Molotov International Rocketport

"A game where the players create and manage their own space program.
Build spacecraft, fly them, and try to help the Kerbals to fulfill their ultimate mission of conquering space."
Post Reply
Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Molotov International Rocketport

Post by Huojin » 20:07:12 Thursday, 09 May, 2013

Molotov International Rocketport


Ladies and Gentlemen, I am proud to announce the beginning of the Molotov International Rocketport (MIR).


How this will work:

1. Make sure you have a new folder of KSP somewhere so that any mods you are using do not get used on the MIR. It will be using only stock parts.

2. We'll each take it in turns launching new modules or rockets or whatever, then upload the persistence file found in KSP>saves>[whatever you saved this as, I recommend MIR]>persistence.sfs to MediaFire.

3. Post your link here and some pretty pictures.


It's all pretty simple.

So yeah, I recommend starting the new save MIR so it's all clear. The station will be in a circular orbit of 150km above the surface of Kerbin. And apart from that it's fairly free-form.


People Involved
  • Huojin
  • CWestfall
  • Aegis
If you want to add modules and such (zenburg, Aegis, anyone else at all), just post and you can be fitted into the rota order.


[21:19] CWest|AFK Molotov International Rocketport?
[21:20] CWest|AFK The Space Station M.I.R. for short.
Last edited by Huojin on 15:04:57 Tuesday, 28 May, 2013, edited 3 times in total.

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 21:45:41 Thursday, 09 May, 2013

So I relaunched this for 0.20. It's basically the same, except in a 150x150km orbit. And has more electricity. And slightly less monoprop because somehow it handled even worse.
This stuff is old, but mostly relevantShow
So CWest said I can tackle the core, so here we are. I'm going to call it Sanctum, although technically it's listed as "Molotov International Rocketport". It's in an approximate 100x100km circular orbit around Kerbin, on a heading of 090.

Image

Aboard we have two large solar panels to charge up the four 400-unit battery packs so we have plenty of power. The RCS monopropellant tanks are also mostly full, but since it handled like a pig in orbit I used up a little to get it to turn for the burns properly.

It also has space for four Kerbals but is currently unoccupied. It's command module is one of the thin octagonal probe parts cleverly hidden away.

The remnants of my launch vehicle can also be seen at the back. There's still some fuel in there if anyone wants to send up anything to attach to the MIR which needs some liquid rocket fuel, but otherwise anyone is welcome to decouple it. Like I said, it handles like a pig.

Oh, and here's a picture of part of my launch vehicle re-entering, since I jettisoned it as I was circularising my orbit even though it had fuel so it wouldn't float around and annoy us. Predictably, it crashed.

Image

Persistence File: http://www.mediafire.com/download/asa0d ... istent.sfs
Last edited by Huojin on 16:34:06 Tuesday, 28 May, 2013, edited 1 time in total.

Aegis
Stalinist
Stalinist
Posts: 250
Joined: 22:35:45 Friday, 03 August, 2012

Re: Molotov International Rocketport

Post by Aegis » 17:37:47 Saturday, 11 May, 2013

Fine, I'll play.
Man

User avatar
CWestfall
Saskatchewan's Second Best Pie Baker
Posts: 516
Joined: 23:35:45 Wednesday, 01 August, 2012

Re: Molotov International Rocketport

Post by CWestfall » 01:31:20 Sunday, 12 May, 2013

Initial attempts resulted in a lot of broken... Everything. I'll be skipping my turn while I lrn2dock.
<KimIlSmyg> Congratulations Labine
<KimIlSmyg> You're in my signature.

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 15:38:15 Friday, 24 May, 2013

Just tested it guys and the MIR still works in the 0.20 release, so we'll be continue the project using 0.20 instead of 0.19.1.

http://forum.kerbalspaceprogram.com/sho ... 0-Released

Also if someone, either CWest or Aegis or Seren or zenburg, anyone who cares at all, could add a new module so we can keep going, that'd be swell :3

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 16:34:30 Tuesday, 28 May, 2013

So... I've been fiddling a little bit and things are kinda screwy with MIR in 0.20, so I relaunched it in 0.20 and updated the post I made, the top topic post (mostly since the mods we were using aren't available for 0.20 right now and one of them may be obsolete), and the persistence link.

Only real changes are that the station is now at 150km rather than 100km, so you can use a higher time acceleration whilst waiting to do manoeuvres.

But yeah. New link works. Anyone, please, anyone. Just launch something and dock it :<

zenburg
Revisionist
Revisionist
Posts: 175
Joined: 06:41:34 Sunday, 05 August, 2012

Re: Molotov International Rocketport

Post by zenburg » 17:25:48 Tuesday, 18 June, 2013

Been busy for a while, might be contributing to this later, not updated my game from 0.2 yet, will be picking up the game in a few days time and launching stuff again.
First Contact- Gshar'nath Commonwealth

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 17:27:16 Tuesday, 18 June, 2013

zenburg wrote:Been busy for a while, might be contributing to this later, not updated my game from 0.2 yet, will be picking up the game in a few days time and launching stuff again.
<3 <3 <3

zenburg
Revisionist
Revisionist
Posts: 175
Joined: 06:41:34 Sunday, 05 August, 2012

Re: Molotov International Rocketport

Post by zenburg » 20:13:08 Wednesday, 19 June, 2013

Not really sure what you wanted me to do, do we have any long term planes for this thing? Will we be using it as a part time fuel station as well?

I noticed it has just one docking port, so I attached a new piece which has 4 ports on to allow further docking, the new section also has a mostly full fuel tank. The only downside is that my contribution only has about 16 units of RCS fuel left, the game lagged as i zeroed in on the MIR and my ship span like crazy, wasting a lot of precious RCS.
SpoilerShow
Image
Image
Persistence file- http://www.mediafire.com/?u4hs7wbblwggrts

Are we expected to keep the debris in the game?
First Contact- Gshar'nath Commonwealth

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 20:23:45 Wednesday, 19 June, 2013

We don't need to keep the debris, but if your computer can/can't handle it, clear away/keep it as required.

zenburg, does your addition have a decoupler to jettison its orbital tug? Otherwise, looks good :3 And we don't have any plans at the moment, we're just building :P


Who wants the next crack at it?

zenburg
Revisionist
Revisionist
Posts: 175
Joined: 06:41:34 Sunday, 05 August, 2012

Re: Molotov International Rocketport

Post by zenburg » 20:43:32 Wednesday, 19 June, 2013

Huojin wrote:zenburg, does your addition have a decoupler to jettison its orbital tug??
Not sure what you mean by orbital tug, do you mean the part with the fuel tank and engine attached onto it?

I only like to get rid of the debris because ksp debris looks annoying.

Also, a useful tip for other people, we're currently using clamp-o-tron docking ports, the regular ones not senior or junior ones.
First Contact- Gshar'nath Commonwealth

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 21:53:46 Wednesday, 19 June, 2013

zenburg wrote:
Huojin wrote:zenburg, does your addition have a decoupler to jettison its orbital tug?
Not sure what you mean by orbital tug, do you mean the part with the fuel tank and engine attached onto it?
http://en.wikipedia.org/wiki/Space_tug

Basically, yes.

zenburg
Revisionist
Revisionist
Posts: 175
Joined: 06:41:34 Sunday, 05 August, 2012

Re: Molotov International Rocketport

Post by zenburg » 12:36:36 Thursday, 20 June, 2013

Huojin wrote:
zenburg wrote:
Huojin wrote:zenburg, does your addition have a decoupler to jettison its orbital tug?
Not sure what you mean by orbital tug, do you mean the part with the fuel tank and engine attached onto it?
http://en.wikipedia.org/wiki/Space_tug

Basically, yes.
No, it doesn't, but i'll build them with a space tug from now on to save space.
First Contact- Gshar'nath Commonwealth

Huojin
General Secretary
General Secretary
Posts: 3316
Joined: 07:30:29 Thursday, 02 August, 2012

Re: Molotov International Rocketport

Post by Huojin » 12:45:55 Thursday, 20 June, 2013

zenburg wrote:
Huojin wrote:
zenburg wrote:
Huojin wrote:zenburg, does your addition have a decoupler to jettison its orbital tug?
Not sure what you mean by orbital tug, do you mean the part with the fuel tank and engine attached onto it?
http://en.wikipedia.org/wiki/Space_tug

Basically, yes.
No, it doesn't, but i'll build them with a space tug from now on to save space.
Alrighty. If we need more space later, we could always decouple your node part and put a 6-port one on instead. It'll probably be fine.

Post Reply

Return to “Kerbal Space Program”

Who is online

Users browsing this forum: No registered users and 1 guest