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Found 22 results

  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 extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  2. Get the latest here. Mirror: SpaceDock Pathfinder Wiki Source (Pathfinder), Source (WildBlueTools) BARIS Wiki Due to technical difficulties, CKAN installs are not supported. I suggest you use AVC instead. Mini-AVC is already supported. 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," Bob encouraged Bill. As the engineer walked over to the Buckboard, Val and Jeb hooked up the Saddle to the cargo lander's equipment storage tank. Bill supervised the Ponderosa's assembly, while Bob outfitted the module as a Pathfinder geology lab. Once the engineer attached the Doc Science Lab to the back of the Ponderosa, Bob immediately got to work again. "Uh oh," Val said. "The Sombrero didn't survive the drop. The solar panels are broken. Can you fix it, Bill?" Bill looked at the solar array and shook his head. "No, but I can rig up a generator from one of the Buckboards, and use the Gold Diggers to dig up some ore." "But, I need those drills to take core samples," Bob protested. "Without those core samples we can't tweak production efficiency!" "Don't worry," Bill responded, "we can convert the spare Casa into a workshop and print some more using the material kits in the lander." "Ok, let's get that done after we set up the Telegraph. We need more relays back to Kerbin." An engineer's work is never done, Bill thought to himself... See The Sights You've done your flags and footprints, now comes the time to do some geology to find the best place to plunk down your more permanent base. Establish a basecamp, stay awhile, and survey the land to see if you can find a better concentration of resources (or perhaps a worse concentration, maybe those orbital scans weren't accurate). If you've found the right spot, then it's time to bring in the bigger stuff. If not, then it's time to pack up your Buffalo Modular Space Exploration Vehicle and look elsewhere. Space Camping Pathfinders have KIS/KAS friendly, portable equipment to go “space camping" with. Just convert a few Buckboard or Conestoga multipurpose containers into storage units, pack your gear, and head out. Temporary Bases Want to build a sprawling temporary base? Pathfinder offers a number of different parts for temporary base building, with optional support for mods like OSE Workshop, Extraplanetary Launchpads, TAC Life Support, Snacks, USI-LS, kOS, and more. Travel in Style Pathfinders are always on the go, and you can travel in style with the Buffalo Modular Space Exploration Vehicle (MSEV), based on NASA's real-world MMSEV. Whether driving or making sub-orbital hops, the Buffalo has you covered. As if that's not enough, you also have a personal flying wing known as the JetWing, and the Outback EVA Support System, which can hold a small amount of a lot of different resources. Your Game, Your Choice Don't like how the mod is configured? Simply press <mod key, which defaults to Alt on Windows> and P simultaneously to bring up the Pathfinder Settings window. It's not cheating if the default configuration for the mod simply doesn't match your play style. Additionally, Pathfinder is easily customizable using ModuleManager patches. Want to create a new template? Here's a wiki page on how. Requires Kerbal Inventory System (KIS) and Kerbal Attachment System (KAS) by KospY & Winn78. Add-Ons Multipurpose Colony Modules for Pathfinder adds space station modules and inflatable drydocks. Now you have use Pathfinder in space! ---ACKNOWLEDGEMENTS --- Module Manager by Sarbian Community Resource Pack by RoverDude, Nertea, and the KSP community Icons by icons8: https://icons8.com/license/ --- LICENSE --- Recommended Mods Featured on Kottabos Space Program, here is an early look at Pathfinder. Thanks Kottabos!
  3. 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!
  4. https://www.space.com/34339-should-we-launch-kid-to-space.html
  5. Eve/Venus Cloud cities

    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 RSSVE. *Atmosphere effects= *Atmosphere effects= *Atmosphere effects=
  6. 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 best part is that when you’re ready to move onto the main MKS system and it’s more involved processes, almost all of the knowledge you learn in MKS-L will transfer directly over. You can get a feel for the specifics over on the Wiki. You can grab a release over on GitHub here: https://github.com/BobPalmer/MKS-LITE/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely note that this is currently in BETA, so while it is pretty stable, I still anticipate some bugs I am also especially looking for feedback on the documentation, since this is intended to be a much simpler version, and I need to make sure the docs work for newer players. Note: This is not really suitable for use with core UKS because of balance issues (in the next release, the full UKS mod will explicitly hide MKS-L if present). Enjoy!
  7. 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-LS. Kerbalism sounds cool because it has resource use in background, and minimum housing space/comfort requirements, but I'm nervous because a lot of things seem to break when using it from what I've heard. TAC-LS would be a simpler system and not as likely to break other things but wouldn't be as realistic from a living space perspective. So now to the questions: Has anyone tried something similar, and if so, how did it turn out? Does Kerbalism play nice with Kerbal Planetary Base Systems and long-term surface habitation? Is using life-support do-able with multiple colonies with or without in-situ life-support production? Am I insane for wanting to try this?
  8. 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!
  9. 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 a interplanetary empire full of little green men. With those will be stations to act as "space-based bases" for the storage of gathered materials from a celestial body. A network of space-faring cargo vessels will transport these from planet to planet, with all science being delivered at Kupole Station in Low Kerbin Orbit. It's an exciting initiative - the kind that has Jeb staying up all night and literally flying off the walls. But is it fesable? Yes, it is....I'm pretty sure. CURRENT PROGRESS: KUPOLE STATION: Space station in Low Kerbin Orbit; used as a refueling and science hub. RHEA BASE: Mining facility on the Mun. Operations will begin soon. RHEA HOVERCRAFT [Being Tested]: A special dropship/hovercraft used for transporting fuel and ore from Rhea Base. Very explody as of now. ZEMYNA STATION [In Progress]: Space station for the collection of fuel from Rhea Base and to refuel outgoing vessels. MINTHE THREE [Partially complete]: State-of-the art space station, lander, and base combination craft. Will be used for science and recreation on Minmus. CURRENT PLAN: The current plan is to make Rhea base a fully operational mining facility. As a result, I will be able to create large motherships for manned interplanetary exploration with ease. Instead of making overkill rockets to shoot them towards their destinations, I can simply put them in Kerbin orbit, refuel, and then leave. Much more memory efficient (giant rockets = laaag). The next stop after the Mun and Minmus is Duna. But until then, I have Hera I and Styx heading to Jool and Eeloo, respectively. I will also need to send unmanned orbiters to Duna for science gathering and finding nice areas to do some first Kerbal landings. PARTS: Part 0.5: Prologue...of sorts
  10. Permanent Worlds Challenge Permanent Worlds is a mod Challenge created by me, GalacticVoyager. this challenge has 1 simple goal, construct anew civilization from far, far away from kerbin. Different challenges will be present on worlds like the mun and minmus, while others to eve and duna, and even harder missions to jool and other (modded*) solar systems. This challenge is continuous, meaning its constantly updated. the challenge has no speed limits. The idea is to make the largest colony possible in the time period given, so you must be quick before each disaster strikes... Offical Badge [Credit to Anex for this incredible badge] To The Munnes! "One day while doing their work, scientists peaking through the `really long telescope` found a spot somewhere in space, after 3 desperate attempts to wipe the speck off the glass of the telescope the scientists realized it was a asteroid. further studies showed the asteroid was on a collision course with kerbin, and the asteroid was as large as a mountain. in a desperate attempt to survive the upcoming disaster, the scientists decided to send the population into space to kollonize the nearby mun system around kerbin. and so begins the mun kollonize challenge... " Time limit = 2 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to the mun. Land and then establish a fully working city on it. - 25 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to minmus. Land and then establish a fully working city on it. - 30 points (1 point x number of parts) Challenge No.3: Construct a Orbital City above Kerbin. - 15 points (1 point x number of parts) Challenge No.4: Construct a Orbital City above the Mun. - 35 points (1 point x number of parts) challenge No.5: Construct a Orbital city above Minmus. - 40 points (1 point x number of parts) Additional Challenge No. 6: Land your colony near one of the Mun Easter eggs. - 20 Challenge No. 7: Land your colony near the Minmus Easter egg. - 20 Challenge No.8: Launch satellite from your colony into orbit around kerbin. - 5, x the amount of satellites Challenge No.9: Launch satellite from your colony into orbit around Minmus. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.10: Launch satellite from your colony into orbit around the Mun. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.11: Launch a rover from your colony onto the surface of the mun -Surface: 5, Orbit: 10, x the amount of rovers Challenge No.12: Launch a rover from your colony onto the surface of minmus -Surface: 5, Orbit: 10, x the amount of rovers Completion - 125 points Forgotten Twin "A large dwarf planet from the outskirts of the kerbol system has been knocked of course, sending it onto a nearby pass with kerbin, due to this, it will send all of kerbin`s munnes, and a extreme amount of asteroids, spiraling across the kerbin system, destroying both kerbin and its 2 munnes. due to this, the kerbals need to launch their rockets to eve, the sister planet of kerbin, to kollonize it and survive the apocalypse." Time limit = 1 kerbal year, 6 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Eve. Land and then establish a fully working city on it. - 60 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Gilly. Land and then establish a fully working city on it.- 35 points (1 point x number of parts) Challenge No.3: Construct a Orbital City above Eve. - 50 points (1 point x number of parts) Challenge No.4: Construct a Orbital City above the Gilly. - 30 points (1 point x number of parts) Additional Challenge No.5: Launch satellite from your colony into orbit around Eve. -Surface: 30, Orbit: 5, x the amount of satellites Challenge No.6: Launch satellite from your colony into orbit around Gilly. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.7: Launch a rover from your colony onto the surface of Eve -Surface: 5, Orbit: 25, x the amount of rovers Challenge No.8: Launch a rover from your colony onto the surface of Gilly -Surface: 5, Orbit: 10, x the amount of rovers Completion - 200 points The Hugger "A rouge gas giant from the outer reaches of space has swept into the kerbol system, disrupting jools orbit, causing it to enter the inner solar system. Due to this, most of the planets in the inner solar system will be disrupted from their orbits, however, 1 world will remain the same, Moho. Its distance from kerbol allows it to stay in a highly dominant gravitational pull, even jool`s gravity wont disrupt it, and so the kerbals had set their eyes on it..." Time limit = 2 kerbal years, 3 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Moho. Land and then establish a fully working city on it. - 25 points (1 point x number of parts) Challenge No.2: Construct a Orbital City above Moho.- 15 points (1 point x number of parts) Additional Challenge No.3: Launch satellite from your colony into orbit around Moho. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.4: Launch a rover from your colony onto the surface of Moho -Surface: 5, Orbit: 15, x the amount of rovers Completion - 75 points The Red World "Moho`s orbit has became unstable, and due to this, caused it to collide with Eve, destroying both worlds. this event sent trillions of asteroids across the kerbol system, and due to this, kerbin has 6 months till the expanding asteroid sphere reaches it, subsequently destroying it. luckily, Data shows the asteroid sphere wont reach duna`s orbit, allowing the kerbals to find a new home close to their cradle." Time limit = 1 kerbal year Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Duna. Land and then establish a fully working city on it. - 40 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Ike. Land and then establish a fully working city on it. - 20 points (1 point x number of parts) Challenge No.3: Construct a Orbital City above Duna. - 30 points (1 point x number of parts) Challenge No.4: Construct a Orbital City above the Ike. - 15 points (1 point x number of parts) Additional Challenge No.5: Launch satellite from your colony into orbit around Ike. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.6: Launch satellite from your colony into orbit around Duna. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.7: Launch a rover from your colony onto the surface of Duna -Surface: 5, Orbit: 15 , x the amount of rovers Challenge No.8: Launch a rover from your colony onto the surface of Ike -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No. 9: Land your colony near one of the duna Easter eggs. - 20 points Completion -175 points The Lonesome Drawf "Kerbol, which had provided light and warmth, is becoming chaotic. its just a matter of time before its radiation levels increase to levels so high that even duna would be roasted. However, kerbals set their eyes to a small drawf planet on the outskirt of the kerbol inner solar system, a world forgotten by the community and scientists alike, Dres" Time limit = 3 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Dres. Land and then establish a fully working city on it. - 30 points (1 point x number of parts) Challenge No.2: Construct a Orbital City above the Dres. - 20 points (1 point x number of parts) Additional Challenge No.3: Launch satellite from your colony into orbit. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.4: Launch a rover from your colony onto the surface of Dres -Surface: 5, Orbit: 15 , x the amount of rovers Completion - 100 Green Giant "A small, brown dwarf is approaching the kerbol system, and will pass through its inner solar system, disrupting practically every planet in orbit around kerbol. However, calculations show that Jool would not be affected by this event. allowing a small door of survival to the giant of the system for the kerbals..." Time limit = 5 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Laythe. Land and then establish a fully working city on it. - 60 points (1 point x number of parts) Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Vall. Land and then establish a fully working city on it. - 40 points (1 point x number of parts) Challenge No.3: build, fly, or construct a colony in orbit or on ground. then send them to Tylo. Land and then establish a fully working city on it. - 70 points (1 point x number of parts) Challenge No.4: build, fly, or construct a colony in orbit or on ground. then send them to Bop. Land and then establish a fully working city on it. - 15 points (1 point x number of parts) Challenge No.5: build, fly, or construct a colony in orbit or on ground. then send them to Pol. Land and then establish a fully working city on it.- 15 points (1 point x number of parts) Challenge No.6: Construct a Orbital City above Jool. - 20 points (1 point x number of parts) Challenge No.7: Construct a Orbital City above Laythe. - 30 points (1 point x number of parts) Challenge No.8: Construct a Orbital City above Vall. - 20 points (1 point x number of parts) Challenge No.9: Construct a Orbital City above Tylo. - 35 points (1 point x number of parts) Challenge No.10: Construct a Orbital City above Bop. - 5 points (1 point x number of parts) Challenge No.11: Construct a Orbital City above Pol. - 5 points (1 point x number of parts) Additional Challenge No.12: Launch satellite from your colony into orbit around Jool. - 5, x the amount of satellites Challenge No.13: Launch satellite from your colony into orbit around laythe. -Surface: 20, Orbit: 5, x the amount of satellites Challenge No.14: Launch satellite from your colony into orbit around Vall. -Surface: 30, Orbit: 5, x the amount of satellites Challenge No.15: Launch satellite from your colony into orbit around Tylo. -Surface: 25, Orbit: 5, x the amount of satellites Challenge No.16: Launch satellite from your colony into orbit around Bop. -Surface: 5, Orbit: 2, x the amount of satellites Challenge No.17: Launch satellite from your colony into orbit around Pol. -Surface: 5, Orbit: 2, x the amount of satellites Challenge No.18: Launch a rover from your colony onto the surface of Laythe -Surface: 5, Orbit: 30 , x the amount of rovers Challenge No.19: Launch a rover from your colony onto the surface of Vall -Surface: 5, Orbit: 30 , x the amount of rovers Challenge No.20: Launch a rover from your colony onto the surface of Tylo -Surface: 5, Orbit: 35 , x the amount of rovers Challenge No.21: Launch a rover from your colony onto the surface of Bop -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No.22: Launch a rover from your colony onto the surface of Pol -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No. 23: Land your colony near one of the Easter eggs that exist within the Jool system - 30 points Completion - 500 The Empire on Hel "Kerbol, a bright star in the middle of its life, has suddenly went supernova, due to this, kerbin has 3 months till the explosion reaches it, destroying it. From there, kerbals calculated what worlds would survive, but all the planets would be affected one way or the other, however, 1 kerbal remembered of another world, far, far away, eeloo. Soon calculations showed that eeloo would not be affected, and so the kerbals set their gaze on it..." Time limit = 7 kerbal years, 6 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Eeloo. Land and then establish a fully working city on it. - 100 points (1 point x number of parts) Challenge No.2: Construct a Orbital City above the Eeloo. - 75 points (1 point x number of parts) Additional Challenge No.3: Launch satellite from your colony into orbit around Eeloo. - Surface: 15, Orbit: 5 , x the amount of satellites Challenge No.22: Launch a rover from your colony onto the surface of Eeloo -Surface: 5, Orbit: 15 , x the amount of rovers Completion - 200 time limits are the amount of time it is given for you to construct rockets, once the time limit is surpassed, you cant build anymore rockets. Completed is when you do all the main missions, additional missions don`t count. City Classification: 1. Cities must contain 20 or more kerbals, as well as have the capability of housing them. 2. Cities must have a hanger for smaller, manned spacecraft. The hanger also must contain a docking port. For obvious reasons (Multiple hangers are allowed, alongside multiple docking ports in a hanger.) 3. Cities must be able to recharge their power supply. 4. (ground cities) A ISRU and a laboratory are required for a ground city, Rules: 1. You must show video or picture evidence that you DID NOT CHEAT 2. In the subject of cheating, alt-12 and hyperedit are banned. 3. Keep part-clipping at a minimal, is fine to add a small amount of space to the ship. But completely overdoing it is banned. 4. Docking is allowed, heck, i would be impressed actually. as long as you prove you have done it 5. Be kind to other contestants etc 6. You cannot use any mods. This may change in the future. 7. no limits excet the time limit. 8. There are no part limits, so go all out too. 9. Refueling missions are allowed as long as the time limit is not over. 10. Normal mode and harder are allowed, lower modes are not (post a screenshot of your mode config, you will gain a small reward depending on how hard your config is.) 11. You dont need to return your kerbals, why would you anyways? 12. Stock system only, no changes to the kerbol system at ALL! 13. Stock parts as well, we dont want Overpowered modded boosters used for massive craft. 14. Reverting flight is banned, quicksaving and quickloading is allowed but only if your craft experiences glitches mid-flight. Leaderboard: 1. @Galacticvoyager - 131 points 2. @owenmaley - 95 points 3. 4. 5. 6. 7. 8. 9. 10.
  11. Hi, I want to offer you my version Mars colonization. Here I will upload videos as they become available Protoss mission - Mars satellite #1
  12. Permanent Worlds Challenge Permanent Worlds is a mod Challenge created by me, GalacticVoyager. this challenge has 1 simple goal, construct anew civilization from far, far away from kerbin. Different challenges will be present on worlds like the mun and minmus, while others to eve and duna, and even harder missions to jool and other (modded*) solar systems. This challenge is continuous, meaning its constantly updated. the challenge has no speed records ect. The idea is to make the largest colony possible in the time period given, so you must be quick before each disaster strikes... Offical Badge [Credit to Anex for this incredible badge] To The Munnes! "One day while doing their work, scientists peaking through the `really long telescope` found a spot somewhere in space, after 3 desperate attempts to wipe the speck off the glass of the telescope the scientists realized it was a asteroid. further studies showed the asteroid was on a collision course with kerbin, and the asteroid was as large as a mountain. in a desperate attempt to survive the upcoming disaster, the scientists decided to send the population into space to kollonize the nearby mun system around kerbin. and so begins the mun kollonize challenge... " Time limit = 6 kerbal months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to the mun. Land and then establish a fully working city on it. This colony MUST survive for a year - 25 points Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to minmus. Land and then establish a fully working city on it. This colony MUST survive for a year - 30 points Challenge No.3: Construct a Orbital City above Kerbin. This colony MUST survive for a year. - 15 points Challenge No.4: Construct a Orbital City above the Mun. This colony MUST survive for a year. - 35 points challenge No.5: Construct a Orbital city above Minmus. This colony MUST survive for a year. - 40 points Additional Challenge No. 6: Land your colony near one of the Mun Easter eggs. - 20 Challenge No. 7: Land your colony near the Minmus Easter egg. - 20 Challenge No.8: Launch satellite from your colony into orbit around kerbin. - 5, x the amount of satellites Challenge No.9: Launch satellite from your colony into orbit around Minmus. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.10: Launch satellite from your colony into orbit around the Mun. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.11: Launch a rover from your colony onto mun -Surface: 5, Orbit: 10, x the amount of rovers Challenge No.12: Launch a rover from your colony onto minmus -Surface: 5, Orbit: 10, x the amount of rovers Completion - 125 points Forgotten Twin "A large dwarf planet from the outskirts of the kerbol system has been knocked of course, sending it onto a nearby pass with kerbin, due to this, it will send all of kerbin`s munnes, and a extreme amount of asteroids, spiraling across the kerbin system, destroyed both kerbin and its 2 munnes. due to this, the kerbals need to launch their rockets to eve, the sister planet of kerbin, to kollonize it and survive the apocalypse." Time limit = 3 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Eve. Land and then establish a fully working city on it, This colony MUST survive for a year - 60 points Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Gilly. Land and then establish a fully working city on it. This colony MUST survive for a year - 35 points Challenge No.3: Construct a Orbital City above Eve. This colony MUST survive for a year. - 50 points Challenge No.4: Construct a Orbital City above the Kerbin. This colony MUST survive for a year. - 30 points Additional Challenge No.5: Launch satellite from your colony into orbit around Eve. -Surface: 30, Orbit: 5, x the amount of satellites Challenge No.6: Launch satellite from your colony into orbit around Gilly. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.7: Launch a rover from your colony onto eve -Surface: 5, Orbit: 25, x the amount of rovers Challenge No.8: Launch a rover from your colony onto Gilly -Surface: 5, Orbit: 10, x the amount of rovers Completion - 200 points The Hugger "A rouge gas giant from the outer reaches of space has swept into the kerbol system, disrupting jools orbit, causing it to enter the inner solar system. Due to this, most of the planets in the inner solar system will be disrupted from their orbits, however, 1 world will remain the same, Moho. Its distance from kerbol allows it to stay in a highly dominant gravitational pull, even jool`s gravity wont disrupt it, and so the kerbals had set their eyes on it..." Time limit = 5 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Moho. Land and then establish a fully working city on it, This colony MUST survive for a year - 25 points Challenge No.2: Construct a Orbital City above Moho. This colony MUST survive for a year. - 15 points Additional Challenge No.3: Launch satellite from your colony into orbit around Moho. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.4: Launch a rover from your colony onto Moho -Surface: 5, Orbit: 15, x the amount of rovers Completion - 75 points The Red World "Moho`s orbit has became unstable, and due to this, caused it to collide with Eve, destroying both worlds. this event sent trillions of asteroids across the kerbol system, and due to this, kerbin has 6 months till the expanding asteroid sphere reaches it, subsequently destroying it. luckily, Data shows the asteroid sphere wont reach duna`s orbit, allowing the kerbals to find a new home close to their cradle." Time limit = 6 months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Duna. Land and then establish a fully working city on it, This colony MUST survive for a year - 40 points Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Ike. Land and then establish a fully working city on it. This colony MUST survive for a year - 20 points Challenge No.3: Construct a Orbital City above Duna. This colony MUST survive for a year. - 30 points Challenge No.4: Construct a Orbital City above the Ike. This colony MUST survive for a year. - 15 points Additional Challenge No.5: Launch satellite from your colony into orbit around Moho. -Surface: 15, Orbit: 5, x the amount of satellites Challenge No.6: Launch satellite from your colony into orbit around Ike. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.8: Launch a rover from your colony onto Duna -Surface: 5, Orbit: 15 , x the amount of rovers Challenge No.9: Launch a rover from your colony onto Ike -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No. 10: Land your colony near one of the duna Easter eggs. - 20 points Completion -175 points The Lonesome Drawf "Kerbol, which had provided light and warmth, is becoming chaotic. its just a matter of time before its radiation levels increase to levels so high that even duna would be roasted. However, kerbals set their eyes to a small drawf planet on the outskirt of the kerbol inner solar system, a world forgotten by the community and scientists alike, Dres" Time limit = 6 months Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Dres. Land and then establish a fully working city on it. This colony MUST survive for a year - 30 points Challenge No.2: Construct a Orbital City above the Dres. This colony MUST survive for a year. - 20 points Additional Challenge No.3: Launch satellite from your colony into orbit. -Surface: 10, Orbit: 5, x the amount of satellites Challenge No.4: Launch a rover from your colony onto Dres -Surface: 5, Orbit: 15 , x the amount of rovers Completion - 100 Green Giant "A small, brown dwarf is approaching the kerbol system, and will pass through its inner solar system, disrupting practically every planet in orbit around kerbol. However, calculations show that Jool would not be affected by this event. allowing a small door of survival to the giant of the system for the kerbals..." Time limit = 5 kerbal years Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Laythe. Land and then establish a fully working city on it. This colony MUST survive for a year - 60 points Challenge No.2: build, fly, or construct a colony in orbit or on ground. then send them to Vall. Land and then establish a fully working city on it. This colony MUST survive for a year - 40 points Challenge No.3: build, fly, or construct a colony in orbit or on ground. then send them to Tylo. Land and then establish a fully working city on it. This colony MUST survive for a year - 70 points Challenge No.4: build, fly, or construct a colony in orbit or on ground. then send them to Bop. Land and then establish a fully working city on it. This colony MUST survive for a year - 15 points Challenge No.5: build, fly, or construct a colony in orbit or on ground. then send them to Pol. Land and then establish a fully working city on it. This colony MUST survive for a year - 15 points Challenge No.6: Construct a Orbital City above the Jool. This colony MUST survive for a year. - 20 points Challenge No.7: Construct a Orbital City above the Laythe. This colony MUST survive for a year. - 30 points Challenge No.8: Construct a Orbital City above the Vall. This colony MUST survive for a year. - 20 points Challenge No.9: Construct a Orbital City above the Tylo. This colony MUST survive for a year. - 35 points Challenge No.10: Construct a Orbital City above the Bop. This colony MUST survive for a year. - 5 points Challenge No.11: Construct a Orbital City above the Pol. This colony MUST survive for a year. - 5 points Additional Challenge No.12: Launch satellite from your colony into orbit around Jool. - 5, x the amount of satellites Challenge No.13: Launch satellite from your colony into orbit around laythe. -Surface: 20, Orbit: 5, x the amount of satellites Challenge No.14: Launch satellite from your colony into orbit around Vall. -Surface: 30, Orbit: 5, x the amount of satellites Challenge No.15: Launch satellite from your colony into orbit around Tylo. -Surface: 25, Orbit: 5, x the amount of satellites Challenge No.16: Launch satellite from your colony into orbit around Bop. -Surface: 5, Orbit: 2, x the amount of satellites Challenge No.17: Launch satellite from your colony into orbit around Pol. -Surface: 5, Orbit: 2, x the amount of satellites Challenge No.18: Launch a rover from your colony onto Laythe -Surface: 5, Orbit: 30 , x the amount of rovers Challenge No.19: Launch a rover from your colony onto Vall -Surface: 5, Orbit: 30 , x the amount of rovers Challenge No.20: Launch a rover from your colony onto Tylo -Surface: 5, Orbit: 35 , x the amount of rovers Challenge No.21: Launch a rover from your colony onto Bop -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No.22: Launch a rover from your colony onto Pol -Surface: 5, Orbit: 10 , x the amount of rovers Challenge No. 23: Land your colony near one of the Easter eggs that exist within the Jool system - 30 points Completion - 500 The Empire on Hel "Kerbol, a bright star in the middle of its life, has suddenly went supernova, due to this, kerbin has 3 months till the explosion reaches it, destroying it. From there, kerbals calculated what worlds would survive, but all the planets would be affected one way or the other, however, 1 kerbal remembered of another world, far, far away, eeloo. Soon calculations showed that eeloo would not be affected, and so the kerbals set their gaze on it..." Time limit = 3 months weeks Challenge No.1: build, fly, or construct a colony in orbit or on ground. then send them to Eeloo. Land and then establish a fully working city on it. This colony MUST survive for a year - 100 points Challenge No.2: Construct a Orbital City above the Eeloo. This colony MUST survive for a year. - 75 points Additional Challenge No.3: Launch satellite from your colony into orbit around Eeloo. - Surface: 15, Orbit: 5 , x the amount of satellites Challenge No.22: Launch a rover from your colony onto Eeloo -Surface: 5, Orbit: 15 , x the amount of rovers Completion - 200 time limits are the amount of time it is given for you to construct rockets, once the time limit is surpassed, you cant build anymore rockets UNLESS you have set up extraplanetary launchpads.. Completed is when you do all the main missions, additional missions don`t count More Challenges coming soon! Required Mods: Mechjeb - you want to launch multiple rockets at the same time to make large space stations in a fast pace. TAC - This is the main mod, use this to give life support to ships! Better Time Warp - to speed up journeys to other worlds. would be boring to wait 20 minutes JUST for your orbital city to eve to reach moho to get a orbital assist. 'Project Orion' Nuclear Pulse Engine - Adds faster propulsion systems, another way to stop boring trips to other planets. Extraplanetary Launchpads - To built cities easier, and expand colonies at ease. Kerbal Planetary Base Systems - Self-explanatory, actually helps make a proper base. --- Any mods required for the mods above stated to work --- Optional Mods: --- Interstellar revisited mod, New horizons or any other mod that adds another star system --- --- Any planet packs that don`t change the stock system (orbits, planet textures etc.) --- --- Any Calculation mods --- Suggestions on mods are allowed! Prohibited Mods: --- Any mods not listed on the required mods or optional mods --- Stock Version: Due to some demand, i have implemented a separate gamemode for the challenge, the stock Version! In the stock version of this challenge, instead of modded food, civilians ect. you must use everything as stock. Food and water is replaced by ore, 1 kerbal needs 50 ore to survive for a year, the more kerbals you have, the higher the demand is (2 = 100, 4 = 200 etc.) this gamemode is for those who like challenges to be stock, no mods. so this part is a way to counter-act the demand of no mods. Rules: 1. You must show video or picture evidence that you DID NOT CHEAT 2. Docking is allowed, heck, i would be impressed actually. as long as you prove you have done it 3. Be kind to other contestants etc 4. Any mods used that are not allowed means you get DISQUALIFIED! 5. no limits, no time limits. go crazy. Just don`t go TOO crazy... Leaderboard: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. Mod Leaderboard: (If you used optional mods for the challenge, you will be put here) 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
  13. So, I'm torn between Pathfinder and UKS. I'm unsure what one offers over the other, and how they're different. Could you enlighten me of that? Pros? Cons? What do you guys use and why? Also, is KPBS basically a simpler colonization system for a more limited number of planets? Thanks for you feedback! PS I am using TAC life support
  14. Can Civilization into Space?

    A question for more experienced mod-nauts. Is there a mod, or several mods, that would fit in with Roverdude's kolonization mods, expanding those to a level of self-sustaining and expanding sivilizations on the conquered planets? Preferably one that would fit "civilization" nodes in CTT.
  15. Super Colonization

    I have a new (highly modded) install and I'm planning to colonize every celestial body (except for the Sun, the gas giants, asteroids, and Kerbin), and I have OPM, so even moar places to colonize! It's in Sandbox, because getting enough Funds/Science to do this would take forever.
  16. To be blunt here in the disclaimer, there is simply no possible way to replace all the elements that would be required to build and replicate space colonies. The key factor here is that with really efficient ION drives and solar panels we could ship the most rare elements to where they are needed. The basic assumption here is that if you have electricity that any form of an element can be converted to any other form. You might want to have a smelter, a greenhouse, a chemistry facility, milligravity, etc. Lets start with the basics. Hydrogen - storage form H2, H20, Pt-H - While hydrogen is the most common elements in our solar system, it largely resides outside of earth in inconvenient places namely the Sun and the gravitationally inaccessable gas giants. Its density in outer solar systems objects is higher then inner solar system objects (except the gravitationally heightened sun). The sun produces hydrogen, lots of it, problem is to get close enough to harvest it the level has already fallen. There is far too much need for hydrogen to bring it from Earth or other gravity wells. Hydrogen is the most basic reducing agent, it is the smallest and compounds in which it is found have the highest volatility and lowest viscosity. Because of its high energy per sp, sp2, sp3 and ss bond/mass hydrogen is a major component of rocket fuels, particularly first and second stages. It is also a component of fuel cells. Because of its volatility hydrogen is first lost from planets that a hot and/or have no atmosphere. Hydrogen H20 - water, required for life, electrolysis, chemical synthesis, air conditioning, greenhouses NH3 - Ammonia, required for fertilizers, used in air conditioning and cooling systems. CH4 - Methane, one of the simplist fuels, can be used to make higher organic compounds and ammonia. CH3CH20H - Ethanol . . . . . synthetic intermediate in the making of synthetic oils and other fuels. H2NCRHCO2H - Amino acids . . . .Required to make protein, R (CHOSN) containing side chains H2SO4 - sulferic acid . . . . required for life, to hydrogen to reduce sulfate is an essential process for biological oxidation HCl - hydrochloric acid . . .for the extraction of metals from high complexity ore. Required for life, a precursor for some refridgerants, for the preparation of some electronics. etc. H3PO4 - phosphoric acid . . . for life, for extraction purpose, fertilizer. Option 1. Mercury exploit, charged particles from the sun pound mercuries surface and slowing them down, using a pulse charge system protons and electrons can be directed into a set of channels where they can be pumped and collected. Critique- landing on mercury challenging,bringing the electrods, channeling the surface, etc more challenging. Option 2. Comet exploit, comets are occasionally thrown from the kuiper belt into the inner solar system where they degas, wrapping and heating the comet could capture these gases. Comets are generally are in high dV orbits relative to earth, stablizing those orbits so they can be harvested is difficult, stable zones are devoid of sustantial solar electric power, a nuclear electric power plant may be required. Option 3. Lunar option, problem is that the level of hydrogen in the form of sublimated materials is probably not enough to sustain a lunar colony, let alone expand. Carbon - Storage form graphite, diamond, organic compounds, dry-ice. Outside of the earth is one of the most frequent elements found in gases of non-gas giants with atmosphere in the form of CO2 and methane, also present on comets. Carbonates are also found bound to metals in asteroids and other soils. On hot planets like mercury and venus carbonates are driven off of metal into the atmosphere. Carbon also acts a reducing agent, although under some circumstances is can be an oxidezer, it is a general thicken of fluids, fluids with high carbon complexity tend to be more viscous and less volatile, diamond as a good example of the effect of branching sp3 bonds. Carbon CO2 - required for life, greenhouses, blood chemistry, concrete and basically stone based construction. CH4, Ethanol, amino acids, oils, see above - see hydrogen =C= (sp3) diamond, required for high end devices and for drills (embedded diamond dust) =C- (sp2-p) graphite, found in graphene and other modern graphene based structures. component of carbon-fiber, light weigh building materials. Option 1. Moons of martian planets Option 2. Short perioid comets. Oxygen - is the primary oxidant, diatomic oxygen (02) is rare where photosynthetic life is absent, the most common reduced form of oxygen is water, but oxygen is also a component of CO2 and is more stable in rocks (asteroids and rocky planets than hydrogen), it is also found in comets and is a small component of solar wind. Option 1. Moons of martian planets Option 2. Short period comets. Option 3. Kuiper belt planetoids and trojan objects of Jupiter and Saturn. Critique - transfer orbits take generations. Nuclear is an absolute requirement. Nitrogen- Nitrogen is a key component for life, it is also a major component of hyperglolic fuels as well as solid fuels, therefore it is almost essential to have nitrogen for deep space operations where main engine fuels may not be required, it is frequently used with oxygen, so demand for nitrogen also increases demand for nitogen. Nitrogen is a required component for atmospheres. It is relatively volatile, not as easily trappeds as carbon and oxygen. Option 1. Short period object Option 2. Kuiper belt planetoids and trojan objects of Jupiter and Saturn. Aluminum- Aluminum is a major component of light weight space craft, it is a fairly common element, but is hard to mine except from certain sources. Aluminum is the ultimate storage for rocket fuels such as for SFRB that might be used for landing ventures on planets. Option 1. Lunar harvesting. Option 2. Asteriod mining Option 3. Moons of martian planets Option 4. Mars. Argon (Xenon) - Xenon is widely used as an ion-(hall thruster or roses by any other name) however it is extremely difficult to find off earth, with solar efficiencies improving and Ion drives reaching higher ISP, the argon storage problem is less of a problem, many ion drives can burn Argon and Xenon. Argon is basically found whereever atmospheres are found, it tends to be a bit more common in the outer solar system, likely because of atmospheric loses from the inner solar system. Argon also prevents fast spoilage in artificial atmospheres. Essentially we need cold atmospheres were vapor velocity at ground level + solar wind is not sufficient to blow argon away, this represents objects very far away from the sun. Boiling point is at 87.302 K Option 1. Harvesting of just outer system planetoids, atmospheric purification Option 2. Harvesting of the asteroid belt objects. Option 3. Harvest from mars. Silicon - Silicon is very heavy, it is found in nature as an acid of Si04 which undergoes polymerization under pressure to form glass, silicon is a component of electronic circuit boards, glass windows in habitats and in space craft, silicon is a major component of asteroids. Silicons most important role is in building photovoltaics. Option 1. Asteroid mining Option 2. Lunar mining Option 3. Mars moon mining. Copper - copper is a major component of refridgeration systems, water piping, it is used because of its ease of repair compared to aluminum, as a water carrier it is fairly resilient to corrosion if the water is kept close to neutral and some divalent cation like calcium hydroxide, or finely ground calcium carbonate is added to the water supply. Copper is the primary metal used in electrical systems, it does not have some of the pitfalls of aluminum wiring. Namely there is little or no voltage on brass connectors. Option 1. Asteroid mining Option 2. Lunar mining Option 3. Mars moon mining. Nickle, Iron, Chrome - the various metals are all components of metals that are used in space craft, the alloys of steel are made from carbon, iron and other metals to obtain strength and heat resilience, these metals are required to build structures and more importantly efficient rocket engines. Metals are widely available in the inner solar system. Option 1. Asteroid mining Option 3. Mars moon mining. Option 2. Lunar mining Calcium, Magnesium, Sodium, Potassium, Sulfur, Chlorine. Important for life, but also useful in other processes magnesium is a solid fuel convienient for ION drives when argon is difficult to find, lithium and sodium can be used as heat exchange liquids in nuclear power stations. Sulfer and chlorine is used in chemical manufactoring, Calcium is used in making certain forms of sheilding. Option 1. Asteroid mining Option 2. Lunar mining Option 3. Mars moon mining. Platinum, gold, paladium, tellurium, uranium. Solar panels are not a neccesity but in the inner solar system they are the most cost effective means of electric power generation. The problem is that core components of these systems are made of not so easy to find minerals such as cadmium and semimetals (tellutium, gold). Platinum and paladium are used in fuel cells and for hydrogen storage, and is required for electrolysis of water into H2 and O2. The more stable metals are more resistent to acid solubilization that most metals, consequently some acid based purification is often required for extraction. Option 1. Asteroid mining Option 2. Lunar mining Option 3. Mars moon mining. Rare Earths. The primary use of rare earths Option 1. Earth sourced while other sources are found. In creating stand alone colonies what we see is that sourcing of elements is not quite as easy as on earth, if we remove earth from consideration one might have to travel the mercury/kuiper-belt transfer in order to find the best source for minerals What is also means is that somewhere along that ellipse needs to be a facility to process the crude material into refined starting materials that can be used to manufacture the various objects. There are alternatives, magnesium might be used instead of xenon or argon in ion drives, solar panels are made of different semi-metals (metaloids), different sources for magnet metal, multiple alloys can roughly generate the same functionality. The processing to final products for some of these items is a very extensive a popularly cooperative process, which all adds weight in space to do the same thing. Some things, like working with cyanide or other poisonous intermediates are to be avoided. This all translates to a fairly long period of dependency on earth. The question was asked about the stand alone profitability of going to mars, lets strike mars and ask any exploitable body, the answer is it would take a long time for the process to become profitable because, relatively speaking the energy invested to acquire the basic ingredients for building anything (complex structure) other than a solid block of nickle covered with silicon glass are spread widely across our solar system. We need to find more efficient and roboticized ways of covering these great distances. The other thing is that here on earth, the highest price you will ever pay for transportation is the fuel it takes for a 747 to travel from say Perth Australia to Los Angeles California. Where the cargo payload is say 10% of the weight of the fuel, most often you are paying 10% or 20% of the total cost of a good in transportation, once you start compositing structure, it would be as if every part has to be transported from Perth to LA 3 or 4 times over. Despite the high expense, its doable with an eye on conservation. If I recieve a tin of fresh fish eggs from Perth, I can throw the tin in the trash, not so in space, the tin is recycled, the CO2 is recycled, the N in the urine and sweat is recycled, the water is recycled, Poop would be recycled. To say that not-for profit needs to be involved emphasizes the point that the various connect the dots that we need to make a stable space-alone system work is not 'connected' not even started. It takes government and not-for-profit donors to establish the first connections, in fact all the connections, even if hair thin, for the commercial space ventures to be profitable for things like landing on mars or moons of mars. It is to say that once science is doing, well, science on many bodies that we will find alternatives to resources that I have stated above, so that maybe we dont have to mine Kuiper belt objects for Argon and Helium. But here again we may find something even more valuable harvesting hydrogen from say mercury (like maybe an abundant source of tritium and dueterium) or kuiper belt objects that makes it highly worthwhile to have Mercurian polar colonies or generational ships to the kuiper belt. The point is lets not put the cart before the horse, first we have to go to asteroids, see what it takes to mine them, go to comets, see what it takes to bottle their gases and package the metalics and metaliods. Go to the low gravity well moons and see what can be used. Space X can get your robot into space, but then its the government that needs to fund the science aspect of the mission, if they manage this time, instead of leaving a lander base on the moon, they leave behind a long duration robot that continues to work, drilling, preparing, etc for future landings, then you have begun the process of making and keeping a connection. [Note: I came to write this post after creating a rather massive colony on the pole (sink hole crater) of Moho, I chose moho because it takes the most important element out of the game, energy, infact, once you get your factories running full steam, there is too much energy and not enough negative energy. I have launched a rather big self modded space factory that allows for gilly back forth building of anysized object I can dream of, which means I come to Moho with basically everything, no longer thinking about kerbin (the only thing kerbin supplies is kerbals, adam and eve). But then I wanted to built a sort of reflective colony on moho from scratch on moho. What I came to see is that the tools provided feel well short of the task, a metal drill and a smelter create metal and rocket parts. The reality is that such a smelter would require calcium and create slag and gases, those gases would need to be separated into elements, the slag would be separated into elements, and thus many of these process need their own chemistry unit, that is not in the game, or in the add ons. Ore is composed of elements which can be separated into purified or enriched molecules, which can be broken down and reformed into what we need to build colonies. After sitting down and writing out a short list of the facilities need, I can to a short list about 50 or 60 parts that can be added as units to the colonization system modules - this was the answer to the profitability question - why private companies are not hopping over each other to go to Mars]
  17. Just curious to see where everyone else establishes their interplanetary bases. Mun or Minimus are in the Kerbin system and don't count.
  18. 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
  19. Hello, I am doing a project with some friends on Mars and how people can colonize it effectively, which also involves constructing a space elevator and strives towards terraforming. Where can I find the most reliable and accurate resources on these topics? Info on how ecosystems, climate and agriculture work would be very helpful. Thanks!
  20. So I guess I should go for another story. And this time, I'll finish it. Credits to the following people (List may increase): First, CaptKordite for making excellent craft that I will use. And second, @Raptor9 because I mentioned his craft. Check him out! Chapter 1-The situation It had been less than three months since the Space Program had lost funding, but Adam Kerman was already noticing the effects. The Administration Building was empty, Tracking Dish #2 wasn't in sync and Mission Control had already ordered the shutdown of GKO-2 and the de-orbitation of GKO-3. GKO-2 Transmits its last signal. GKO-3 Commences its de-orbitation burn. The final debris from GKO-3 enter Kerbin's atmosphere. Adam heard rumors later that day that Ruby Station would meet its fiery death around Duna. And the very next morning, Ruby Station was de-orbited. Ruby Station's tugs prepare the station for de-orbitation. The burn was done in a few minutes. The station made its death plunge and soon started tumbling. The station made a futile suicide burn to try to stop what would come next. And Ruby Station vanished in a flash of light. Adam wished there was still some hope for this Space Program. If there wasn't things would go bad very fast.
  21. People, any of you who might be still following this! The concept I was developing here was reformatted and is now on a new thread, Pathos 1 - The Story Extraplanetary Exploration and Colonization Welcome to the Pathos 1 Extraplanetary Exploration and Colonization programme. This programme's concept was created in 2032, and after twelve years of bureaucratic issues to solve, it was finally started in 2044. It's main premise is to grant Kerbalkind the expansion out of Kerbin into the main celestial bodies of the Kerbol System at start, soon to be followed by expansion towards other planetary systems. It's current objective is to setup bases or colonies in the Mun, Duna and Laythe, as well as setup infrastructure to grant quality-of-life improvements to the colonists who will be inhabiting them. Being such a large programme, it will be recruiting large quantities of kerbals and developing large amounts of hardware... as such... Crew Roster: Hardware Roster: Alpha-04 Launcher: With the aim of fulfilling the programme's premises, Pathos 1 was divided into smaller, more accessible projects, listed, so far, as: Project Apophis; Project Apophis aims at establishing Pathos 1's basic technological framework, to provide a base to which future projects will hold themselves on. It consists of the establishment of a functional base on the surface of the Mun, as well as a network of permanent ships in space to sustain it. Project Borealis: Project Borealis's aim is to setup, around the inner Kerbol planets (Moho and Eve, primarily Moho), a way to supervise Kerbolar weather so that missions won't be launched during high Kerbol activity, when storms are imminent. This monitoring is already made from Kerbin, but due to limits in both technology and physics, it is neither greatly accurate or delivered in a timely manner - Borealis will fix it. Mission Roster to be developed. Final words, mods and stuff...