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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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On ‎4‎/‎9‎/‎2016 at 9:24 AM, Jetski said:

Keep this in version 1.05 until 1.1 drops this week, then we will upgrade it.  If you must try this with 1.1, make a note in your submission so 1.05 people don't try with a broken savegame.

Um you might want to update this.:wink: 

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XBFvulm.png

Was this supposed to be de-orbited?  

Can I salvage some parts and de-orbit the rest?
If so I could make two functional tugs in one mission. 

Bring up a probe core, 2 solar panels and 2 batteries
Salvage the 2 RCS tanks and some of the rcs thrusters seen here  
add the two claws+docking ports I left on the asteroid

 

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1 hour ago, JebsDead said:

XBFvulm.png

Was this supposed to be de-orbited?  

Can I salvage some parts and de-orbit the rest?
If so I could make two functional tugs in one mission. 

Bring up a probe core, 2 solar panels and 2 batteries
Salvage the 2 RCS tanks and some of the rcs thrusters seen here  
add the two claws+docking ports I left on the asteroid

 

Yep, go ahead.  I think that was a mixup on saves, someone missed a deorbit.  Scavenge away :)  For what it's worth there's already a little klaw RCS tug up there

 

1 hour ago, kerbalstar said:

Um you might want to update this.:wink: 

Good catch, updated the OP and cleaned up some of the wall of text that was growing there.  Cleared for next launch.

Edited by Jetski
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I brought up a few parts for my tugs. 
I salvaged a some rcs ports from the soon to be de-orbited rocket.
I de-orbited the rocket
I collected the claw/docking ports from the asteroid. 
I placed all parts in a clump on the big fuel capsule.

 

I wasn't able to pull the big RCS tanks off of the de-orbited rocket.  I'll have to send up more parts to finish my tugs. 

New save file: 
https://www.dropbox.com/s/pnjr09an53q1b45/KSS.sfs?dl=0

Updated picture:
rPUqgqC.png

 

 

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This looks quite interesting and order permitting, I think I'll take a crack once I get home.

EDIT: Given I have a moderately modded game, I am perfectly willing to blame something on my end, but does the station look a little... busted? Particularly with connections to the asteroids?

2hnh5gE.jpg

Edited by Venusgate
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@Venusgate Looks like it's a problem on your end. I loaded up the save and see horked connections only between claws and asteroids.

 

My turn to take the save :)

I'm going to perform a major maintenance mission to reorganize station sections on the new asteroid.

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8 hours ago, Venusgate said:

This looks quite interesting and order permitting, I think I'll take a crack once I get home.

EDIT: Given I have a moderately modded game, I am perfectly willing to blame something on my end, but does the station look a little... busted? Particularly with connections to the asteroids?
 

  • I don't know what's up with the crooked connections.  I would guess that it's a problem on your end.
  • The parts buried in the asteroid is, I believe, a graphics setting bug.  It's always been that way for me where the surface does not always match the surface visual.  
  • The claw hanging in the air next to the mining rig is cause, I think, by the claw being attached to the drill rather than the asteroid.  Where, again, the drill surface does not match the visual. 
     
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1 hour ago, JebsDead said:
  • I don't know what's up with the crooked connections.  I would guess that it's a problem on your end.
  • The parts buried in the asteroid is, I believe, a graphics setting bug.  It's always been that way for me where the surface does not always match the surface visual.  
  • The claw hanging in the air next to the mining rig is cause, I think, by the claw being attached to the drill rather than the asteroid.  Where, again, the drill surface does not match the visual. 
     

I noticed that last few missions.  Perhaps @Enceos maintenance mission will rearrange things to be a bit more pleasing to the eye :wink:

 

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Okay, maaan that was hard. Took me 4 hours to reorganize everything. Glad KIS has the "Redock Vessel" feature. But the biggest hassle were the clawed sections which clipped into the small asteroid. They jumped away as soon as I unclawed them and I had to chase them with a tug.

Station in its newfound glory:


Most modules are intact, I've been redocking and reclawing everything. Moved some docking ports around. There were three tugs, I scrapped them all and made a big one. The big pendulum ( I love it) is our dock now. The small asteroid is now more like a balcony of the big castle. All cupolas were placed for better views. One faces Kerbin, from the second you can see incoming docking ships, the inclined third one oversees the construction of the Jool Express ship.

 

Much space is open now and the progress on Jool Express is clearly visible:

The save is ready for the next launch: https://www.dropbox.com/s/mitj13ohkgnasdb/KSS.sfs?dl=0

Edited by Enceos
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Agh!  You took all my stuff!  I was collecting parts to make a pair for tugs.  

Nice though.   I'll load up the save and refactor my plans. 

I don't care that Enceos used my parts.  I think parts should be free to use so long as you aren't being a dick and nopbody asked to reserve them for future plans. Jetski, can you make a call on whether it's fair game to salvage parts to build in orbit.  

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@Enceos Great mission!  The station looks amazing, much cleaner.  The 1.1.x updates had really mangled the asteroid Klaws, this is a huge improvement.  

47 minutes ago, JebsDead said:

*snip*

Jetski, can you make a call on whether it's fair game to salvage parts to build in orbit.  

Concerning parts and such, my thought is that if it's on station it's fair game, unless someone is deliberately causing havoc.  You can always launch another module.  Also, parts can only be disconnected and reattached during a KIS maintenance mission like the one that has been just completed, no KIS/KAS permitted on regular module launches.  Docking/redocking is stock and can be done any time.

If we are trying to put something together as a group (Jool ship comes to mind) it would be poor form to cannibalize it for parts :wink:  But we will make it clear if that becomes a problem.  I'm just proud of us for getting the station looking this good.

Incidentally, I'll be away for a week and unavailable.  I expect the station to be even bigger and badder when I get back :)

 

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@Venusgate Poor Aldmin Kerman. We'll need to place a flag in his memory. And I have a problem with your save. You were running too many mods, one of those broke the game.

I can load the save, but it glitches out when I select the sation. The "Terminate" and "Fly" buttons are incative and the info buttons are missing. You'll need to rerun the mission without mods. Utility mods like Engineer, Mechjeb, Precise Node etc are good. Kerbal Konstructs, Colonization, SCANsat are gamebreaking.

Besk04b.jpg

 

Edited by Enceos
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1 hour ago, Enceos said:

@Venusgate Poor Aldmin Kerman. We'll need to place a flag in his memory. And I have a problem with your save. You were running too many mods, one of those broke the game.

I can load the save, but it glitches out when I select the sation. The "Terminate" and "Fly" buttons are incative and the info buttons are missing. You'll need to rerun the mission without mods. Utility mods like Engineer, Mechjeb, Precise Node etc are good.

Oh ffs, ok, I have the save... again. I ain't makin a second album tho :P

Okay, done. I'm thinking my remotetech release is screwing up my tracking station a bunch. this sfs should be pretty clean.

https://www.dropbox.com/s/z76mitg248c8equ/KSS.sfs?dl=0

The save is open

Edited by Venusgate
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@enceos I was having the same problem when I was messing around after @venusgate linked the previous save file.  The solution I found was to put a craft on the launchpad/runway, open map and go to the station, then return to the craft on launchpad and recover.  Actually have had that problem on previous saves.  After recovery, the tracking station worked as it should

Edited by Ranows3
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10 minutes ago, Ranows3 said:

@enceos I was having the same problem when I was messing around after @venusgate linked the previous save file.  The solution I found was to put a craft on the launchpad/runway, open map and go to the station, then return to the craft on launchpad and recover.  Actually have had that problem on previous saves.  After recovery, the tracking station worked as it should

Good to know. But SCANSat, USI Kolonization, USI Life Support leave too much redundant data in the savefiles and can as well corrupt them. You can tell by the file size difference.

Edited by Enceos
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1 minute ago, Enceos said:

Good to know. But SCANSat, USI Kolonization, USI Life Support leave to much redundant data in the savefiles and can as well corrupt them.

Good to know.  Whenever I've been playing this challenge, have been using a clean install.  Haven't even used my two favorite mods, engineer and the navyfish docking port mod

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