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Found 15 results

3. ## What do you think about the bases on the gas giants?

The buoyant force works not only from the liquids, but also from the gases. So how possible is to build bases on the level of gases with density equal density of the base? The density of atmosphere at the sea level on the Earth and on the Kerbin ~ 1.25 kg/m3 . So if we need to reach the density level like water, we need to reach the depth when pressure is equal 800 atm. What do you think about this? I think that it's impossible, because pressure must be 80000000 kPa, but the pressure limit for all details is only 4000 kPa. And also it would be impossible to take off from this depth because pressure is unbelievable and I think that the atmosphere altitude would be about 1-3M KM. P.S. That was written by Russian student that study in 8 class. Maybe I don't know some physics laws.
4. ## My problem with bases.

So, i'm trying to make a Mun base. But i'm having i big problem with the question of assembling of the parts. My plan is make a rover to assemble the parts. I build the prototipe of the rover, but i'm can't dock with the parts without using brute force. Align the docking ports of the modules of the base with the docking port of the assembler rover will need of a really lot of tests. And when i dock with some module, when i retract the landing legs of the module, the weight of the module make the rover topple, and drive the rover with some module with the landing legs extended will be a very long mission. So, if you have a opinion about how i can fix that problem, post here.

6. ## looking for ideas

I'm starting up a YouTube channel soon, and I'm looking for some ideas, specifically space stations and bases, but you can show me anything, because I can use anything. In advance, thank you.
7. ## Better Base Building Request

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.

9. ## Moving large fuel tanks across Moho?

So I'm trying to set up an interplanetary transport system between Kerbin and Moho, and my plan is to have a large tanker refuel the interplanetary ship at Moho. It requires 10,000 units of LiquidFuel to Low Moho orbit, so I'm using a large Mk3 fuel tank. My plan was to land the tanker near a mining base, and move it using a rover. The problem is, the tanker is so heavy, even when empty, that the rover can barely move, and goes at 0.5 m/s up slightly inclined hills on Moho. Does anyone have any suggestions for how I could do this better? https://1drv.ms/i/s!Ag6H0m7Hg8jmgrJ26CD_EbCQaWxvQA https://1drv.ms/i/s!Ag6H0m7Hg8jmgrJ44EK5T1iLzQVsag https://1drv.ms/i/s!Ag6H0m7Hg8jmgrJ44EK5T1iLzQVsag
10. ## Docked Stations and Bases becoming really unstable

This may already be a topic, but after a quick search I couldn't find anything related. Is anyone else having a problem with extreme instability with docked space-stations and bases? Much more so than any previous version? I currently have a space station around Duna and am trying to piece together bases on Ike and Duna. I first really started seeing this issue with the Space station. If I try to use SAS to hold the station in a specific position, the base would soon start to oscillate back and forth until it eventually ripped itself apart. I tried to disable most of the SAS modules on the various remote guidance units I had on each station piece, but it still seems to wobble out of control. I then built a base on Ike. Put down a ISU converter piece and a driller piece and docked them with a few fuel pipes and a main communication battery. It seemed stable at first, but when I returned to the base after a few days, the station wobbled completely out of control and ripped itself apart in about 3 seconds. I was able to "fast-forward" and resume over and over to keep the station long enough for me to disable all the drills, retract them and undock the drill unit from the rest of the station, but it was a really frustrating process. Is anyone else having problems with really unstable docked stations? Any way of avoiding/getting around this? Thanks!
11. ## The Natural Base?

I've been thinking about this for a while and my question is: What is your opinion on there being a natural base or counting system? Taking a Platonic view of the universe, is there any 'system' to the universe regarding numbers, not just 'there are x apples'? I mean, we might just be measuring the universe wrong. Most people would probably default to either base one or binary (base two), but why? Is there any reason that the numbers one and two are special? This brings us to my second questions: Integers. Why are they considered different and get precedence over other numbers? What is even the definition of an integer, I mean even though the number 5 doesn't have any decimals in base ten, if written in base Pi, it's irrational. It might also be that x whole apples are necessarily an integer number of apples, but the operating word is whole and it might just be us that are centred around whole, full and integer, even though they might not be different or special in any way. -T (P.S. Maths counts as science in this forum right?)
12. ## Instant Bases

As a relatively new KSP player, I find it hard to get to places like the Mun and other planets easily with bases and such. It would be awesome if you added an option to instantly spawn the base you built in the VAB or the SPH onto a planet and location of your choosing. The same with satellites and stations.
13. ## Mun Power!!

Have you ever thought about it? The Mun seems like a super lame planet. It's the closest to Kerbin, it's copied off the Moon. It looks boring. But when you put your imagination to it, you could turn the whole Mun into a completely new Kerbin! You could build a futuristic new base! You could make a racecourse for you and your friends to drive on! So scrap Duna, and Eeloo, and Dres, and stick with the basics. Stick with the Mun ( Or low Kerbin Orbit )
14. ## I don't often .....

I don't often find much to complain about with the game but I do have one major gripe and I really hope its at least on squads radar in terms of some kind of improvement. Bases! I continually see contracts to construct surface bases but I really hate the current system of wedging rocket parts together with docking nodes. Dear Squad and devs, if you read this, please please look at giving us some dedicated surface modules with a sensible means of connecting them at the landing site. It can only make KSP an even better experience. Thanks for reading.
15. ## Legless buildings

Advanced building 101 I recently found a problem, and I would like to know if there's someone else out there with the same problem. I am building colonies at every world. Some are older and are, therefore, bigger. They have been built in career mode, so they are made up of a mix of attached blocks through docking ports, on the surface. One of them, my minmus fuel factory, has grown in size quite a bit, the latest addition was a nice landing pad, placed quite far from the main building, via a long pipe which was assembled, in place, in 3 sections. What happens is that, since terrain is not level and there is yet to be done a mod that allows for buldozzers or terrain levelling, the landing pad, when I warp time, clips the terrain mesh a little. this is enough, however, to make parts of the landing pad exploding and jumping into the air. the reason why I adopted the "no legs" building process is that it is easier to standardize equipment, since, independently of local gravity the port height for each block remains the same, unlike when we use legs. Besides... It looks better... Knowing if port height matches is, as you can see, of paramount importance before sending base components to be assembled millions of miles away, and if I have to design this for each scenario, instead of using default design for all, it's a pain in the ass... but.... The no legs approach is giving me this problem... What do you suggest? Using legs will prevent this on larger ground bases? Is it worth the pain? Anyone knows when bulldozer mod will be available? Maybe making smaller bases (in terms of area)? How have you overcome this problem, if you ever encountered it? I can think on a number of alternatives, Imwould be interested in knowing thenless painfull ones eheh