmus and kerbin in and one likewise on minmus

That would close the circuit far better than sat spam - until we get the 5km omni and geosats become possible.

Anyway.

I am thinking about next round mods.
Instead of adding many new part I'd be more in favor of procedural anything (wings and thanks, engines are not there I think)
Then the real chute mod.
And I can reconsider including life support if at least four people second the motion - I personally found it annoying.
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