Jump to content

53miner53

Members
  • Posts

    962
  • Joined

  • Last visited

Everything posted by 53miner53

  1. If there is surface lag that would be avoided by moving the station, then sure! I'll edit the OP to reflect the change. Also, yes, I added a core module to the save before posting.
  2. Welcome to the KOMMUNITY SPACE STATION!!!! The save file! The parts lists! KSS 2 Planning Document! KSS 2 will be the second-generation KSS, and will have a module plan made before assembly begins. Go ahead and add a module! 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, a Minmus station, an Eve Station, a Duna Station, a Gilly Station, and a Moho station. There is also a polar orbit station and a Keostationary station, and a munar surface base. A few rules: 1. No parts mods or DLC parts on the station. This is to keep the save compatible with stock installs. You can use mods on the LV, however, as long as the LV is not connected to any stations and the mod is not called hyperedit or vessel mover 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 docking ports, preferably Sr ports. The docking ports don't add to the total amount of parts 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 1.4.1 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. 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 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 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
  3. Would it be ok for me to combine STS 2a, 2b, and 4 into one mission? I had went and did 2b after I noticed that 2a was next to it after an aerobraking pass and now due to CoL/CoM issues I need to rescue it. Mine was purposely designed that way from the start and the execution of my mission will depend on how your mission is judged. I hope it is fine for the shuttles to dock.
  4. These look amazing! And the commentary is extremely funny!
  5. And here I have a shuttle that has 1-2 OMS systems, which are monoprop and sometimes LV-N to go with it.
  6. Not now, maybe some other time @Spaceception
  7. this would also be great for space shuttles and other rockets with offset COM/COL
  8. I can easily tolerate almost 300 parts and a low in game time and low fps, but I think the ingame clock slows at a little over 100 parts in atmosphere.
  9. Thanks! The random pictures it adds can be so funny sometimes. It has an inflatable heat shield for aerobreaking if you need it.
  10. I HATE THE GLITCH WHERE MY AUTOSTRUTTED AND RIGID ATTACHMENT WINGS WILL TEAR THE SHUTTLE APART WHEN THEY ARE SUBMERGED IN WATER!!!!!!!! IT RUINED MY MISSION!! https://drive.google.com/open?id=0B0eMT8zRijNmYU54ckZ4eEtjcXM Everything was going well until the I lost control and couldn't regain it during reentry until after I had commited myself to a water landing on the emergency parachutes, forgetting that this glitch would tear apart my craft and would have killed my Kerbals had I not moved them back to the Mk3 passenger module for fear of the cockpit overheating. Then my mission that was finally going well after several failed attempts ended in disaster, and I had forgot to quicksave as well. I had been lucky earlier on that a different glitch hadn't destroyed my relays and that the relays had their own engines, but GRRRRRRRR! At least the extended fuel tank is working well. sorry about the rant, just had to try to calm myself down a little.
  11. I was trying to use an extended version of my external fuel tank to do STS-2a https://drive.google.com/drive/folders/0B0eMT8zRijNmNmp1VWsxSkEyRzg?usp=sharing It hasn't gone very well. In other news, I have created an abort function!
  12. I use the trajectories mod to figure that out, though it does not take lift into account so it will be inaccurate to a degree. I've landed in the hills to the west of the KSC and rolled into the R&D complex, overshot and went past the island runway and turned the shuttle around while using all extra fuel to get back to the island runway, and landed but broke the runway in the process!
  13. Nope, I'm here instead! Maybe @SpaceX will appear next...
  14. When I get home, I'll build a section that will hold monoprop and have a bunch of sr docking ports, and lift it to orbit for someone to haul to Laythe. It will have an inflatable heat shield docked to the front port as well. I am currently terrible at orbital rendezvous, and I don't think I will have the time today to bring it out to Laythe, so I will leave it at a similar orbit to the tugs. edit: and I will check on my planes as well. Edit 2: apparently McAfee doesn't like tinyUploads. I can't launch it, but I will post a .craft for someone to launch it. edit 3: Here it is: https://kerbalx.com/53miner53/Docking-Port-Set
  15. You actually can do a form of cruise control on rovers with alt+w, but that just holds throttle and doesn't use brakes at all, and relies on using the standard controls.
  16. Known for his avatar having nothing to do with his username, though that's actually somewhat normal I think.
  17. @XB-70A I was thinking of doing something Saturn-Shuttle based later on for longer range missions! You beat me to it!
  18. Which one did you delete? Either way is fine, the Laythe one was more of a boat anyway because of a lack of wings after the re entry disintegration at 4600 m/s, and launching them to LKO is easy and actually what it was designed for! I need to figure out how to fit a heat shield to the design anyway, and changing the whole design for a better mounting for the heat shield would be easier than fitting one on the existing design with the docking port. edit: almost forgot each had 2 kerbals in them, Jeb and Bill on Laythe, Bob and Val in LKO. All of them revive after a while though.
×
×
  • Create New...