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Found 12 results

  1. Welcome to the development thread for the Deep Space Surface Habitat Unit! DSSHU Update 1.4 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 compatibility patches: Extract the desired patches from the "Optional Patches" folder into your GameData\DSSHU folder. IMPORTANT: Only choose ONE life support mod patch if you choose any. Multiple will likely cause unwanted and problematic results. CHANGELOG: 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) - This should allow for CKAN packaging / downloading -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 https://creativecommons.org/licenses/by/4.0/
  2. Welcome to the release thread for the Deep Space Surface Habitat Unit! DSSHU Update 1.4 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 compatibility patches: Extract the desired patches from the "Optional Patches" folder into your GameData\DSSHU folder. IMPORTANT: Only choose ONE life support mod patch if you choose any. Multiple will likely cause unwanted and problematic results. CHANGELOG: 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 https://creativecommons.org/licenses/by/4.0/
  3. This thread has moved! KA-330 has merged with KEAM to become "Kerbalow Aerospace." Please visit the new thread: Welcome to the release thread for Kerbalow Aerospace's KA-330 inflatable space hotel! Release 1.0 is now available for download! This is a re-creation of Bigelow Aerospace's model BA-330 inflatable "space hotel." It will fit nicely into any 3.75m expanded fairing. Features: Inflatable / Expandable module Sun-tracking solar panels Functioning expanding radiators Functioning lights IVA interior cut-out view Fully furnished interior when using Near-Future Prop Flat ends for attaching any 1.25 meter docking ports Compatibility patches: Tweakscale Connected Living Space Kerbal Inventory / Attachment System PBR texture (reflections) patch - This is a test / demonstration / incomplete Life support compatibility: With USI Life Support: Acts as a functioning habitat With Snacks: Stores snacks / soil With Keep-Fit: Is a "COMFY" room With TACLS: Contains standard life support resources KA-330 is 100% dependent upon Textures Unlimited by @Shadowmage - Please download and install before attempting to load. For a fully furnished interior, please install @Nertea's Near Future IVA Props pack Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\Kerbalow Optional compatibility patches: Extract the desired patch from the "Optional Patches" folder and place inside GameData\Kerbalow directory. Note: when using the reflective patches, be sure to include the Reflections-Enabler.cfg or the reflections will not be enabled. Download A VERY SPECIAL THANK YOU TO: @CobaltWolf, @Shadowmage, @Beale, @steedcrugeon, @Nertea, @Pakand all of the other awesome mod devs!!! Kerbalow Aerospace KA-330 is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  4. Sin Phi Heavy Industries [0.1.5] KSP 1.3.0 This is just the start of my mod where I will add a random assortment of parts that I design. Current parts are a 30m Habitat, solar panel fan and RDEs (Rotating Detonation Engine). IVA is coming soon(TM). Download: https://github.com/Turbinia/SinPhiHeavyIndustries Requires: USI Tools Supported: Community Tech Tree Connected Living Space TAC-LS (by @Gordon Dry) GPOSpeedFuelPump CC BY-NC-SA 4.0 Credit to @Nertea for letting me use some texture elements from Stockalike Station Parts with permission. Releases: 0.1.0 - Initial release of 30m centrifuge habitat. 0.1.1 - Added launch shroud to 30m centrifuge habitat. 0.1.2 - Tweaks to colliders. 0.1.3 - Added in a solar panel disk part. 0.1.4 - Prototyping RDE-6 H.A.L.B.E.R.D. Engine 0.1.5 Releasing RDE-6 H.A.L.B.E.R.D. Engine Thanks to everyone who helped me get this started,
  5. Hi everyone! I've sent three kerbals on a mission to Minmus in a vessel made of a lander (an Mk1-2 Comm.Pod) and a second part with a Kerbitat. When i detatch the lander in order to land and it escapes the Kerbitat sphere of influence the value of habitat obviously decreses as now the kerbals are in a small place. The strange thing is that only the first kerbal to have previously entered the lander (the first in the list) gets the 7 days of habitat granted by the lander; the other two become homesick. It's a bit confusing, as i thought all of them had to get the 7 days.... is all right? Or should it works in a different way?
  6. Greetings all. After MAAAAAAANY tutorials I'm starting a development thread! I've been out of 3D modeling for a while, and I've never been great at textures (GIMP tutorials are next on the list) but, I've got a new mesh in KSP now! I Started with something simple. I made a solar 'race' car mostly inspired by the number of projects done by various universities. There'd be a picture here but, I've apparently not posted enough to be able to do that yet. (Perhaps a mod can fix this?) I'm having a annoying simple issue with adding a solar panel module into the .cfg file. WHen it loads into the game it behaves like it's orbiting slightly, although i'm sitting on the ground. I've made a wheel or it, but i'm having issues understanding the parent part layout for it to load right. Pretty sure I've got something wrong or missing something in Blender/Unity. Onto future plans! As i have a slight obsession with centrifuges, I plan on making a fairly conventional one in the 3.25M size, and as discussed in another thread a expanding one with a internal centrifuge. EDIT* Alpha on Spacedock: http://spacedock.info/mod/764/SpaceMouse's very alpha parts pack
  7. HI I am having issues with Kerbal Planetary Base Systems. I can't get the Hab 2, Greenhouse or Science modules to deploy. I have used older versions of this with no issues. I can't even get the deploy option in the Action Groups in the VAB and SPH. Right click just gives me Autostrut and Rigid attachment. I am currently running KSP 1.2 and 1.2.2. Have the latest module manager and the latest version of other mods. Mechjeb and Docking Port Alignment Indicator. I have left a note for the developer, just wanted to know if anyone else has this issue? Thanks Space Monkey
  8. New thread started in the Add-On Releases Subforum. Go here: Download SpaceDock
  9. hi all, need little help to fix an issue. Perhaps there is no answer to this problem, at least I'm grateful for any feedback. - in short. I would like to extend an object (similar to a telescope) Now the problem is the 'node_stack_top ".. the changes after the animation UP - the parts originally fitted to overwrite. - Would be the solution the attached parts are brought with the telescopic movement upwards. cheers * start postion 1 ------ (A part. Eg. Decoupler or ship) [ [] ] "Node_stack_top" * postion 2 (after animation) [ ] docking.module (after animation) ------ (Decoupler still here ..) [ ] "Node_stack_top" * desired solution (after animation P 2. ) ------ (Decoupler or ship now here ..) [ ] docking.module (after animation) [ ] "Node_stack_top" - Attached image gallery with problem detail description. * config * --- node definitions ---
  10. http://spacenews.com/spending-bill-to-accelerate-nasa-habitation-module-work/ http://www.nasaspaceflight.com/2015/11/nasa-progress-habitat-development-deep-space-exploration/ Congress has provided Fifty-Five Million to develop a Habitat Module for deep-space Orion/SLS expeditions- a module which would be tested in Cis-lunar space, becoming the 'Cis-Lunar Space station' that was one of the primary contenders for a Orion/SLS mission. In other words, NASA is actually finally working on a payload for SLS/Orion. However, one concern is if this funding would survive the 2016 elections and actually lead to a Deep Space HAB. Call the NextSTEP Contracts, NASA has given contracts to Bigelow, Boeing, LockMart, and OrbitalATK for study HAB designs, and for Dynetics, Hamilton Sundstrand, and Orbital Technologies (not the same corporation as Orbital Sciences) to develop support systems for these HABs. Each company has been given $1 Million each to do so, and eventually, this will lead to a prototype module (built by the company selected to build the module), which is supposed to be completed by 2018. LockMart has proposed a Thales Alenia Space-Subcontracted module, based off Thales' ISS modules (as the HAB module), and LockMart's Orion Spacecraft and its planetary probes (to build the service module.) Bigelow has proposed to use their BA-330 as a deep-space HAB. OrbitalATK has proposed to use a Cynus-Derived modular HAB, using Cygnus Spacecraft with stretched pressurized sections (which also may be attached to node modules to make modular HABs.) Boeing's is a solid (non-inflatable) HAB, but has revealed nearly nothing on what it will be like. Typical Boeing. NextSTEP will likely be accelerated due to the extra funding provided, and the requirement to produce a prototype module in 2 years. NASA may also build the HAB modules internally, instead of giving it out to commercial companies, though this seems unlikely. Who should build the HAB module? Will this survive to become an early SLS/Orion payload?
  11. I'm planning to put to orbit a space station/orbital habitat/refuelling station. I want to ask, what would be the most optimal altitude to put my station in... I also use MechJeb if that helps... Many thanks.....
  12. So, I want to build an Elysium-esque space habitat. I want to ask, how do you build them? Many thanks.......