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Posts posted by DunaManiac

  1. 42 minutes ago, Vl3d said:

    No it wouldn't. You get to orbit, set your shipyard as target and create the necessary maneuver nodes, time-warp to it (while exiting the Kerbing multiplayer real-time bubble, you arrive at the shipyard and sync to the local station real-time multiplayer bubble. You're too small to be seen by other Kerbin based players, so causality is preserved. When you return you resync to the Kerbing bubble and re-enter multiplayer. Done.

    Hold on, forgive me if I have this wrong, but I thought that the system was that each planet was in a pocket-dimension of sorts where time flows normally. Only leaving this bubble could you use time-warp, as you effectively step outside of time. Then you can time-warp for as long as you want before you re-enter another bubble, moving time backwards or forwards in order to be back to the same time as everyone else. But what if said shipyard is inside said bubble? I mean, if you've ever attempted a rendevous than you'd know that most rendevous take hours. "Just build a torchship lol" isn't an answer, especially if we're dealing with a progression-type mode. Even an autopilot doesn't solve the problem of having to leave your computer on for literal hours as you slowly orbit in real time.

    And how does:

    42 minutes ago, Vl3d said:

    You get to orbit, set your shipyard as target and create the necessary maneuver nodes, time-warp to it (while exiting the Kerbing multiplayer real-time bubble, you arrive at the shipyard and sync to the local station real-time multiplayer bubble.

    Square with your earlier statements;

    29 minutes ago, Vl3d said:

    But you do not desync players in time on / in proximity of the celestial body. It should be written in stone.

    3 hours ago, Vl3d said:

    You can't time-warp when playing inside the multiplayer real-time bubble (EXCEPT when leaving on a journey - as stated above - but in that case other players just see you burning and disappearing in the distance).

    The multiplayer real-time bubble would be on and in-proximity-of the celestial body you're visiting or close to a space station, asteroid, comet.

    I mean, are you arguing that you can step outside of Kerbin's time and timewarp even while you're near the planet? If that's so, then why do you need the extra step of a planetary bubble, if its simply irrelevant? Why not just use ship-based bubbles then?

     

  2. I've finished conceptualizing the Starbase - a model of large space station I'm planning to construct in LKO and around other planets.
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    I didn't want to go with the traditional ISS inspired model that I go with, so I decided to create a new design, and this is the result. I was inspired somewhat by 2001's double-ringed Space Station V.

    Spoiler

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    Capable of housing 2 dozen kerbals for extended periods of time, it will be the centerpiece of Laythe colonization. Its fuel tanks also act as a hub for visiting vessels to restock and its crew to get a little R&R. In other news, my second minmus mission using Jewel 2 is about to get underway. Jewel 2 is carrying new modules to expand the pitiful Service Station 1 in minmus orbit and base modules to expand MSB1 on the surface.

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    The last few modules are heading up. This one is Service Station 1's Command center, featuring a small gravity wheel.

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    The launch and rendevous proceeded smoothly.

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    And with that, only one more launch remains. I decided to lump in the station's node and the computer core/science bay module together, along with a tug to actually assemble these modules.

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    And the final module, ironically launched a few days after the save's 10th year, is up.

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    And with that, we are docked. Now, all I have to do left is fill up Jewel 2 with its crew, and get ready to leave.

  3. Honestly, I think an MMO with no phys-warp is just needlessly complicated. Dark multiplayer works, so why transform the game to fit a needlessly complicated format that not many people would be interested in?

    17 hours ago, Vl3d said:

    Can't wait for the space station to come around? Do a better rendezvous maneuver and design a faster rocket, park in orbit and set an alarm.

     

    "Do a better rendevous" doesn't fix the problem. In my opinion, the game shouldn't have to make you design a needlessly large rocket just because you don't want to have to wait as long in the meantime.  It isn't "impatience" or "bad time management," its just simply avoiding tedium. In my experience, most rendezvous take around a few hours in-game time to complete, unless you're lucky and come in at exactly the right time. "Just use a torchship" doesn't solve the problem, especially in the early game when you rely on chemical rockets, if we're looking at some kind of progression.

    1 hour ago, Vl3d said:

    Use basic automation as software modules and simple conditional triggers. Create the maneuver in advance and allow smart-parts or a minimal autopilot to do the final burn / do the approach or dock / trigger the parachutes and the landing legs.

     

    An autopilot migt solve the problem of waiting several hours to maneuver your craft, but it DOESN'T solve the problem of having to leave your computer running for several hours as you patiently wait for an encounter.

  4. zJG5Nv0.png

    The base is now mostly set up. I was planning to add a communications tower via KIS, but a glitch caused an RUD that forced me to repeat the landing. I've learned my lesson - do not trust KIS.

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    In the meantime, I executed my planned maneuver to rendevous with Jewel 2 and bring down my third crewmember. I happened to chose two kerbals for the mission with the most insufferable names, Irsey and Isalfal. How can you tell them apart?

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    After bringing down either Irsey or Isalfal, they settled down for a picture.

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    Meanwhile, I took my rover for a little drive. I found a stack separator near the base, and got Isalfal out to store it.

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    Back in orbit, the ISRU unit is down next. I initially planned for it to be connected to the base via attachment cables, but I had earlier issues with things disappearing and falling through the surface, so I decided to simply dock it to the assembly itself. Once I landed, then began the excruciating process of trying to connect it to the base without any kind of landing gear. It didn't help that my torque was low and every time my landing gear would touch the surface there would be a small jolt. Eventually I set down near the docking port and turned up the attatchment force on the docking ports, allowing it to slowly slide over.

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    Eventually though, I got it. Next would be to attatch the fuel tank. For some reason I decided to put a docking port senior rather than an ordinary 1.25 meter port on the other end, meaning that I couldn't use the other end. Thankfully, I still had the other, redundant orbital tug which I eagarly cannabilized for parts. I forgot to include monoprop tanks on my trailer that the redundant one had, so I ended up stripping the redundant tug for parts.

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    Thankfully however, and after an hour of stripping parts, I finally fully assembled the base. Now that its complete, Jewel 2 can return home and come back with the next batch of parts.

  5. UfvzzVF.png

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    The mothership leaves for Minmus, carrying the base modules, the station, the rover, and the lander.

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    We arrive at Minmus. The most ideal spot on Minmus, with 9% ore, is located at an inclination, so I couldn't come in at a perfectly equatorial orbit. Thankfully, everything lined up in just the right way and I didn't have to perform a plane change.

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    The base modules go down first. They're carried by a trailer that doubles as a tug for delivering modules to the surface.

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    Once down, some minor rearrangement was needed.

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    Secondly, I detatched the Rover/Lander. For simplicity's sake I decided to just land them together, skycrane style. Its also carrying two of the three kerbals down to the surface.

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    And they're down. I'll have to use the lander to get one kerbal down from Jewel 2, and then deploy the ISRU unit.

     

  6. 1 hour ago, obnox twin said:

    Are you in science/career or Sandbox? I might switch lifesupport mods to Snacks or USI after I done my duna Mission as it would corrupt the mothership

    I'm in sandbox mode. I would personally recommend USI life support. USI has less resources to manage (TAC life support has food, water, oxygen, waste, the whole shebang, while USI has food and mulch to manage), but I use USI mainly because TAC life support has no greenhouses or food recyclers. So with USI you need to resupply your bases less, while with TAC you are forced to resupply your bases with food on a regular basis. However, snacks! is also a good entry-level life support mod.

  7. yPchaRm.png
    This is probably the second largest rocket I've ever built in KSP, the largest is the one for sending up the heavier version of this!

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    I've completed the Jewel 2, a large Jewel-class mothership. Its sister ship, the Jewel 1, is currently returning home from its Jool 5 mission. I have USI life support, so no stuffing kerbals in tin cans. This vessel has all the life support and logistical capabilities to go to Jool and back. However, the Jewel 2 isn't going to Jool today, rather, it'll go to Minmus and set up a base and station there, hence the cargo. While the cargo may seem asymmetrical, mass-wise its actually perfectly stable. It carries the modules for a space station, a surface base, a rover, and a small lander for hopping around Minmus.

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    While the station won't be crewed just yet, I sent up the base crew aboard my majesty class SSTO. With Kerbal Construction Time, every crew transfer mission takes time to build, but reusable vessels can be relaunched instantly, rewarding you for using SSTO's like these.

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    After transfering the crew (which took an unreasonably long time because crew transfering is so finicky), we left the station and began our return home.

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