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Found 59 results

  1. I've often wondered what a lunar habitat might be like if it started growing itself with in situ harvested resources. Lunar soil and rock appears to consist mostly of metal oxides and silicates. So, probably one of the very first things a colony with aspirations of becoming self supporting can do, is start excavating additional habitable volume for itself, and constructing bricks and furniture items out of carved stone. In 16% gravity, they would not be particularly bothersome to handle. In terms of processed/man made materials, smelting the regolith to separate the metals from oxygen (which is also useful..) is centuries old tech. However, the moon appears to have very little in the way of lighter elements such as carbon, hydrogen or nitrogen, these only being found in ice deposits in permanently shaded craters. On such a base then, everything possible would be constructed of stone, metal , glass or porcelain, these being relatively cheap due to the materials being locally available. On the other hand, plastics, wood, and textiles, the cheapest available materials on Earth, would be luxury items on the moon, having to be imported at great expense. So your bed frame would be stone or metal. The mattress would be sprung, and the pillows stuffed with wire wool rather than foam or feathers. Only the outermost cover would be textile. Perhaps only wealthy colonists would use sheets or duvets. Your living room might be quite spacious, carved into a cliff face, with quite generous glass windows looking out over the moonscape. Again, if you're wealthy, you'll have an armchair with a textile outer cover.. otherwise make do with stone or metal. A kiln probably isn't difficult, so expect to have plenty of porcelain dining ware. The real big ticket luxury item is however your entertainment system. A PC can do the job of games console, tv, radio, and workstation, and the bulkiest , heaviest components like the case and heatsinks, cooling fans, could be made locally. PCBs are medium tech and can be refurbished on site with surprisingly modest equipment in case of most failures, but actual manufacture of the PCBs is harder, and the integrated circuits they contain would have to come from earth. Fortunately they are tiny and light. It is still likely that new motherboards/graphics cards would ship from Earth. PCs have an advantage in being modular, but perhaps small form factor (Mini ITX ?) would save shipping cost. All of this pales by comparison with whatever you've got to use for the display however. There seems no way around this - large LCD panels are hard to manufacture yet are also heavy, fragile and bulky. Your monitor or TV is probably worth more than the rest of your apartment put together !
  2. Are you tired of your bases being small and uninspired? Have you ever wanted to create a realistically looking colony on Duna or Mun, but didn't want to install part heavy mods that break the stock style? If the answer to at least one question is yes, Planetary Domes is a mod for you. Planetary Domes is a collection of parts that is intended to use with either stock parts or another base building/colonization mod. It adds a number of transparent, empty domes and matching floors, where you can attach functional base components (like crew cabins, laboratories, ISRU converters etc). Connect your domes together through airlocks and tunnels to get an awesome looking base! Here is a release video (but don't take it too seriously): And a review done by Kottabos: DOWNLOAD: On SpaceDock LICENSE: GPLv3 FUTURE PLANS: Proper IVAs, more dome types, Kerbalism support, MKS compatibility/functionality. KNOWN ISSUES: Large bases on uneven terrain don't cope well with timewarp, as they end up partially in the ground. This is a very first mod that I made in any game and actually my first ever 3D modeling project. I have absolutely zero skills in either modeling or modding, so please be mindful that there might be some rough edges in this mod and don't throw sharp objects at me. That said, I hope you'll enjoy the mod!
  3. I have a launch window for Eeloo coming up in about 120 in game days, and I am considering sending a mobile ground base all the way out there. The question is would it be worth it. I've noticed there are a few new biomes that I haven't observed yet, and the dwarf's terrain is flat enough to make long range drives worth it, but the distance from Kerbol makes solar power useless. So to power the electric wheels I'd need either a metric f*ckton of NUK's and fuel cells, or need to experiment with alternative propulsion methods. As I'm typing this I just thought of using NERV's to push it a long the ground, like I do with et engines on my boat bases. So anyway, does anyone think its worth it to send a mobile base out there? I'm probably going to do it. I like the idea of a nuclear rocket propelled ground vehicle. That makes me smile.
  4. Release v0.1 (Beta) Hi guys!! Here's some work i'v beem on this weekends! It's some "compact" version of a moon base fully functional, with few parts and functional as hell!! Only have 3 models until now, an Science Lab, a Mining Facility and GreenHouse (because its pretty, that's all... ). This is the ESA concept for a moon base that i really enjoy and like how it looks! This base's features where made for land build with KAS and KIS! Enjoy! Modules: "Interactive Interiors": Science Lab: GreenHouse: Mining Facility: Ground Solar Panels: Altair Lander - "Big Boy"! (Up to 8 Kerbals) Download Link (SpaceDock) I remember, this is an early release, bugs are expected! If you report it here, I'm gonna be glad to help and fix it! The KSP P.R. don't allow cameras on kerbal's room's, so, this mod, for now won't have an IVA! Known Bugs: - Mining facility - on reload you have to expand the base again... some problem with the mining modules of KSP. Don't know how to solve it yet... This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License Other CC's Mods:
  5. Here’s the challange: build a base on the Mun, and put a space station into orbit around the Mun. Scoring: Score levels Basic Build a Mun base in only one launch, and have nothing fancy max of 3 Kerbals orbiting station is basic, and one piece. Rather Basic Multiple launches, but base components aren’t docked max of 5 Kerbals Station is max of 3 launches. Good Base is multiple pieces, and they’re docked Max of 7 Kerbals Station is capable of ISRU refueling passing ships Amazing! Base has a rover, and also a science area, complete with surface samplers and experiments. max of 10 Kerbals sation has a ring and can seat 10 Kerbals *dies of shock* Base is at the polar areas with steep mounatins Max of 15 Kerbals Station’s ring spins and also has a full Comm array. I will allow mods, but not any that add pieces specifically for bases. No motor mods for the station’s ring, either. Visual mods are acceptable and so are ones that make the game harder. No cheating/HyperEditing please. Screenshots are a must, and videos are better. You don’t have to send a video, but please try.
  6. We should start a challenge... Let's see how many people can colonize Eve WITHOUT MODS! RULES: 1. NO MODS 2. YOU MUST HAVE A COLONY OF ATLEAST 10 KERBALS THERE 3. YOU MUST SEND THE KERBALS BACK TO KERBIN 4. YOU MUST SHOW PROOF! I am doing this in memory of the Reddit Challenges! :)
  7. A really nice stockalike set of parts specialized for building ground bases anywhere in the Kerbol system. (PLANNED) CONTENTS: A spacious habitation module for your stranded kerbal pioneers ✔ A large ground laboratory for analising samples in loco ✔ A variety of tubes for keeping your base united ✔ Solar panels, because you can't do science in the dark and batteries aren't eternal ✔ A nice command module with a view of the stars above [insert planet here] Ground legs for protecting your base from rough landings PRE-RELEASE WHEN? When I finish the command module/observatory. SUPPORT ME ON PATREON
  8. Hate the Kraken? Do you hate him for destroying your beloved craft? Go and show him who's boss! In this challenge, you will have to build a base on the dead Kraken on Bop. The base can NOT have any parts touching anything that is not the Kraken. Rules: Cheats are not allowed EXCEPT clipping. Base has to be @ least 100 parts. Hyperedit IS ALLOWED, but you can only teleport to a Jool orbit that is BELOW the orbit of Laythe. Mechjeb is allowed, except when your altitude is less than 1000m above SURFACE. Multiple launches allowed I will need: List of all mods Screenshots of part count, krew, and flag placement, and the base as a whole. Mods: Prizes: Easy: Hyperedit & Mechjeb are used +100pt Less Easy: Either Hyperedit or Mechjeb is used +150pt Medium: No Mechjeb or Hyperedit is used AT ANY TIME +200pt Hard: No mods used +250pt Xtreme: One launch (with mods) +300pt Xtreme+: One launch (stock) +350pt Extra points: Flag on the Kraken's fallen-out eye +50pt Poking any eye of the Kraken with a drill +200pt Part count +1pt/part Kerbals +10pt/kerbal Best-looking base (determned by me) +100pt Badge: Person with most points (after May 1) gets a special badge! Leaderboard: @JebsDead: +250pt for awesom thing @Just Jim: +50pt for flag in eye @Galacticvoyager -1000pt for praising the kraken @LaytheDragon +2255pt! WE HAVE A WINNER! @JacobJHC +3236!!!!! New best!
  9. So I really want to land a mining base on Minmus but when I try to land the ship spins out of control because the engines are not placed right. I use the center of mass tool to see where they should go, but the engines are never spaced right. It's getting pretty frustrating. I started to make my bases smaller and smaller until it's basically just a drill and a tank, plus all the electrical stuff and radiators. Any tips?
  10. so pretty lately I have a problem while constructing my Duna base there is a random spazz out-Kraken attack when these conditions are met: 1.when something hit the base with force 2 m/s or more 2.sometimes when docking something at my base 3.always when the gravity disabled (alt + f12 menu) firstly I see the problem when I connected two (via docking ports on the ground)base modules after landing , i use the planetary base mod with kerbalism life support for these bases i also use ksp 1.5.1 mods: KSP: 1.5.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit ClickThroughBlocker - 0.1.6.9 Filter Extensions - 3.2.2.12 TexturesUnlimited - 1.2.3.17 Toolbar - 1.7.17.14 ToolbarControl - 0.1.6.19 Airplane Plus - 24.0 Animated Decouplers - 1.4.1 Aviation Lights - 4.0.5 B9 Part Switch - 2.4.5 BetterTimeWarpContinued - 2.3.10.2 Community Category Kit - 4.0 Community Resource Pack - 1.0 CommunityTechTree - 3.3.4 AGExt - 2.3.3.7 DMagic Orbital Science - 1.4.1 DynamicBatteryStorage - 1.3.3 ExtraplanetaryLaunchpads - 6.3.1 Firespitter - 7.6 HideEmptyTechTreeNodes - 1.0.5 Interstellar Fuel Switch - 3.6.15.2 JanitorsCloset - 0.3.4.3 RasterPropMonitor - 0.30.5 KAS - 1.1.6876.38030 Kerbal Engineer Redux - 1.1.5.4 KerbalHealth - 1.3.1 Kerbalism - 2.0 Kerbal Joint Reinforcement - 3.3.3 HyperEdit - 1.5.8 Feline Utility Rover - 1.2.8 Kerbal Inventory System - 1.16.6876.37464 AdvancedFlyByWire - 1.8.1.1 KSP-AVC Plugin - 1.2.0.6 KSPWheel - 0.12.10.28 NearFutureAeronautics - 1.0.2 NearFutureConstruction - 1.0.4 NearFutureElectrical - 0.10.4 NearFutureLaunchVehicles - 1.1.7 NearFutureProps - 0.3.5 NearFuturePropulsion - 1.0.4 NearFutureSolar - 0.8.13 NearFutureSpacecraft - 1.0.1 OpenCockpit - 1.2.1 PatchManager - 0.0.16.3 Photon Sailor - 1.4.6.2 Kerbal Planetary Base Systems - 1.6.6 AmpYear - 1.5.3 DeepFreeze Continued... - 0.23.9 SCANsat - 1.1.8.8 TweakScale - 2.4.0.6 KSP Interstellar Extended - 1.20.13.2 Kerbal Actuators - 1.6 World Stabilizer - 0.9.3 here is an image with my base normally: and here is an image when my base being attacked from kraken-spazzing out of control: of course there is no log.So can anyone please explains me about which addon causes that spazz out or/and which addon or ways should i use to prevent that glitching and i forgot to mention that i use world stabilizer to prevent kraken attacks-spazzing out when loading vessel so tell me a solution
  11. So, say that i have a lander/surface base on Eeloo. Outer planets mod moves it so it becomes a moon of Sarnus. Would my craft just be moved with it, would they dissapear or would it corrupt my save? Has anybody tried that yet? Help, Lusbax.
  12. It looks like it's time for me to set up a Minmus Base, I wasn't planning to but I went and accepted some Minmus contracts and one of which was to return a sample of ore. Easy enough I thought, clicking away. Now Babylon K is in orbit of the Mun and has it's own mobile mining base I thought I'd revisit the Minmus contracts. I've already got a station in orbit and a survey sat out there. Errr, that Ore Requirement - I'm sure that said 50 units of ore not 3050 units! I'm going to need a bigger boat!. So like I say I am going to have to build a full on Minmus Base. Me being me I can't do anything simply and I've decided on a modular, expandable form for the base and I've already done a little bit of research right here on Kerbin. As you can see from the picture. It's based on a cross shaped module made of a micronode, girders, docking ports and wheels. Each Module is a rover in its own right and the docking ports, when modules are arranged in a grid do indeed interlock!. An amusing side effect is that the entire base can be driven like a rover itself. I may need to unlock a few technologies before continuing though - Rovemax M1 Wheels might be better. I thought about waiting until I could unlock the HubMax Multi Point Connector but I believe the micronode and strutting will suffice.
  13. Hi guys!! Here's some work i'v beem on this weekends! It's some "compact" version of a moon base fully functional, with few parts and functional as hell!! Only have 3 models until now, an Science Lab, a Mining Facility and GreenHouse (because its pretty, that's all... ). This is the ESA concept for a moon base that i really enjoy and like how it looks! Modules: "Interactive Interiors": Science Lab: GreenHouse: Mining Facility: Ground Solar Panels: Altair Lander - "Big Boy"! (Up to 8 Kerbals) Almost there... solving the last bug (that I found...)
  14. Hi all! I've finally built that base! The space program was so busy with multiple launch windows (I had 3 in less than 20 days: Eeloo, Jool and Duna!), countless lucrative contracts and other shenanigans, that I did not have the time to warp much during the Kerbin -> Moho transfer... And then, the landing site was plunged in the dark upon arrival so, Kerbals had to wait in orbit during almost 30 days until it goes back into daylight. The base has more than 300 parts. The fps was terrible, I had to speed up the videos to around 3:1 - 4:1, so that a second lasts a real second. Next time, I'll assemble a more compact thing in LKO and haul it whole to target. Regardless, the contract system gave me insane amounts of money to finance that. Extract ore, plant a flag, build a teeny-weeny base with a solar panel, 4 seats, an antenna and a docking port, take measurements here and there... It all summed to almost 4.5 million funds and I've only used a fraction of that... Now to the video! Happy launches, Snaky_le_Vrai
  15. Presenting the Laythe Kosmodrome -- a full-featured space centre producing fuel and supporting exploration of the entire Jolian system, especially Laythe itself, naturally. All craft are also available on KerbalX, at https://kerbalx.com/hangars/29774. - * - Pelican: ro-ro medium cargo/utility SSTO (with Ostrich ISRU unit) The Pelican with the Ostrich ISRU and JUNO MIDGE scout form the core of the Laythe Kosmodrome. It is a roll-on/roll-off cargo/utility craft for medium-weight wide-load cargo. It is capable of lofting the Kosmodrome Kore to Kerbin orbit under its own power, although needs refueling and additional drop tanks to get all the way there. Its main mission is to deliver Kosmodrome modules down to the Laythian surface from orbit. It can deliver all of the Kosmodrome modules to the Laythian surface and loft significant quantities of fuel to orbital modules. It relies on a RTG for electrical power and has a probe core for autonomous operation, primarily to make loading/unloading operations easier if operated by a single crew member. Cargo is loaded and unloaded by rolling on and off with the landing gear retracted, the plane resting on its belly. Cargo modules attach to a docking port at the back of the forward fuselage; all the Kosmodrome modules (except the Laythabout) have one at the standard position. The Pelican is so easy to fly even an engineer can do it, but has the aerodynamic efficiency of a feather pillow -- it will not fly far with minimal fuel, so you do need to know how to make accurate re-entries to make use of it off-Kerbin. The Ostrich ISRU unit has two drills for better effectiveness in ore-poor areas. It has sufficient internal power and cooling to work autonomously indefinitely, and two Rockomax X200-8s for storage of fuel output. Notes: The version in the images and the craft files is the one that has been extensively tested and serves in the field on Laythe. A newer version, Pelican-B, is in development, which includes a number of refinements -- design improvements as well as more advanced technology. These improvements include: Wingtip ailerons are a combination of Elevon 2 and Elevon 3. These are better at taking the high thermal load of the wingtips, and allow for finer tuning of the craft's handling. Engine pods redesigned with TVR-400L stack quad-adapter for slightly better aerodynamics and lower part count. The Mk2 rocket fuel fuselages have been replaced with liquid fuel versions for a more sensible propellant mix. When operated by a skilled engineer, the Ostrich's internal power supply cannot keep up with the increased current draw: in this situation, it requires assistance from the Massive-Kerguson space tractor (see below). Fuelling operations are also much more convenient if the tractor and Surface Tanker 64 are available. - * - JUNO MIDGE: unicycle ultra-light short-range scout/prospector The majestic JUNO MIDGE is a surveyor built for Laythe, but it is excellent at any short-range scouting/recon missions which require rough bush landings in difficult terrain. It is equipped with a surface scanner for ore scouting, and was crucial to the success of the Kosmodrome by finding an ideal location for it in a shallow valley by a lake. Its unique feature is the Brikoleur-patented unicycle landing gear. It relies on reaction wheels for stabilisation and control. For landing and take-off, use action group 1 to set control to the upward-pointing node, and set SAS to Surface/Radial Out. This forces the craft upright on its single landing gear; however, the roll and yaw controls are reversed and of course the nabvall poitns up. When flying normally switch control to the command seat with action 2, and retract the flaps with action 3. For landing, reverse the sequence. Recommended touchdown velocity on Kerbin is around 35 m/s fully fueled. Note the steep glide angle and apply throttle to compensate if necessary. The JUNO MIDGE docks to the port on the flatbed of the Pelican for longer-range transport and storage. Roll up to it, brake, retract landing gear, and wiggle. Easy! Operating range is about 100 km or so. More efficient variants are possible by eliminating the control seat and snapping the fuselage together, as this eliminates most of the drag in the design. The JUNO MIDGE is capable of surviving Kerbin re-entry from orbit. Just in case you wanted to do that, for some reason. - * - Massive-Kerguson: heavy space tractor and power generator The Massive-Kerguson space tractor serves three roles on the Kosmodrome. The first is simple traction power: it is needed to manoeuvre the fully loaded surface tanker onto and off the Pelican and around the Kosmodrome generally. The second is supplementary power for the ISRU unit. While the ISRU is capable of running indefinitely with its internal fuel cell array when under autonomous operation, a skilled engineer raises its efficiency to the point that the array's power output is insufficient. The three arrays on the Massive-Kerguson fill this deficit. Finally, since the Laythabout does not have a Kosmodrome-standard docking port, the Massive-Kerguson's Klaw is able to refuel it from the Surface Tanker. The Massive-Kerguson is designed for traction power over all. Steering is all differential, which means it handles... like a tractor. A smaller variant with one pair of ruggedised rover wheels has been tested and is much easier to handle, but it lacks the pulling power required to handle the fully-fuelled Surface Tanker 64 over inclined surfaces, so ultimately that design was not selected for deployment to Laythe. The Kosmodrome reports that production quotas have been exceeded by over 300% since the Massive-Kerguson was delivered. Great job Massive-Kerguson and the Kosmodrome Kerbals! - * - Surface Tanker 64: fuel drum on wheels The Surface Tanker 64 is an extremely basic tanker, with a wheel in each corner, Kosmodrome-spec docking ports at standard height at each and, and minimal autonomous control. It is not capable of rolling onto the Pelican under its own power when fully loaded; this requires assistance from the Massive-Kerguson space tractor. When operating autonomously, it is not recommended to fill it over half its structural capacity. - * - Lakeside Mansions with Kitty Kitty Bang Bang: Command post, habitat, and utility/science rover Lakeside Mansions is the command and control post of the Laythe Kosmodrome. It stands on landing gear, which should be retracted when placing it, and is moved by towing with the handy supplied rover seating four: the Kitty Kitty Bang Bang. Both are RTG-powered. The relay antenna is sufficient to reach high-power relays in the Jolian system to provide a link home, and in case of black-outs, two pilots are able to use the command pod's remote-control feature to manage the entire Kosmodrome from the comfort of their command seats. When towing, the landing gear nearest the Kitty Kitty Bang Bang should be retracted, and it is safest to do so also when decoupling from the Pelican for long-range transport. Since it is currently the only Kosmodrome module with significant crew capacity, it is also rolled onto the Pelican for hauling to orbit and back when performing crew rotations. Kitty Kitty Bang Bang is a fast utility/exploration rover. It is used to tow the command post to place it where required and roll it on and off the Pelican, as well as for short-distance surface exploration of Laythe, to provide illumination at night, and to conveniently transport Kosmodrome staff around the base. - * - Laythabout: long-distance explorer jet If the rest of the Kosmodrome is strictly business, the Laythabout is a grand tourer. It is fast, efficient, and elegant, capable of long-range cruises exploring the Jolian moon, performing science experiments and scouting for points of interest. Its sole docking port is a shielded in-line Mk 2, which means it is intended primarily for in-orbit refueling. However, the Massive-Kerguson tractor is able to fuel it from the Surface Tanker at the Kosmodrome. Other than that, it's a fairly standard light spaceplane really.
  16. Idea for a moon base. THE MAGIC MOONHUB !
  17. Build A Grounded base on every planet and moon (Except jool and Kerbin) in career mode! each base has to have at least 5 kerbals on it at all times, and it has to be a permanent base. they have to be at least 50 meters long and 10 meters high, and a width of 20 meters Cairojack, If you're reading this, This is NOT a single launch Challenge NO CHEATING!!!!!!!!!!!!!!!!!!!!!!!!
  18. I hope you can forgive me asking a question that has almost certainly been asked many times before, but I don't know the best search terms to find it. This problem has shown up in my other large surface stations using all stock parts. I just downloaded Kerbal Planetary Base Systems and it seems to do the same thing when my base gets big. The only other mods I use are Mechjeb and Kerbal Alarm Clock, so I doubt it's a mod-induced issue. It seems to only happen some of the time and only within the first few seconds after switching to the base. I end up holding my breath hoping it will be stable when I first switch to it. If it doesn't start flailing and explode in 30 seconds or so, the base seems to remain fine until the next time I switch to it. Is there a mod (or some other solution) that will keep my oversized bases intact? https://i.imgur.com/3A7PJPv.mp4 *Edited because I'm new to this whole imgur link business*
  19. Hi everyone! I just wanted to share my latest and best creation, real life Lockheed Martin's Mars Base Camp. For those of you who don't know what it is, I recommend you watch this video: https://www.youtube.com/watch?v=vLpZUMfIJX0&t=72s You can watch more of my content on my YouTube channel: https://www.youtube.com/channel/UCdCcDVpmo_ZRyYNObtKZhfA I had to use many mods (really, MANY mods), so many that I don't even remember which ones are needed for this vessel, I even had to modify some to change part sizes so I can't provide a download link because it would be useless. Nevertheless, enjoy the photos and please let me know what you think! Mars Base Camp was just finished around the Moon Mars Base camp arrived on Mars and Ronie Kerman is enjoying the spacewalk I kind of invented how the Martian lunar exploration may work based on the images provided by Lockheed Martin, I hope I got it right. Dammit, a micrometeorite just hit the fuel tanks, let’s check them… We may not be landing on Mars yet, but we are not leaving before a visit to Deimos Ronie is eager to collect some surface samples We descend during a beautiful Martian eclipse And we start the exploration of a small new world Good news, astronauts just got back from their mission with a lot of valuable data Time flies, we’ve already spent a year on the Martian system and we have to leave, but don’t you think this is all, the next time we come here it will be to land. It feels great to orbit your own giant piece of dead rock again Astronauts undock the Orion from the Mars Base Camp The crew prepares for a safe ride home I hope you liked it, it was quite a lot of work (and the damm thing wanted to keep blowing up and falling appart) haha.
  20. I'm new here, Steam says I've played for 13 hours at this point. I'm not playing now because my sinuses have overridden higher brain functions, so please pardon me if this post is lacking in literary or logical content. Planetary bases are, from what I've read, one of the few points that KSP falls short on. Orbital stations seem to be fairly well fleshed out, so I would like to see if there's any player or dev interest in letting us build functional, aesthetically pleasing bases on the ground. Anyone here play Subnautica? If so, then you know what I'm looking for. Well, aside from the magical gun that shoots base parts out based on what mats you have on your person... I'm not expecting a radical change in the direction KSP plays, so initial parts would have to be delivered to the planet/satellite where you want your base. I'd like it if there were refining and manufacturing modules that players could land, then take their rovers out to find materials to refine (bases not just for fuel any more!) and construct more base parts to add on. Additional missions could be generated to bring rare minerals back to Kerbin, etc. But emergent gameplay aside, I would really like to see bases that look like bases, and Subnautica has what I consider to be very good examples. Well, I was trying to find some examples of people actually building a smallish base, or maybe even a medium one, but all of the base building videos I looked at were some ADHD Twitch streamers doing everything BUT building a base for the first 45 minutes. Still, you can see from the extravaganzas above what I'm after.
  21. I really do need to make a space station and shuttle, now. Problems, problems
  22. The SSTO Base Challenge: The SSTO base challenge is a challenge in which you will need to make a manned MK3 plane SSTO, and have a 2.5m permanent land base as cargo; And return the SSTO back to Kerbin safely! The ship can cost up to 150,000 (including base) , and the base has to be over 5 tonnes. The SSTO can only have RAPIERS or Nuke engines (or any for Eve); you are allowed to drop fuel tanks in cargo bay. The Base has to have at least 1 antenna, 2 docking ports and 3 solar panels. This is a fun challenge. You are allowed to use mods such as KWRocketry, TweakScale, and KER. Easy: 4 kerbals to Duna. Medium: 5 kerbals to Laythe. Hard: 7 kerbals to Dres. IMPOSSIBLE: 15 kerbals to Eve. EXTRA: Land the SSTO at runway Badge:
  23. Preface - I've performed a perfunctory search and come up with - Lots of landing legs and auto-struts are probably not clever. So this question is kind of a two part-er. Background - I am designing a stock base+ system, largely aimed at Duna and to be developed et released as a scale-able, fun, and user friendly way of building up a permanent presence on the red planet. I've done it before, but not for general release. Issues - I am experiencing phantom torques that wildly spin the modules apart when about 3 or more are joined. When 2 or more are joined it tends to float over the surface or just jiggle in it's place. Explosions. Lot's of explosions. Also it irritates me that I am not forced to build in a realistic way - The assembly vehicle is "glued" to the module and floats due to auto-strutting, and feels very cheaty. Part 1 - Can you help me understand the "why"? Part 2 - Can you help me get around, over, or under the problem. I'm not really looking for an answer that is simply "Just don't use landing legs" here, unless it is genuinely the only way forwards at this time. If it is, then I'd also love to hear whether this is on the cards to be fixed at all soon? I've read bits and bobs about unity bugs and the requirement for auto-struts until unity fixes something, so it concerns me a little that base building might be kinda borked for the long term . My thoughts - I'm sure there is a way to mitigate this, and I'd love to know what. Should I just use half the legs so for a base module to be supported it needs two modules joined? This still wouldn't allow me to build nearly as big as I want. It doesn't strike me that my auto-struts are too long, but when you join two modules together, half the struts from one module flick the next as the heaviest part becomes nearer. I wonder if this is the main cause. Perhaps there's some clipping with the landing leg that I have missed. I really hope that base building with landing legs is not a lost cause as I felt I was onto a good design streak here. Let me fill you in on the details. Firstly, the two modules: Module 1 - When 2 are joined it floats and jitters, when 3 or more are joined it experiences wild spinning, explosions, and general tomfoolery. 4 means insta-Kraken if you can get that far. Module 2 - Joining this to the structure just turned the base into a Catherine wheel. So, are the days of epic bases gone? Have I just pointed out something that has been discussed to death, talked about extensively in KSP weekly and my searching prowess needs work? Is a fix as close as the very next update? I hope there's a potential route to me being able to do this again, because it's a huge part of enjoying this game and I'd like for that to not be over SM
  24. If you have a ground base, either big or small, either running smoothly or insanely framerate breaking, either at ground level or high up, on land or water, and you think that it's worthy enough, then send me pics! Show the rest of the forums how good your basebuilding skills are! Show them how much skill and time it took you to construct it, and last of all, show them links to mods if you used them! To post, you will have to have at least one picture of your base, and a short description (function, goal, objective, etc.) of your creation. And, even though it's called "ground base", that doesn't mean that you can also have a "sea base"! Get building, forumkerbs!