Jump to content

Search the Community

Showing results for tags 'colony'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Day 1: I launched the first 2 Landers, one was a comms station with a lab, the other was a living capsule, they launched 4 men. Us. Day 3: We landed and set up the panels. Day 10: We have sufficient food to survive for a few more weeks. Day 11: We've sent a rover, it landed and we have more food, enough for 108 more orbits, according to base. Day 31: We found an old Mining module and sent it to attach to the rover. Day 67: We got an orbital satellite and more food. Day 100: Mining is working, we have more water and fuel now. Day 365.9: We can see the fireworks, they're beautiful from here. To celebrate, we've put green, pink and red ribbons on and around the base. Day 381: It's time. 109 more landers have been sent. We're Kolonizing Mun.
  2. Reading about Scott Kelly's year in space I realized I would not be a happy space camper. My main weakness (aside from totally not being an astronaut)? I love cooking and eating fresh food too much. I couldn't make it on space grub. Why wouldn't you be able to live in space?
  3. The Challenge: Find an asteroid that's class C-E, and redirect it into a stable orbit between Kerbin and the orbit of the Mun. Name it whatever you want. RULES -MechJeb is permitted, but only for the boring parts (e.g. catching up with the asteroid). You must launch the rocket and redirect the asteroid without MechJeb. -Asteroid size may only be class C, D, or E. Class A and B asteroids are not permitted. -No mods where that will make this really easy (I'm looking at you, Hyperedit) and no warp drives or OP engines. Also, only use F12 if ABSOLUTY NECCESSARY. MODES -Easy Any Class C-E Asteroid Launch a probe to study and redirect it. Build a colony of your choosing on it once in Kerbin's SOI. -Medium Only Class D & E Asteroids Launch probe to redirect it. Build a colony and refueling station. -Hard Class E Asteroid ONLY. Launch lightest probe possible to study, NOT redirect. Launch crewed rocket to redirect. Build a colony with housing space for 30 kerbals, and a refueling station that can hold up to five spaceplanes. REQUIREMENTS Probes must have all science experiments on them. Colony should be able to house 10 kerbals. POINTS Probe Weight 10 tons or less- 5 points 7 tons or less- 10 points 5 tons or less- 15 points 2 tons or less- 20 points 1 ton or less- 25 points Asteroid Size Class C- 2X Multiplier Class D- 5X Multiplier Class E- 10X Multiplier Kerbal Housing On Base 5+ Kerbals- 10 points 10+ Kerbals- 20 points 20+ Kerbals- 50 Points 50+ Kerbals- 100 Points 100+ Kerbals- 10X Multiplier Orbit Altitude 600,000+ Km to 500,001 Km- 20 points 500,000 Km to 400,001 Km- 40 points 400,000 Km to 300,001 Km- 60 points 300,000 Km to 200,001 Km- 80 points 200,000 Km to 100,001- 100 points 100,000 Km to 70,000 Km- 200 points 2X Multiplier if in a polar orbit Refueling Station Capacity (Counted as docking ports on your station) 1+ Ship- 10 points 3+ Ships- 50 points 5+ Ships- 100 points 10+ Ships-150 points 50+ Ships- 1,000 points 20 points for every structure 20 points for the first person to create a badge for this 1 point for every photos (5 photo limit per structure) 5 points for every video (5 video limit) Add up the points to determine your score. Your station can be a work in progress. Have Fun! LEADERBOARDS
  4. Greetings, So there are a small number of great awesome modellers out there but the parts they make have processes in them that I dont use. I am thinking about a contest for "Kolonization" parts similar to the old MKS in design, made such that they are in correct scale to the size of a Kerbalnaut. If you are a candidate and have 'Kolony' buildings out there that I have not researched for yet, here is your chance to shine ! The winner gets a MAJOR exclusive in my KSP Universe: to have all their habitat modules used for: Manufacturing, Living, Greenhouse...NOT STORAGE; subsistance only. I hate to have to use the MKS for everything (except small storage) but the buildings look kool, and have proper design. I just cant use buildings with processes in them; I really do not want to advertize a building part when any process within it is not used according to my specifications. The buildings cannot be or look like any that have processes in them...IE BIOMASS, EL, MKS etc...I will sort it out later; time for me to look for buildings as well out there in kerbal space ! The designs must be ORIGINAL but may have ideas ported off of other designs; they may NOT be copies of other models. I like the idea of expandable/inflatable modules as temporary quick setups. The buildings can have a process in them that has a lifetime constraint ! I have my own ideas for lifetime constraints on parts where the part ceases to function and must be salvaged. Radiation causes damage over time (hint). I can devise my own simple lifetime timer for any part depending on where it is located. The building design is such that these are intended for space and surface; I may choose one or more designs. Also a hint: I like the older MKS designs but they seems a bit cramped for the Kerbalnauts; resizing them is easy. (actually looking at them again it is hard to tell if they are cramped for those l'il kerbals !) There will be a space-only set, much looking like the NASA types, both made of aluminum alloy, and a lighter weight versions of the same (golder coloring, shiner?), at least 1/3 to 1/2 as dense; these are probly made of Karborundum (my possible endgame choice, and I can choose any material, you just have to make it look pretty !). I use Karborundum as carborundum ! So...1) Living 2) Greenhouse 3) Resource Processing (A) Food B) Fuels) 4) Manufacturing Priorities: Surface (any planet/moon), Space (and low grav moons). Designs can be similar for both surface and space. I want solid structures to be endgame primary; inflatables are difficult to make. I myself will be using Blender and Unity to work on some modelling; I may do up some streams next week on that to give this building project a week to take off. Mods such as BioMass and TacLife I 'DO' use; parts, processes, etc, but with modifications. I do like to promote great awesome models when I can but I am trying to avoid conflicts of interest and confusion of resource process design. I play KSP realism, but not RSS. I have USI and MKS part models as primary 'ideas' for my habitat modules; why; because they are just great models; more than likely, they will be used, but with most of my own processes and maybe some of those included if they work for me. I have found another process-free model set...it will be included and looks really great; it is not part of the contest because I found it; it needs testing etc; I have high hopes for it. I have not seen any other kolony models out there; next week I am gonna try my hand at making my own just for fun (!) and might even stream it! Good Luck ! Commander Zeta
  5. Asteroid mining is pretty cool, planetary resources is doing it (http://www.planetaryresources.com/#home-intro) (Or trying to anyway) Around the 2020s, and last year, congress passed a law saying Asteroid miners can profit from their resources (http://www.scientificamerican.com/article/new-law-paves-the-way-for-asteroid-mining-but-will-it-work/). But I want to imagine a bit farther, imagine Planetary resources goes on schedule, and succeeds in putting mining equipment on a NEO, now go 30 years out and imagine a small manned outpost is set up on Ceres (https://en.wikipedia.org/wiki/Mining_of_Ceres|http://www.space.com/28595-living-on-asteroids-dwarf-planet-ceres-infographic.html) Which would be the center of mining operations for Earth, Mars, And (Possibly) Venus, how would such a colony be setup? What resources could we be seeing come in for the 3 planets? Would this be a future you'd like sooner? Will SpaceX want to take at least a small part in it? What about a gov't space agency participating? And what about Lunar mining? What resources could we get from there? Here are a few videos: Testtube+: https://www.youtube.com/watch?v=7JU5Y_2Tr_E ExplainingTheFuture: https://www.youtube.com/watch?v=rjzO9-hF9Oc&index=97&list=WL Fw thinking: https://www.youtube.com/watch?v=O9cLLNpo2f8
  6. We've talked about putting near-term colony's on the Moon, Venus, and Mars (Especially Mars), but where is the Outer moon colony love? Personally, Titan would be by far the best outer solar system colony.
×
×
  • Create New...