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  1. Welcome to the release thread for the Deep Space Surface Habitat Unit! DSSHU Update 1.8 is now available for download! This was inspired by NASA's ground-based Deep Space Habitat Demonstration Unit. This pack consists of 3 deployable ground-based habitat units. All units have optional compatibility with Kerbal Inventory System, Tweakscale, Connected Living Space and your choice of life support mods; USI Life Support, TACLS or Snacks! Individual habitat features: Habitat Unit 1: 5m expanding habitat Science laboratory Functioning airlock Side docking tube compatible with size 1 stock docking ports WITH SNACKS: Stores soil and snacks WITH USI LIFE SUPPORTS: Provides habitat function WITH TACLS: Contains standard array of life support resources Habitat Unit 2: 5m expanding facility Expanding solar array Multi-mission RTG with radiators Telescopic expanding radio tower Side docking tube Functioning door WITH SNACKS: Stores soil and snacks WITH USI LIFE SUPPORT: Contains life support recycler and fertilizer / ore resource converter. WITH TACLS: Contains standard array of life support resources Habitat Unit 3: 5m expanding facility Functioning greenhouse Storage tanks Side docking tube Functioning door WITH SNACKS: Produces snacks Stores soil and snacks WITH USI LIFE SUPPORT: Agroponics facility with mulch, supplies, fertilizer and storage WITH TACLS: Mimics SETI Greenhouse Provides "nutrients" which handle resource management There are no dependencies for this mod, but if you choose to use any of the included optional compatibility configurations, you will need to also install module manager. There are no wheels on the bottoms of these units, so connecting them may end up being your least favorite part of these habitats. They have plenty of collision meshes, so you should have no problem using something like Konstruction with a forklift and shimmying the buildings into place. Alternatively, you may use something like VesselMover and simply position the building into place and it will dock accordingly. Please do not keep anything attached to the upper or lower nodes when you "Deploy" it. It will explode. I have not added plugin compatibility for moving a connected node while animated. Installation: Extract the contents of the GameData folder into your Kerbal GameData directory. Structure should then read GameData\DSSHU Optional mod compatibility patches included. CHANGELOG: Update 1.8 Re-compile for 1.8 Added 1x Crew Capacity to connector hub Update 1.4 Re-compile for 1.4 New part: 4-way hub/connector USI Life Support Changes: Unit 2 is now the habitat unit Unit 1 is now the recycler Revision 1.1 -Updated optional config patches to use NEEDS: syntax (they will now detect installed mods and apply config files as necessary) -Fixed Connected Living Space settings (buildings should now be passable) -Added soil / snacks storage to HDU1 when using Snacks! Download SPECIAL THANKS TO @CobaltWolf and all the other mod devs and thank you for visiting!!! Deep Space Surface Habitat Unit Pack is license CC-BY-4.0
  2. UNDER CONSTRUCTION Download on SpaceDock, Github or Curseforge. Available on CKAN. MoarKerbals (MK) Populate your colony in space! adopted for curation by zer0Kerbal - Originally created by strideknight Kerbthulhu Kinetics Program's MoarKerbals Populate your colony in space! This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well. There is a small chance for a freakish accident to occur, which can be disabled in the part's .cfg file, or you can just quicksave before kloning This is a fairly simple mod that adds the ability to use resources to create a new kerbal. Requires resources and the presence of a living kerbal. There's a small chance that an accident can happen - this is experimental technology after all. You can disable accidents or change the requirements in the part's .cfg file if you want, or just save before operating. MoarKerbals adds two parts: orbital station ground station (Klone Bay) It requires a large amount of electricity to operate, and [strideknight] has always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by [strideknight]'s desire to have a small colony of Kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This is [strideknight]'s first mod and it runs fine installs, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue Because [strideknight] used the stock lander can for internals, which is only sized internally for two, if you clone a third kerbal into the bay it won't show up in the kerbal profiles at the bottom right. They will show up properly once you transfer them to another module though. Features No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Installation Directions Use CKAN Changelog Summary See ChangeLog for full details of mod changes Requires Kerbal Space Program v1.7.3, may work on earlier versions Depends Module Manager Recomends KerbalStats Community Resource Pack Suggests Mining Expansion Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Kerbal Inventory System Kerbal Attachment System Not So SimpleConstruction (NSSC) Infernal Robotics - Next SimpleConstruction Not No SimpleConstruction (NSSC) SimpleLogistics On Demand Fuel Cells (Refueled) Supports Kerbal Change Log USI-LS MKS SimpleLife Conflicts KKPsMoarKerbals Screenshots Javascript is disabled. View full album License Source: GitHub License: Attribution-NonCommercial-ShareAlike (CC BY-NC-SA) All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses DNA Icon made by Freepik from CC BY 3.0 Textures originally made by RoverDude distributed under the CC 4.0 BY-NC-SA, and modified by strideknight Original: Thread: Source/License: Source and license are included in the zip.) v1.3.1.0 original: 11 Aug 2018 zed'K | updated: 09 Feb 2020 zed'K
  3. Just a few hours ago, a new PC Gamer article went up discussing Colony mechanics (and Kerbal reproduction, but only in that it is something too horrible to disclose, apparently.) JUICY Details: Colonies will start out with set deployable modules that you will land on a planet's surface. Once deployed, it sounds like you can then use the Building Assembly Editor (or BAE for short... nice) to add pieces to your colony. At first, you can only use parts that you have brought with you from Offworld, but eventually you will be able to unlock the ability to directly manufacture parts from available resources. Unlocking these parts seems to originate from a progression system tied to colony size. Colony size (and the aforementiond Kerbal multiplication) will not be a product of time, but rather the result of you achieving specific goals, which will then cause a... uh... "celebration" that will lead to a significant baby boom in your colony. No comment. Eventually, you will unlock buildings to create vehicles that can then be built and launched at that colony! Obviously this will grant you the benefits of building in low (or null) gravity, and which will apparently be a requirement for unlocking interstellar progression. A few other notes or observations on my part: They've talked primarily about terrestrial colonies, but I'm assuming space colonies will follow some similar methods. In both cases, I think we will probably still be able to launch and dock colonies/space stations as we used to, but this sounds like it will be a great alternative with real substance in late game mechanics Star Theory has previously said that buildings will be subject to physics after they are constructed, but not necessarily in the editor, so expect space kraken shenanigans! Except not in space... we may need a new, land-based mythological creature to blame our colony woes on. For now, I'm taking the Cinematic trailer at its word when it comes to physical models, if not the actual visual effects, in representing the main game. Given that population is so emphasized, expect lots of geo-domes and habs, and maybe many other specialized buildings (not just ol' spaceship parts). Maybe these will automatically generate when your population increases? Or will we need to be building habs to accommodate? I have a... not great reputation for creating sustainable housing in Frostpunk, I'm a bit worried here. Interestingly, how these things unlock seems a bit ambiguous. There's been no mention of science so far, and it's unclear if colony progression will unlock entirely new parts, or simply make parts you already have usable for the colony. It also sounds like additional functions within the colony will be unlockable through population growth: obviously spaceship construction is one, but airstrips and land vehicular construction are also likely. I imagine other functions could be resource management, communications and control, and research. Population also makes me think about how this will impact astronaut recruitment. Will astronauts be able to inhabit colonies? Will colonies each have their own pool of astronauts, or will it be one large collective pool? Will astronauts need to be transported between colonies before they can be assigned to ships launching from each world? Lots to consider, verrry verrry interesting.
  4. 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! :)
  5. Once I recieved a tourism contract that required to build a space hotel capable of holding up to 50 kerbals... 50 KAAAARL! I started to try various superb station parts pack, but was not satisfied by any of them, as none contained parts that were capable of holding at least 25 kerbals in one part. And also none looked like "hotel" (of course, these are space station parts ). The only mod that looked close to what I wanted was "struggling to survive" Civilian Population. And eventhough Civilian Population is cool I personally wanted to have it's parts with stock only functionality. That's how I created Orbital Structures. Contains Apartments, Administration Deck, Science Deck, Biosphere Gardens and some structural Elements. Things to note: Assets Taken from original CivilianPopulation Fixed texture references in every model files Some textures were missing just duplicated from existing ones Parts Structural parts taken from latest CivilianPopulation Configs Following parts have internals commented out ApartmentsSmall.cfg ApartmentsLarge.cfg ApartmentsMedium.cfg TODO convert all textures to dds modify mu files to use dds MM patches Taken from latest CivilianPopulation All credits go to: A collective work of... @Pamynx that can be found here. @trafalgar that can be found here. @michaelhester07 that can be found here. @rabidninjawombat that can be found here. @GGumby that can be found here. License: CC BY-NC 4.0 Download:
  6. I would really like to build a colony, but I am not sure how to build it or how to put it in place. I would like to put it somewhere pretty like Jool, which has many moons to expand on and has Laythe which would be a prime place to put a colony, since it is likely that Kerbals could evolve to live on Laythe. I am not sure if I should bring up my colony parts one by one, or just build a colony ship. How do I get a Jool transfer? Is there anywhere better than Jool to place a colony? Why does SpellCheck want to correct Jool to Joel ? If anyone with more experience with planetary bases and self-sustaining operations could help, I would appreciate it very much.
  7. Previously, on “The 100”, you flew 100 colonists to Laythe to establish a bright and explorative future for all of Kerbal Kind. With the first outpost established, you will be able to explore the outer planets much easier, starting with Jools various moons. Buzz Kerbal, one of the colonists transported to the colony, had been given a special mission to build a small VAB facility on Laythe. He couldn’t build a very big one yet, but he has managed to gather enough resources to fabricate a few basic parts for you to use. Valentina and Bill are on site to aid Buzz in gathering materials for his work. Jebediah couldn’t make it because he, well, retired early. In this mission, Valentina will be your lead role. The 100 - episode 1: The 100 - episode 2_ Buzz's Biz: No mods required, EVER... and only bug tested without them. To install as mission packs, place only the zip files in your Missions folder. Then Open the game and Play Missions. They will be imported and grouped as a mission pack under the same category heading.
  8. Laythe has air and water. We believe it's about time it had life too. You've been tasked with the momentous mission to put 100 Kerbals on Laythe. "The 100", as we have so named them, will all be specially trained colonists. They are not to become a part of any ship crew and to ensure this, we have designated them all tourists. There is a colony structure already in place. Just dock with it and load them in. You'll have 8 years. This is the first episode in what will probably become several (not sure how many though). There is a main mission, and several side jobs that will be thrown at you for extra points, but not to interfere with the main mission. This mission features a few artistic structures, some of which you won’t see until their respective events are triggered. Due to a bug where by you cannot set icons in mission vessels to anything but Rockets and Aircraft, it is advised once you get started you rename the Colony structures and any other ground bases when they appear to change the icon only, not the name. This will make it easier to review only your own vessels. I’ve tried to work around all the known bugs with mission builder as best I can, but some required inserting little notes within the mission to remind you. This is also my first Mission Pack assembly so to install it as a mission pack, just drop the zip file in your Missions folder. Don't unzip it. KSP will do that for you when you load it up and view the available missions.
  9. Here is a basic scenario: Mars is a habitable tundra-cold desert planet with a habitable atmosphere with a similar composition and pressure to Earth's. Different biomes cover the different latitudes: Poles+ Subarctic: Ice caps Temperate: Tundra Tropical: Boreal Forest, Dry Grassland- sometimes wetter temperate forests where climatic conditions make it possible. There are human- like Aliens of similar technological level to nomadic American first nations in 1000AD. They are of common biological ancestry. The year is 2100. We have the capability to colonize Mars, however, the fact it is already inhabited (in a sense) is a... problem. How would humanity act? I'm not talking about specific nations, or superpowers here (b/c no politics rule), I'm talking about a general RANGE of attitudes from inaginary POSSIBLE colonizing organizations. Would it be spearheaded by private corporations? Small Nations trying to become great powers? Who would be the colonizers? Lower class people in developed nations? Upper class people in developing nations? What about the 'people' already living there? Do we 'buy' out their land into reservations gradually? Do we fight them? Do we try to keep our colonies compact? How long can both sides aboid conflict. NO POLITICS OR FLAME WARS. PLEASE.
  10. This is the W.I.P thread for the Guardian micro-colonies. We design affordable options for living in space with comfort and satisfaction. Who needs a big bulky colony ship that wipes out your entire budget, when you can make yourself an affordable and efficient home! WE ARE NOT RESPONSIBLE FOR ANY INJURIES OR DEATH CAUSED BY LACK OF ANY SORT OF MANUAL CONTROL.
  11. Currently in my sandbox playthrough I'm colonising Laythe. I use extra-planetary launchpads and a plethora of other mods. At what point do you think I should allow myself to spawn in a kerbal konstructs launch site? I was origionally thinking after I surpass 200 on-world residents. But I figure I need more requirements as that seems a little too easy. I need more input. Like, maybe how many drilling facilities should be required? Or how many trucks/transport vehicles should I have?
  12. I thought I'd make a thread highlighting some of the the problems that future mars colonists might face. The first problem that would need to be overcome would be how the colony would be re-supplied until it became self sufficient. Re-supply missions might take as long as 16 months to reach mars, deliver its cargo, and return to earth. Unless a new engine technology were perfected, such as EM drive, a large fleet of re-usable spacecraft would need to be built to re-supply the colony. Another problem is more on the moral side. Assuming the colony was built, what kind of laws would be made to protect the colonists, and how would these laws be enforced? Should the colonists be medically altered to adapt them more for a life in space? Children born on mars might never be able to return to earth because their weaker skeletal and muscular systems might be fatally damaged by earth's higher gravity. Mars colonists would have a much higher risk of cancer due to higher radiation levels. In a closed environment such as a habitation module or, eventually a closed cell city, with so many colonists close together, would epidemics would be much more prone to occur? I don't mean to be pessimistic, I am totally in favor of a mars colony, but these are all unanswered questions that will need to be addressed before such an undertaking. We are at a crossroads, both technologically and morally and our decision will impact future generations for decades to come. My question is, which way, humanity?
  13. Note: This challenge requires skill be warned! Gilly, among other things, is small, really small. Making a city there will be really hard, because of the very poor gravity and high inclined orbit. But it's possible! What you have to do to win the challenge: A functioning solar power station (No more than 50 solar panels) A hotel/dormitory holding at least 35 Kerbals. Fuel Tanks SSTO Fueling Station landed on gilly (Needs to be having an Advanced Grabbing Unit and has connection to the fuel tanks) Mining Station Have it connected to each module (Optional, Needs Kerbal Attachment System) A flag (Optional) A SSTO landed and successfully "grabbed" onto the SSTO Fueling Station (Optional) What mods are recommended? Distant Object Enhancement (If you made a gilly orbital station then seeing it from the ground would be cool!) USI Life Support (Or any other life support you prefer) ModActions Mod B9 Aerospace USI Kolonization System MechJeb (Embedded Universal) So... Is there any banned mods? Any other mod that is not under "Recommended" or "Required" are banned! Leaderboard!
  14. The great Red Empire shall rise! Welcome to the Duna Empire challenge! The queen of the city-nation of Redna is planning a great project: Sending her entire city to the planet of Duna. Growing tired of being a small country with a small territory, she now funds this project to have an entire planet to herself! 1: You must use USI Kolonisation, and TAC life support. You may use other mods as long as they don't make it easier or let you cheat. Planetary bases is a nice one to have. 2: You must use [1.2] 3: Make a 20+ Kerbal city on Duna, near the equator. Buildings need to be in sight range of all other buildings. 4: It must have at least two labs 5: It must have at least two rovers. At least one for science and at least one for moving cargo. 6: It must be able to survive forever 7: You must have a queen. Any female kerbal will do. She must be among the first to touchdown on Duna, and if she dies you lost! Additional challenges: - Complete the challenge: 10 points - Have a SSTO flagship that can bring back ore from the Empire to Kerbin, and bring new jewelry to the queen with the money. : 8 points - Have small relay bases on the surface so that the main city has permanent communication with Kerbin (You'll need one on the planet's pole). : 4 points - Make a nice palace independent from the other buildings that hosts the queen.: 6 points - Send science to Kerbin, all science must come from Duna and it's orbit exclusively. You're allowed to send it back using a ship. 1 point per 100 science. - Create a refueling station for fuel, oxydizer, monopropellant and life support supplies that can accomodate ships landed near the city. - 6 points - Do it in career mode : Double all points. Good luck! I'll be posting a leaderboard if people submit their results! You need to submit a video or pictures for proof. As for me, I'm currently trying to complete this challenge. I'm using planetary bases.
  15. Here's a challenging challenge I kinda just made up outta the blue: Perform a trip to Eeloo in a single vessel of your choice carrying equipment to deploy a permanent, self-supplied colony (Kerbal housing, rover(s), drill(s), sensors, all that stuff). Note that I have not succeeded in this myself, but it should be possible. -Easy-ish version: Deploy the colony on Eeloo. -Hard-ish version: Deploy a self-sustaining colony on Eeloo, and deploy a satellite into stable Duna orbit on the way. -Hard hard version: Drop a self-sustaining colony on Eeloo, deploy a satellite into orbit around Duna on the way, and return the vessel to Kerbin or a space station orbiting it. -Turboninja-extraordinary-superwow version: Drop a self-sustaining colony on Eeloo, deploy a satellite into orbit around Duna and one around Jool (Or one of its moons, you choose), drive your vessel on the surface to your desired dropoff destination for the colony, deploy the colony, and last but not least retrieve the satellites placed on the way out and return to Kerbin. All in one vessel. Good luck.
  16. You know, I've been thinking around, its so cool the main fact that you can visit any planet, land on it and take of all the way to home... yea thats the issue, what if I want to stay on a planet? there's nothing to do with it, I could make a base and that would be pointless, and I was thinking this while I was playing an other game when the light hit me, I don't have the time to create such a big mod, but it would fit into KSP thematic and it would be just thrilling and exciting to design a vessel the best you can and create a base, it would have sense, so here's the idea.... First of, the actual "resources mining" mechanic would have to be diversified, lets add iron, rare metals, water, etc... the point of this its to force the player to have multiple facilities distribuyed around the planet or even multiple moons, on this point you could sell resources for money if you somehow land the containers on kerbin, making the contract useful just at the begining with increasing prices on development and high tech things. Next step, factories, biodomes and living modules, this one its easy, in order to build anything you need some sort of factory, to make the factory work you need workers and to have workers you have to feed them, so this would has to have some sort of balance, but this would be your main colony where, here, kerbals has to come from somewhere, in other words you have to bring them each one of them until you have come to the next mechanic because so far its just standar KSP. Factories need also resources, specially metals, propellant and energy, so here its where the real mechanic comes in place, in order to run a factory first of you have to dock a vehicle into the factory module, then press a "record mission" button where it will automatically undock then you have to fly to a resource mining station, dock, get the resources and back to the factory, once docked the game will record the resources used to make the travel and you can then assign the vessel to "patrol" mission making a virtual version of the vessel (not in game but simulated as a route, similar to rts traders to save memory) and each time it makes some travel it will add and reduce the resources from the stock on the factory module, this would automate the resources gattering avoiding getting the player bored with repetitive missions, then if you want more vessels on the same route you just have to create and assign more of the same vessel to that particular route, this way you could stablish a global market network, where you can also automate the travel to sell this things. And finally, the space port module, once you have factories, you can send the parts to the space port where you can build your rockets anywhere you like, even in orbit if you somehow managed to get the parts in there. With this you could exponentially do anything you would like, like simulate space tourism, create a growing colony, simulate cities on kerbin (since it would make sence that this routing system would have been already stablished on kerbin from the first day), and many other things.... Just thinking this would fill all the void and make some really interesting game mechanics,... hope you like some of this
  17. Day 1: I launched the first 2 Landers, one was a comms station with a lab, the other was a living capsule, they launched 4 men. Us. Day 3: We landed and set up the panels. Day 10: We have sufficient food to survive for a few more weeks. Day 11: We've sent a rover, it landed and we have more food, enough for 108 more orbits, according to base. Day 31: We found an old Mining module and sent it to attach to the rover. Day 67: We got an orbital satellite and more food. Day 100: Mining is working, we have more water and fuel now. Day 365.9: We can see the fireworks, they're beautiful from here. To celebrate, we've put green, pink and red ribbons on and around the base. Day 381: It's time. 109 more landers have been sent. We're Kolonizing Mun.
  18. Reading about Scott Kelly's year in space I realized I would not be a happy space camper. My main weakness (aside from totally not being an astronaut)? I love cooking and eating fresh food too much. I couldn't make it on space grub. Why wouldn't you be able to live in space?
  19. The Challenge: Find an asteroid that's class C-E, and redirect it into a stable orbit between Kerbin and the orbit of the Mun. Name it whatever you want. RULES -MechJeb is permitted, but only for the boring parts (e.g. catching up with the asteroid). You must launch the rocket and redirect the asteroid without MechJeb. -Asteroid size may only be class C, D, or E. Class A and B asteroids are not permitted. -No mods where that will make this really easy (I'm looking at you, Hyperedit) and no warp drives or OP engines. Also, only use F12 if ABSOLUTY NECCESSARY. MODES -Easy Any Class C-E Asteroid Launch a probe to study and redirect it. Build a colony of your choosing on it once in Kerbin's SOI. -Medium Only Class D & E Asteroids Launch probe to redirect it. Build a colony and refueling station. -Hard Class E Asteroid ONLY. Launch lightest probe possible to study, NOT redirect. Launch crewed rocket to redirect. Build a colony with housing space for 30 kerbals, and a refueling station that can hold up to five spaceplanes. REQUIREMENTS Probes must have all science experiments on them. Colony should be able to house 10 kerbals. POINTS Probe Weight 10 tons or less- 5 points 7 tons or less- 10 points 5 tons or less- 15 points 2 tons or less- 20 points 1 ton or less- 25 points Asteroid Size Class C- 2X Multiplier Class D- 5X Multiplier Class E- 10X Multiplier Kerbal Housing On Base 5+ Kerbals- 10 points 10+ Kerbals- 20 points 20+ Kerbals- 50 Points 50+ Kerbals- 100 Points 100+ Kerbals- 10X Multiplier Orbit Altitude 600,000+ Km to 500,001 Km- 20 points 500,000 Km to 400,001 Km- 40 points 400,000 Km to 300,001 Km- 60 points 300,000 Km to 200,001 Km- 80 points 200,000 Km to 100,001- 100 points 100,000 Km to 70,000 Km- 200 points 2X Multiplier if in a polar orbit Refueling Station Capacity (Counted as docking ports on your station) 1+ Ship- 10 points 3+ Ships- 50 points 5+ Ships- 100 points 10+ Ships-150 points 50+ Ships- 1,000 points 20 points for every structure 20 points for the first person to create a badge for this 1 point for every photos (5 photo limit per structure) 5 points for every video (5 video limit) Add up the points to determine your score. Your station can be a work in progress. Have Fun! LEADERBOARDS
  20. 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 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
  21. Asteroid mining is pretty cool, planetary resources is doing it ( (Or trying to anyway) Around the 2020s, and last year, congress passed a law saying Asteroid miners can profit from their resources ( But I want to imagine a bit farther, imagine Planetary resources goes on schedule, and succeeds in putting mining equipment on a NEO, now go 30 years out and imagine a small manned outpost is set up on Ceres (| Which would be the center of mining operations for Earth, Mars, And (Possibly) Venus, how would such a colony be setup? What resources could we be seeing come in for the 3 planets? Would this be a future you'd like sooner? Will SpaceX want to take at least a small part in it? What about a gov't space agency participating? And what about Lunar mining? What resources could we get from there? Here are a few videos: Testtube+: ExplainingTheFuture: Fw thinking:
  22. We've talked about putting near-term colony's on the Moon, Venus, and Mars (Especially Mars), but where is the Outer moon colony love? Personally, Titan would be by far the best outer solar system colony.