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Showing results for tags 'habitat'.
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Duna Incubator's Habitat The pre-alpha release is available on SpaceDock ! My first KSP mod. Right now, it is a preview of a work in progress. But you can still try it. Dependencies Compatibility License Known issues FAQ
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This thread has moved! KA-330 has merged with KEAM to become "Kerbalow Aerospace." Please visit the new thread: Welcome to the release thread for Kerbalow Aerospace's KA-330 inflatable space hotel! Release 1.0 is now available for download! This is a re-creation of Bigelow Aerospace's model BA-330 inflatable "space hotel." It will fit nicely into any 3.75m expanded fairing. Features: Inflatable / Expandable module Sun-tracking solar panels Functioning expanding radiators Functioning lights IVA int
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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
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Hi everyone! I've sent three kerbals on a mission to Minmus in a vessel made of a lander (an Mk1-2 Comm.Pod) and a second part with a Kerbitat. When i detatch the lander in order to land and it escapes the Kerbitat sphere of influence the value of habitat obviously decreses as now the kerbals are in a small place. The strange thing is that only the first kerbal to have previously entered the lander (the first in the list) gets the 7 days of habitat granted by the lander; the other two become homesick. It's a bit confusing, as i thought all of them had to get the 7 days.... is all right? Or sho
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- homesickness
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Welcome to the development 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 F
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Sin Phi Heavy Industries [0.1.5] KSP 1.3.0 This is just the start of my mod where I will add a random assortment of parts that I design. Current parts are a 30m Habitat, solar panel fan and RDEs (Rotating Detonation Engine). IVA is coming soon(TM). Download: https://github.com/Turbinia/SinPhiHeavyIndustries Requires: USI Tools Supported: Community Tech Tree Connected Living Space TAC-LS (by @Gordon Dry) GPOSpeedFuelPump CC BY-NC-SA 4.0 Credit to @Nertea for letting me use some texture element
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Kerbal Planetary Base Systems
Space-Monkey posted a question in Technical Support (PC, modded installs)
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 -
Greetings all. After MAAAAAAANY tutorials I'm starting a development thread! I've been out of 3D modeling for a while, and I've never been great at textures (GIMP tutorials are next on the list) but, I've got a new mesh in KSP now! I Started with something simple. I made a solar 'race' car mostly inspired by the number of projects done by various universities. There'd be a picture here but, I've apparently not posted enough to be able to do that yet. (Perhaps a mod can fix this?) I'm having a annoying simple issue with adding a solar panel module into the .cfg file. WHen it loads into the ga
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http://spacenews.com/spending-bill-to-accelerate-nasa-habitation-module-work/ http://www.nasaspaceflight.com/2015/11/nasa-progress-habitat-development-deep-space-exploration/ Congress has provided Fifty-Five Million to develop a Habitat Module for deep-space Orion/SLS expeditions- a module which would be tested in Cis-lunar space, becoming the 'Cis-Lunar Space station' that was one of the primary contenders for a Orion/SLS mission. In other words, NASA is actually finally working on a payload for SLS/Orion. However, one concern is if this funding would survive the 2016 elections and
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hi all, need little help to fix an issue. Perhaps there is no answer to this problem, at least I'm grateful for any feedback. - in short. I would like to extend an object (similar to a telescope) Now the problem is the 'node_stack_top ".. the changes after the animation UP - the parts originally fitted to overwrite. - Would be the solution the attached parts are brought with the telescopic movement upwards. cheers * start postion 1 ------ (A part. Eg. Decoupler or ship) [ [] ] "Node_stack_top" * postion 2 (after animation) [ ] docking.module (afte
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So, I want to build an Elysium-esque space habitat. I want to ask, how do you build them? Many thanks.......
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Suggestion on space station altitude
Atlas2342 posted a question in Gameplay Questions and Tutorials
I'm planning to put to orbit a space station/orbital habitat/refuelling station. I want to ask, what would be the most optimal altitude to put my station in... I also use MechJeb if that helps... Many thanks.....- 33 replies
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- habitat
- refueling station
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