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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 extensi
  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,"
  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 Funct
  4. 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 assem
  5. So there is none for it yet so here is the Upsilon Spacecraft exchange. This is where you can get information on Upsilon crafts. How to contribute to Upsilon, and some cool stuff I find for it that isn't on forums. So here is the link to the discord server to join Upsilon: https://discord.gg/MZefpGV (code expires after 50 uses DM me if it doesn't work) Here is the website to submit crafts (look at the discord rules before doing so): https://upsilon.cryptgrapher.com/ Here is a gallery of the Community Projects: If you have a Upsilon Craft you wanna share you can here:
  6. 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 tha
  7. 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?
  8. 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.
  9. 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 privatel
  10. 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 f
  11. So it seems clear in the KSP2 trailer that colonization on a large scale will be possible - building up not only outposts but even cities over time. What is less clear is how these mechanics will work on such big projects. Will I have to slowly cart out every little piece of my colony to another star system? Because that would not only be tedious but also prevent many players from seriously making a colony without using cheats. Perhaps a portable VAB? But with a feature like that, the game would instantly become way too easy to build things with, making space stations instantaneous. Colonizing
  12. 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 tas
  13. 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.
  14. 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
  15. 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
  16. 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!
  17. 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?
  18. 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.
  19. 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
  20. https://www.space.com/34339-should-we-launch-kid-to-space.html
  21. 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
  22. 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 bes
  23. 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-L
  24. As you can see from the title, I have been looking for a conversion and life support chart, for ksp 1.2.2. I was wondering if anyone has stumbled by them and can send me a link to the web page. Thank You!
  25. About two years into my SCIENCE! mode save, I've come to take a different approach to things. Over my (nearly) three years of playing KSP I have killed many little green men learned so much about different things to exploit in the Kerbol system. Now, with this being my fourth science mod save, it is time to finally spread out Kerbal presence to other celestial objects - aka COLONIZATION The Asteria initiative will result in the construction of Kerbal settlements across multiple celestial bodies. Bases will be put on specific moons and planets to exploit resources and SCIENCE to build
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