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Kerbin Kolonization Konglomerate - Space Station/Base building Collab


Captain Sierra

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I'm starting to not like my standard base height. way too hard to assemble without hackgrav. I'm moving towards this:

Use landing gear to tough down, but use wheels to rest base on.

Easier to assemble on the ground than by raising up. I could easily change my base to use wheels on all of it rather than assembled with a buggy. And than it'd be transportable to a degree.

jZdmvGc.jpg

Edited by Avera9eJoe
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guys relay sorry:blush:

for wasting time but computer is not functioning correctly and can't run KSP properly today just little over heating issue :mad: that will be solved by weekend

again really sorry only finished HW now

Okay, would it be okay with you if the next person, Xetalim, goes before you?

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Oh, and would Sirine, Avera9eJoe, and Deathsoul097 want to launch and dock any modules? See the list on page 6 for info, three modules still unassigned.

(If you came after weegee updated the save, make sure to replace the .zip persistence with the updated one)

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I'm no good at aligning orbits :P I'll pass until surface bases begin to be built. Speaking of that, someone should quickly plop an RV by the desert pyramid xD

Edit: I just updated Inquiry base redoing the standard height. Check post in mission reports for details

Um...

x76Ql49.png

Edited by Avera9eJoe
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I think I will sign up for this. When would my mission be starting?

Proposed missions (may change):

(simpler) Munar polar outpost: Deploy an outpost capable of hosting 4 kerbals comfortably for a long term science mission at the Mun's poles. Kethane option available.

(more complex) Gilly Base: Deploy a Kethane mining base to Gilly. I would preferably get the save during a launch window to Eve in this case.

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Want to launch the power truss once the other modules are launched?

Sure. PM me, when things are ready.

Edit:I was boring...I'm not trying to confuse everyone. So, no persistent from my side, until there are my turn to play the game.

Test drive.

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Edited by Sirine
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Kolonizers:

1) Captain Sierra

2) Monopropellant

3) Weegee

4) Sirine

5) Xetalim

6) baberbot

7) Avera9eJoe

8) Deathsoul097

9) CaptainArchmage

After Weegee not my turn? Okay, after Xetalim my turn.

Edited by Sirine
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After Weegee not my turn? Okay, after Xetalim my turn.

The sign-ups for launching components were first come first serve. That's just the list of members, as far as I know. The launch order is a bit confusing, I think in the future it should be that all launches will be signed up for before the mission begins. For the time being though, I think we need an official list.

In other news (though less relevant), I've begun prototyping for my project. Muhahaha!

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The sign-ups for launching components were first come first serve. That's just the list of members, as far as I know. The launch order is a bit confusing, I think in the future it should be that all launches will be signed up for before the mission begins. For the time being though, I think we need an official list.

In other news (though less relevant), I've begun prototyping for my project. Muhahaha!

Agree. Looking forward for your creation!

Can I have a list of the launch order?

Edited by Sirine
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I'm making a Google doc. for the current projects so there's a vague updated list of whats happening. I think the order I placed people is weird so change it if you know better:

K3 Order of Operations

Fill in what you are doing if you want, or leave it blank until you're PL.

PL's and everyone else can edit it when parts are completed.

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I'm making a Google doc. for the current projects so there's a vague updated list of whats happening. I think the order I placed people is weird so change it if you know better:

K3 Order of Operations

Fill in what you are doing if you want, or leave it blank until you're PL.

PL's and everyone else can edit it when parts are completed.

Great. After checking the to do list.

Now I have several days nothing to do.

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Hey guys. I have one thing I would like to request: The mods should include RLA stockalike, as it makes larger and smaller construction much easier. I think if we use RLA it will turn out quite well, as the extra parts fit really well with a stock and kethane game, along with adding a ridiculous amount of new design possibilities. It should also cut down significantly on part count, because the RCS ports are 5 directional, sot that you should only ever need a max of four RCS ports for proper translation, along with the girders being much longer and more modular, which will help when creating large panel trusses, or structural components.

Edited by Deathsoul097
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Hey guys. I have one thing I would like to request: The mods should include RLA stockalike, as it makes larger and smaller construction much easier.

I personally don't want to add more mods :( I'm usually just sticking to stock and in this occasion pulling up Kethane again. I'd like to personally stick to just Kethane as the mod. Also the more mods, the more KSP has to load and also the more crashes :/

- Joe

Edited by Avera9eJoe
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You do not have even a decent machine if KSP crashes and takes much longer to load if you have only Kethane and RLA stockalike. RLA is one of the least memory intensive mods I know of, and I know of many. It might increase load time by a second or two at worst, and if you are having trouble with running two mods, you are going to have a very bad time at higher part counts. Plus, the only reason I am suggesting it is that it doesn't add too much to the game. You get some more smaller engines, along with a bunch of girders, ranging all the way up to 10 metres in length in a single part, along with better RCS ports, and that's pretty much it. No super OP engines or warp drives, no weapons, no autopilots, not even any new solar panels. Just a few extra parts that make creating structures easier and less laggy. Also, the best thing is that the parts are stockalike. They look like they belong in the game.

I'm going to leave it at that for now, and just let others make the final call.

In other news, I have not done anything at all, except destroy my prototype base several times. (Accidentally hyperedited on to a VERY steep slope.)

Edited by Deathsoul097
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You do not have even a decent machine if KSP crashes and takes much longer to load if you have only Kethane and RLA stockalike. RLA is one of the least memory intensive mods I know of, and I know of many. It might increase load time by a second or two at worst, and if you are having trouble with running two mods, you are going to have a very bad time at higher part counts. Plus, the only reason I am suggesting it is that it doesn't add too much to the game. You get some more smaller engines, along with a bunch of girders, ranging all the way up to 10 metres in length in a single part, along with better RCS ports, and that's pretty much it. No super OP engines or warp drives, no weapons, no autopilots, not even any new solar panels. Just a few extra parts that make creating structures easier and less laggy. Also, the best thing is that the parts are stockalike. They look like they belong in the game.

I'm going to leave it at that for now, and just let others make the final call.

In other news, I have not done anything at all, except destroy my prototype base several times. (Accidentally hyperedited on to a VERY steep slope.)

Consider those running on 32-bit operating systems where application can only use 2GB of ram. In that case part count and complexity has very little effect, but with KSP's stock memory usage you really can't afford part mods. In general with collaboration projects it's best to avoid part mods as far as is possible. As RLA doesn't really expand the game very much I'd say it's far from high priority, despite it being a very nice mod.

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