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(Turn-based) Kerbal Multiplayer Collaboration


Thunderous Echo

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I think I could give it a go. I'll need permission on a Tylo lander design first, however. It's quite excessive from what the rules state, but it's as compact as I could make it.

http://i.imgur.com/hY5Yk0b.png

It's about 42.7 of your tons, (Classified by log code 41 under conditional 5. If contents are requested, send request as well as access code)

I don't really know how a rendezvous would go down with this thing, but I'd be happy to fly it up with your permission.

Hold on- surely that's the launch stage to get it to Tylo, not just the Tylo lander! That's huge!

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I have placed a refueling station around Jool. It is available for public use, and has docking ports of all sizes.

http://cloud-4.steamusercontent.com/ugc/35241247220963111/C0702B5FEF6EBC1A2B0D999EBF136EB857C1C95C/

Welcome, Ashrad! I do love LJO.

P.S. How did it get there?

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https://www.dropbox.com/s/k4y10sihn083eqv/Kerbal%20Multiplayer%20Collaboration.7z?dl=0

here is the new save, I lauched 5 tugs and put down a base. The next user will have to hop the base across Mun to a better spot. Didn't have time to find a better place.

How did those tugs and that base get there?

Edited by Thunderous Echo
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How did those tugs and that base get there?

lotsa patience

And btw, I vote we start the second cycle after we find out if the remaining members wish to parcitipate, if any.

Also, maybe we should mark that all tugs are to be open to public.

Edited by Yukon0009
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It seems that this thread might die if we don't allow users to play again soon. So, should we:

A) Start a secondary save file

B) Prematurely end Cycle 1

Maybe we should change the 72 hour rule? Or add a secondary condition (60% of registered players made their turns? Total cycle length of 1 week?) after which it changes to let's say 24 h of inactivity to start new cycle. Otherwise we risk getting stuck to 2-3 turns per week on new players alone.

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Cycle 2 starts Saturday, if no one uses their turn.

Don't worry, Alchemist, we start again on Saturday. Maybe we should change the rule, but I am not sure how.

BTW, we need a couple more players for the Jool Club, if anyone is interested.

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Or add a secondary condition (60% of registered players made their turns? Total cycle length of 1 week?)
Don't worry, Alchemist, we start again on Saturday. Maybe we should change the rule, but I am not sure how

In my opinion, the total cycle length is the best option, although 1 week seems a bit too short to me. Two, perhaps?

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Maybe we should change the 72 hour rule? Or add a secondary condition (60% of registered players made their turns? Total cycle length of 1 week?) after which it changes to let's say 24 h of inactivity to start new cycle. Otherwise we risk getting stuck to 2-3 turns per week on new players alone.

Ah, that's a good plan, because it directly reflects what I'm trying to accomplish. Unless someone has a better idea or this gets substantial disapproval, I think we'll go with his one.

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What is the plan for the Jool club? I've already put some fuel there for you.

Jool Club is on a separate save file. Check Google Drive for more information.

(In addition, pre-sending fuel is against official Ultimate Jool-5 rules.)

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