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scottadges

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Everything posted by scottadges

  1. It should be pretty strong. You surface attach the radial nodes to the core container, then the thinner tanks to the nodes, then the docking port to the thinner tank. Then selecting the radial note, you can clip it into the middle. Strength-wise, it should register as strong as the surface connection. With auto-struts, it does make it even stronger. But the larger docking ports should provide for less part flex (as far as I understand the way parts work in KSP physics). Other folks may have more game-technical knowledge than me. This type of thing has always worked for me.
  2. Thanks @Paaaad You're giving those other planets (and moons) some love! Downloading the Save file now to start Turn 60.
  3. So I was trying a design with the Mk2 fuselages and found the same thing, and remember comments from elsewhere saying that Mk2 components do indeed provide lift. Probably been answered here before, but any suggestions on counteracting or at least dealing with that extra lift?
  4. Definitely agree, this will help us in the planning stage to make sure we're thinking how this station will come together. For the Waiting List, I'd recommend we put a note for what component we plan to put up after we've all agreed that the station should proceed to construction. DIFFERENT / RELATED TOPIC @Jhorriga A question for you, you're on the KSS (Kommunity Space Station) Waiting List as putting up a Crew Escape vehicle. Are you thinking for KSS-2 (the new station)? or putting on KSS-1 (current Equatorial station)? I'm just asking, because I'd recommend we hold off on attaching anything to KSS-2 until there's a bit more consensus on the structure and overall components. @53miner53 can of course be the moderator here. I'm just asking for clarity per the Waiting List doc. Thanks! KSS-2 DESIGN COMMENTS For the Docking Node, I think that works well. I could see Habitat / Crew structures coming off the central core, so 4 spindles with eventually components on each end. I might suggest we try and use the 3.75m / Sr. Docking port size as the central core because it provides more strength. So rather than standard Docking Ports, you could use a 4-way core of Sr. docking ports? Pic included for reference: Note that this one component goes well over the 5 part limit, because it's using 4x the BZ-52 Radial attachment nodes, then 4x Rockmax X200-8 tanks for structure, along with the X200-32 central structural core. Also, it does clip the parts inside to provide a cleaner look. Does anyone have issues with this technique as far as performance/lag? Any general thoughts on this construction approach for the central docking core of KSS-2?
  5. Ok, sounds good @Paaaad you go ahead. Once you're done, then I'll go. So Paaaad is on Turn 59, then I'll take Turn 60. I would say we're not adding to KSS-2 until we have consensus on all the modules, assignments, etc. That way we can keep it more organized. For Turn 60, I have 2 components I'll be adding to the KSS Polar station (previously confirmed with 53Miner). Going forward, we can update the Waiting List doc per name to communicate who plans on doing what station, etc.
  6. So you totally "stole my thunder" on the badge(s), but in the best way! These look great and I love how you have the different planets represented in words and colors. I vote we use these badges as people participate in the group. One question for @53miner53: is the official title "Kommunity" (as in everything 'K' for Kerbals) or is it "Community" (as in the thread title). If "Kommunity" is preferred, as HerrCrazi has in these badges, I'd suggest we change the title of the thread to "Kommunity Space Station" for consistency. Thoughts?
  7. Awesome stuff in this group! Looks like I'm up next, per the Waiting List doc? I see @Paaaad is moved down to the next on the waiting list? Just want to make sure we're on the right turn between HerrCrazi and Paaaad. This would be Turn 59, since my last was 57, then HerrCrazi for Turn 58, correct? And thanks @HerrCrazi for KSS-2 station core! Definitely looking forward to work on KSS-2. For my turn this time, I'll work on the KSS Polar station modules that we discussed a few turns back. I'll post preview pics as soon as I can get back into KSP.
  8. Loving the formatting! And the page title! A table in Word?! C'est vraiment fantastique, ca!
  9. Hey folks, I was playing around with an idea for a new Community Space Station badge: Not that the current one is bad or anything. But I love the badges for the STS Challenges (FYI mine is nowhere near as good): <------ How cool is this, right? Anyway, I thought I'd offer one here for CSS. Please let me know what you all think? @53miner53 I'll leave it up to you if you wanted to use something like this? I can also make edits. Or if someone else wants to try their hand at a badge (with 53Miner's blessing or course) let's see how creative we can get!
  10. Awesome @53miner53 thanks for creating the KSS 2 planning doc. I took the liberty of adding some more thoughts to the Additional / Maybe Modules. Plus a bit of formatting... I'm OCD in Word like that LOL I'd like to volunteer for Crew Hab module(s). It would likely be a few people over several turns. Perhaps we could do a trunk/branches approach, with multiple Hab modules as spindles or part of the super-structure? Also for overall design, how do people feel about girders (like, really bolted-on space-construction aesthetic)? Or Hab rings?
  11. I went ahead and updated the Community Space Station 1.3 Waiting List doc to reflect skipping @LazySoUseHyperedit and current turn for @HerrCrazi.
  12. I was reviewing old threads and saw this series of comments about RCS and using detachable "tools" (aka tugs) which can help docking modules to stations. My solution (for future viewers' reference) was to use a version pictured below that had a kind of scaffold to bring the RCS thrusters in line with the CoM. I use RCSBuildAid to balance RCS, I'll never play KSP without it! It's fair to note that since my end was a heat shield, it was easy to blast off the docking component. But I think it applies across the board. Also since it wasn't going to be on the station itself, I didn't have to worry about the 7-part total limit for the tug. It was going to be debris anyway.
  13. @Combatsmithen, @HerrCrazi: Totally agree with the comments regarding LKO-2, keeping it realistic, and not going over-board with parts everywhere. In spirit, I'd see it like KSS Polar: functional, symmetrical, organized. Not sure if @53miner53 did that one mostly himself, or one of the others on the thread did, but overall I really like that station. A suggestion: Can we use the Google Doc list to plan out what will be added to the new station? Like, HerrCrazi you put down the core, then the rest of us can add to it until the plan is "finalized". Then folks can start adding components to LKO-2. Also, what do people think about an "approval" (light-weight, non-authoritarian) process for components? I think 53Miner has the ultimate say, correct? So just as HerrCrazi posted his preview, we can all see what he's recommending. If 53Miner or others have major issues, they can voice them here? [Forgive me the obvious, if these are already the rules of conduct for this thread/group.]
  14. I thought I'd share some infamous moments from ongoing shuttle tests. So far, there are 4 versions. With each, launch and orbiting are a piece of cake. Re-entry (and haven't even got to land yet) has been a real problem with this new shuttle. Re-Entry Test #1: I don't have a screenshot because literally the explosion of the cockpit happened so fast and violently, I was surprised by the total lack of any debris. Re-Entry Test #2: Here I am seconds away from a serious nose-flip at 50,000 meters... which resulted in a further cockpit explosion. Re-Entry Test #3: This was fun... She hit the ground, cockpit & control unit blew off, so nothing to control and/or stop the engine-thrusting death-skidding that went on for literally about 4 minutes: Re-Entry Test #4: Here, the kerbals manage to survive, but you can hardly call this a "landing": UPDATE: Holy mother of... I actually landed this thing! It wasn't pretty and it definitely wasn't anywhere near KSC. I was honestly just testing re-entry trajectories on an old version that was still in orbit (my Mk3-B model, like 2 generations back) . Coming in at over 2200 m/s in a ball of fire and fury. Then dropping speed quickly. Then suddenly control, a few flips, fighting a tailspin... more control... kick in the maneuvering jets for balance... And. It. Landed. 'Chutes deployed, brakes on... no death-skidding?! WOO-HOO! So while this doesn't count towards my final mission, I thought I'd share a post-script to my testing process!
  15. The past several days, I've been working on adding a module to the Community Space Station 1.3. It's been interesting to design with very specific requirements (no more than 5 parts, must have a docking port, only stock). I'm looking forward to adding to more of the stations! 2-Kerbal Escape Pod for the Community Space Station She doesn't look like much, but this is a highly refined, efficient escape pod system. You can see more at my Imgur: https://imgur.com/a/iOHUQ
  16. TURN 57 COMPLETE: 2-Kerbal Escape Pod added to the KSS (Equator) She doesn't look like much, but she's a highly refined, efficient escape pod system. You can see the full album at my Imgur: KSP Community Space Station: 2-Kerbal Escape Pod (Turn 57) Here are a few highlights: UPDATE: I've added my updated save file to the Google Drive: Community Space Station Turn 57 Scottadges.zip I also moved the Turn 56 ZIP file to the "Old Versions" folder.
  17. Thanks, I'm doing the final mission tonight (US Central Time) and will re-upload the file once it's done for Turn 57.
  18. @53miner53 Perfect, I'll do the lower part count version. I like that better anyway More elegant.
  19. Hey @53miner53 (am I over-communicating ) I wanted to run this by you, since it's more than the 5-part specification. The 2-Kerbal Escape Pod is 10 parts total, including the docking port/separator component. Any smaller using the solid booster, and it sacrifices any maneuverability. Any issues with this module? Operation: After undocking and maneuvering out of the way of the station, the pod jettisons the LFO mini jets and blasts retrograde with the solid booster. UPDATE: After posting my first version, I thought about it more and tested de-orbit with just mini jets. If you prefer the smaller part count, this is another design. It's a total of 8 parts, including the docking port. This pod actually gets down to ~40km with a full tank burn (slow, but it works).
  20. Oh, OK. I won't add anything to that one them. I think I'll work on a quick little escape pod system for the smaller docking ports. Thanks for the replies!
  21. Ok, realized I skipped the above rule. I was looking at the Polar Station instead of the Equatorial station first. I'll go ahead and do a quick KSS Equatorial module this turn, then tackle the Polar station telescope in my next turn. I actually have 2 modules for the Polar station: First, the Telescope from my earlier screenshots Second, a Survey Scanner attached in the same way but at the mirror point on the Habitat ring (yah symmetry!). For now, I'm thinking for KSS Equatorial: This craft needs some love. I'll make it a functioning spacecraft by attaching a drive section, etc. to the Sr. port and dropping the extra Hitchhiker component. Last thing, I've taken the liberty of renaming the polar station from 'Station' to "KSS (Polar)" as well as the equatorial from 'KSS' to "KSS (Equator)". Let me know if anyone has any issues with that?
  22. Just also wanted to ask/make a note, when I opened the Save file (Community Space Station Turn 56 53miner53.zip) several things came up as not loading due to a procedural parts mod. The file itself said 44 flights in progress, but after loading only shows 41 flights. I'm assuming I can proceed without these? Please let me know otherwise. Thanks! Here's the specific list of popups for what wouldn't load: Columbia-LR Probe EC Transfer Craft Vessel Debris (x3) Untitled Space Craft
  23. Hey cool! And I'm actually able to play KSP lately, so good timing. I was originally thinking a science component, but there's a lot of science stuff on the Kerbin Station already. I'm suggesting an Infrared telescope to be connected at one of the ends of the main Habitat ring. @53miner53 Any thoughts on this direction?
  24. There's a great video on YouTube by Ruben (Kerbal Space Command) where he creates a quad booster within a fairing: I've used a modified version of this for v5 Challenge shuttle. Also, I like auto-struts Thanks! I can't actually take full credit for the SRBs, I used a modified version of Ruben's from KerbalSpaceCommand. Yeah, I tried the short rounded nosecone... but I actually wanted something aggressive/pointy, so this is the closest I can find to that.
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