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Author Topic: Community KSP Station  (Read 13555 times)

FiahOwl

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Community KSP Station
« on: December 18, 2013, 05:21:55 PM »

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« Last Edit: March 22, 2021, 01:20:51 AM by FiahOwl »

matty406

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Re: Community KSP Station
« Reply #1 on: December 18, 2013, 05:22:46 PM »
Can you make a list of mods in the OP please?

smjjames

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Re: Community KSP Station
« Reply #2 on: December 19, 2013, 07:22:34 AM »
Saba(t)doge? Or you mean sabotage?

matty406

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Re: Community KSP Station
« Reply #3 on: December 19, 2013, 07:30:46 AM »
Taken

Darvince

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Re: Community KSP Station
« Reply #4 on: December 19, 2013, 08:37:48 AM »
This business is run on doge coin.

smjjames

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Re: Community KSP Station
« Reply #5 on: December 19, 2013, 08:50:04 AM »
You and your coins with the pictures of venetian leaders (which were called doges).

matty406

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Re: Community KSP Station
« Reply #6 on: December 19, 2013, 09:47:58 AM »
Doned
Added a cupola. Cleared all debris.
Suggestion: higher station orbit.

FiahOwl

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Re: Community KSP Station
« Reply #7 on: December 19, 2013, 02:50:30 PM »

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« Last Edit: March 22, 2021, 01:20:47 AM by FiahOwl »

FiahOwl

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Re: Community KSP Station
« Reply #8 on: December 19, 2013, 04:07:23 PM »

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« Last Edit: March 22, 2021, 01:20:44 AM by FiahOwl »

vh

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Re: Community KSP Station
« Reply #9 on: December 19, 2013, 05:36:27 PM »
taken

FiahOwl

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Re: Community KSP Station
« Reply #10 on: December 19, 2013, 06:20:21 PM »

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« Last Edit: March 22, 2021, 01:20:39 AM by FiahOwl »

vh

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Re: Community KSP Station
« Reply #11 on: December 19, 2013, 08:26:17 PM »

smjjames

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Re: Community KSP Station
« Reply #12 on: December 19, 2013, 10:04:50 PM »
We should delete the various orbital debris to avoid collisions with the space station.

Taken this morning.
« Last Edit: December 20, 2013, 07:14:35 AM by smjjames »

smjjames

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Re: Community KSP Station
« Reply #13 on: December 20, 2013, 11:15:20 AM »
Okay, I'm having some trouble with the launchers. Its the 'science module' ship and the launcher I was trying to make (after some issues with the shibadoge3 one) is still having some issues with wobble (its the prototype launcher in the subassemblies), so I tried using Fiahs heavy launcher which worked fine, until it got to the horizontial position in orbit where the whole thing wobbled (could have been 'the kraken' like it was hit by severe turbulence and then the upper portion broke and smashed into the lower portion.

Since I could take all day tweaking the launcher and messing around, I'm handing it off to you guys.

Edit: Working back on it now.
« Last Edit: December 20, 2013, 05:54:43 PM by smjjames »

FiahOwl

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Re: Community KSP Station
« Reply #14 on: December 20, 2013, 12:42:42 PM »

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« Last Edit: March 22, 2021, 01:20:33 AM by FiahOwl »

smjjames

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Re: Community KSP Station
« Reply #15 on: December 20, 2013, 01:01:26 PM »
it is an asparagus craft, did you remember to stage it?

The heavy lifter in the sub-assemblies? It worked fine until it was already in orbit when it jittered heavily and then collapsed on itself, I don't know what happened.

For my launcher, what I'm trying to solve right now is a wobble problem. I think i've got it figured out.

FiahOwl

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Re: Community KSP Station
« Reply #16 on: December 20, 2013, 01:25:32 PM »

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« Last Edit: March 22, 2021, 01:20:31 AM by FiahOwl »

smjjames

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Re: Community KSP Station
« Reply #17 on: December 20, 2013, 01:47:01 PM »
Or maybe I don't have it figured out, I'm making a new launcher and trying to tweak it.

I'm also making mine an asparagus type.

Edit: How do I get Mechjeb to properly show the deltav of the asparagus staging?

Edit2: Struggling with some wierd fuel imbalance issues.

Edit3: Solved the fuel imbalance issues a while ago, but still trying to tweak the thing and KSP has crashed a few times. Also, I think I may turn down the physics sensitivity slightly.
« Last Edit: December 20, 2013, 03:44:56 PM by smjjames »

smjjames

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Re: Community KSP Station
« Reply #18 on: December 20, 2013, 05:57:53 PM »
I've got the science module connected in. I did change the stations periapsis to 121km by accident and didn't realize it until after I had undocked the ship and I couldn't dock back in.

I already deorbited the ship.

vh

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Re: Community KSP Station
« Reply #19 on: December 20, 2013, 08:22:07 PM »
about how to fly the supershiba3:

follow the staging. (when each stage runs out, eject the empty tanks). when six out of the last seven tanks run out of fuel, do not stage. wait until all seven mainsails are out, then stage them all until the 3 tanks on the upper section start.

the bottom section should just enough fuel to get the upper stage into the right altitude. use the upper stage to circularize and rendevouz.

FiahOwl

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Re: Community KSP Station
« Reply #20 on: December 20, 2013, 08:28:15 PM »

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« Last Edit: March 22, 2021, 01:20:26 AM by FiahOwl »

vh

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Re: Community KSP Station
« Reply #21 on: December 20, 2013, 08:29:34 PM »
what did he do^

smjjames

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Re: Community KSP Station
« Reply #22 on: December 20, 2013, 09:04:22 PM »
Probably my accidential shifting of the orbit. I didn't realize that I had until it was too late and I couldn't go back and dock again.

FiahOwl

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Re: Community KSP Station
« Reply #23 on: December 21, 2013, 05:03:22 AM »

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smjjames

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Re: Community KSP Station
« Reply #24 on: December 21, 2013, 07:10:17 AM »
Bad rendevous and docking procedures? No clue, lol.

If you want me to go and fix it, I can.

FiahOwl

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Re: Community KSP Station
« Reply #25 on: December 21, 2013, 07:18:21 AM »

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FiahOwl

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Re: Community KSP Station
« Reply #26 on: December 21, 2013, 09:49:41 AM »

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smjjames

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Re: Community KSP Station
« Reply #27 on: December 21, 2013, 11:45:33 AM »
Fiah, take a look at Kipzs save, it was ALREADY like that, though slightly worse. Since Mechjeb has no problems with doing a rendevous and docking, I'll try and fix this.

smjjames

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Re: Community KSP Station
« Reply #28 on: December 21, 2013, 01:17:05 PM »
*FACEPALM* This happened when I tried to have the autopilot correct the inclination. *uses space center to revert* Back to the drawing board, or something.

Also, I'm having a bit of a problem with the truss. There is a joint in the middle which means that maneuvering causes the lighter end to try to flop around like a wet noodle, or maybe a nunchuck would be a better analogy. We should get the quantum struts mod.

I know we want to minimize the number of mods, but the two strut pieces not acting like one solid piece makes it harder to correct the orbit. Doesn't mean I can't try though.
« Last Edit: December 21, 2013, 01:33:44 PM by smjjames »

FiahOwl

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Re: Community KSP Station
« Reply #29 on: December 21, 2013, 02:06:01 PM »

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« Last Edit: March 22, 2021, 01:20:17 AM by FiahOwl »