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About SaturnianBlue

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  • Interests A young person who enjoys space-related things, especially spacecraft. I watch Doctor Who quite a bit, have a small interest in early 20th century warships, and has picked up an interest in writing from the KSP forums. I also draw quite a bit, generally people.

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  1. I'm pretty sure its the "Hot Springs Geothermal Plant" part.
  2. In this chapter we finally get to the Duna system—perhaps the favorite for colonization, for reason too. While Duna has disadvantages that will be covered later on, it’s surface temperature is roughly equal to that at the poles of Kerbin, which is quite manageable. Why Settle? On Duna, the materials for supporting industries and basic operations are readily available to Dunan colonists, such as metals and minerals, allowing for resources to be quickly mined, in contrast to Eve, where temperatures are high. This gives Dunan colonists potential to be completely self-sufficient from Kerbin, provided plenty of time. If Kerbin ever comes in short supply of certain rare materials that the Mun may not have access to, Duna is the logical choice for getting it. According to two orbital surveys in two saves, Duna has a fairly similar level of resources compared to a survey of Kerbin, which means a few things. First, colonies can utilize geothermal energy (from WBI), though the results are consistently low (2.7% and 3.2%), compared to Kerbin’s ~20%. Second, Duna has a decent supply of water, probably trapped in the poles. For supporting a colony, this is incredibly important. Breathable air is also an important requirement, and Duna’s thin atmosphere can provide at least some of it, with a small percentage of oxygen and nitrogen. However, the carbon dioxide that makes up almost all of the atmosphere can be split with the aid of a lot of energy, resulting in plenty of oxygen for the colonists. In addition to those benefits, the water can be split into oxygen and hydrogen, and using the Sabatier process the Co2 from the atmosphere can be used to create methane, an especially useful propellant. Therefore, rockets will be able to refuel at Duna before returning to their main destination, which significantly reduces fuel needs. Ike, the relatively large moon of Duna, can provide more resources with little fuel. It is, in a sense, to Duna as the Mun is to Kerbin. Such an analogy is quite appropriate considering that Duna would likely be the first interplanetary power to successfully break from Kerbin. Like Duna, it generally has the same resources as Duna, sans water. The surface of Ike is a mere 4 and ½ hours and 800 M/s of delta-V from Duna orbit, which is already easy to reach with rockets alone, and would be even easier with mass drivers, for example. The easy access to resources could make Ike a valuable propellant depot, making interplanetary travel very cheap, and much like with the Mun, orbital space colonies could be built around Duna by utilizing such easily available resources. Unlike Eve, where resource gathering may be quite difficult early on due to the fairly harsh conditions, and unlike Moho, which would likely be overlooked in early colonization efforts while being quite hard to reach, the environment on the surface is not especially harsh. The somewhat less severe conditions make the expansion of colonies becomes quite easy— it’s cheaper to gather resources and also set up more complex operations, such as resource processing and manufacturing. No, the pole unfortunately does not extend all the way down in-game Despite Ike being in the way of constructing a space elevator or tether, it is not a major problem, as the two planetary bodies are tidally locked, meaning that aside from the area of Ike’s SOI (which changes a little in the sky due to Ike’s elliptical orbit), they can be built anywhere. With the low gravity of Duna, the construction of a space elevator would be very easy, though a space tether would still help reduce transport costs while easier to build, whether it simply be to orbit or beyond, which can be done if the structure extends far beyond Dunastationary orbit. Such options will encourage settlement of the Duna system, as transportation costs become very low. However, this will be a late-term project that would not initially encourage early investment, especially those wanting a quick profit (which is almost everyone). Issues While potentially more hospitable than other various locations in the Kerbol system, the Duna system faces its fair share of issues. First, transfer windows between Duna and Kerbin are the lowest in the entire stock game, which requires trade between the two to have at least a whole Kerbin year break, which essentially prevents Duna from delivering on-demand, while a planet like Moho has multiple opportunities in just a SINGLE Kerbin year. The low gravity of Duna is helpful for vessels with low thrust, and makes building large structures like geodesic domes (which are already strong) stronger and easier to build. While the low gravity is still better than no gravity, kerbals may still suffer health effects from the low gravity, and may require the construction of rotating habitats (which might be disorienting and in the end they may just be used in the development stage of a kerbal) or major genetic/cybernetic breakthroughs that allow normal development of the Kerbal body. The Duna system's distance to Kerbol means that solar panels are significantly less effective than on Kerbin. While solar power is a fairly harmless form of energy that could still receive decent amounts of power, such a disadvantage may encourage Duna to improve fission/fusion reactors to compensate for this shortcoming. Aside from construction, nuclear reactors should be fine on Duna, which has access to uranium and thorium. Lacking a strong magnetosphere, the Duna system is bombarded with radiation, and the atmosphere of Duna will not be too effective, especially at the higher altitudes. While this can be mostly solved fairly easily with adequate habitat protection, Dunan colonists will have to go out, whether it be to repair broken equipment or for scientific interests, and their spacesuits will not be able to protect the astronauts very well, potentially forcing a ration on EVAs, requiring better, lighter shielding, or better medical treatment. Depressurization is a serious threat to Dunan colonists, as the atmosphere has just 1/15th the atmospheric pressure as Kerbin. The habitats would therefore be rounded to prevent certain weak points in the structure. Ike is much like the Mun, where even lower gravity does little to prevent health effects, and the regolith there might also be similarly dangerous, with a lack of an atmosphere. The little protection Duna has from depressurization is completely gone. Colony Designs A small colony home to perhaps 1000 residents, this is likely a remote settlement or an early stage one Finally, the section on what Duna colonies may look like. There would likely be two main designs for the habitat. The first option would be a covered colony. Much like the Kerbin orbital colonies and the Mun, these habitats would be covered with a layer of soil to protect residents from the dangerous effects of radiation. Expansion could be as easy as inflating a habitat, connecting it to life support, and covering it with Dunan soil. Due to the ineffectiveness of solar power, nuclear or fusion reactors will be used to power the colonies instead. This also means that the habitat can be located in the polar regions with access to water ice without the concern of Kerbol near the horizon harming sunlight received. To supply air and food to the colonists, plants (or whatever Kerbals grow...) will be in greenhouses that are located underground, with artificial lighting. This is simpler than kerbollight-exposed greenhouses, which will need radiation shielding while letting light through, and then one must put up with the low amount of light due to Duna’s distance from Kerbol. The amount of light received can be boosted by mirrors, but this would still make it complicated. Perhaps a kerbal analogue to algae might be grown, utilizing the light well and providing a fair share of nutrients. Easily the hardest drawing I've done for this series—a full-on dome city with easily hundreds of thousands of Kerbals residing. The choice between covering the dome and having it be transparent can be explained by two ways—first is that transparent radiation shielding wasn't initially available, or that eventually no one cared about an outside view... The second concept would be to construct geodesic domes, much like what I discussed on Evian colonies. For their structure and mass, geodesic domes create a lot of volume. Once the infrastructure for constructing the panels is established, their construction can quickly advance—if the technology exists for them to shield the colonists. By the time such technology is developed, plants will likely have far more efficient photosynthesis to take advantage of what little light is available. Additionally, they provide views of the outside and Kerbolight to reduce a feeling of claustrophobia. The turbojets are reusable—provided their insanely high TWRs screw the landing up The colonies will likely focus their efforts on mining resources and processing them into manufactured products. To transport such resources, rockets will be used in the early stages. In this stage I would imagine closed cycle gas core rockets being used, as they perform well in both space and in the atmosphere. Such rockets could be launched sideways with nuclear turbojets attached to the side, which provide much of the thrust required to reach orbit. Eventually, mass drivers will be used to accelerate payloads—with very low atmospheric pressure, the drag losses would be minor, though some shielding may be required. For a particularly advanced Duna colony, a space tether as mentioned earlier would be quite effective; simply fly up to the tether, and have it release the ship higher up for a free boost to Kerbin or another destination. A Duna space elevator would deliver those benefits without having to accelerate quite quickly, but it would be more difficult and expensive to construct. Put in a bit of liquid fuel, and it becomes a space shuttle too! *Radiation safety not guaranteed Transportation between colonies could be provided via nuclear turbojet aircraft, though this option would be mostly reserved for passenger flights. For most transport, trains could swiftly travel between large colonies, delivering massive amounts of kerbals and freight without the need for sophisticated vacuum tunnels. In areas that are particularly isolated, trucks would travel in convoys, ready to support each other if one of them breaks down. The design of Ikeian colonies would probably be similar to that of the Mun—habitats located either underground (which gives the convenient effect of needing less to illustrate) or in regolith shielded habitats. Ike would probably focus on mining and industry, with the resources of the moon available to be sent off interplanetary or to major orbital colonies. The Progression of the Duna System The first permanent settlements in the Duna system may surprisingly be located on Ike—you could conceivably set up a fuel depot there, and with the low delta-V requirements it would be easy to reach, unlike Duna which requires a fair bit more effort. However, Duna would be more effective at actually creating propellant, thanks to its capability to more easily obtain volatiles, which tend to be rocket fuels. Though the very first kerballed operation on Duna would be mainly scientific, these colonies could also act as a refuel and repair location for ships headed farther into the Kerbol system. Eventually, a well-established Ike colony could act as the starting base for more colonization efforts. As mentioned earlier, a good place for such colonies will be in the polar regions, where ice is plentiful. As transport of ice and other resources overland improves, colonies can slowly work their way towards the equator, where more orbits are available, and it is easier to reach orbit. As Duna grows to that size, it will become increasingly easier for businesses to invest in a colony of that sort—earlier, it would probably serve them just as well to invest in the development of the Mun, which would probably see a far quicker return on investment. However, Ike will remain the more economical option for ISRU operations. It’s population will be comparatively lower, but it would nonetheless be vital to the Duna system. With the population of Duna growing, domed colonies are built, providing more space to the colonists than the covered colonies would, along with railway links to the various colonies scattered across the planet. Space tethers, mass drivers and space elevators are constructed to massively decrease the price of shipping. Eventually, Duna may completely break away from the Kerbin system, as it becomes largely self-sufficient aside from a few products. Red Duna or Blue Duna? At this point, an important question must be answered—should Duna be terraformed? Should the planet be preserved as is, or should it be turned into an environment that is habitable for kerbals to live in, without the need for space suits or complex structures? End of Chapter XII Thanks for Watching Next Time: The Expansion/Revamping of the Propulsion Chapters and Colonizing Dres (and asteroids?)
  3. Sorry for the lack of updates—I'm almost finished with the Duna chapter. Here's another sneak peek for the chapter. The only things needed to be done are: a colony drawing (only exists on paper now, and it'll probably the hardest/most detailed I'll probably do) and a terraformed Duna...
  4. Yikes, I had most of mine done already - just the math one - of course, it's probably the hardest one of them... Thanks! I'll probably still have to draw some of the colonies, since the parts available to me don't really allow me to built at those scales.
  5. Because the next chapter is quite long and I have quite a lot of things to do (school's ending), I haven't been able to finish the chapter. However, I have a screenshot of what's to come in the next chapter!
  6. Nearly finished writing the next chapter, where I have chosen to merge the Duna and Ike chapters—I decided that Ike on itself would be too dull a chapter, especially considering its rather Munlike nature.
  7. The last location in the Kerbin system on our list is Minmus. It’s a rather mysterious moon whose composition seems rather strange, with the surface being described as “mint-ice cream colored”. Why Settle? For an object in the Kerbin system, Minmus is quite the distant object—a full 10 days via Hohmann transfer from Kerbostationary orbit. However, that is still quite low compared to any planet, even though the delta-V required to reach Minmus isn’t much lower. The greatest advantage in fuel costs Minmus provides is that of an easy access to the surface—roughly three times less on the Mun. That factor makes Minmus very favorable for shipping materials to anywhere relative to the Mun, though it may take longer to deliver to destinations near Kerbin. Catch the Easter Egg? While the low gravity is an issue that I’ve pointed out a lot in this series, it should be pointed out that it also allows large ships with low acceleration to land on the moon itself, removing the need for materials to be sent up to orbit and then take on cargo and fuel. It also allows for the construction of huge structures like mass drivers to be executed very easily. While the general composition of Minmus is unknown and heavily debated, with theories ranging from salt to crystals to well… mint ice cream, the focus for this chapter will be the resources Minmus has according to the orbital survey parts (with the community resource pack), and compare it to Kerbin. For each save the resources layout differs, but I think some patterns are somewhat consistent. First, Minmus is low in Alumina, which is very common on the Mun and provides a cheap rocket fuel, and consists of aluminum and oxygen, which have a wide variety of resources. Another rare resource on Minmus is Gypsum, an important fertilizer. However, Minmus is plentiful in one of the most fundamentally key resources—water. While the Mun generally has below single digits in water, Minmus seems to have around 4%, give or take. This puts Minmus in a position to supply colonization efforts with water. Being such a small body, Minmus completely lacks geothermal energy, unlike other, larger solar system bodies. As for the others not mentioned, there seems to be a mostly average amount of those resources at a Minmus colonist’s disposal. Issues For Minmus, there aren’t really any unique issues to be dealt with, aside from the many that are experienced in space in general, which are still many. For example, the issue of gravity will require people to spend much of their time in spinning habitats, or even the use of genetic engineering, and the slight gravity of Minmus will have to be accounted for. Another issue—lack of pressure—is just as dangerous in outer space, and hard shielding or defense weapons (which could easily be used in the wrong way…) will be needed to take out meteoroids. Thankfully, thick shielding will also contribute to protecting the colonists from radiation. Colony Design The first step for the colony is to find the ideal location to do so—the flat plains on Minmus. With perfectly flat land and exceptionally low gravity, this becomes an excellent area to build large structures that can be far weaker than on Kerbin. The list of said structures would likely involve mass drivers, which can be built right on the surface, though a slight pitch will be required to avoid collisions with the tall, sloped mountains of Minmus. The low gravity of Minmus also makes it very easy to excavate the many resources on Minmus. Perhaps the most important export will be water, which can be shot out of a mass driver or transported with very low delta-V to targets across the system, making a Minmus colony key to supporting the development of space colonies by providing a resource that may not be easily available to many locations in the Kerbol system. The importance of a Minmus base would be even more important without mass drivers, a state likely to occur in the early phase of colonization, where mass drivers are simply too expensive. Without requiring much delta-V to enter orbit around the moon, it easily eliminates hundreds of meters a second of delta-V from the fuel budget and the low gravity means that even fairly feeble drives can take off without much difficulty. A fairly large city home to presumably thousands of Kerbals, some of which are underground Habitation designs will likely utilize local dirt for radiation shielding, and said dirt could be placed around a habitat, or the habitat can be placed inside the ground, easily digging the regolith out of the ground and building a habitat in it. As with the space colonies and Gilly, a rotating habitat is the preferred design, and they could work inside the ground, provided there was a small space maintained between the moon and the colony, which should be fairly easy considering the low gravity, which the design is ironically trying to stop the effects of. However, rotating toruses may not be as useful if technology that allows for the normal development of kerbals is developed, in which case large domes or underground habitats can be constructed quite simply. Colony Growth Progression The first large-scale colonization of Minmus would probably be intended to support the colonization of other planets, whether as a refueling location or as a water supplier. Despite its massive usefulness, I probably wouldn’t expect Minmus to be home to a lot of people, especially if automation is quite prevalent, as the various mining and ship maintenance could quite easily be done my a lot of robots, in my opinion. As the cost of transport around the Kerbin system decreases, Minmus might begin to see a boost in tourism, with especially low gravity and a very unique blue-green landscape. Perhaps the flat plains of Minmus could see rocket drag races across the surface and skating. This may even be necessary if other sources of water ice are found, resulting in Minmus being harder to profit from. As a small world, Minmus would likely be controlled by just one or a few entities, unlike larger worlds where many independent operations could be set up across the surface. Conclusion While a further target to reach than the Mun, Minmus is an excellent place to colonize thanks to the plentifulness of water ice, which can be sent interplanetary or inwards towards Kerbin for fairly little delta-V. Out here, colonies will face the regular dangers of outer space but not much else. With its strange appearance of a mint-ice cream world, a story could be quite convincingly written where this world came from another solar system, which could be host to alien material, so to speak... Thanks for Reading! End of Chapter XI Next: Colonizing Duna
  8. Tested a space missile that uses a KSP-Interstellar ATILLA thruster and two conventional LFO rockets as backups. Using beamed power, the ATILLA thruster powered ship accelerates at over 3 Gs! While it is relatively short-ranged (~500 km) due to the fact that it's power source is beamed, it gets there very quickly. I targeted a Corvette design as a target. It was a bit unrealistic considering the fact that it wasn't shooting or accelerating, but I did it to assess the damage. While I would note that the Corvette is quite poorly designed, the destruction caused to it would probably still cause major damage to a better designed ship.
  9. I suppose this would be a more accurate analogue (the A5M with a gull wing).
  10. The Expanse is really good! I've only seen the first season (but i've read the first book), but it's good enough (which is saying a lot) for me to actually go and watch it! I should probably test the Kerbstein Drive in KSP-I—I haven't updated to KSP 1.3 yet, but I'll probably check it out when I do that, as with a few other engines I overlooked in the propulsion chapters.
  11. I worked on what was more or less a replica of a Colonial Viper from BSG. It performs quite well in space with 5km/s of Delta-V and high thrust, but the thrust is offset, which means that bursts of RCS are needed. It doesn't exactly fly as much as thrust through the atmosphere, achieving a good 1500 m/s and pretty high acceleration. By thrusting through the atmosphere, I also mean that it flies really badly. It has to get to the end of the runway to take off, but it can't do so at full throttle because then it crashes into the runway... When I try to turn it by any considerable amount, it instantly flips out.
  12. Good ideas! I'll make sure to have them, though i'm curious on what you mean by interstellar travel.
  13. What do you thinker the benefits/reasons for colonizing Minmus? This chapter is quite hard to write without any appropriate analogue, so I though I'd enlist everyone's help. What I have so far is it's relative proximity—allowing early and cheap development, and could serve as a tourist area. There's probably ice, though here's where I run into the main issue—what resources does Minmus have? It's obviously too close to Kerbol for normal ice, but maybe with salts? Another benefit is the low gravity that would make it good for building large structures. Besides those already mentioned, I don't have anymore, so I'd be of great help for some additional suggestions. As a side note, I'd also like some suggestions for new topics once I'm done with colonization.
  14. The Mun is quite similar to a certain “Moon”, which is why a fair amount of this chapter is based off ideas for the Moon. Why Settle? The Mun is the closest major object to Kerbin. This key factor alone makes it an immensely favorable target for colonization, as this means relatively short response times in the case of an emergency, especially compared to the weeks if not months required for other planets. Not only that, it takes far less time to transport goods around the Kerbin system, allowing for far more trade; each ship can do many more voyages in less time compared to an interplanetary vessel, without burning extra fuel for a faster arrival time. The proximity to the home planet will allow kerbals to talk in more or less real time, which will help alleviate a feeling of loneliness that will inevitably come from being cut off from communication to fellow kerbals. Second on this list is Helium-3—though the economic motivation to settle the Mun posed by this is probably not as huge as generally seen as in the media. The main reason one would want to extract Helium-3 is that it could see use in aneutronic fusion, which does not require shielding from neutron radiation. However, massive amounts of regolith would require processing to collect it, as the resource is still quite rare, so one would definitely require more than simply that. Third, the components of the regolith on the Mun itself could be quite useful. Oxygen is the probably quite common in the soil, which could be extracted for use in the resources they have available to them, providing an alternative source of oxygen besides plants. Both Aluminum and Oxygen are common resources on the Mun, allowing for the possibility of Aluminum-Oxygen chemical rockets to make the runs to orbit and back loading resources onto freighters for longer distances. While such engines are inefficient, they are readily available, making them very cheap. The Mun likely hosts plenty of metals, which can be cheaply be shot out of a mass driver (no atmospheric drag, and a lower escape velocity) to be sent to an orbiting habitat, for example. The Mun could also be an early location for processing and manufacturing, with buildings not requiring much structural support due to the low gravity. The Mun has about 6 ppm of Thorium and Uranium, the presence of the former of which correlates with the real Moon being a KREEPy place (that's not my pun!). If KREEP (named for containing potassium, rare earth kerbin elements, and phosphorus) exists on the Mun, key resources for a colony are quickly available to the colonists. As with Moho, the Mun would realistically be home to water ice hidden in dark craters, like its real-life analogue. The availability would be even better than its real life analogue, since axial tilt is nil in the Kerbal universe. On the flip side, multiple peaks of eternal light exist on the Mun, with many of the tallest mountains located near the poles, allowing for solar powers to be used all the time. Lastly, the Mun is the ideal place to build enormous telescopes. The lower gravity allows us to use techniques used on Kerbin, but far larger. Additionally, the Mun itself would block radio transmissions from Kerbin on the far side, which would at least reduce much of the signals. Issues Despite the expansive list of reasons to settle the Mun, it is not without its issues. First, the regolith on the Mun is almost certainly sharp, as it has not been eroded. This would probably be dangerous to kerbals, causing various forms of abrasive damage and necessitating strict protocols during ingress to limit the spread of dust. However, regolith would provide shielding from radiation and could also see use as a building material for a variety of infrastructure projects, in the form of “muncrete”, a sort of concrete made from the regolith. If the Moon is quite an apt analogue for the Mun, the Mun is also likely to be quite depleted in volatiles, especially hydrogen and nitrogen. Such resources are important for rocket fuel, air, and many more. To obtain these gases, machines will likely have to dig through the regolith and heat it up to release the various gases. The low gravity of the Mun could be detrimental to kerbal health. This may necessitate the need for kerbals to live in rotating habitats to produce artificial gravity. Additionally, an intense kerbol storm would force all Kerbals to dash for safety, whether it be to a base or shelter, as the bombardment of radiation would be very dangerous. Lastly, the lack of an atmosphere increases the chance of a meteoroid striking buildings—even small impacts would cause considerable damage to mostly unprotected structures. Colony Designs Several good locations exist for such a colony—the first of which is a colony at the poles. This colony would benefit from the supply of water ice that would probably exist at the poles, where it could be quickly shipped to the colony, much like the Moho colony. Second, solar panels could be set up at the top of the “peaks of eternal light” to generate consistent power. Even without continuous power, tall towers can be cheaply constructed in Mun gravity to collect sunlight as needed. Mirrors can also be constructed on the peaks for use in solar thermal plants, or to reflect light to plant-growing facilities below, which could be partially shielded on top from meteors and radiation by covering the facility in Munar regolith, as opposed to leaving such buildings completely exposed and the plants having to deal with a longer day. The main facilities of this colony in particular are built on the ground, and covered with regolith, or are built underground, either by digging or melting through rock. However, another colony location eliminates this requirement, which is a lava tube. While lava tubes obviously don’t exist in the game, it is quite easy to imagine that they would indeed exist. As naturally stable tunnels, kerbals should have little problem setting up a colony in such a location. A smallish outpost at the equator At the equator, there are quite long periods of light and dark, which could make it somewhat difficult to raise crops using only kerbolight. A solution to this issue could be colonies on wheels/treads, as they could probably outpace the Mun’s rotation. The benefit of building a colony in this location would be the little orbital velocity gained by the rotation of the Mun, and here the orbit that a ship will be placed into is in the ecliptic, which will arguably be more useful for reaching most targets, provided the target is not extremely inclined. A large amount of the exports out of the Mun will likely be processed goods, or even just refined resources like metals. As mentioned in the previous chapter, resources used for the construction of large space colonies will likely originate from the Mun, providing large amounts of jobs for Munar colonists. Mass drivers fire ships into orbit in this manner, and are either sent into Mun orbit, or are shot off to their target, where they could burn, or perhaps use a rotating skyhook as a capture method. Large machines will likely travel across the Mun sifting through the munar soil, and pick out the resources demanded. For general transportation between colonies, trains could be used, which would travel across the Mun at high speed, with no atmosphere to hinder them. Colony Growth Progression The first colonies would likely build habitats that are covered with regolith, a relatively simple option. Such colonies might act as fuel depots, by utilizing the resources around them—making it preferable to settle the poles, where volatiles exist in larger quantities. However, their main profit would involve cheaper transport of resources to locations around the Kerbin system, compared to Kerbin. Eventually, it may make sense to set up colonies at the equator, as the Mun has settled to the point that large mining operations can be quickly be set up, with mass drivers to make the operations cost effective. This in turn would promote the growth of orbital space colonies, which require the resources on the Mun to build, and would in turn promote the development of Mun colonies. Thanks to transport becoming increasingly cheaper, tourists from Kerbin may want to visit the many sights of the Mun. Additionally, the close proximity to Kerbin will encourage large amounts of immigration, and therefore it would probably be home to the largest population in space, with the Mun becoming a consumer base itself. With a large population, the Mun may even try to break away from Kerbin completely, though the close proximity to Kerbin may make this difficult. Perhaps by that stage, the cities of the Mun may be visible from Kerbin... End of Chapter X Thanks for Reading! Next Chapter—Colonizing Minmus