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Found 31 results

  1. Welcome to the COMMUNITY SPACE STATION!!!! The save file! The station is in a 250 Km orbit at Kerbin. Your job as a station builder is to launch a module there to add to the station. There is also a Munar station, after you add a module to the LKO station. A few rules: 1. No parts mods, especially on the station. This is to keep the save compatible with stock installs. 2. Fly it like a real mission (no hyperedit or f12 menu shenanigans) 3. Don't move the station 4. Don't break the station. If this happens, reload the save and retry, or just move on. 5. Station modules should be up to 5 parts and 2 minimum Clamp o tron Sr docking ports. The Sr docking ports don't add to the total amount of modules however. Mun modules should be up to 10 parts and 4 landing gear parts or wheels. 6. Add one module per mission, and let someone else add a module between your missions. 7. Try to do the mission quickly, then upload the station. The next person is waiting for you to finish your module so they can add their own. 8. Missions should be done in 1.2.2 to avoid save loading comflicts. I am not sure if 1.2.1 or 1.2.0 will work, and people can try it, but do not upload it if it damages the savegame. 9. Leave a docking port open for other players to add modules. If there is no docking port left for your module, then attach to the station by a klaw. 10. Connect struts FROM the launcher TO the payload if you need to use them, otherwise they will stay on the payload and count against your part limit. 11. Posting pictures of your work is recommended, and save file posting should be able to be done through the folder in my Google Drive that is linked to at the top. (Please notify me if it is not working) 12. In order to add to the Mun station, you need to have added to the LKO station first. The soon to be launched Minmus station can be added to after the Mun station, than the Eve station. This is in order to have a logical progression for the station building. 13. You have 4 days with the save file until the save is passed to the next person. 14. Please clean up all debris from your launch. We don't want excessive lag from several crafts being simulated in the background. How to run a mission: 1. Check that no one else is launching a module in our new reservation system. Add your name to the end of the list. You are clear to launch in the save file when your username is at the top of the list 2. Download the latest savegame, unzip it, and move the resulting folder to your saves folder in KSP. The save file should be up at the top of the page, but check the last few posts before you download from there to make sure that the link upload is working and that people haven't posted it somewhere else instead. 3. Create a module that adheres to rule 5 listed above. This can be done in a seperate save if someone else is adding their own module while you decide you want to add a module. You would then move your .craft to the save file before launching the game. 4. Fly a mission to the station to dock the module, taking screenshots as you go. 5. Deorbit (or terminate from the tracking station) any debris from your launch. 6. Upload the save file as a .zip folder named as (Turn x), with x replaced with the number of your turn, to the Google Drive folder and post again to say that you are finished with your mission and to post pictures. Also remove your name from the reservation list Also, we have a badge for this! Feel free to grab it once you have added a module! Based off this community space station.
  2. The Kerbin Shuttle Orbiter System: now available on Spacedock as multiple modpacks. This thread will serve for updates on the development of new models by Helldiver until release of the KSO EX. Last Update: June 19 2016 NOTE: Manually installing from the links below is the officially supported method for installing KSOS. If you are using any other method to install our mod, be aware that you may be creating errors for yourself, and you will likely not receive support from us. KSOS requires the following plugins to function properly: [RasterProp Monitor] [Smokescreen] ( [Firespitter] (Plugin only) ( [Klockheed Martian Gimbal] (Removed June 2016: Mod not updated for 1.1) [ModuleManager] ( Craft Files: KSOS Craft Files 4.4 Dauntless Orbiter mod files: Space Station mod files: Super 25 Orbiter mod files : Space Center Vehicles mod files: License: All vehicle models and textures: VegaArt. Thanks to the plugin authors whose work was used to help KSO become fully functional: Sarbian,ialdabaoth,Snjo,Mihara,MOARdV,Dtobi,Hyomoto
  3. So, I've been playing KSP for almost a full year now and have always loved building space stations. When I first started the game, my first big goal wasn't actually to land on the Mun, but to build a giant space station. The first one I built had no particular purpose, I just made it to look cool and have something to brag about. It wasn't until much later that I actually started using them for a purpose. I placed a relatively small station out near Duna before I sent my first manned missions there. Its purpose was to be able to act as a lifeboat in case one of the missions went wrong. It had a decent amount of fuel onboard that would hopefully allow a stranded crew to be able to come home. The next time I built a station for a real purpose was when I started my first "science mode" save. After sending about 6 missions to the Mun to collect me some science, I decided it would just be easier to have a small SSTO lander attached to a large refueling hub in orbit around the Mun. I would periodically send missions out to the station to refuel the station itself (I hadn't unlocked ISRU yet), take home science, and transfer crew. I guess my whole reason for creating this post was to ask what other people use their space stations for and create a place for people to share any space station tips they have that could be of help to both newbie Kerbonauts, and veterans alike. ...psst... I love pictures, so by all means... post away. Cheers!
  4. I thought this seemed very Kerbal, and hope you guys enjoy watching it: Regards, Northstar
  5. In honor of love lost Place (or have) a space station in orbit of Kerbin in range of 100x100 to 120x130 with at least two docking ports Place a female kerbal in the space station. The method of doing so is expected to use up one of the docking ports. Send as a male kerbal to to the space station at high speed. In particular: * Have a TWR of at least 2.5 on the pad. * Get shock heating during ascent * Get a space station intercept within 2.5km while still suborbital (PE below 70km); use the velocity matching burn also as your orbital insertion burn * Dock with the space station within one orbit after launch. Hard mode: * Intercept space station with PE still below the ground * Exceed 5 TWR at some point during flight. * Dock within half an orbit * Do not rotate the space station Insane mode: Do it in RSS (adjust space station height to something reasonable) I have done easy mode entirely by accident in my career save, and hard mode on purpose. My entry (hard mode): I got to intercept and matching velocities within 6 minute of launch. I managed to fail to record the time to dock, but from this point it was without time acceleration and couldn't have been more than 5 more minutes. Balanced mods welcome. If you really want to keep score, probably the best way in keeping with the spirit of the challenge is minimum time to dock. Yeah that leads to radical risky docking maneuvers but that's the Kerbal Way.
  6. <|HE|> Low Orbital Station 1 +Launch vehicles for station / crew (single launch station construction!)
  7. It's year 11 in my KSP save. After finishing my Kerbalnational Space Station it was time to start a new project. I was looking for the Chinese Station that will launch somewhere 2023/2030. So I thought that, because not many people have tried it, to make my own. I'm not going to do anything too realistic. I use the launchers and parts that I think fits well in my world of KSP. Progress: My inspiration image for this project is: Mods I'm currently using: Mission 01 - Ghidorah 9 (01): Mission 02 - SYS-121: Mission 03 - STS-122: Mission 04 - Shenzhou (01): Mission 05 - STS-123: Mission 06 - STS-124: Mission 07 - STS-125: Mission 08 - STS-126: Mission 09 - Ghidorah 9 (02): Mission 10: Coming Soon™
  8. Howdy, I have a few questions, I'm building a space station in my career game, its altitude is almost exactly 90.000 around. I have added two habitats modules, along a "pilot module" and a storage/life support module. I have a few solar panels, but all of them in proportion to the station itself, in other words, they aren't those huge ones. But as i expand the station, i thought it would be cool to add those really big solar panels. But how? Do i build the whole structure then simply dock it to a free node? or is it better to separate the process in sections (first the central column, with docking ports jrs. along its sides, then adding each solar panel individually by docking it to the column, etc)? What is a good way to add big solar panels and the support structure for you guys? Which bears me to my second question, last night i saw Scott Manley's solar flare challenge, on which he did a orbital rendezvouz the nasa way. He simple matched his ascent from the launch pad to the targeted vehicle, without having to orbit kerbin first, and do hohmann transfer next. Now i'm curious, what is the kerbal math behind this? Is there any good rule of thumb for it? My third question is a quick one. I have KIS/KAS mod, and in one of my crew exchange missions to my space station, i thought of bringing on a storage compartment big solar panels to be added by the mission specialist on an EVA. Thing is, the solar panel's volume is around 350. And the maximum volume a kerbal can take is 300. Is there any way around this? Is it possible to manipulate items and structures with volume's greater than the kerbal top limit? Thanks !!
  9. I am relatively new to ksp but have already achieved a lot. at the moment I want to build a space station. However, I am playing on science and don't want to waste what precious little Science I have on tech not necessary for it. So please tell me what tech will I need to make a space station
  10. Mods please move it to the Spacecraft Exchange. Hi, Crafty here! Today I bring you my Orbital Station which currently has these modules/smaller craft: 1 Space Station Core 1 RCS Module 1 Space RCS Tug Images will be provided in the Spoiler below: Craft File (Space Station Core): Hitchhiker Orbital Station.craft?dl=0 Craft File (Space Station Tug + RCS Module): COMING SOON! Mods Required: -Good Luck KSP Forums and hope you enjoy and continue to expand on this magnificent Space Station, Crafty
  11. I saw a lot of people both on forum and reddit asking tips on how to create a space station, so I thought it would be a good subject for a comprehensive tutorial:
  12. Hi Everyone, I have only been playing Ksp for a few months now and have had some success with the career mode (however I have always struggled to get beyond Kerbin orbit). I have recently installed Mechjeb on my game and am using it to help me get into a stable orbit with a space station before building more complex ships for future exploration. I have had a bit of success getting some of my station modules into orbit and docked together with more simple designs. I just wanted to make a post with the new station version that I intend to place in a 100 km orbit to act as a refuelling station before launching more of the components towards the Mun and other planets to make a refuelling station in orbit of each world. If anyone has any suggestions for improvement or recommendations for building and launching, please post them here. I still have a refuelling tug (for Rcs and main fuel tanks), module construction tug and the main docking module to the right end of the picture to design. I need to integrate Rcs fuel tanks, thrusters and comm antennas to integrate into the modules before separating the modules into the launch sections which are as follows : 1) Command module 2) Lab 3) Power modules (x2) 4) Escape module 5) Rcs fuel modules including gantry (docking section for refuelling ships) 6) Orange main rocket fuel tank with gantrys (docking section for refuelling ships) 7) Docking/ship construction module 8) Refuelling tug (as tanks will be launched empty and for refuelling as needed) 9) Module construction tugs (used to attach other modules and to take components for ships to the construction dock) 10) Lander - to be used exploring planets and moons. 11) Base components for moon bases etc I am just wondering what propulsion systems other members recommend for using on long distance exploration vessels. I also want to install an IXS enterprise mod with the warp drive. Can anyone recommend one that I can us with the steam game? One last question: how do you transfer fuel into storage tanks from the ships that I am using to deliver my modules to orbit? Thanks, Rick P.S. Below is my station design before the remaining tasks are done.
  13. So i had free time and made this: By the way, i'm new to KSP forums, Hi!
  14. Greetings All, I have just read this great in-depth article on the Almaz space station design, development and use and have posted it for anyone else interested. Cheers, James.
  15. ***Jool mission is cleared for launch*** This is a challenge for the space station builders out there. I have created a very simple Sandbox Stock savegame (I'll try to keep the latest link above the picture), and it has been added to by other players. There is a single orbiting station that started with 5 parts at about 100km over Kerbin, and a number of kerbals are inside. Your mission is to add 5 parts to the station by flying a mission and docking to the station. Do it in this order to complete the challenge: Post a note in this topic saying you are launching a module. This lets everyone know you have the latest version, and they should wait on their attempt until you complete the challenge. Download the latest savegame. Link is below over the picture, or if I haven't updated it just grab it from the latest forum post. Fly a mission to add a module to the station. Max 5 parts plus up to 2 docking ports can be added to the station, this includes tanks, lights, solar, batteries, any additional docking ports, RCS, everything. So choose carefully. Or add no docking ports, but you still only get 5 parts Dock your module with the station without destroying it. Deorbit any debris or additional ships, or delete them from the tracking station. Take pictures or video of the mission Upload your images to a new post, and the (new and improved) savegame for the next person. New! Community Spaceship Assembly for Jool mission on station - Cleared for launch! Station Maintenance Mission: Instead of launching a module, you may launch a maintenance shuttle (make it look cool!) with KIS/KAS installed, and basic tools on board. Absolutely no mod parts (even struts/fuel lines) left on station please, the savegame still has to load for stock players. It is understood that this side mission is fairly advanced work, and requires a bit of skill, so don't take it on unless you are quite certain you can manage it. Also, get yourself a shiny new badge! I'm interested to see what the Kerbal community can assemble in orbit - kind of like the ISS with different nations adding their modules. Hoping for a truly spectacular station by the time everyone is caught up in 1.1 A few ground rules: No parts mods at all, and particularly no modded parts added to the final station savegame, or it will break it for the next user. No HyperEdit, F12, etc, fly this like a real mission. I particularly encourage innovation - if you have a nice SSTO to bring your module up in a cargo bay, or a clever way to build a module, go for it! Leave the station in LKO. You can move it if you absolutely must, but keep it well within the orbit of the Mun to avoid interference and keep this challenge doable even by newer players Imgur albums are good for pics, unless you have a better way, also Dropbox is decent for posting the savegame. If you break the station or break parts, you have failed the challenge. Either reload the save, or accept a failed mission Try to only keep the station savegame long enough to do the challenge. If you post that you are starting your attempt, the next person has to wait for you to complete it, so don't hold on to it forever. Do your mission, post the savegame, and let the next person give it a shot. Missions are all to be done in 1.1.x, to avoid savegame loading conflicts. One at a time! You can add multiple modules if you like, but only one per attempt, and let at least one other player take a turn between your additions. Leave a docking port open for the next player! Please make sure all struts used connect FROM your launcher TO the payload, otherwise they add mass and part count, and will count against your 5 part limit. Here's a recent shot of the station, and I'll try to keep an active link to the latest savegame If it's not current, just look to the latest forum post. Total 245 parts and growing For newer players, here's how to use a downloaded savegame.
  16. Album = KerbalX =
  17. Maybe it was asked thousand of times, but I'm building a space station, which is starting to be a bit complex, to be honest the pieces are all the same, but It starting to be very difficult to play 'cause FPS are closer to 10 !!! O.o So, please,please,please if you have any TIPs or advice to save tens of hours spent to build this things... p.s. To the Admins: Sorry I realize too late that I've post it on the wrong place, apologies
  18. Hello there, I know that this thread was already discussed but I can't find a solution >.< here are a couple of screenshot. The port are close and nice aligned, but still undock
  19. dear all, last night, i watched star wars and while i was in the shower, i had an idea. is it possible for anyone to make a space station as big as minmus?? i really wonder... how long will it take?? to all space station builders, plz take this challenge seriously. thx
  20. We've all been there. You start docking together space station modules, then try to rotate the whole thing to get more sunlight, stabilize with SAS... and the whole thing starts to wobble uncontrollably. Apparently, the bigger your station is, and the more reaction wheels it has, the higher the chances of wobbling and snapping apart due to excessive torque on the parts. Keeping your huge stations stable and in one piece is fun in career mode, but I wonder... Stations can wobble and snap apart - how small is the smallest station that can wobble and snap apart? Your goal: design a station that consistently undergoes a RTIDE (Rapid Torque-Initiated Disassembly Event) when exposed to excessive enough torque. Scoring: Designs will be ranked by two criteria (there will be two leaderboards): smallest end-to-end length, and lightest weight. Constraints for the rule-savvy: The vessel must be a space station by KSP standards: It must have crewable parts, it must generate electric charge (solar panels), and it must have a command module or probe core. No engines must be active during the RTIDE (no tearing apart the station by firing rockets in opposite directions). RCS thrusters (and vernors) should be fine. The vessel must be in a stable orbit. No atmospheric drag, and absolutely no physics warp allowed! No mods that change the structural integrity of parts. This means no part welding, no reinforced struts, and the like. Hyperedit to get your vessel in orbit is fine, though. This is a design challenge, not a see-if-you-can-fly-this-monstrosity challenge. I'll illustrate with my own quick entry: Wobble things and summon the kraken!
  21. So someone asked for this thing to be doubled... It wasn't easy. Many good probe cores were sacrificed in order to learn how not to launch it, but in the end, all our efforts were rewarded with double the fuel capacity and a smaller total part count (unless you leave the last stage attached to increase capacity... I humbly present to you my latest pure stock and purely awesome fuel ring! (ok, maybe I don't do humble so well...) I included some images of the failures to 1 - give you hope that failure CAN lead to success, and 2 - hopefully entertain @RA3236 enough to get me into Spacecraft Friday again! But I guess I would like to know why this isn't considered a shared craft... ??? As always, my craft can be DOWNLOADED from Kerbal X. This is the non-crashing (and non-flipping!) version. If you want the crashing version, remove the struts between the center of the lifter's final stage and the outer ring... Of course, standard disclaimers apply. YMMV, etc. All warranties void if placed near a launch pad. Danny
  22. It all started simply enough. Let's build a Station that is not only rigid, but holds huge quantities of fuel and is still all Stock! Of course, it's been tried before and a couple of our more negative colleagues just had to dwell on past failures, but we pressed on. We put something together in the VAB, but getting something like this on orbit is a bit tougher than mocking it up in the VAB, as you well know. So we began work on how to loft this behemoth to 80km. Many Launch vehicle prototypes were created, some results were entertaining and some were more like catastrophic. One thing that could be guaranteed with this much drag is that a single launch would almost certainly flip, and flip they did. In the end, two launch vehicles were successful, and both flipped before reaching orbit! This craft file includes the kit version with its simplified Launcher (why have 80 docking ports on a vessel if you're not planning to assemble it in space, right?). Though not required, use of GPOSpeedFuelPump is highly encouraged to make sure lower tanks burn first and keep the CoM high. When (not if - I need to work on that) the launcher decides to flip, cut the engines when pitch falls below 0 or increases above 90. Reignite ASAP When she comes back around between 0 and 90. Of course it would be easy enough to split into multiple launches, but I think getting it to orbit in a single launch shows more panache! Especially when you recover from one or two flips on the way! Assembly is a breeze. There are four types of connectors. The hub starts and stays in the center. On each of its 6 radial ports, there is an assembly consisting of one spoke (with two ore tanks), one ring segment (just a tank with two end ports), and one vertex. You will also find two RCS tugs attached to the bottom of the hub. For each assembly, you will want to use tug 1 to detach the ring segment and park it out of the way. Then attach tug 2 to the vertex port opposite the hub and pull the vertex and spoke away from the hub. Attach the free end of the spoke to the hub port just vacated. Immediately detach the vertex from the spoke and attach the port opposite the tug to the free end of the spoke. Detach the tug and park it. Attach the ring segment to the port adjacent the recently attached spoke. Detach the tug immediately. Repeat until the last assemble. For the last assembly, attach the vertex last - spoke and ring can go in either order. Without further ado Ladies and Gentlekerbs, I present to you a new Era in Low Kerbin Orbit refueling! Download the craft file from KerbalX As always, thanks for checking it out! All warranties are void upon ignition except this one: This craft is pretty much guarandamteed to flip between 10km and 15km, sometimes twice. It is very recoverable if you follow the instructions above. Danny
  23. MODS: SpaceY Heavy Lifters HISTORY The SpaceY program started the ISSP many years ago with Space Shuttle Kulas, A large cargo spacecraft used for satellite deployment at a lower cost than traditional rockets. It would launch at a 85° angle, then ride a large 5M LF+O tank with 2 LF+O Boosters and SRBs mounted on them, until the boosters emptied all fuel into the main tank. Then it would drop the boosters and ride the 5M tank into orbit, use RCS thrusters to move away, and use internal fuel to power the 3 main engines. once in the correct orbit, it would deploy the satellite. Then it would perform a retrograde burn, bringing the periapsis down to around 12,000m and parachuting into the ocean. SPACE SHUTTLE KULAS Kulas is seen orbiting Kerbin THE ACSS PROJECT The Advanced Communication Satellite System (ACSS), Also known as "SatCom", was a project funded by the Kessna Aerospace Company to launch 7 satellites into an orbit of around 300,000m. They would serve as a communication relay system for the several munar rovers and/or ground communication. Kulas launched all 7 SatCom satellites over the course of 2 years. Satellite names/purpose: SatCom 1, 2 - Munar communication relay (ACSS MR-1, 2) SatCom 3 - Spacecraft Communication (ACSS SC-1) SatCom 4, 5, 6 - Ground Communication (ACSS GR-1, 2, 3) SatCom Polar - Polar orbit spacecraft communication (ACSS PO-1) THE OXYGEN INCIDENT On the 9th mission of Kulas (SSM-9), an oxygen pipe exploded for unknown reasons, leaving the crew with only 7 hours of oxygen left. A Kalos-1B rocket was waiting on the launch pad to send the Kraken-2 spacecraft into high Kerbin orbit, and once the KSC found out about the oxygen problem they quickly re-purposed the mission to rescue the kerbalnauts. within 2 hours the Kalos-1B had launched, and within 4 hours had docked with the Kulas. Kraken-2 30 seconds from docking But they had a problem. The Kraken-2 spacecraft could only hold 3 kerbalnauts. One of them had to stay behind. Pilot Philwell Kerman choose to stay aboard the ship. At T+ 2 days, 4 hours, and 22 seconds Philwell Kerman passed away. A tower was constructed outside the astronaut complex in memory of him. The Philwell Kerman Memorial Tower 4 days later a team of kerbalnauts was sent to repair the shuttle and de-orbit it. After 22 hours the shuttle had been repaired, and the crew splashed down into the ocean. The ISSP had been grounded and Kulas never flew again. A NEW ERA 2 years later, the United States of Kerbin took on a project to build a large space station for science and refueling. The only problem? They had no way to build it. The Newton Aerospace Company took on the problem with help from SpaceY, to create a more modern and advanced spacecraft. This new shuttle would have more powerful engines, a better launch vehicle, 2 extra seats, a low wing configuration, and it would be capable of landing on a runway. They choose to name it after the mythical god of rockets and engineering. SPACE SHUTTLE VON BRAUN Von Braun on the launchpad, T- 42 minutes KERBAL SPACE STATION PHASE 1 The core of the KSS was launched into orbit by the Kalos-C Heavy rocket, and so far Von Braun has made 4 trips to the space station, each bringing new parts and crew. The purpose of the KSS is mainly to study how things work in microgravity, but also to supply fuel to craft going to the Mun and beyond. in phase 1, Von Braun added 2 solar panel modules, 2 docking adapters, and a large storage module. Von Braun docked with the KSS KERBAL SPACE STATION PHASE 2 Early into construction The Peek Spacecraft Company started funding a project to build a small munar base, and have kerbalnauts live in for 3 years. They didn't have a launch vehicle powerful enough to launch the base, so they used Von Braun. Von Braun would send a new module that would serve as a utility room, and the core of the base would dock with it. THE CORE The Tylo-1 Munar Base Core, docked with the KSS NO MORE UPDATES FOR THE WEEK Sorry, but I'm going on a road trip and will not have my gaming computer with me, but I can still talk with you!
  24. So I am trying to put my first space station into orbit, as part of a contract. I am going to take what I learn here to build my own eventually, but I had a few questions pop up I thought you could help me with. First, pictures of the actual station. Any advice would be awesome. Note that I am planning on lifting it in one stage (if I can, have yet to actually try), and the only addon I have is MechJeb: So here are the questions: How exactly do Kerbals move through the station, somewhat realistically or magically? For example, if I were to put just one docking port on the fuel tank, would the game whisk them up to any of the seats available in any of the pods? Here I am using docking ports and the utility bay to provide what I hope would be enough room for them to get around if its more realistic. How does fuel move around? Would I need a separate port on the fuel tank to refill it at some point, or is the one on the lander can going to move it magically to the tank on the bottom? I am concerned about solar power generation. Landing on the moons taught me that you need to manually put the ship in a position to receive sunlight BEFORE you warp. Since I can't move a station around all the time while doing other things, I put a bunch of panels in what I hope are enough different positions that it should be in the sun somewhat all the time. Is this a good idea, overkill, or not enough? Fuel in general question: I have that one X200-16 for liquid attached to a poodle, two 150 mono tanks, and two Z-400 bats (plus what the pods have). Does any of that seem like overkill or undershooting for a Kerbal based station? What if I wanted it on/around the Mun? I think that's all the questions I have for now. Again, any and all input is very much appreciated!
  25. this challenge will probably be too easy but here we go. All of the space stations that you make are up to you in the design but they need to follow the guidelines you can dock the space station with a rocket if you need to but no refueling. the mods that are allowed are kerbal engineer and mechjeb or mods like that no mods that add parts or change the game play no cheats. so don't even look at alt+f12 super easy: get a space station that seats 5 kerbals orbiting the mun easy: get a space station orbiting duna that can seat 6 kerbals make sure to add lights for extra effect! medium: make a space station that orbits the mun with 6 kerbals then put it in orbit of minimums hard: make a space station that orbits duna that holds 8 kerbals then put it in orbit of kerbin, then in orbit of the mun super hard: put a space station that holds 8 kerbals in orbit of the mun then duna then minimums then kerbin and after this you need to bring it home safely.