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Author Topic: Community KSP Station  (Read 13728 times)

smjjames

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Re: Community KSP Station
« Reply #30 on: December 21, 2013, 02:53:39 PM »
0.000 eccentricity in orbit achieved, though slightly lower by a bit less than a kilometer, and the station is still intact even.

You guys were like 'Lets give up', but I wasn't ready to declare defeat in trying to fix the orbit.

FiahOwl

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Re: Community KSP Station
« Reply #31 on: December 21, 2013, 03:12:04 PM »

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« Last Edit: March 22, 2021, 01:20:15 AM by FiahOwl »

vh

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Re: Community KSP Station
« Reply #32 on: December 22, 2013, 06:39:14 AM »
if you're going to take the save, return it before you go to sleep.

FiahOwl

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Re: Community KSP Station
« Reply #33 on: December 22, 2013, 06:51:05 AM »

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« Last Edit: March 22, 2021, 01:20:12 AM by FiahOwl »

smjjames

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Re: Community KSP Station
« Reply #34 on: December 22, 2013, 08:12:16 AM »
It's been over an hour.

FiahOwl

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Re: Community KSP Station
« Reply #35 on: December 22, 2013, 08:28:54 AM »

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« Last Edit: March 22, 2021, 01:20:10 AM by FiahOwl »

FiahOwl

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Re: Community KSP Station
« Reply #36 on: December 22, 2013, 08:41:01 AM »

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« Last Edit: March 22, 2021, 01:20:08 AM by FiahOwl »

smjjames

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Re: Community KSP Station
« Reply #37 on: December 22, 2013, 09:07:29 AM »
I'm getting the Quantum Struts mod and also hyperedit to see if I can put them on the truss, and probably station modules.

Someone else can go and take the save since I did my turn before Fiah, I just want to see if I can put them on using hyperedit.

Edit: Okay, I guess I can't, although kipz said earlier something about fixing a problem with the station using hyperedit, wasn't the orbit. Though hyperedit WOULD have been useful.

I'm making a ship to deliver some quantum cores (which hold quantum struts that can be placed by a kerbal) up to the station.

Edit2: The station needs some lights on it.
« Last Edit: December 22, 2013, 11:38:43 AM by smjjames »

smjjames

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Re: Community KSP Station
« Reply #38 on: December 22, 2013, 12:34:35 PM »
Since the quantum strut core thing doesn't actually work in orbit, i'm going to try this mod: http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System since it actually has the ability to do what I was trying to do.

vh

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Re: Community KSP Station
« Reply #39 on: December 22, 2013, 12:46:34 PM »
additional mods will cause the space station not to load for the rest of us.

vh

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smjjames

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Re: Community KSP Station
« Reply #41 on: December 22, 2013, 01:29:09 PM »
additional mods will cause the space station not to load for the rest of us.

Yeah, probably better to just redesign it, the station was already being laggy with the quantum struts mod.

blotz

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Re: Community KSP Station
« Reply #42 on: December 23, 2013, 03:05:27 PM »
i hope thie is also the generic ksp topic
i know it's general but generic sounds better
i can't make anything larger than this without it spinning

FiahOwl

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Re: Community KSP Station
« Reply #43 on: December 23, 2013, 03:11:28 PM »

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« Last Edit: March 22, 2021, 01:19:55 AM by FiahOwl »

blotz

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Re: Community KSP Station
« Reply #44 on: December 23, 2013, 05:06:55 PM »
demo steam downloaded today

FiahOwl

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Re: Community KSP Station
« Reply #45 on: December 23, 2013, 05:27:54 PM »

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« Last Edit: March 22, 2021, 01:19:50 AM by FiahOwl »

blotz

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Re: Community KSP Station
« Reply #46 on: December 23, 2013, 05:36:56 PM »
til 10 updates can be made in a day

FiahOwl

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Re: Community KSP Station
« Reply #47 on: December 23, 2013, 05:48:25 PM »

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« Last Edit: March 22, 2021, 01:19:48 AM by FiahOwl »

blotz

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Re: Community KSP Station
« Reply #48 on: December 23, 2013, 08:07:57 PM »
is pirating easy or should i just buy

FiahOwl

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Re: Community KSP Station
« Reply #49 on: December 23, 2013, 08:12:45 PM »

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« Last Edit: March 22, 2021, 01:18:40 AM by FiahOwl »