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(Turn-based) Kerbal Multiplayer Collaboration


Thunderous Echo

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Yes, got the zip version no issues.

Haven't had as much time as I wanted to play, so Jool station thingy is not going to happen, it seems.

I've put the Duna Conqueror in orbit around Duna (man, did that ship have a case of the wobbles) and I should be able to do a Duna landing this evening before releasing the file.

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Can I get a reserve on the file after GregroxMun? Assuming the station has yet to see crew-transfer or escape modules attached, I'll crack on with that, otherwise I might look at attaching power arrays to the station.

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Kerbals have landed on Duna!

Thunderous Echo was the first Kerbal to set foot (and not the top of his head) on Duna.

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OOC:

It's 1 a.m., so I'm going to release and upload the file now, and then get some sleep :)

EDIT: File uploaded and docs updated. G'night :)

Edited by AlexinTokyo
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Working for me, no problems.

Also, sorry for not deleting my name from the title of the current player file.

I let GregroxMun know his turn was up and he responded that he's unable to go ahead, so I've removed his name from the 'Reserved Next Player' spot.

The file is free and unreserved, so go ahead next player :)

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Ok, I'll take it then. I'll try recording video

Update:

Got the Duna lander to Ike. But here's the question: how is the ship supposed to return to Kerbin? I mean parachutes: the command module has none and I'm not sure how to get to the lander's chutes. I'll leave W-11 Callisto (Mk3 SSTO shuttle) in the hangar if somebody decides to drive the craft in LKO and recover it this way, but don't even ask me to do the aerobrake.

Edited by Alchemist
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If GregroxMun isn't available next time, I'd like to go ahead and get the rover to Eve, just as a change of gears from the Duna project. I'll also see about getting some stuff done about this Moho expedition thing. That sounds interesting.

Like always, I'm in no rush, feel free to go up before me if you want.

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Ok, I'll take it then. I'll try recording video

Update:

Got the Duna lander to Ike. But here's the question: how is the ship supposed to return to Kerbin? I mean parachutes: the command module has none and I'm not sure how to get to the lander's chutes. I'll leave W-11 Callisto (Mk3 SSTO shuttle) in the hangar if somebody decides to drive the craft in LKO and recover it this way, but don't even ask me to do the aerobrake.

My thought was to rendezvous with the Duna Conqueror Command Ship in Duna orbit to get back (it has plenty of ÃŽâ€v). I don't think the command module has any parachutes at all, though, so KOR would still definitely be needed.

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After 3 failures to achieve orbit (ended up with stripping couple tons from the payload) finally got radiotelescope/transmitter array module to the station.

a00598b3c7d6.png

cda7eee3aa54.png

However, there was a little problem. In the shuttle's tanks. It still ran out of fuel.

I've transfered the spaceplane into 120 km orbit (had to borrow some monopropellant from the station). If somebody wants, you can send there some fuel and get the craft home (if not, I'll have to finish this next time).

BTW, the craft file for the shuttle is in SPH, so you're free to use it for whatever missions it seems fit. Payload capacity? The module was about 6 tons and it barely got to the station (but that's polar orbit). Payload capacity for bringing stuff down from orbit is at least 12 tons (and the shuttle has rather much spare fuel for maneuvering if launched empty). Yeah, this craft fully proves it - shuttles are the most useful for bringing payloads down, not up.

Save file uploaded. Video log for both Ike landing and station run will be later (most likely, on Friday, I don't think I'll have the time to edit it for the next couple days)

Edited by Alchemist
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My thought was to rendezvous with the Duna Conqueror Command Ship in Duna orbit to get back (it has plenty of ÃŽâ€v). I don't think the command module has any parachutes at all, though, so KOR would still definitely be needed.

Ahem.

You're assuming the only way to land on an atmospheric body is with parachutes. However, we have some perfectly good engines and will probably have plenty of fuel left when we get back to Kerbin.

Also, Alchemist, looking forward to the vid! And Xannari, Jeb's looking forward to having company... Even if it is just another robot...

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Don't have time to check right now, but I think that the lander + Command pod (there are 5 Kerbals on the DC) will have a Kerbin TWR < 1 and powered landing might not be very ... safe. Also don't think I'd want to try it with the command pod docked to the top.

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Lander itself - probably can do semi-powered lithobraking

with the command pod - I don't even want to test which side will go first

That's the Kerbal way: first send craft to Duna, then think of how will it land back on Kerbin. :)

There's actually not too much fuel left after Ike (unless you want to intercept the fuel depot), but should be enough to send it back. So, somebody will have to aerobrake the ship into LKO. From that point there are several options, including separate return vehicle, docking parachutes and putting the crafts into cargo bay

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Lander itself - probably can do semi-powered lithobraking

with the command pod - I don't even want to test which side will go first

That's the Kerbal way: first send craft to Duna, then think of how will it land back on Kerbin. :)

So much gold.

I'm just moving in with my girwifefriend this week, so my KSP weekly gametime is expected to drop... significantly.

I'm still on the project, tho!

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*crickets*

I propose a new rule:

If the save has not been taken by a new player within a certain number of days (say 3, maybe), the cycle automatically ends and the next cycle starts, allowing players who've already played in the (now old) cycle to take the file again. Players who are skipped in a cycle may still take a turn in the new cycle, if they wish to do so.

Can I get someone to second this before we call it on the floor for a vote?

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Hello everyone!

Since I've been seeing this thread pop up in the forum watcher bot quite a bit, I've been thinking about addressing this (very simplified version) of multiplayer, which basically boils down to a versioned remote persistent.sfs saver. Not sure how helpful that would be (although tree-versioning support would come in handy for untrusted users), but I can guarantee it won't have the bugs that plague DMP as it's literally just a file uploader/downloader.

That, and I've also been tempted to contribute, but *shrugs* - you guys look like you're on a schedule. Have fun everyone :)

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And here is my mission report

I propose a new rule:

If the save has not been taken by a new player within a certain number of days (say 3, maybe), the cycle automatically ends and the next cycle starts, allowing players who've already played in the (now old) cycle to take the file again.

I agree, we should have some mechanism of this kind

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