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  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) BARIS Wiki CKAN? Why not look and see? 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. ---ACKNOWLEDGEMENTS --- Module Manager by Sarbian 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. Welcome to the release thread for the Deep Space Surface Habitat Unit! DSSHU Update 1.10.1 is now available for download! This was inspired by NASA's ground-based Deep Space Habitat Demonstration Unit. This pack consists of 3 deployable ground-based habitat units. All units have optional compatibility with Kerbal Inventory System, Tweakscale, Connected Living Space and your choice of life support mods; USI Life Support, TACLS or Snacks! Individual habitat features: Habitat Unit 1: 5m expanding habitat Science laboratory Functioning airlock Side docking tube compatible with size 1 stock docking ports WITH SNACKS: Stores soil and snacks WITH USI LIFE SUPPORTS: Provides habitat function WITH TACLS: Contains standard array of life support resources Habitat Unit 2: 5m expanding facility Expanding solar array Multi-mission RTG with radiators Telescopic expanding radio tower Side docking tube Functioning door WITH SNACKS: Stores soil and snacks WITH USI LIFE SUPPORT: Contains life support recycler and fertilizer / ore resource converter. WITH TACLS: Contains standard array of life support resources Habitat Unit 3: 5m expanding facility Functioning greenhouse Storage tanks Side docking tube Functioning door WITH SNACKS: Produces snacks Stores soil and snacks WITH USI LIFE SUPPORT: Agroponics facility with mulch, supplies, fertilizer and storage WITH TACLS: Mimics SETI Greenhouse Provides "nutrients" which handle resource management There are no dependencies for this mod, but if you choose to use any of the included optional compatibility configurations, you will need to also install module manager. There are no wheels on the bottoms of these units, so connecting them may end up being your least favorite part of these habitats. They have plenty of collision meshes, so you should have no problem using something like Konstruction with a forklift and shimmying the buildings into place. Alternatively, you may use something like VesselMover and simply position the building into place and it will dock accordingly. Please do not keep anything attached to the upper or lower nodes when you "Deploy" it. It will explode. I have not added plugin compatibility for moving a connected node while animated. Installation: Extract the contents of the GameData folder into your Kerbal GameData directory. Structure should then read GameData\DSSHU Optional mod compatibility patches included. CHANGELOG: Update 1.10.1 Re-compile for 1.10.1 Fixed hatches not working Fixed generic interior space to reference the 3 capacity version and not the 1 capacity version Update 1.8 Re-compile for 1.8 Added 1x Crew Capacity to connector hub Update 1.4 Re-compile for 1.4 New part: 4-way hub/connector USI Life Support Changes: Unit 2 is now the habitat unit Unit 1 is now the recycler Revision 1.1 -Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary) -Fixed Connected Living Space settings (buildings should now be passable) -Added soil / snacks storage to HDU1 when using Snacks! Download SPECIAL THANKS TO @CobaltWolf and all the other mod devs and thank you for visiting!!! Deep Space Surface Habitat Unit Pack is license CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  4. Welcome to Upsilon Upsilon is a colonization project of where we colonize the whole solar system and more. We make bases, relays, cities, and outposts! Here are some good things: What do you submit: You can submit ANYTHING, Rovers, bases, relays, satellites, spaceports, you name it, you can do it How do you submit? It's actually quite simple here is how: Where do you go to fly in the colonized system? Download saves from the upsilon website It is not recommended to download all the crafts in the kerbol system. As there is so much it will lag your computer. It's better to download specific planets It looks like you guys already colonized the kerbol system. Is it too late to contribute? No, we are working on infrastructure and city size colonies. We are also still allowing submissions of personal crafts. And we are also doing things like making shipyards and easter egg bases Here is our discord for questions, answers, and to do community projects Community projects: Join our discord to participate in community projects. Here is all of our ones that we have done I'll be using this thread to share projects, youtube videos and more Feel free to also share crafts you made as well
  5. What is the minimum viable population (MVP) of kerbals? https://en.wikipedia.org/wiki/Minimum_viable_population This is extremely important for any colonies.
  6. Recently I looked at the 'Show and Tell' and a question was "hammering" in my head, in ksp2 we will have nuclear power plants, large nuclear fusion plants, very futuristic things, but I was thinking about technologies that already exist on Earth and could be adapted for planetary colonization, here I mean geothermal power plants, the tidal/wave power plants (for planets with Water, in the case of the first for planets with large natural satellites, or on planets with water that stand around a black hole [yes I took this idea of that first planet that the Interstellar team visits {in case of the addition of a system of planets orbiting from a black hole}]), the power plants that use marine current to generate energy, wind turbines, Biofuel power plants that would use biomass/biogas (plants, organic waste produced by kerbais...), in KSP2 is already confirmed solar panels for the colonies, but and solar thermal power plants, they could be a more efficient means of harnessing the energy coming from the sun, In case water levels were added we could have hydroelectric plants. Do you think that would be a good thing to add or disagree?
  7. I made a graph, at first for my own use, of all the possible processes which an OmniConverter (from the Pathfinder mod) can be set up to execute. Note that the Ponderosa permits only a subset of these processes to be used. I license it under CC-BY-SA 4.0. The graph is quite large, so I put it beneath a spoiler. Ovals represent resources. Red boxes are those processes which consume Electric Charge. Green boxes are those processes which generate it. An arrow from a resource to a process represents that that resource is a reactant in that process. An arrow from a process to a resource represents that that resource is a product of that process. The graph: (3520x1403 PNG, 736 kB) This graph could be improved by putting consumption and production rates on the edges, and also EC consumption or production rates on the process nodes. It could also be improved by tidying up the edges some and indicating which resources can be produced directly from a resource extractor. Here, beneath another spoiler, is the DOT source code:
  8. I had a mad idea last night. If this isn't fiesable for the game, I sure hope it will be for a mod: Monorails. Inspired by Lego Space sets, perhaps surface-based trade routes between different colonies on the same world could be strengthened by building a monorail. Gameplay-wise Monorails would be faster, deliver more resources and cost less to operate than regular surface trade route missions, but require a major investment of time to build at the outset. I've included pictures to show what I mean. Here is a representative colony on some planet/moon, with the vehicle assembly building and some other attached modules. The red building is a buildable module that serves as a kerbal passenger station and freight loading depot. As far as trade routes are concerned, this building is what's functioning in the player's economy. Everything else is just cosmetic decoration for their surface base(s). At the station, the player can easily adjust the frequency of train departures and arrivals to match their economic needs or whatever. Or perhaps just put a dial that says "send a passenger train every 15 minutes". Forgive the crudity of these models, it's all simple illustration. Yellow indicates track, which is procedural generated (see below). Red towers are the support columns for the track, and these are the things which cost the aforementioned time to build. They're plopped on the surface like Deployable experiments. Once deployed, they cannot be moved or affected by outside forces and behave like invincible structures. Between the center-points of the deployed tower structures, a virtual curve is interpolated. A straight line is virtually drawn which points to the previous tower (cyan). This straight line drives the control points of some kind of spline (blue). This spline then is offset for Left and Right track paths (black). The track is then procedurally generated along the virtual path (orange, shown above). This also becomes the governing path of where the train vehicle goes, which is then animated when a train is sent to or from a station. No, I'm not trying to imagine KSP2 as a game that competes with Surviving Mars or Per Aspera or Cities Skylines. It just occurred to me and I thought I'd share. Again, if nothing else, it's a novel idea for a mod.
  9. For some reason colonization of Ceres is just not as widely discussed as the moon or Mars, despite the planet's1 unique advantages in comparison to the moon or mars. These include being closer to the outer planets and low surface gravity makes Ceres ideal for outer solar system exploration. In addition ice on its surface means plenty of fuel and oxygen from isru. The other arguably more important reason is that it's close proximity to mostly metallic asteroids means that there is a monetary reward that will occur within the investors lifetime. Although distance and micro gravity are worse than the moon and Mars, artificial gravity or rigorous exercise are not are probably still necessary for those destinations anyway, and the distance is just a harder version of Mars. Because this is colonization not exploration this isn't a big problem since the low gravity of Ceres will reduce costs and the residents are permanent. Ceres also makes sense from the stepping stone to the outer solar system due to lower transfer times, although the rarity of good transfer windows could reduce this by a lot, and Mars's moons may be preferable for that. (I don't know how to end new topics but please discuss it...) 1 I consider dwarf planets to be a subset of planets, as red dwarfs are to stars. Versus asteroids which are to planets, how brown dwarfs are to stars
  10. Imagine if you have a functioning time machine and you can travel to whatever year in the future and ask whoever you come by. For me i would travel to the year 3000 and ask someone "Does humanity have a glorious galactic empire?" What is yours?
  11. It seems like the great big Mars colonization discussion has leaked inside threads that are not really intended for it, so I'm making it a seperate thread. Mods, feel free to merge.
  12. The space race to Duna has ended and the Kerbal Race is reaching out to the jool system to colonise all of the moons of the green planet there will be 8 agencys competing to establish 2 settlments at each moon of jool, One space station, One surface base feat Robonoise Competitors And Rules KASA: (kspnerd122) The United States of Kermerica’s national space program, they are widely known for landing Neil Kerman and Buzz Kerman on the Mun in 1969. SpaceK: (MarkoeZ) Run by economist and billionaire Elon Kerman, SpaceK is known for being regarded as the most successful privately owned space program. Green Origen: (not taken) Another privately owned space program, Green Origen focuses on space tourism, and is run by billionaire Jeff Kerman. Duna One: (not taken) Duna One is an operation based in Kolland that wants to kolonize Duna. KESA: (not taken) The KESA is a space program run by the continent Kerope, and helped boost the progress of the Kerbin Space Station. Roskosmos/Kussian Space agency: (not taken) The Kussian Space Agency, popularly called Roskosmos is known for their Stayputnik, the first artificial Kerbin satellite. Khisese National Space Administration: (not taken) The Kainese National Space Administration is known for their invention of fireworks, which later became rockets, and are now planning on making a space station in orbit of Kerbin. Kindian Space Research Organization:(Fulger) The KSRO is known for being among the best space programs on Kerbin. They have in the past run several Khandrain missions and have several Duna Orbiters. Edit: Just wanted to add that all companies that were listed above are based off of real life space programs. NASA, SpaceX, Blue Origen, Mars 1, eESA, Roscosmos, Indian Space Research Organization and Chinese National Space Administration. Rules: •All competitors must use science mode.(default settings) •No mods are allowed(no expansions either). •No cheat menu •You can use replicas of actual ships, but try to get creative. •Be ready to submit pictures •Good luck. •If you want to compete, let me know in the comments below and submit your space program name( choose one from above) and flag(does not have to be custom I will be KASA as in the first Challenge Original Challenge I want to have this group Kolonise the Kerbolar solar system
  13. One thing that has always bugged me in discussions about colonizing the moon or Mars is the casual way everyone overlooks the growing of food. I have a fairly well rounded background in agriculture, and I have spent a lot of time learning about the complex symbioses that a lot of plants depend on to survive. I know that NASA has been growing salad greens and some types of wheat in a very small experimental area on the ISS, but I don't think it's enough to get a good picture of what agriculture will look like on space colonies. First of all, any system that has colonists reliant on it for sustenance must be 99% sustainable at a minimum. NASA's experiments have been very closely monitored with sensors giving real-time data on all sorts of parameters to a team back on Earth, and the most they've gotten out of it is a few salads. For a serious system, it has to be somewhat robust, and able to handle some shocks and variation to conditions. It also needs to be able to reprocess all the wastewater produced by the colonists in a safe and efficient manner. These things are very possible to achieve, but they do present some challenges. Growing food is maybe one of the easier ones to handle. The most logical solution, in my mind, is aquaponics. Aquaponics is like hydroponics, but with fish. Turns out that fish poop has pretty much everything plants need to grow, and the plants are great at filtering the water for the fish. This means you only have to figure out how to feed the fish. Initially, formulating food for the fish might require some supplemental nutrients, but over time, it should be possible to stabilize the intake/output of the various micro-nutrients in the system. Probably the best species of fish to use is Blue Nile Tilapia, a fast growing breed used around the world in commercial fish farms. The other challenge to the system is processing the human poop. If composted properly, human waste makes a fantastic fertilizer for plants, but it is illegal to use human waste for growing food crops in the US. This is due to the possibility of spreading disease via unwashed vegetables. This can be avoided in our application, since we aren't growing our plants in soil. We can, however, reduce the possibility of spreading disease by using human waste to grow things like cereal grains and even fruit trees. The cereal grains can be used to formulate food for the fish, as well as for things like bread or beer. Obviously, setting up a self-sufficient system like this will require a large enough population to support it, but the advantages are many. Fore one, you won't have to have carbon scrubbers, since the plants will easily take care of that. Another aspect is the psychological benefits of having green things growing about the base. One of the largest challenges, however, will be maintaining healthy populations of bacteria in the system. Here on Earth, bacteria do a lot of the work in the treatment of wastewater, and in converting waste from both fish and humans into nutrients plants can use. These bacteria are everywhere on Earth, and can be relied on to just show up and start growing where conditions are favorable, but on an off world base, we'll have to bring our own. This could be extremely challenging, due to the high radiation environment in space, and any system on a moon or Mars base will have to be buried deep underground to protect it from radiation. There is also the potential issue of symbiotic organisms that are present here on Earth, that could affect how various plants in the system grow, or don't grow. It is also likely that we will have to introduce some species of insects into the ecosystem to pollinate plants for us. We might also bring earthworms and other species that help decomposition, so we can compost things like food scraps, plant fibers, and solids that settle out of the various wastewater systems. Worms would make great food for the fish, and they are excellent at breaking down fibrous materials. As you can see, the biodiversity of a sustainable life support system is immense and complex, and certainly not possible in a sterile space station. Sure, you could grow only certain plants and feed them with chemical fertilizer, but this would be very difficult to make self-sufficient. Anywho, I'd love to hear other folk's thoughts on the topic, this is just what's been rattling around in my head for a few years now. I'm currently thinking about going to school for engineering and soil science, either as a double major, or minoring in soil science with an engineering major. I've seen little to no discussion of the actual mechanics of "just growing food in greenhouses" and I'm hoping I can kick off a bit of discussion on the topic. I suspect that a lot of the folks into rockets and space travel aren't really into the sustainable farming movement, and vice versa, which might be why the topic is so often dismissed as a triviality or just glossed over by enthusiastic future Martians.
  14. In my latest career mode game I am planning to start a Laythe colony. I am using MKS and USI Life Support, with the lowest levels of Interstellar Extended's power and propulsion tech unlocked. In short, no transit times to Jool that would be less than two years or so, at least while carrying a reasonable (30+) number of passengers per trip. I plan to use the Cycler to only carry colonists, building more as time goes on to eventually have a voyage every year or so. Cargo deliveries can be done with traditional Hohmann Transfers. Unfortunately my math and coding skills are not up to the task of determining masses and orbital parameters for this vehicle. I am hoping you nice folks can help me figure these parts out. My questions are as follows: 1. How many ships would be needed for one to arrive at Jool every year? 2. What would be the parameters of the Cycler's initial orbit? 3. How much Delta-V would I need for course changes, ideally or worst case, per trip? Could I use the Joolian moons to reduce this? 4. Is there a more resource-efficient way of doing this cost-wise? I figure that the Cyclers will pay themselves off within two or three voyages because the fuel and construction costs to carry the supplies and crew would be far greater for a similar ship that had to decelerate at either end of the voyage. Once I unlock the more powerful fusion drives this design will be obsolete, but in the interim I have contracts to do things near Jool, and I want to simulate the rotation of specialist personnel that such a facility would experience. As for off-world infrastructure, I currently have a mining and science base on both the Mun and Minmus, a big orbital fuel processor around Minmus, Science/tourism station orbiting the Mun, a science base on Duna with a fuel plant on Ike, and a fuel depot in Geosynchronous orbit over Kerbin, with smaller tugs to carry fuel to crafts in LKO.
  15. You could have made the same argument about any colonization or exploration people have ever made in the past. And it would be wrong in almost every case.
  16. Hello friends, thank you for taking the time to read this concept. For a while now I've played with Kerbinside and respective contracts in my career save. The addition of regular contracts for passengers, I feel, makes a great addition to the game. I would like to take this concept to a new, different mode of game play. I've thought about Terra-Formed versions of the stock system for a while, complete with cities and towns, and with various contracts for these locations. Kerbal Kostructs would be used for the cities, with Kopernicus edits of the stock worlds would be used to tweak atmospheres and add oceans where needed. Everything would be balanced for career mode play, such as science rewards. Science performed in/near a city on Duna would be very little, whilst science collected in a remote area would be of a higher reward. The starting worlds that would be modified would be the Mun, Duna, and Laythe. The Mun would not have an atmosphere, however, it would have three or four extensive colonies, with landing pads and such. Duna would be something similar to how Mars is portrayed in Cowboy Bebop, with the midland sea containing an actual sea, along with two or three major cities. Laythe would be similar to Kerbin, with scattered cities along the shorelines. This is just a loose concept, but I would like opinions on what everyone thinks, and suggestions are greatly appreciated!
  17. I stumbled upon a paper by NASA researchers that argues that starting from 12 tons of equipment landed on the Moon, a self-replicating (though more accurately expanding) factory can over a few decades bootstrap itself to self-sufficiency. Earlier studies (notably a major study from 1980) also explored the idea of such a factory, but this one takes in advances in robotics and 3D printing to decrease the size of the initial factory. An important method to reducing the cost of the initial seed is to start with a factory with only some manufacturing capabilities, using the local material to create a crude second generation of the factory, and slowly becoming more and more capable. If the growth of the factory is unstopped, it could easily grow to have an industrial capability exceeding whole countries. The authors generally argue for teleoperation, with operations of the base being done through robots (think ones like the Robonaut), and gradually using Artificial Intelligence on-site for operation. A lot of the paper is dedicated towards the industries of the factory, and the results of modeling the growth rate of the factory through various metrics and scenarios. It should be pointed out that this isn't a full study with detailed cost estimates of the sort, but the paper does imply that the initial and overall costs would be pretty low, certainly lower than sending the ISRU equipment all from Earth. For the more futuristic possibilities of such a factory, Space Based Solar Power could become more cost effective, since the assembly of parts on the Moon decrease transportation costs and manufacturing costs. The rapid growth of a factory would drop expenses and provide space settlements the material to get them built. The report itself is not that long a read—around 20 pages or so.
  18. 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!
  19. Has anyone ever made a huge vessel for colonization? If so, post pictures, why you made it, how it was made, and where it went! I’m trying to get inspiration for a heavily modded play through where my ultimate goal is to colonize everywhere, and I like the idea of Arkships. Surely I’m not the only one with this idea... right?
  20. Galileo's Colonials Gael has long been the home of Gaelans, but for too long they've forgotten to explore, they've forgotten that they're still explorers. Stagnation has enveloped Gael, stagnation that they can no longer afford. The nations of Gael united to create The New Colonial Alliance, with the aim of colonizing their solar system, innovating their society, and advancing Gaelan civilizations.
  21. So we have alot of argument on the colonization discussion of Mars and Venus. Now the conversation has drifted to space colonization and gamma rays. All of these are things are equally fanciful, except for the fact not the better of any of our space agencies are capable of doing any of these and now everyone is on a race to land on the Moon (deja-vu) and colonize it. None of these plans, at the moment are credible. Primarily there has to be the drive to do it, and maybe the chinese have that drive. We need a project of our own, I propose the colonization of Mercury, not because its doable or easy, but because its hard and true kerbanauts are willing to take the risk. THe project is not to get kerbs to Mercury but humans. Each human needs the resources of 8 Kerbanauts. He also needs to eat and breath oxygen (food and mercury have neither) To start off this project is not going to be an overnight thing. And I think people can participate by designing their own 3D space craft and submitting examples of various landers. I will be submitting from time to time to try to stir the debate. ITs not a project that needs to be done in one step, for instance if a colony needs a solar shield before assembly this can be done. The colony is a one way trip (for relatively obvious reasons), and settlers need to come up with ways to harvest resources. Any and all resources can be used from earth, but only existing technologies. Let us assume that Putin has decided to make the Biggest rocket, but has nothing to launch on it, to you create the payload and he will launch it for you (as well as all future profits of your heirs). The problem is that Russians have no Equitorial launch sites. So you will be launching the mega Rocket from S. Kazakhstan. 45°57′54″N 63°18′18″E This the way I see it. Cons. 1. The sun is very hot and carbonization of human flesh is more than a little painful. 2. Mercury is either very hot (surface tempature) or very cold, there are very few places that are mild. 3. Mercury only has a transient atmosphere as nominal solar winds pass around its surface and sublimate along its sides. 4. Exposure to ionizing radiation from the sun and solar storms are at their highest. 5. Surface is hard (vulcanized) and lacks subsurface water. 6. Mercury is not strickly tidally locked. and so static sites on the light termination might be perilous. 7. sensitive electronics, kiss them good-bye. All electronics will need to be shielded. 8. Zero warning for solar storms. 9. Certain commonly used metals and plastics used in space become unstable with high levels of irradiance. Even solar panels have to be tilted to prevent over heating. 10. The dV requirements are insane for anything larger than a satellite the launch required is enormous. Pros 1. You beat out Mexico as the number one sun destination. 2. There is an endless supply of cheap energy for ion drives and habitation. 3. Its easy to land and take off of, and allows precise targeting of landing sites. 4. Nobody else wants to do it, you don't have to compete with hype like "Zubin said" this or "Musk said" that. Everyone will think you are completely insane which means you are free to design and revise in relative peace and quiet. 5. In terms of Hohmann transfer times mercury is close, on average mercury is closer to every planet in the solar system relative to all other planets. 6. Along the termination water and other less volatile gases sublimate. 7. There is more elemental hydrogen in Mercurys very thin surface hugging atmosphere than any other rocky planet in the solar system. Oxygen is also present (both are at very low levels but pockets of these still exist). Mercury is a great place to harvest solar winds. 8. Mercury has the highest differential between daytime and night time temperatures in the solar system, this might be useful. 9. Its a great place to drop dreamy-eyed martian colonist!
  22. https://www.space.com/34339-should-we-launch-kid-to-space.html
  23. Inspired by this video: Watch the video first: I thought what about making cloud cities in ksp? Doing this requires any cloud or atmosphere effects* mod. For balloon mods i think using hooligan labs,procedural airships or heisenburg seems to be the mods, for cities maybe kerbinside or habitat module or just making out of structrual panels. And there a few things that are not possible or with another mod like growing trees,or extracting water from clouds or having domes full of oxygen. In the title I wrote Venus,because also you can do this RSS and RSSVE. *Atmosphere effects= *Atmosphere effects= *Atmosphere effects=
  24. 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!
  25. I am considering starting a colonization/base-building save. This would be a new game folder with its own mods starting with the full tech-tree unlocked but a limited amount of funds too keep things interesting. The objective would be to established manned bases with 10+ Kerbals on each of the land-able bodies in the stock Kerbol system. Core mods would be: for the base modules, for constructing bases on-site, and most likely or similar for roving around once at the base. I would also use KAS/KIS and some form of life support mod. I'm debating between Kerbalism and TAC-LS. Kerbalism sounds cool because it has resource use in background, and minimum housing space/comfort requirements, but I'm nervous because a lot of things seem to break when using it from what I've heard. TAC-LS would be a simpler system and not as likely to break other things but wouldn't be as realistic from a living space perspective. So now to the questions: Has anyone tried something similar, and if so, how did it turn out? Does Kerbalism play nice with Kerbal Planetary Base Systems and long-term surface habitation? Is using life-support do-able with multiple colonies with or without in-situ life-support production? Am I insane for wanting to try this?
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