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Serial Space Station: Add your own module! (Closed - check out the new Community Space Station thread instead!)


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5 hours ago, KAL 9000 said:

I'll bite with a science lab that has a lab (duh), 2 Gigantors, and 2 Science Jr's. I'll upload soon!

Oops... just noticed your post. So I'm guessing that the module I just docked will be with an out of date version of the station now. I also sent up a science lab, but with some lighting.

Actually I'm confused now, as the thread says that your post is 5 hours old, but I downloaded the save file only 2 hours ago, so things are getting a bit of of sync I think.

Edited by purpleivan
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7 hours ago, Jhawk1099 said:

@cantab once @KAL 9000 puts his module up then @purpleivan does the same you should be clear

 

5 hours ago, Jetski said:

Let's do it this order :)

That sounds fine to me.

It'll be a few hours before I launch however, as I head to work in 30 minutes.

Edited by purpleivan
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4 hours ago, purpleivan said:

 

 

That sounds fine to me.

It'll be a few hours before I launch however, as I head to work in 30 minutes.

Ok, so @KAL 9000 you are clear to launch, if we don't hear from you in a few hours (call it 1000 EST) then go ahead @cantab.  If @purpleivan gets off work and nobody else has posted, go ahead. :)  

 

You don't have to wait for a go ahead from me to launch, if someone has posted the savegame, it's up for grabs. Also if someone has posted they are running their attempt and the post is old (let's say 12 hours?)  go ahead, do your mission, and repost the savegame. I did mention in the OP not to reserve it and not launch. Worst case someone does their mission twice

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I should be good to go at around 6:00 PM EST, so I'll see who goes first. Also, I'll be using a KW Rocketry rocket to launch, but all modded parts will separate and be terminated after launch. That OK?

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You may want to implement a 1-2 hour lock rule.  

So a poster would Lock a file by posting "I have locked the file" they then have 2 hours to return the new file or the lock automatically releases and the next person can lock the file.  There is a small chance some one else will lock the file at the exact same time so make sure you refresh to confirm no one else has locked before you do your stuff.  First to post has right of way and lock is invalidated for the second poster.

 

And to those who don't think this is a challenge getting people to work together is harder then anything I have done in KSP lol

Edited by Nich
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3 hours ago, KAL 9000 said:

I should be good to go at around 6:00 PM EST, so I'll see who goes first. Also, I'll be using a KW Rocketry rocket to launch, but all modded parts will separate and be terminated after launch. That OK?

Ok, I think I can see the source of my confusion now. When KAL 9000 said that he'd upload soon, I assumed that the mission to dock their module was already flown, but it seems that might not be the case.

As I already docked my module last night and have the gamesave, I'll upload this to Dropbox in the next few minutes and post the link here, unless anyone has any objections.

Edited by purpleivan
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Thanks @purpleivan, updated OP, cleared for the next module.  I like the lighting.  First come first serve!

Edit: man I wish there were some clever way to have a flag with the players name on each module.  I saw a mod question about this recently, but I want to stick to pure stock.  Just wishful thinking really.

Edited by Jetski
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4 hours ago, KAL 9000 said:

I should be good to go at around 6:00 PM EST, so I'll see who goes first. Also, I'll be using a KW Rocketry rocket to launch, but all modded parts will separate and be terminated after launch. That OK?

Launcher is fine modded if you must, but make sure all debris and lifter, etc has crashed back to Kerbin and been recovered before you save, also double check nothing modded is stuck to the station of course.  And post pics of the mission!

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2 minutes ago, purpleivan said:

 

about 100km

Would there be any objection if, when I do this, I move it to about 200km?  If I do move it, I'm not going to hyperedit it, I'll send up a spacetug to push it higher.

The reason is that it is easier to do at 200 km than 100km, especially for beginners

Edited by linuxgurugamer
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2 minutes ago, linuxgurugamer said:

Would there be any objection if, when I do this, I move it to about 200km?  If I do move it, I'm not going to hyperedit it, I'll send up a spacetug to push it higher.

The reason is that it is easier to do at 200 km than 100km, especially for beginners

From the OP:

No HyperEdit, F12, etc, fly this like a real mission.  

Leave the station in LKO.  You can move it if you absolutely must, but keep it well within the orbit of the Mun to avoid interference and keep this challenge doable even by newer players

So go ahead if you must, but do it legit and don't be sad if someone else moves it again :)

 

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1 minute ago, Jetski said:

From the OP:

No HyperEdit, F12, etc, fly this like a real mission.  

Leave the station in LKO.  You can move it if you absolutely must, but keep it well within the orbit of the Mun to avoid interference and keep this challenge doable even by newer players

So go ahead if you must, but do it legit and don't be sad if someone else moves it again :)

 

I am allowed to use Kerbal Engineer?  and mods for the editor (EditorExtensionsRedux, WASDEditorCamera)?

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I added a spacecraft, because what good is a space station if there's nothing to visit it?

25768631244_9f83ab6a68_h.jpg

State of the station by cantab314, on Flickr

It's a simple-as-you-like two-Kerbal lander. In theory it can do round trips landings to Minmus, Mun, Gilly, or Ike and come back to the station, but the margins will be slim for anywhere besides Minmus so you might prefer to provide extra fuel. Aerobrakes fairly well, but use due caution. Kerbin landing survivable but not recommended.

Album: https://flic.kr/s/aHsky2ZExR

Save file:  https://onedrive.live.com/redir?resid=40CBF49A479D54A8!426&authkey=!AFLqJEghBpAvOhA&ithint=file%2csfs

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