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  1. It looks like it's time for me to set up a Minmus Base, I wasn't planning to but I went and accepted some Minmus contracts and one of which was to return a sample of ore. Easy enough I thought, clicking away. Now Babylon K is in orbit of the Mun and has it's own mobile mining base I thought I'd revisit the Minmus contracts. I've already got a station in orbit and a survey sat out there. Errr, that Ore Requirement - I'm sure that said 50 units of ore not 3050 units! I'm going to need a bigger boat!. So like I say I am going to have to build a full on Minmus Base. Me being me I can't do anything simply and I've decided on a modular, expandable form for the base and I've already done a little bit of research right here on Kerbin. As you can see from the picture. It's based on a cross shaped module made of a micronode, girders, docking ports and wheels. Each Module is a rover in its own right and the docking ports, when modules are arranged in a grid do indeed interlock!. An amusing side effect is that the entire base can be driven like a rover itself. I may need to unlock a few technologies before continuing though - Rovemax M1 Wheels might be better. I thought about waiting until I could unlock the HubMax Multi Point Connector but I believe the micronode and strutting will suffice.
  2. Hi all! I've finally built that base! The space program was so busy with multiple launch windows (I had 3 in less than 20 days: Eeloo, Jool and Duna!), countless lucrative contracts and other shenanigans, that I did not have the time to warp much during the Kerbin -> Moho transfer... And then, the landing site was plunged in the dark upon arrival so, Kerbals had to wait in orbit during almost 30 days until it goes back into daylight. The base has more than 300 parts. The fps was terrible, I had to speed up the videos to around 3:1 - 4:1, so that a second lasts a real second. Next time, I'll assemble a more compact thing in LKO and haul it whole to target. Regardless, the contract system gave me insane amounts of money to finance that. Extract ore, plant a flag, build a teeny-weeny base with a solar panel, 4 seats, an antenna and a docking port, take measurements here and there... It all summed to almost 4.5 million funds and I've only used a fraction of that... Now to the video! Happy launches, Snaky_le_Vrai
  3. Presenting the Laythe Kosmodrome -- a full-featured space centre producing fuel and supporting exploration of the entire Jolian system, especially Laythe itself, naturally. All craft are also available on KerbalX, at https://kerbalx.com/hangars/29774. - * - Pelican: ro-ro medium cargo/utility SSTO (with Ostrich ISRU unit) The Pelican with the Ostrich ISRU and JUNO MIDGE scout form the core of the Laythe Kosmodrome. It is a roll-on/roll-off cargo/utility craft for medium-weight wide-load cargo. It is capable of lofting the Kosmodrome Kore to Kerbin orbit under its own power, although needs refueling and additional drop tanks to get all the way there. Its main mission is to deliver Kosmodrome modules down to the Laythian surface from orbit. It can deliver all of the Kosmodrome modules to the Laythian surface and loft significant quantities of fuel to orbital modules. It relies on a RTG for electrical power and has a probe core for autonomous operation, primarily to make loading/unloading operations easier if operated by a single crew member. Cargo is loaded and unloaded by rolling on and off with the landing gear retracted, the plane resting on its belly. Cargo modules attach to a docking port at the back of the forward fuselage; all the Kosmodrome modules (except the Laythabout) have one at the standard position. The Pelican is so easy to fly even an engineer can do it, but has the aerodynamic efficiency of a feather pillow -- it will not fly far with minimal fuel, so you do need to know how to make accurate re-entries to make use of it off-Kerbin. The Ostrich ISRU unit has two drills for better effectiveness in ore-poor areas. It has sufficient internal power and cooling to work autonomously indefinitely, and two Rockomax X200-8s for storage of fuel output. Notes: The version in the images and the craft files is the one that has been extensively tested and serves in the field on Laythe. A newer version, Pelican-B, is in development, which includes a number of refinements -- design improvements as well as more advanced technology. These improvements include: Wingtip ailerons are a combination of Elevon 2 and Elevon 3. These are better at taking the high thermal load of the wingtips, and allow for finer tuning of the craft's handling. Engine pods redesigned with TVR-400L stack quad-adapter for slightly better aerodynamics and lower part count. The Mk2 rocket fuel fuselages have been replaced with liquid fuel versions for a more sensible propellant mix. When operated by a skilled engineer, the Ostrich's internal power supply cannot keep up with the increased current draw: in this situation, it requires assistance from the Massive-Kerguson space tractor (see below). Fuelling operations are also much more convenient if the tractor and Surface Tanker 64 are available. - * - JUNO MIDGE: unicycle ultra-light short-range scout/prospector The majestic JUNO MIDGE is a surveyor built for Laythe, but it is excellent at any short-range scouting/recon missions which require rough bush landings in difficult terrain. It is equipped with a surface scanner for ore scouting, and was crucial to the success of the Kosmodrome by finding an ideal location for it in a shallow valley by a lake. Its unique feature is the Brikoleur-patented unicycle landing gear. It relies on reaction wheels for stabilisation and control. For landing and take-off, use action group 1 to set control to the upward-pointing node, and set SAS to Surface/Radial Out. This forces the craft upright on its single landing gear; however, the roll and yaw controls are reversed and of course the nabvall poitns up. When flying normally switch control to the command seat with action 2, and retract the flaps with action 3. For landing, reverse the sequence. Recommended touchdown velocity on Kerbin is around 35 m/s fully fueled. Note the steep glide angle and apply throttle to compensate if necessary. The JUNO MIDGE docks to the port on the flatbed of the Pelican for longer-range transport and storage. Roll up to it, brake, retract landing gear, and wiggle. Easy! Operating range is about 100 km or so. More efficient variants are possible by eliminating the control seat and snapping the fuselage together, as this eliminates most of the drag in the design. The JUNO MIDGE is capable of surviving Kerbin re-entry from orbit. Just in case you wanted to do that, for some reason. - * - Massive-Kerguson: heavy space tractor and power generator The Massive-Kerguson space tractor serves three roles on the Kosmodrome. The first is simple traction power: it is needed to manoeuvre the fully loaded surface tanker onto and off the Pelican and around the Kosmodrome generally. The second is supplementary power for the ISRU unit. While the ISRU is capable of running indefinitely with its internal fuel cell array when under autonomous operation, a skilled engineer raises its efficiency to the point that the array's power output is insufficient. The three arrays on the Massive-Kerguson fill this deficit. Finally, since the Laythabout does not have a Kosmodrome-standard docking port, the Massive-Kerguson's Klaw is able to refuel it from the Surface Tanker. The Massive-Kerguson is designed for traction power over all. Steering is all differential, which means it handles... like a tractor. A smaller variant with one pair of ruggedised rover wheels has been tested and is much easier to handle, but it lacks the pulling power required to handle the fully-fuelled Surface Tanker 64 over inclined surfaces, so ultimately that design was not selected for deployment to Laythe. The Kosmodrome reports that production quotas have been exceeded by over 300% since the Massive-Kerguson was delivered. Great job Massive-Kerguson and the Kosmodrome Kerbals! - * - Surface Tanker 64: fuel drum on wheels The Surface Tanker 64 is an extremely basic tanker, with a wheel in each corner, Kosmodrome-spec docking ports at standard height at each and, and minimal autonomous control. It is not capable of rolling onto the Pelican under its own power when fully loaded; this requires assistance from the Massive-Kerguson space tractor. When operating autonomously, it is not recommended to fill it over half its structural capacity. - * - Lakeside Mansions with Kitty Kitty Bang Bang: Command post, habitat, and utility/science rover Lakeside Mansions is the command and control post of the Laythe Kosmodrome. It stands on landing gear, which should be retracted when placing it, and is moved by towing with the handy supplied rover seating four: the Kitty Kitty Bang Bang. Both are RTG-powered. The relay antenna is sufficient to reach high-power relays in the Jolian system to provide a link home, and in case of black-outs, two pilots are able to use the command pod's remote-control feature to manage the entire Kosmodrome from the comfort of their command seats. When towing, the landing gear nearest the Kitty Kitty Bang Bang should be retracted, and it is safest to do so also when decoupling from the Pelican for long-range transport. Since it is currently the only Kosmodrome module with significant crew capacity, it is also rolled onto the Pelican for hauling to orbit and back when performing crew rotations. Kitty Kitty Bang Bang is a fast utility/exploration rover. It is used to tow the command post to place it where required and roll it on and off the Pelican, as well as for short-distance surface exploration of Laythe, to provide illumination at night, and to conveniently transport Kosmodrome staff around the base. - * - Laythabout: long-distance explorer jet If the rest of the Kosmodrome is strictly business, the Laythabout is a grand tourer. It is fast, efficient, and elegant, capable of long-range cruises exploring the Jolian moon, performing science experiments and scouting for points of interest. Its sole docking port is a shielded in-line Mk 2, which means it is intended primarily for in-orbit refueling. However, the Massive-Kerguson tractor is able to fuel it from the Surface Tanker at the Kosmodrome. Other than that, it's a fairly standard light spaceplane really.
  4. Idea for a moon base. THE MAGIC MOONHUB !
  5. Build A Grounded base on every planet and moon (Except jool and Kerbin) in career mode! each base has to have at least 5 kerbals on it at all times, and it has to be a permanent base. they have to be at least 50 meters long and 10 meters high, and a width of 20 meters Cairojack, If you're reading this, This is NOT a single launch Challenge NO CHEATING!!!!!!!!!!!!!!!!!!!!!!!!
  6. I hope you can forgive me asking a question that has almost certainly been asked many times before, but I don't know the best search terms to find it. This problem has shown up in my other large surface stations using all stock parts. I just downloaded Kerbal Planetary Base Systems and it seems to do the same thing when my base gets big. The only other mods I use are Mechjeb and Kerbal Alarm Clock, so I doubt it's a mod-induced issue. It seems to only happen some of the time and only within the first few seconds after switching to the base. I end up holding my breath hoping it will be stable when I first switch to it. If it doesn't start flailing and explode in 30 seconds or so, the base seems to remain fine until the next time I switch to it. Is there a mod (or some other solution) that will keep my oversized bases intact? https://i.imgur.com/3A7PJPv.mp4 *Edited because I'm new to this whole imgur link business*
  7. Hi everyone! I just wanted to share my latest and best creation, real life Lockheed Martin's Mars Base Camp. For those of you who don't know what it is, I recommend you watch this video: https://www.youtube.com/watch?v=vLpZUMfIJX0&t=72s You can watch more of my content on my YouTube channel: https://www.youtube.com/channel/UCdCcDVpmo_ZRyYNObtKZhfA I had to use many mods (really, MANY mods), so many that I don't even remember which ones are needed for this vessel, I even had to modify some to change part sizes so I can't provide a download link because it would be useless. Nevertheless, enjoy the photos and please let me know what you think! Mars Base Camp was just finished around the Moon Mars Base camp arrived on Mars and Ronie Kerman is enjoying the spacewalk I kind of invented how the Martian lunar exploration may work based on the images provided by Lockheed Martin, I hope I got it right. Dammit, a micrometeorite just hit the fuel tanks, let’s check them… We may not be landing on Mars yet, but we are not leaving before a visit to Deimos Ronie is eager to collect some surface samples We descend during a beautiful Martian eclipse And we start the exploration of a small new world Good news, astronauts just got back from their mission with a lot of valuable data Time flies, we’ve already spent a year on the Martian system and we have to leave, but don’t you think this is all, the next time we come here it will be to land. It feels great to orbit your own giant piece of dead rock again Astronauts undock the Orion from the Mars Base Camp The crew prepares for a safe ride home I hope you liked it, it was quite a lot of work (and the damm thing wanted to keep blowing up and falling appart) haha.
  8. I'm new here, Steam says I've played for 13 hours at this point. I'm not playing now because my sinuses have overridden higher brain functions, so please pardon me if this post is lacking in literary or logical content. Planetary bases are, from what I've read, one of the few points that KSP falls short on. Orbital stations seem to be fairly well fleshed out, so I would like to see if there's any player or dev interest in letting us build functional, aesthetically pleasing bases on the ground. Anyone here play Subnautica? If so, then you know what I'm looking for. Well, aside from the magical gun that shoots base parts out based on what mats you have on your person... I'm not expecting a radical change in the direction KSP plays, so initial parts would have to be delivered to the planet/satellite where you want your base. I'd like it if there were refining and manufacturing modules that players could land, then take their rovers out to find materials to refine (bases not just for fuel any more!) and construct more base parts to add on. Additional missions could be generated to bring rare minerals back to Kerbin, etc. But emergent gameplay aside, I would really like to see bases that look like bases, and Subnautica has what I consider to be very good examples. Well, I was trying to find some examples of people actually building a smallish base, or maybe even a medium one, but all of the base building videos I looked at were some ADHD Twitch streamers doing everything BUT building a base for the first 45 minutes. Still, you can see from the extravaganzas above what I'm after.
  9. I really do need to make a space station and shuttle, now. Problems, problems
  10. The SSTO Base Challenge: The SSTO base challenge is a challenge in which you will need to make a manned MK3 plane SSTO, and have a 2.5m permanent land base as cargo; And return the SSTO back to Kerbin safely! The ship can cost up to 150,000 (including base) , and the base has to be over 5 tonnes. The SSTO can only have RAPIERS or Nuke engines (or any for Eve); you are allowed to drop fuel tanks in cargo bay. The Base has to have at least 1 antenna, 2 docking ports and 3 solar panels. This is a fun challenge. You are allowed to use mods such as KWRocketry, TweakScale, and KER. Easy: 4 kerbals to Duna. Medium: 5 kerbals to Laythe. Hard: 7 kerbals to Dres. IMPOSSIBLE: 15 kerbals to Eve. EXTRA: Land the SSTO at runway Badge:
  11. Preface - I've performed a perfunctory search and come up with - Lots of landing legs and auto-struts are probably not clever. So this question is kind of a two part-er. Background - I am designing a stock base+ system, largely aimed at Duna and to be developed et released as a scale-able, fun, and user friendly way of building up a permanent presence on the red planet. I've done it before, but not for general release. Issues - I am experiencing phantom torques that wildly spin the modules apart when about 3 or more are joined. When 2 or more are joined it tends to float over the surface or just jiggle in it's place. Explosions. Lot's of explosions. Also it irritates me that I am not forced to build in a realistic way - The assembly vehicle is "glued" to the module and floats due to auto-strutting, and feels very cheaty. Part 1 - Can you help me understand the "why"? Part 2 - Can you help me get around, over, or under the problem. I'm not really looking for an answer that is simply "Just don't use landing legs" here, unless it is genuinely the only way forwards at this time. If it is, then I'd also love to hear whether this is on the cards to be fixed at all soon? I've read bits and bobs about unity bugs and the requirement for auto-struts until unity fixes something, so it concerns me a little that base building might be kinda borked for the long term . My thoughts - I'm sure there is a way to mitigate this, and I'd love to know what. Should I just use half the legs so for a base module to be supported it needs two modules joined? This still wouldn't allow me to build nearly as big as I want. It doesn't strike me that my auto-struts are too long, but when you join two modules together, half the struts from one module flick the next as the heaviest part becomes nearer. I wonder if this is the main cause. Perhaps there's some clipping with the landing leg that I have missed. I really hope that base building with landing legs is not a lost cause as I felt I was onto a good design streak here. Let me fill you in on the details. Firstly, the two modules: Module 1 - When 2 are joined it floats and jitters, when 3 or more are joined it experiences wild spinning, explosions, and general tomfoolery. 4 means insta-Kraken if you can get that far. Module 2 - Joining this to the structure just turned the base into a Catherine wheel. So, are the days of epic bases gone? Have I just pointed out something that has been discussed to death, talked about extensively in KSP weekly and my searching prowess needs work? Is a fix as close as the very next update? I hope there's a potential route to me being able to do this again, because it's a huge part of enjoying this game and I'd like for that to not be over SM
  12. If you have a ground base, either big or small, either running smoothly or insanely framerate breaking, either at ground level or high up, on land or water, and you think that it's worthy enough, then send me pics! Show the rest of the forums how good your basebuilding skills are! Show them how much skill and time it took you to construct it, and last of all, show them links to mods if you used them! To post, you will have to have at least one picture of your base, and a short description (function, goal, objective, etc.) of your creation. And, even though it's called "ground base", that doesn't mean that you can also have a "sea base"! Get building, forumkerbs!
  13. I am wondering if there is a mod like this already, or if it is even possible. After thinking on the subject a bit, I came to the conclusion that my ideal base construction mod would NOT be something based on any sort of parts themselves. Instead, it would be something that lets you build actual buildings (i.e. the same kind of object that the actual space center's buildings themselves are). Once a building is constructed, it could either be upgraded with funds (if on Kerbin/a populated world), or with some sort of "Parts" or "Supplies" resource (if on NOT-Kerbin/an unpopulated world). At its core, it could simply be a mod that lets you build the Kerbal Space Center the way YOU want it to be layed out. You would start out with a single building that lets you purchase/place another building, in a vaguely sim-city style, where you want said building (in a career mode, the first one you'd get would probably place would be the rocket launchpad, and some of the administrative buildings, which for purposes of balance would all cost 0 for the level 1 version). The starting building itself could be upgraded to increase the number of different buildings you can build. A necessary aspect of the mod would be the launch button in the vehicle designer bringing up a short list of all nearby launchpads and runways (in case you decide to build more than one, such as having two runways facing different directions). Another necessary aspect would be the ability to switch between different space centers, and a part that allows you to build the lowest level version of the building you build all other buildings from (in a sense, using the part places a new space center at that location). So you could build another KSC on the north pole if you wanted or something. Lastly, there would need to be a tag or value for a planet that basically tells the mod whether or not it is a populated planet, so that you can't just construct bases on other planets that work the same way that the KSC does. Either way, once you had this, the next step would be to apply it to other planets. On other worlds, instead of currency, there would presumably be some combination cost of ore (easy to get there), parts/supplies (have to bring with you until you have a building capable of manufacturing it from ore and energy), and in some cases construction time based on energy and how many kerbals are there to work on it. In the event a building is destroyed, it would leave rubble behind that you can select and repair for the appropriate resources, just like the default buildings. If the mod were to just keep itself light, it could be that you can only build structures for things like hangars (buildings that store/unload a nearby vessel until you want it to be spawned again either outside the hangar, or at the base's launchpad), habitation (basically, like the training center except you cannot recruit new astronauts there, only store the ones you have so you can put them into any ships you take out of hangars). If you wanted to go further, you can also have VABs and/or SPHs, which could only use parts that you actually have there, or which can only work if you have some sort of factory building to produce the parts there (the level of which could effectively correspond to what research level of parts can be used there). I could go on listing various things that could be cool, but I've already rambled enough. Are there any mods that let you build actual BUILDINGS? Not just building-like parts, but true, proper buildings? .
  14. NOTE: I play in Sciene Mode, with Cheats, because of my time. Hello! I love space, and space projects. I am very interested in so i decided a project like this, Let's get started! Laythe is very very likes each other with Kerbin, like Earth and Europa-Ganymende and Io moons. But I can't trust the moons geography, so i send a Lander here named Gaia II (it is my second build of another probe) And, here is Laythe, ı use four parachutes for stabilised landing, it is too difficult landing on continents, to my luck, i have succes landing on continent named "Dansen" There is no chance to communicate with mainworld without any Relays, so i make Uranoos. It is orbitting in Jool now. I transmitted all of informations about Laythe for Space Center. I gain lot of TP's after transmit Tomorrow, i'll try send a passenger file and edit this thread. I plan build first village in here. I wait your proposals and comments! Have fun! Regards.
  15. I'd like to ask the community for your ideas on how to design modular bases such that the docking ports easily align. I'll try to post photos of some of my strategies, but since mine never seem to work as well as I imagine, I'd like to hear what you do! I was inspired to ask this question after seeing a new "fork lift" that I hadn't thought of: https://www.reddit.com/r/KerbalSpaceProgram/comments/5u6iys/a_simple_forklift_for_base_building/?st=iz7d0nx8&sh=92cf4f1b Hopefully this thread is not redundant. I did find some similar ideas in these threads: 1, 2. Thanks in advance!
  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. Is it possible to refuel a vessel while landed near a ground base? Is there a "fuel hose" mod for that, perhaps? Besides some fancy flying maneuvers to dock to a ground station, of course, I'm not capable of that Thanks!
  18. I WANT TO SEE YOUR BIGGEST, MOST TERRIFYING ROLLING BEASTS OF WAR AND/OR SCIENCE!!!!! Example - H.U.L.K.K. III (incomplete) - https://kerbalx.com/Fireheart318/HULKK-III-WIP Kerbal-X links are appreciated
  19. HI I am having issues with Kerbal Planetary Base Systems. I can't get the Hab 2, Greenhouse or Science modules to deploy. I have used older versions of this with no issues. I can't even get the deploy option in the Action Groups in the VAB and SPH. Right click just gives me Autostrut and Rigid attachment. I am currently running KSP 1.2 and 1.2.2. Have the latest module manager and the latest version of other mods. Mechjeb and Docking Port Alignment Indicator. I have left a note for the developer, just wanted to know if anyone else has this issue? Thanks Space Monkey
  20. So a topic I keep coming back to in my mind is surface bases. There is little practical use for them besides contract fulfillment, but the idea of building a long-term stationary extra-planetary surface habitat is fun, a good challenge to set oneself on. Most of the designs I have seen are modular, built up of several attachable pieces, and many surface base contracts require docking ports for I assume this reason. However, the real gordian knot of this challenge for me has always been how to attach all those modules together on the same surface outpost in a practical way. I have done a few experiments at KSC with modular designs, all of which were semi-successful, but none of which I have been able to economically and reproducible implement on actual missions instead of in elaborate practical prototypes sitting just off the runway. If it is not the putting together on the ground then it is the practical transport of the various modules to another orbit in a cost-effective manner and repeatedly landing them close enough to the same site to be practical. The stock game is a little limited in options when it comes to a lot of this. I am not so much asking, "How do I do this?" as wanting to see examples from other people. What are your preferred methods of designing, launching, landing, and assembling surface bases? I want to see how the community does it, hear stories about what other people found practical and what they found difficult. Come share your experience and let us commiserate our failures, celebrate our successes, and teach those of us lurking.
  21. Hey, there's a launch window for Duna coming up fairly soon and I'm looking for inspiration for my first ever Duna Base. Looking around on line there are lots of nice looking configurations, but they mostly make use of mods. As I play on an aging laptop, I like to keep things stock (apart from Better Burn Time) to keep performance up. I'd be grateful if you could post some pics of your stock missions to Duna, especially those including a base, so I can steal get some new ideas. Cheers, Clipper.
  22. I'd be interested in seeing what others are doing regarding mining on Gilly. Pictures would be ideal if you have them.
  23. In my opinion there are not many base parts. Installing mods to get base parts might not be something that someone with a not so good PC or laptop do. The loading is way longer and there's a bit more lag. Will Squad add more base parts? hopefully in 1.3. right?
  24. After completing a contract for a mobile base, I noticed that there are few published mobile bases, most of them single-service. I decided to try my hand at creating a modular model. I succeeded, technically, though there is no provision for launch or for assembly. I recommend that existing infrastructure be used to assemble it on-orbit, or simply that it be launched in one piece under a giant fairing. The download can be found at KerbalX, along with an Imgur gallery and a silly toy-commercial write-up. Updated on 10/25 with a slightly reduced wheel height. The whole thing should now actually fit inside of a Size3 fairing(fairing included in craft file for demonstration). Additionally, I've replaced the Swivel engines with Vectors, which should allow a fully assembled Kentipede to land under its own power, if you can provide the deltaV(I recommend drop tanks. A Big Red, attached at the rear, provides roughly 1400 dV, and can serve as a lithobrake when depleted.).
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