Universe Sandbox

General Category => Everything Else => Topic started by: FiahOwl on December 18, 2013, 05:21:55 PM

Title: Community KSP Station
Post by: FiahOwl on December 18, 2013, 05:21:55 PM

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Title: Re: Community KSP Station
Post by: matty406 on December 18, 2013, 05:22:46 PM
Can you make a list of mods in the OP please?
Title: Re: Community KSP Station
Post by: smjjames on December 19, 2013, 07:22:34 AM
Saba(t)doge? Or you mean sabotage?
Title: Re: Community KSP Station
Post by: matty406 on December 19, 2013, 07:30:46 AM
Taken
Title: Re: Community KSP Station
Post by: Darvince on December 19, 2013, 08:37:48 AM
This business is run on doge coin.
Title: Re: Community KSP Station
Post by: smjjames on December 19, 2013, 08:50:04 AM
You and your coins with the pictures of venetian leaders (which were called doges).
Title: Re: Community KSP Station
Post by: matty406 on December 19, 2013, 09:47:58 AM
Doned
Added a cupola. Cleared all debris.
Suggestion: higher station orbit.
Title: Re: Community KSP Station
Post by: FiahOwl on December 19, 2013, 02:50:30 PM

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Title: Re: Community KSP Station
Post by: FiahOwl on December 19, 2013, 04:07:23 PM

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Title: Re: Community KSP Station
Post by: vh on December 19, 2013, 05:36:27 PM
taken
Title: Re: Community KSP Station
Post by: FiahOwl on December 19, 2013, 06:20:21 PM

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Title: Re: Community KSP Station
Post by: vh on December 19, 2013, 08:26:17 PM
(http://i.imgur.com/0f9uCJv.png)
Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 20, 2013, 12:42:42 PM

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Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 20, 2013, 01:25:32 PM

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Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: vh 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 20, 2013, 08:28:15 PM

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Title: Re: Community KSP Station
Post by: vh on December 20, 2013, 08:29:34 PM
what did he do^
Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 21, 2013, 05:03:22 AM

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Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 21, 2013, 07:18:21 AM

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Title: Re: Community KSP Station
Post by: FiahOwl on December 21, 2013, 09:49:41 AM

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Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 21, 2013, 02:06:01 PM

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Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: FiahOwl on December 21, 2013, 03:12:04 PM

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Title: Re: Community KSP Station
Post by: vh on December 22, 2013, 06:39:14 AM
if you're going to take the save, return it before you go to sleep.
Title: Re: Community KSP Station
Post by: FiahOwl on December 22, 2013, 06:51:05 AM

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Title: Re: Community KSP Station
Post by: smjjames on December 22, 2013, 08:12:16 AM
It's been over an hour.
Title: Re: Community KSP Station
Post by: FiahOwl on December 22, 2013, 08:28:54 AM

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Title: Re: Community KSP Station
Post by: FiahOwl on December 22, 2013, 08:41:01 AM

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Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: smjjames 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 (http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System) since it actually has the ability to do what I was trying to do.
Title: Re: Community KSP Station
Post by: vh on December 22, 2013, 12:46:34 PM
additional mods will cause the space station not to load for the rest of us.
Title: Re: Community KSP Station
Post by: vh on December 22, 2013, 01:03:09 PM
https://docs.google.com/drawings/d/1BpsubgTfLupLn4jeRF3uLXVQXO7dREegyVMGzN-lqsA/edit
Title: Re: Community KSP Station
Post by: smjjames 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.
Title: Re: Community KSP Station
Post by: blotz 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
Title: Re: Community KSP Station
Post by: FiahOwl on December 23, 2013, 03:11:28 PM

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Title: Re: Community KSP Station
Post by: blotz on December 23, 2013, 05:06:55 PM
demo steam downloaded today
Title: Re: Community KSP Station
Post by: FiahOwl on December 23, 2013, 05:27:54 PM

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Title: Re: Community KSP Station
Post by: blotz on December 23, 2013, 05:36:56 PM
til 10 updates can be made in a day
Title: Re: Community KSP Station
Post by: FiahOwl on December 23, 2013, 05:48:25 PM

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Title: Re: Community KSP Station
Post by: blotz on December 23, 2013, 08:07:57 PM
is pirating easy or should i just buy
Title: Re: Community KSP Station
Post by: FiahOwl on December 23, 2013, 08:12:45 PM

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