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Showing results for tags 'colonisation'.
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are there good base mods other than mks hope to colonize every body
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Welcome! This is the tale of a Mun base, an Eve mission, and the politics that link them. There are twists, deals, and weird kerbal things to come, (Old Intro paragraph): For now, I have just a little teaser/intro for you, so let's get started! * * * Chapter One: That's a No Go KSC. (This will be how I set the location for each bit of story. Maybe not all the time.) Gene Kerman stood by the window, watching as the Mission Control building dangled in mid air. Any other day, he'd down there supervising the renovations,
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I'm happy to share with you the first public release of this mod. Most of the parts are done and ready to use and you can now properly replay the Mars colonization mission in KSP. IMPORTANT NOTICE: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/ox
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So i started a new KSP-save and want to focus on colonisation and base-building like many here as it seems. I want a sustainable Base which can construct Rockets completly by its own (without those DIY container being sent from Kerbin). Pretty much like the old "extralanetary launchpad". With the mods i have i thought this should be possible. I researched "advanced construction" which is supposed to give me stuff like a extractor, kerbal-habbitation-support and ore/metal/rocketpart-tanks etc. All the parts from the "advanced construction" research regarding the Mods arent showing up when i wan
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- usi
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So, i love kerbal, its my most played game in the last year by miles! and a while back i was launching a rocket and was destroyed while getting to orbit be some debri, i have only launched 8 or 9 ships, so the odds of being smacked by a jettisoned stage was astronomical (pun just a happy accident). just foward a few weeks later, a fresh install, new mods, and AGAIN orbital rocket violation of my spacecraft.... Now i barely believe this happened, and i saw it! So as is the modern rule, if its not on tape it never happened... Bandicam gets bought and installed (if its good enough for Scott
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Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
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- sandbox
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Hey folks, As per Nibb31's request, I've started a new thread for discussing Martian colonisation, agriculture, living-off-the-land etc. A couple of observations to start. Perchlorates aren't neccesarily bad and could be quite useful provided they can be extracted and processed safely. Perchlorate candles, for example, are a well known emergency oxygen supply. Plus you get sodium chloride as a reaction product, so you get some lovely Martian salt to go on those Martian potatoes. Also Martian regolith wouldn't make a bad starter for making soil. It'll need a load of water and organic
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