53miner53

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Everything posted by 53miner53

  1. WW2 BAD-T III - BDAc AI Dogfight Tournament

    I'm entering WWII Fighter 1: https://kerbalx.com/53miner53/WWII-Fighter-1 Edit: forgot pics: https://drive.google.com/open?id=0B0eMT8zRijNmNzZIa2ZiSHQ5alk I forgot to grab pics of the dogfight itself, but it ended up being mostly WWII Fighter 1 being chased unsuccessfully by the Dummy fighter until my fighter turned around and fought again, finally destroying the Dummy plane
  2. Welcome to the COMMUNITY SPACE STATION!!!! The save file! The parts lists! The station is in a 250 Km orbit at Kerbin. Your job as a station builder is to launch a module there to add to the station. There is also a Munar station and a Minmus station, after you add a module to the LKO station. And an Eve Station, and a Duna Station after you add to the main stations in Kerbin's SOI. The polar stations and surface bases become available after you add to that body's equatorial station. A few rules: 1. No parts mods, especially on the station. This is to keep the save compatible with stock installs. 2. Fly it like a real mission (no hyperedit or f12 menu shenanigans) 3. Don't move the station 4. Don't break the station. If this happens, reload the save and retry, or just move on. 5. Station modules should be up to 5 parts and 2 minimum Clamp o tron Sr docking ports. The Sr docking ports don't add to the total amount of modules however. Land base modules should be up to 10 parts and an additional 4 landing gear parts or wheels. 6. I reserve the ability to veto modules that abuse the rules, such as hundreds or thousands of docking ports. 7. Add one module per mission, and let someone else add a module between your missions. 8. Try to do the mission quickly, then upload the station. The next person is waiting for you to finish your module so they can add their own. You have 3 days to do your mission. 9. Missions should be done in 1.3 to avoid save loading comflicts. 10. Leave a docking port open for other players to add modules. If there is no docking port left for your module, then attach to the station by a klaw. 11. Connect struts FROM the launcher TO the payload if you need to use them, otherwise they will stay on the payload and count against your part limit. 12. Posting pictures of your work is recommended, and save file posting should be able to be done through the folder in my Google Drive that is linked to at the top. (Please notify me if it is not working) 13. In order to add to the Mun station, you need to have added to the LKO station first. The soon to be launched Minmus station can be added to after the Mun station, than the Eve station and Duna station. This is in order to have a logical progression for the station building. 14. Please clean up all debris from your launch. We don't want excessive lag from several crafts being simulated in the background. How to run a mission: 1. Check that no one else is launching a module in our new reservation system. Add your name to the end of the list. You are clear to launch in the save file when your username is at the top of the list 2. Create a module that adheres to rule 5 listed above. This can be done in a seperate save if someone else is adding their own module while you decide you want to add a module. You would then move your .craft to the save file before launching the game. 3.Download the latest savegame, unzip it, and move the resulting folder to your saves folder in KSP. The save file should be up at the top of the page, but check the last few posts before you download from there to make sure that the link upload is working and that people haven't posted it somewhere else instead. 4. Fly a mission to the station to dock the module, taking screenshots as you go. 5. Deorbit (or terminate from the tracking station) any debris from your launch. 6. Upload the save file as a .zip folder named as (Turn x), with x replaced with the number of your turn, to the Google Drive folder and post again to say that you are finished with your mission and to post pictures. Also remove your name from the reservation list Also, we have a badge for this! Feel free to grab it once you have added a module! Based off this community space station. Thanks @Jetski! Thanks to @ZooNamedGames we now have a Discord server for general discussions. Join it here: https://discord.gg/PNDScxk Special thanks to @Combatsmithen for announcing the next person for me whenever I'm not here when someone finishes.
  3. Community Space Station 1.3

    Last day @Combatsmithen
  4. Community Space Station 1.3

    @Combatsmithen has 2 days left
  5. Community Space Station 1.3

    It's ok, it's not your fault. @Combatsmithen is up.
  6. Community Space Station 1.3

    @JK_Kerbineer, your time is up. @kerbalstar is up!
  7. Community Space Station 1.3

    @JK_Kerbineer has one day left.
  8. Genesis Inc.

    I would concentrate on space infrastructure, specifically a space station to refuel crafts for interplanetary missions.
  9. Community Space Station 1.3

    3 days already goes to Friday
  10. Community Space Station 1.3

    Long story for my turn: damage control was attempted, and a module was launched for the station, but damage control which is still in progress includes modded parts and the module is still en route due to a lack of time on my part. I will dock the module and undock all modded parts from any spacecraft and upload the safe file tonight. Sorry I'm going over my time limit though. Edit: uploaded the save file, part of the asteroid docking system should be on its way to the KSS(I had expected the actual asteroid though) the crew that was launched away is redocked, and my crew module is docked, and there is a semi stranded Columbia-LR due to a glitch that misaligned some parts. There are 3 modded crafts that will probably be deleted when @JK_Kerbineer loads it, so don't panic! also, we may need someone to repair some modules with KAS soon, as a couple have lost docking ports which are luckily still attached to other modules
  11. Guess Who Will Reply Next?

    No @adsii1970
  12. Community Space Station 1.3

    I was noticing that the asteroid was offset from where it was supposed to be. Good luck @Paaaad, and don't worry if you can't redock the asteroid, I hopefully can take over.
  13. Community Space Station 1.3

    1 day left @LazySoUseHyperedit
  14. Community Space Station 1.3

    Hopefully that doesn't require a 64 bit computer. Maybe there's a mod that makes the game use even more low res textures than the lowest stock resolution.
  15. Roads to Duna: No Moar Boosters (UPDATES!)

    Expect an entry from me at some point. Not sure when, but I'll enter.
  16. Community Space Station 1.3

    Wow. Wonder how it would react to my main save. Maybe you could try lowering the texture resolution? In any case, good luck!
  17. Community Space Station 1.3

    Ok. @LazySoUseHyperedit Is up!
  18. Community Space Station 1.3

    Ok then. Why not launch a large spacetug on another shuttle, send that on its way to the lander, and land both shuttles?
  19. The lander was already on its way to LMO by the time the shuttle was launched. They weren't in load range until LMO.
  20. @DAL59, I think you put me in the wrong category.
  21. Finished! https://drive.google.com/open?id=0B0eMT8zRijNmb1oycUVYTWJqekk edit: scoring in progress, forgot to do that edit 2: 200-(39(shuttle)+37(lander))=124, 124+10(2stagelander)X2(shuttle)=268 Does not factor in Tech tree nodes, as I don't know what parts are in which node.
  22. Community Space Station 1.3

    @Combatsmithen has one day left.
  23. You might want to mention that in the OP then.