Search the Community

Showing results for tags 'colonization'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 11 results

  1. Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  2. Get the latest here. Mirror: SpaceDock Pathfinder Wiki Source (Pathfinder), Source (WildBlueTools) Due to technical difficulties, CKAN installs are not supported. I suggest you use AVC instead. Mini-AVC is already supported. After planting the flag, taking the group photo op and getting a good night's rest, Bill got to the real work of the Duna One Expedition's post-landing ops: building the Pathfinder base. Grabbing a powered screwdriver and a Saddle from the Buckboard 2000, Bill detached the Ponderosa from the cargo lander and bolted the Saddle into the surveyed ground. He then attached the Ponderosa module to the Saddle. "Get the Doc next," Bob encouraged Bill. As the engineer walked over to the Buckboard, Val and Jeb hooked up the Saddle to the cargo lander's equipment storage tank. Bill supervised the Ponderosa's assembly, while Bob outfitted the module as a Pathfinder geology lab. Once the engineer attached the Doc Science Lab to the back of the Ponderosa, Bob immediately got to work again. "Uh oh," Val said. "The Sombrero didn't survive the drop. The solar panels are broken. Can you fix it, Bill?" Bill looked at the solar array and shook his head. "No, but I can rig up a generator from one of the Buckboards, and use the Gold Diggers to dig up some ore." "But, I need those drills to take core samples," Bob protested. "Without those core samples we can't tweak production efficiency!" "Don't worry," Bill responded, "we can convert the spare Casa into a workshop and print some more using the material kits in the lander." "Ok, let's get that done after we set up the Telegraph. We need more relays back to Kerbin." An engineer's work is never done, Bill thought to himself... See The Sights You've done your flags and footprints, now comes the time to do some geology to find the best place to plunk down your more permanent base. Establish a basecamp, stay awhile, and survey the land to see if you can find a better concentration of resources (or perhaps a worse concentration, maybe those orbital scans weren't accurate). If you've found the right spot, then it's time to bring in the bigger stuff. If not, then it's time to pack up your Buffalo Modular Space Exploration Vehicle and look elsewhere. Space Camping Pathfinders have KIS/KAS friendly, portable equipment to go “space camping" with. Just convert a few Buckboard or Conestoga multipurpose containers into storage units, pack your gear, and head out. Temporary Bases Want to build a sprawling temporary base? Pathfinder offers a number of different parts for temporary base building, with optional support for mods like OSE Workshop, Extraplanetary Launchpads, TAC Life Support, Snacks, USI-LS, kOS, and more. Travel in Style Pathfinders are always on the go, and you can travel in style with the Buffalo Modular Space Exploration Vehicle (MSEV), based on NASA's real-world MMSEV. Whether driving or making sub-orbital hops, the Buffalo has you covered. As if that's not enough, you also have a personal flying wing known as the JetWing, and the Outback EVA Support System, which can hold a small amount of a lot of different resources. Your Game, Your Choice Don't like how the mod is configured? Simply press <mod key, which defaults to Alt on Windows> and P simultaneously to bring up the Pathfinder Settings window. It's not cheating if the default configuration for the mod simply doesn't match your play style. Additionally, Pathfinder is easily customizable using ModuleManager patches. Want to create a new template? Here's a wiki page on how. Requires Kerbal Inventory System (KIS) and Kerbal Attachment System (KAS) by KospY & Winn78. Add-Ons Multipurpose Colony Modules for Pathfinder adds space station modules and inflatable drydocks. Now you have use Pathfinder in space! ---ACKNOWLEDGEMENTS --- Module Manager by Sarbian Community Resource Pack by RoverDude, Nertea, and the KSP community Icons by icons8: https://icons8.com/license/ --- LICENSE --- Recommended Mods Featured on Kottabos Space Program, here is an early look at Pathfinder. Thanks Kottabos!
  3. I'm starting a new career mode playthrough in 1.2 on YouTube, with the goal of making Kerbals a multiplanetary species! I'll be using a handful of mods, including Roverdude's USI Constellation. I'm hoping to post a few of these a week, so please check back on my channel!
  4. MKS is a complex mod - it has a lot of resources, and a lot of moving parts. And while it’s pretty awesome once it’s up and running, it can also be intimidating to a newer player. So I’ve been carefully considering the best way to overcome this hurdle without sacrificing the spirit of the mod, and after a lot of discussion and feedback, have decided to build out a lighter, friendlier version of MKS. Thus, I am happy to introduce MKS-Lite! It will give you a taste of a lot of the MKS subsystems, but uses a much simpler resource set and more forgiving mechanics. The best part is that when you’re ready to move onto the main MKS system and it’s more involved processes, almost all of the knowledge you learn in MKS-L will transfer directly over. You can get a feel for the specifics over on the Wiki. You can grab a release over on GitHub here: https://github.com/BobPalmer/MKS-LITE/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely note that this is currently in BETA, so while it is pretty stable, I still anticipate some bugs I am also especially looking for feedback on the documentation, since this is intended to be a much simpler version, and I need to make sure the docs work for newer players. Note: This is not really suitable for use with core UKS because of balance issues (in the next release, the full UKS mod will explicitly hide MKS-L if present). Enjoy!
  5. Permanent Worlds Challenge Permanent Worlds is a mod Challenge created by me, GalacticVoyager. this challenge has 1 simple goal, construct anew civilization from far, far away from kerbin. Different challenges will be present on worlds like the mun and minmus, while others to eve and duna, and even harder missions to jool and other (modded*) solar systems. This challenge is continuous, meaning its constantly updated. the challenge has no speed limits. The idea is to make the largest colony possible in the time period given, so you must be quick before each disaster strikes... Offical Badge [Credit to Anex for this incredible badge] To The Munnes! "One day while doing their work, scientists peaking through the `really long telescope` found a spot somewhere in space, after 3 desperate attempts to wipe the speck off the glass of the telescope the scientists realized it was a asteroid. further studies showed the asteroid was on a collision course with kerbin, and the asteroid was as large as a mountain. in a desperate attempt to survive the upcoming disaster, the scientists decided to send the population into space to kollonize the nearby mun system around kerbin. and so begins the mun kollonize challenge... " Time limit = 2 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to the mun. Land and then establish a fully working city on it. - 25 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to minmus. Land and then establish a fully working city on it. - 30 points (1 point x number of parts) Challenge No.3: Construct a Orbital City above Kerbin. - 15 points (1 point x number of parts) Challenge No.4: Construct a Orbital City above the Mun. - 35 points (1 point x number of parts) challenge No.5: Construct a Orbital city above Minmus. - 40 points (1 point x number of parts) Additional Challenge No. 6: Land your colony near one of the Mun Easter eggs. - 20 Challenge No. 7: Land your colony near the Minmus Easter egg. - 20 Challenge No.8: Launch satellite from your colony into orbit around kerbin. - 5, x the amount of satellites Challenge No.9: Launch satellite from your colony into orbit around Minmus. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.10: Launch satellite from your colony into orbit around the Mun. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.11: Launch a rover from your colony onto the surface of the mun -Surface: 5, Orbit: 10, x the amount of rovers Challenge No.12: Launch a rover from your colony onto the surface of minmus -Surface: 5, Orbit: 10, x the amount of rovers Completion - 125 points Forgotten Twin "A large dwarf planet from the outskirts of the kerbol system has been knocked of course, sending it onto a nearby pass with kerbin, due to this, it will send all of kerbin`s munnes, and a extreme amount of asteroids, spiraling across the kerbin system, destroying both kerbin and its 2 munnes. due to this, the kerbals need to launch their rockets to eve, the sister planet of kerbin, to kollonize it and survive the apocalypse." Time limit = 1 kerbal year, 6 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Eve. Land and then establish a fully working city on it. - 60 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Gilly. Land and then establish a fully working city on it.- 35 points (1 point x number of parts) Challenge No.3: Construct a Orbital City above Eve. - 50 points (1 point x number of parts) Challenge No.4: Construct a Orbital City above the Gilly. - 30 points (1 point x number of parts) Additional Challenge No.5: Launch satellite from your colony into orbit around Eve. -Surface: 30, Orbit: 5, x the amount of satellites Challenge No.6: Launch satellite from your colony into orbit around Gilly. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.7: Launch a rover from your colony onto the surface of Eve -Surface: 5, Orbit: 25, x the amount of rovers Challenge No.8: Launch a rover from your colony onto the surface of Gilly -Surface: 5, Orbit: 10, x the amount of rovers Completion - 200 points The Hugger "A rouge gas giant from the outer reaches of space has swept into the kerbol system, disrupting jools orbit, causing it to enter the inner solar system. Due to this, most of the planets in the inner solar system will be disrupted from their orbits, however, 1 world will remain the same, Moho. Its distance from kerbol allows it to stay in a highly dominant gravitational pull, even jool`s gravity wont disrupt it, and so the kerbals had set their eyes on it..." Time limit = 2 kerbal years, 3 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Moho. Land and then establish a fully working city on it. - 25 points (1 point x number of parts) Challenge No.2: Construct a Orbital City above Moho.- 15 points (1 point x number of parts) Additional Challenge No.3: Launch satellite from your colony into orbit around Moho. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.4: Launch a rover from your colony onto the surface of Moho -Surface: 5, Orbit: 15, x the amount of rovers Completion - 75 points The Red World "Moho`s orbit has became unstable, and due to this, caused it to collide with Eve, destroying both worlds. this event sent trillions of asteroids across the kerbol system, and due to this, kerbin has 6 months till the expanding asteroid sphere reaches it, subsequently destroying it. luckily, Data shows the asteroid sphere wont reach duna`s orbit, allowing the kerbals to find a new home close to their cradle." Time limit = 1 kerbal year Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Duna. Land and then establish a fully working city on it. - 40 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Ike. Land and then establish a fully working city on it. - 20 points (1 point x number of parts) Challenge No.3: Construct a Orbital City above Duna. - 30 points (1 point x number of parts) Challenge No.4: Construct a Orbital City above the Ike. - 15 points (1 point x number of parts) Additional Challenge No.5: Launch satellite from your colony into orbit around Ike. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.6: Launch satellite from your colony into orbit around Duna. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.7: Launch a rover from your colony onto the surface of Duna -Surface: 5, Orbit: 15 , x the amount of rovers Challenge No.8: Launch a rover from your colony onto the surface of Ike -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No. 9: Land your colony near one of the duna Easter eggs. - 20 points Completion -175 points The Lonesome Drawf "Kerbol, which had provided light and warmth, is becoming chaotic. its just a matter of time before its radiation levels increase to levels so high that even duna would be roasted. However, kerbals set their eyes to a small drawf planet on the outskirt of the kerbol inner solar system, a world forgotten by the community and scientists alike, Dres" Time limit = 3 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Dres. Land and then establish a fully working city on it. - 30 points (1 point x number of parts) Challenge No.2: Construct a Orbital City above the Dres. - 20 points (1 point x number of parts) Additional Challenge No.3: Launch satellite from your colony into orbit. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.4: Launch a rover from your colony onto the surface of Dres -Surface: 5, Orbit: 15 , x the amount of rovers Completion - 100 Green Giant "A small, brown dwarf is approaching the kerbol system, and will pass through its inner solar system, disrupting practically every planet in orbit around kerbol. However, calculations show that Jool would not be affected by this event. allowing a small door of survival to the giant of the system for the kerbals..." Time limit = 5 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Laythe. Land and then establish a fully working city on it. - 60 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Vall. Land and then establish a fully working city on it. - 40 points (1 point x number of parts) Challenge No.3: build, fly, or construct a colony in orbit or on ground. then send them to Tylo. Land and then establish a fully working city on it. - 70 points (1 point x number of parts) Challenge No.4: build, fly, or construct a colony in orbit or on ground. then send them to Bop. Land and then establish a fully working city on it. - 15 points (1 point x number of parts) Challenge No.5: build, fly, or construct a colony in orbit or on ground. then send them to Pol. Land and then establish a fully working city on it.- 15 points (1 point x number of parts) Challenge No.6: Construct a Orbital City above Jool. - 20 points (1 point x number of parts) Challenge No.7: Construct a Orbital City above Laythe. - 30 points (1 point x number of parts) Challenge No.8: Construct a Orbital City above Vall. - 20 points (1 point x number of parts) Challenge No.9: Construct a Orbital City above Tylo. - 35 points (1 point x number of parts) Challenge No.10: Construct a Orbital City above Bop. - 5 points (1 point x number of parts) Challenge No.11: Construct a Orbital City above Pol. - 5 points (1 point x number of parts) Additional Challenge No.12: Launch satellite from your colony into orbit around Jool. - 5, x the amount of satellites Challenge No.13: Launch satellite from your colony into orbit around laythe. -Surface: 20, Orbit: 5, x the amount of satellites Challenge No.14: Launch satellite from your colony into orbit around Vall. -Surface: 30, Orbit: 5, x the amount of satellites Challenge No.15: Launch satellite from your colony into orbit around Tylo. -Surface: 25, Orbit: 5, x the amount of satellites Challenge No.16: Launch satellite from your colony into orbit around Bop. -Surface: 5, Orbit: 2, x the amount of satellites Challenge No.17: Launch satellite from your colony into orbit around Pol. -Surface: 5, Orbit: 2, x the amount of satellites Challenge No.18: Launch a rover from your colony onto the surface of Laythe -Surface: 5, Orbit: 30 , x the amount of rovers Challenge No.19: Launch a rover from your colony onto the surface of Vall -Surface: 5, Orbit: 30 , x the amount of rovers Challenge No.20: Launch a rover from your colony onto the surface of Tylo -Surface: 5, Orbit: 35 , x the amount of rovers Challenge No.21: Launch a rover from your colony onto the surface of Bop -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No.22: Launch a rover from your colony onto the surface of Pol -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No. 23: Land your colony near one of the Easter eggs that exist within the Jool system - 30 points Completion - 500 The Empire on Hel "Kerbol, a bright star in the middle of its life, has suddenly went supernova, due to this, kerbin has 3 months till the explosion reaches it, destroying it. From there, kerbals calculated what worlds would survive, but all the planets would be affected one way or the other, however, 1 kerbal remembered of another world, far, far away, eeloo. Soon calculations showed that eeloo would not be affected, and so the kerbals set their gaze on it..." Time limit = 7 kerbal years, 6 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Eeloo. Land and then establish a fully working city on it. - 100 points (1 point x number of parts) Challenge No.2: Construct a Orbital City above the Eeloo. - 75 points (1 point x number of parts) Additional Challenge No.3: Launch satellite from your colony into orbit around Eeloo. - Surface: 15, Orbit: 5 , x the amount of satellites Challenge No.22: Launch a rover from your colony onto the surface of Eeloo -Surface: 5, Orbit: 15 , x the amount of rovers Completion - 200 time limits are the amount of time it is given for you to construct rockets, once the time limit is surpassed, you cant build anymore rockets. Completed is when you do all the main missions, additional missions don`t count. City Classification: 1. Cities must contain 20 or more kerbals, as well as have the capability of housing them. 2. Cities must have a hanger for smaller, manned spacecraft. The hanger also must contain a docking port. For obvious reasons (Multiple hangers are allowed, alongside multiple docking ports in a hanger.) 3. Cities must be able to recharge their power supply. 4. (ground cities) A ISRU and a laboratory are required for a ground city, Rules: 1. You must show video or picture evidence that you DID NOT CHEAT 2. In the subject of cheating, alt-12 and hyperedit are banned. 3. Keep part-clipping at a minimal, is fine to add a small amount of space to the ship. But completely overdoing it is banned. 4. Docking is allowed, heck, i would be impressed actually. as long as you prove you have done it 5. Be kind to other contestants etc 6. You cannot use any mods. This may change in the future. 7. no limits excet the time limit. 8. There are no part limits, so go all out too. 9. Refueling missions are allowed as long as the time limit is not over. 10. Normal mode and harder are allowed, lower modes are not (post a screenshot of your mode config, you will gain a small reward depending on how hard your config is.) 11. You dont need to return your kerbals, why would you anyways? 12. Stock system only, no changes to the kerbol system at ALL! 13. Stock parts as well, we dont want Overpowered modded boosters used for massive craft. 14. Reverting flight is banned, quicksaving and quickloading is allowed but only if your craft experiences glitches mid-flight. Leaderboard: 1. @Galacticvoyager - 131 points 2. @owenmaley - 95 points 3. 4. 5. 6. 7. 8. 9. 10.
  6. So, I'm torn between Pathfinder and UKS. I'm unsure what one offers over the other, and how they're different. Could you enlighten me of that? Pros? Cons? What do you guys use and why? Also, is KPBS basically a simpler colonization system for a more limited number of planets? Thanks for you feedback! PS I am using TAC life support
  7. Just curious to see where everyone else establishes their interplanetary bases. Mun or Minimus are in the Kerbin system and don't count.
  8. Greetings, So there are a small number of great awesome modellers out there but the parts they make have processes in them that I dont use. I am thinking about a contest for "Kolonization" parts similar to the old MKS in design, made such that they are in correct scale to the size of a Kerbalnaut. If you are a candidate and have 'Kolony' buildings out there that I have not researched for yet, here is your chance to shine ! The winner gets a MAJOR exclusive in my KSP Universe: to have all their habitat modules used for: Manufacturing, Living, Greenhouse...NOT STORAGE; subsistance only. I hate to have to use the MKS for everything (except small storage) but the buildings look kool, and have proper design. I just cant use buildings with processes in them; I really do not want to advertize a building part when any process within it is not used according to my specifications. The buildings cannot be or look like any that have processes in them...IE BIOMASS, EL, MKS etc...I will sort it out later; time for me to look for buildings as well out there in kerbal space ! The designs must be ORIGINAL but may have ideas ported off of other designs; they may NOT be copies of other models. I like the idea of expandable/inflatable modules as temporary quick setups. The buildings can have a process in them that has a lifetime constraint ! I have my own ideas for lifetime constraints on parts where the part ceases to function and must be salvaged. Radiation causes damage over time (hint). I can devise my own simple lifetime timer for any part depending on where it is located. The building design is such that these are intended for space and surface; I may choose one or more designs. Also a hint: I like the older MKS designs but they seems a bit cramped for the Kerbalnauts; resizing them is easy. (actually looking at them again it is hard to tell if they are cramped for those l'il kerbals !) There will be a space-only set, much looking like the NASA types, both made of aluminum alloy, and a lighter weight versions of the same (golder coloring, shiner?), at least 1/3 to 1/2 as dense; these are probly made of Karborundum (my possible endgame choice, and I can choose any material, you just have to make it look pretty !). I use Karborundum as carborundum ! So...1) Living 2) Greenhouse 3) Resource Processing (A) Food B) Fuels) 4) Manufacturing Priorities: Surface (any planet/moon), Space (and low grav moons). Designs can be similar for both surface and space. I want solid structures to be endgame primary; inflatables are difficult to make. I myself will be using Blender and Unity to work on some modelling; I may do up some streams next week on that to give this building project a week to take off. Mods such as BioMass and TacLife I 'DO' use; parts, processes, etc, but with modifications. I do like to promote great awesome models when I can but I am trying to avoid conflicts of interest and confusion of resource process design. I play KSP realism, but not RSS. I have USI and MKS part models as primary 'ideas' for my habitat modules; why; because they are just great models; more than likely, they will be used, but with most of my own processes and maybe some of those included if they work for me. I have found another process-free model set...it will be included and looks really great; it is not part of the contest because I found it; it needs testing etc; I have high hopes for it. I have not seen any other kolony models out there; next week I am gonna try my hand at making my own just for fun (!) and might even stream it! Good Luck ! Commander Zeta
  9. Hello, I am doing a project with some friends on Mars and how people can colonize it effectively, which also involves constructing a space elevator and strives towards terraforming. Where can I find the most reliable and accurate resources on these topics? Info on how ecosystems, climate and agriculture work would be very helpful. Thanks!
  10. People, any of you who might be still following this! The concept I was developing here was reformatted and is now on a new thread, Pathos 1 - The Story Extraplanetary Exploration and Colonization Welcome to the Pathos 1 Extraplanetary Exploration and Colonization programme. This programme's concept was created in 2032, and after twelve years of bureaucratic issues to solve, it was finally started in 2044. It's main premise is to grant Kerbalkind the expansion out of Kerbin into the main celestial bodies of the Kerbol System at start, soon to be followed by expansion towards other planetary systems. It's current objective is to setup bases or colonies in the Mun, Duna and Laythe, as well as setup infrastructure to grant quality-of-life improvements to the colonists who will be inhabiting them. Being such a large programme, it will be recruiting large quantities of kerbals and developing large amounts of hardware... as such... Crew Roster: Hardware Roster: Alpha-04 Launcher: With the aim of fulfilling the programme's premises, Pathos 1 was divided into smaller, more accessible projects, listed, so far, as: Project Apophis; Project Apophis aims at establishing Pathos 1's basic technological framework, to provide a base to which future projects will hold themselves on. It consists of the establishment of a functional base on the surface of the Mun, as well as a network of permanent ships in space to sustain it. Project Borealis: Project Borealis's aim is to setup, around the inner Kerbol planets (Moho and Eve, primarily Moho), a way to supervise Kerbolar weather so that missions won't be launched during high Kerbol activity, when storms are imminent. This monitoring is already made from Kerbin, but due to limits in both technology and physics, it is neither greatly accurate or delivered in a timely manner - Borealis will fix it. Mission Roster to be developed. Final words, mods and stuff...