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  1. Hi again guys =) Is there a way to keep bases on the Mun and Minmus not jump up and down? I thought I finally got a stable general design until I drove a rover within 500 meters from them and heard explosions. =( Regards
  2. I'd be interested in seeing what others are doing regarding mining on Gilly. Pictures would be ideal if you have them.
  3. 【Kerbal Protection Association,you say? We have alraedy blew it up just now!】 Venus has a excting atmosphere, airship is pretty perfect for base,We plan to have 2 main ship,several littie ship,1 mining ship, (infect if your kerbal EVA at noon……it's too hot……)
  4. In your opinion, which planet is the best for a base? For me it would probably Minmus because it has really flat places.
  5. Hi there! First post of my account yet I'm full on ideas ready to challenge the community. So, I propose the following: Create a base similar to the ones of SOMA And, as always, there are requirements: -Make at least 3 bases -Such bases must be separated at minimum of 500 m from eachother -They must be relatively big bases -Mods are "allowed" but will most likely be shunned -Extra points for lights, names and other Well, let's see who can beat this challenge first!
  6. Hello all! I am working on reverse-engineering a mod and I have run into an issue with my understanding of C#. The mod has this method: public class CivilianPopulationRegulator : BaseConverter { public override void OnStart(PartModule.StartState state) { if (!HighLogic.LoadedSceneIsFlight) { base.OnStart(state); return; } if (this.vessel == null) { base.OnStart(state); return; } //do some stuff later base.OnStart(state);//Not sure what this does at the moment. } } Looking at the "base" keyword, it is used to call a method in the base class that is being overriden or it is used to call a constructor. Unless OnStart is a constructor, isn't this going into the extended class (BaseConverter, which extends PartModule) and run OnStart again? At the end of which, OnStart will be called yet again. And so on infinitely? So since the code is not infinitely recursive, I must be mistaken in either my understanding of OnStart or the "base" keyword. Would any of you guys know why this works and/or where I could learn more about this?
  7. Is there a planetary base mod (or something similar) that is working with the current patch? I think it's 1.1.2. Preferably one that works with TAC Life Support. If so, please link below and thanks!
  8. Hello everybody! Many months ago I was trying to put together a base in KSP 1.0.x and it was a nightmare. So I've decided to wait for 1.1 and do it again. So here it goes: Better viewed directly on imgur : http://imgur.com/a/ZEhFb
  9. I have a contract for an Eve surface base. The (relatively) new hydrodynamic model got me thinking of putting it in the oceans. Has anyone ever landed a floating base in the oceans of Eve? I'm wondering if the surface of the ocean counts as the surface. Some thoughts: How would one go about assembly without rovers, maybe with RCS? Lining up the docking ports would be easier. Would ISRU work there? Do the oceans contain ore? I know there was a rumor going around for a while that the oceans were made of rocket fuel... Feel free to take this as a challenge and post pictures of your own floating Eve base! (Or Laythe if you're into that)
  10. Hello, I created a spreadsheet to assist on defining which parts are necessary for my base, so it can sustain itself (for instance, how many drills I need?). For that I´ve added the inputs/outputs of the parts, calculate the inputs, outputs and do the balance. I took stats from the USI mods (USI-LS/UKS/etc) and Extraplanetary Launch Pads but it can be easily expanded to include other mods. https://docs.google.com/spreadsheets/d/1kpJ2wKh1rmgHtjJX3y1fCYSvOCpNF1VxqId1YlaIDTo/edit?usp=sharing Not sure if this is the proper sub-forum, but since it´s mod related, why not? Let me know if you have any suggestions.
  11. Hate the Kraken? Do you hate him for destroying your beloved craft? Go and show him who's boss! In this challenge, you will have to build a base on the dead Kraken on Bop. The base can NOT have any parts touching anything that is not the Kraken. Rules: Cheats are not allowed EXCEPT clipping. Base has to be @ least 100 parts. Hyperedit IS ALLOWED, but you can only teleport to a Jool orbit that is BELOW the orbit of Laythe. Mechjeb is allowed, except when your altitude is less than 1000m above SURFACE. Multiple launches allowed I will need: List of all mods Screenshots of part count, krew, and flag placement, and the base as a whole. Mods: Prizes: Easy: Hyperedit & Mechjeb are used +100pt Less Easy: Either Hyperedit or Mechjeb is used +150pt Medium: No Mechjeb or Hyperedit is used AT ANY TIME +200pt Hard: No mods used +250pt Xtreme: One launch (with mods) +300pt Xtreme+: One launch (stock) +350pt Extra points: Flag on the Kraken's fallen-out eye +50pt Poking any eye of the Kraken with a drill +200pt Part count +1pt/part Kerbals +10pt/kerbal Best-looking base (determned by me) +100pt Badge: Person with most points (after May 1) gets a special badge! Leaderboard: @JebsDead: +250pt for awesom thing @Just Jim: +50pt for flag in eye @Galacticvoyager -1000pt for praising the kraken @LaytheDragon +2255pt! WE HAVE A WINNER! @JacobJHC +3236!!!!! New best!
  12. So I decided to send a base to Minimus. The design worked really well. Hope you guys enjoy!
  13. First I was messing, now I'm mucking. But anyways, back to the Mun we go! Part I- Déjà Vu A week after Jeb, Bob and Val returned from their Mun trip, the next crew's lander lifted off from the Kerbal Space Center. A bit too familiar. The launch went perfectly, and with Scatterer now installed again, it wasn't boring like the last one. The lander pulled into a 150x155 Kilometer Equatorial Orbit, exactly what was needed for this mission. This is Version 8b. Version 8a, we don't talk about it past this. Let's just say that Darmstadtium will never be the same (The element and the town outside the KSC)... Version 8b has two KIS containers capable of carrying cargo along with the lander down to the surface. The difference is it basically sacrifices the "hopping" feature of version 6/7. Back on the ground, a few days later, Val, Bill and Donton stepped into their capsule. Time to go to the Mun! The last version had proved to be, well, Terrible. This new version was better at everything! More efficient, more boosters, more coolness, the list goes on! They pitched over and began speeding up to get to the lander. Once again at the point where it was not needed, the escape tower fired off to meet its doom in Kerbin's atmosphere. You did good, LES. You did good. The capsule ended up with a rendezvous in less than an orbit. The launch was completely successful. A bit of orbital maneuvering later, and the crew were set for a 100 meter intercept. The docking was like any other, except this one didn't take place in the night. Yes! Within minutes, they extended the panels and antenna of the command capsule and shot off towards the Mun. Target: Farside Crater. Donton was a bit upset he was being third wheeled, but hey, at least he gets a nice vie... Eh. Soon, the ejection burn was complete, and the stack was on its way to the Mun, leaving the safety of Kerbin Behind. It only took a few hours, and they were upon the Mun. The insertion burn cost them very little, and soon they put themselves in a 35 by 35 Km orbit. After that, the Farside Crater was coming up, so Val and Bill said their farewells and closed the hatch. Donton had asked for a rock but they ignored him. Poor guy. He sighed and pulled out of the lander's way. The lander began its descent. Would they make it with the added KIS weight? Luckily, still heavily loaded with fuel, the lander had a TWR of over 1, so the crew knew that they (theoretically) could land this thing. They cut relative velocity over the crater, but they were still going far too fast. Donton shut radio contact. He didn't want to hear the static that was too come. 30 m/s. 20 m/s. Val then screamed: "Bill, Jump!" By jump she meant jump out of the capsule, which Bill did. Impact. Nobody knows how it happened. Maybe SQUAD was watching over those two Kerbals descending too the Mun. But even though it impacted past safe speed, the landing legs took the force and the lander just toppled into the Munar soil. Phew! What happens next, only time (and I) will tell...
  14. Hey, i have a core module of a Minmus base but i am never offered a contract to add a new module to it. I'm pretty sure that in 1.0 or 1.0.5 the contract system was overhauled, so that you would receive a contract to add a new module to your station or outpost. Should i just be patient or there is something wrong?
  15. Just curious to see where everyone else establishes their interplanetary bases. Mun or Minimus are in the Kerbin system and don't count.
  16. So I am trying to make a base on the surface of the Mun. I am not using infinite fuel, but I'm in sandbox mode so I have infinite funds. It needs mining drills, and solar panels (duh), also maybe some sciency stuff. Any suggestions?
  17. Landed the core module of my new Minmus Base, sent Valentina outside, destroyed 3 of the 4 solar panels and realised i didn't bring a ladder. Kill me.
  18. Hi. I'm building a new surface outpost on Duna and I've decided to document. For fun and stuff. I've developed a pretty nice look for my contract bases this game that I think is worth showing off a little bit. The new models with 1.0.5 have opened up a bunch of new design possibilities that I've been very happy with. Also Ike, but I haven't started working on that one yet. Sadly, I have no compelling or engaging back-story for my current space program. It's a normal career game. Stock. I have no particular goals or constraints; I've just been goofing about until 1.1 rolls around. The tech tree has been filled out for some time now, all facilities are fully upgraded, and I have 5 or 6 million funds on hand to throw at something fancy. Winter Owl Aircraft Emporium offered the contract to bankroll a Duna outpost and I felt like taking them up on it. I figured it would be handy and fun. That was over 12 years ago. It's funny how easy it is to get distracted by other stuff. Gene and Mort have been very patient with me, but it's about time to get it done. Also Ike. Probodyne Inc approached me 5 years ago with that contract, and I've been slacking on it, too. I don't really have a plan (aside from checking off the boxes on the contract to keep my sponsors happy), but I figure the modular components I need to develop for Duna should allow me to throw something suitable together without too much trouble. So that's where things stand. It's year 14, day 30. The next transfer window to Duna is around day 125. Let's get to work. Part 1 -- Initial Planing and Prior Works This is what I have in mind so far. It's sort of a rough sketch to serve as my guide for building the individual components. Winter Owl wants housing for 8 kerbals, a science lab, cupola, and 6,000 units of liquid fuel reserves on-site. I don't want to haul that much fuel down to the surface and having a strong refueling capacity would be nice anyway, so I'm adding in an ISRU assembly. A solar array and some refueling docks are going in too, and that's about all I've decided on so far. It's general style is one I used earlier in this game for contract outposts on the Mun and Minmus, so a few of the components are already pretty polished. Earlier Projects: Lutha Crater on the Mun, initially built for the Experimental Engineering Group, with a housing expansion commissioned by STAEDLER Engineering Corps. Sanena Basin on Minmus, initially built for FLOOYD Dynamics Research Labs, with a lab and housing expansion for the C7 Aerospace Division: Come to think of it, both of those facilities could use some freshening up at this point. I've been kind of neglecting them since, well, forever. In the next installment, I'll be looking at the first round of finished launch packages and start throwing stuff into orbit to wait for the transfer window while I figure out the rest. In the meantime, here are some archive images from the launches of the Mun and Minmus outposts shown above: Thanks for reading!
  19. launch a base with 4+ kerbals, and a space station, lander, rover, and satellite in ONE LAUCNH scoring system: +1 for each kerbal +2 for each satellite +10 for TAC life support -1 for planetary base systems -1 for each dead kerbal -1 for near future propulsion +1 per escape pod +0 for a mun base +1 for a minmus base +2 for a duna base +5 for a joolian moon base +5 for an eelo base -1 for a mod planet base +1 for a gilly base -50 for BD armoury +100 for only SRBs and no parachutes someone make a badge for this, and take a screenshot of your rocket.
  20. A contract mission came up, and one that involved something I was actually using for a change. I was tasked with expanding 'Minmus Base One', adding a second research lab and increasing its capacity from five to fourteen. I decided to make the new base module on wheels, so it could drive up to the existing tower and connect to the low-level docking ports. I also installed uprated solar arrays, as the base was a bit lacking in power generation. (images appear to be in the wrong order here, correct on Imgur itself...) http://imgur.com/a/1XjRW
  21. What are the best mods for base/station building? What mods do you consider to be integral in base/station construction? Mods should preferably be stock-alike. Your opinions are very much appreciated..... Many thanks..... -Atlas2342
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