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Found 43 results

  1. So i started a new KSP-save and want to focus on colonisation and base-building like many here as it seems. I want a sustainable Base which can construct Rockets completly by its own (without those DIY container being sent from Kerbin). Pretty much like the old "extralanetary launchpad". With the mods i have i thought this should be possible. I researched "advanced construction" which is supposed to give me stuff like a extractor, kerbal-habbitation-support and ore/metal/rocketpart-tanks etc. All the parts from the "advanced construction" research regarding the Mods arent showing up when i want to construct a lander/rocket with them on Kerbin. This makes the start of the base pretty much impossible. Maybe you have some ideas how to fix it or what i have wrong... or maybe a mods-pack to be able to do what i want? So the Mods i have installed are: ModuleManager CommunityCat.Kit CommunityRes.Pack AT_Utils USITools Firespitter GroundConstruction KAS / KIS NearFuture Solar/Electrical Edit: +UmbraSpaceIndustries +DynamicBatteryStorage
  2. My KSP game has a few mods (Mostly USI mods) and was working fine until yesterday! Now when I attempt to launch a Vessel the game crashes. I’ve created new saves within the game, reinstalled the game all together, and reinstalled the mods but it still continues to crash. Any help? Mods I’m using: Habitat Pack, easy Vessel Switch, USI Pack, HL Airships, science relay, x science, KAS, KIS, Scan sat, Kerbal planetary base systems, environmental visual enhancements, stock visual enhancements, scatterer.
  3. I want to download every Umbra Space industries mod as well as extra-planetary launchpads, but I need help. My biggest problem is that when I download all of the USI mods separately there are a lot of double files, so there are a ton of duplicated parts. Also, there are many parts where I can find the actual parts files when I look in the folder, but don't show up in the game. Is there a master file I can download that has all of these things? Like I just download a single thing and everything I need is there? Please help!
  4. Help with USI LS

    Hi guys, was wondering if you could help I wanted a life support mod which kills kerbals... but also wanted kolinization (it looks amazing) I figured i would get USI ls and configure it to kill kerbals (setting the effect to 5 in config for both vet and non vet when running out of supplies, ec etc...) I did this because i read that USI kolinization no longer supports TAC or doesnt work as well and i don't mind having resources grouped as "supplies" instead of individual resources too much. Anyway after setting it all up and testing in both career and sandbox mode i found that after the 15 days of "starving" the kerbals become tourists and do not die. Ive checked the in game settings which shows it is selected to K.I.A for both vet and non-vet... any idea why this is happening... i just want my kerbals to die! Any help is much appreciated!
  5. Hi everyone. I'm gathering mods for a cool project I'm working on but I have a small problem. I was looking for a mod that had airbags. I found one and later on figured out that it was now part of a pack by USI and @RoverDude . It's called USI survivability pack, and besides of airbags it addes other cool stuff: The problem is that the link it provides to download it does not work, it takes you nowhere: http://forum.kerbalspaceprogram.com/bobpalmer.github.io/UmbraSpaceIndustries The mod is not very famous and this is the only page I've found to download it. It's not in the USI page or anywhere else that I could find. I really really want it. I would really appreciate any help.
  6. 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!
  7. Okay I have a question, and maybe the mod dev can answer this.. But everytime I use Umbra Space Industries Kolonization, Konstuction, and Life Support, I always seem to have issues. and it gets wrose when There's an Update for USI Tools I'm just wondering what is the correct way to install these m mods? I mean, what is the correct way to install these mods in Order? Should it be The Tools first, then the colornization then the Konstruction, or is there any particular order in General? Any insight would be helpful.. Space_Coyote
  8. USI Power Couplers

    Repost from sub reddit Downtown: Hey folks, after reading about power distribution I wanted to plug my mining drone into my Duna Power Distributor. I managed to get the wireless receiver to work but I could not figure out how to connect 2 "Power Coupler"s together(one on source and the other thr destination). I assumed it was similar to the pipes you can link between things. Anyone have experience with these Power Couplers? RoverDude: I have a bit of experience. Power distribution requires an engineer. It will in turn allow any power coupler to connect to any power distributor. Downtown: Hi RoverDude, love the mods bud. I have an Engineer working in the Duna PDU. My confusion stems from the 2 power couplers(one wireless[2km range] and the other wired? Sorry i dont have the exact part names atm). I can get the wireless one to work just fine. Its the other coupler that I cant get working. I also have "linked" two vessels with a pipe. I assumed the wired coupler would work the same way but that isnt the case. Talking about the wired Power coupler specifically 1.) Do i need a coupler on the power source as well as the consumer? 2.) Will i see a cable between the couplers?(like the pipes) RoverDude: If you can do me a favor and move this to the forum thread with screenshots, that will help a lot
  9. [1.2.2] Firma 0.1.3

    I've put together a selection of parts meant for the building of bases on foreign bodies. Designed to tesselate on a cubic grid and represent a more permanent foothold. No strict mod dependencies Configs provided for MKS, Near Future Electronics, Community Tech Tree, and Connected Living Space functionality. Benefits greatly from a means to build away from the KSC e.g. Ground Construction/Extraplanetary launchpads Heavy parts, may benefit from Ubiozur Welding for structural Integrity. Reasonably light weight otherwise, tried to keep computer resource usage to a minimum. Kottabos' Youtube Review: Pictures: Changelog Downloads: SpaceDock Github Dev Thread: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. I'd like to thank dboi88 for answering some my questions when I was getting started.
  10. Curie Orbital Akademy and Gas Station has taken between 3 to 6 launches, thus far depending on how you count. I'm learning / messing with MKS, hence the akademy module, and power distribution module. The original launch consisted of an MSL and Hitchhiker Can as a habitat, along with a set of Nom-o-Matics. While launching the second module of the Ada Lovelace Munar Kolony, I stopped by Curie to grab a couple of scientists, and also brought along a small truss with an inflatable mini-habitat, and the newly invented Docking Ports (not Jrs). I attached it with the Jr. Port on board. This truss also had an antenna, as I sort of forgot one on the original launch. Having accepted a contract to rescue some kerbals, I figured I could bring them down on my crappy SSTO which I have yet to successfully land. Crappy SSTO, "Reliant" I found after orbiting it at 72km, I didn't have the delta-V to get it up to 150km, where Curie lives. I was already getting ready to launch my first tanker, and figured I could rendezvous and refuel it en route. The tanker launch vehicle had extra lift capacity, so I included another Truss segment along with 4 de-orbit pods. The Truss had 4 docking ports around the middle. Turns out, my SSTO docking port was right at about the CoM, so instead of refueling it, I just attached it to the tanker's front docking port, and pushed it up to Curie. At that point, I realized I couldn't dock the SSTO to the truss docking ports, because there wasn't enough room. So I attached it to the end of the truss for now, with plans to bring up docking tubes in a later launch. On the 2nd tanker launch, I included hardware to de-orbit any other capsules I get on rescues (heat-shield, probe core + batteries, parachutes, and Konstruction Docking Port Jrs). The next big construction launch was to send up the MKS Akademy and required Power Distribution Unit (turned out to be overkill). This would be used to train up Kolonists for the Ada Lovelace Munar station and future Minmus kolony. I included 4 docking tubes along with an RCS tug to help put them in place and with future berthing operations. Here's an image before I de-orbited the last engine stage. I realized later I should have disassembled them for MKS parts, but oh well. So right now, I've got the SSTO berthed (on top), 2 fuel tankers with those great looking (high part count) inflatable tanks (replace when I unlock Mk. III fuselage), the Heisenberg Nuklear Tug below, and half of the Bohr Munar Bus (passenger trailer / aka "Short Bus") on the left. The drive section of the Bohr is picking up an empty 2 kerbal passenger compartment from a previous rescue, which I'll convert into a de-orbit vehicle for a tourist and rescuee. This was necessary, as I originally planned to bring them down on the SSTO in the lawn chairs in the cargo hold, but realized the tourist can't EVA to it. At this point, I realized I can't run the PDU for too long, while in sun, as the heat build up is too high. I included Konstruction Ports on the PDU with plans to attach trusses with Gigantor Panels once I unlock them to take the strain off the nuklear reactor. That should help make the fuel last longer. With the heat issues, I'll also throw on some more radiators.
  11. I'm not sure If anyone else has this problem, but can you inflate the inflatable habitation modules (with USI) during flight? The button seems just to be not there. I wanted to get a habitation ring in orbit for my journey to Duna, but I cant extend it mid flight (space). Thank You!
  12. Ok, ages ago I wrote a simple set of MM patches to help integrate UKS with KPBS. Then it got noticed a bit, and a few of us made some big plans. Then 1.2.2 came out, USI updated everything, I couldn't run the latest versions, etc, etc, and it fell behind a bit. @TheRagingIrishman offered to take over the main effort, but stuff got put on hold until @RoverDude released his balance spreadsheet, which hasn't happened yet... So. I got a new computer for Christmas, and I'm interested in playing with both MKS and KPBS again. Nills277 isn't particularly interested in doing MKS integration himself (which is fine: if he doesn't play with it, it's a complicated thing to integrate correctly), and no one seems to be doing much with it, so I'm reviving my patch set. I've renamed it, in the hopes of eventually doing a 'real' release, and I spent some time today reorganizing and cleaning up. Current repositories: GitHub: https://github.com/DanStaal/KPBStoMKS GitLab: https://gitlab.com/DStaal/KPBStoMKS I like GitLab from what I've seen, but I know they aren't the big name (and aren't quite as stable), so I've got it on both. I may drop one or the other if keeping them in sync becomes to much of a hassle. Current Status: Current Release is 0.9.5, with logistics, power distribution, Ground Construction, and Kontainers support. https://github.com/DanStaal/KPBStoMKS/releases/tag/Release-0.9.5 Repository Structure: I'm trying to teach myself good Git usage using this as well, so I've got the repository structured for a 'Git-Flow' workflow. That means there are several branches: Release, where the main releases will be made to. If you just want to grab the last tested & stable version of the patches, go here. This still has the old version of the patchset. Development, where the main development occurs. Currently has most of the latest changes. Various 'feature' branches, which are focused development on specific features that may or may not be included in main development. At the moment there's really only one active 'feature' branch: MKS_Workshops. It's intended to house development for the big plans that got discussed ages ago, while the main development will be trying to get something that does basic integration. (There's also the old 'master' branch, which I may delete at some point.) Plans: Short-term: Next on our list is to get USI-LS support written up and functional. This will probably be two versions: A 'Basic' version for working with just USI-LS (which we'll be sending to Nils277) and a full MKS+USI-LS version which will stay in this pack. Check to see if Multi-Hub has a node at KPBS height, and if not add one. Long-term, I'd like to see support for the MKS industrial toolchain in the KPBS form-factor. We had an interesting idea of how to break that up back in the KPBS thread ages ago - I'll look up the links. It may not be possible with the current way MKS is structured, we'll need to take a new look at it. How You Can Help: I welcome discussion and PRs. If possible, please put the PRs on the correct branch - that's either 'Development', or a feature branch dedicated to the features you're working on. (At the moment that being the industrial toolchain workshops in the feature/MKS_Workshops' branch.) This should be fairly easy, as I've set up 'Development' as the default branch to look at. Also, while I can code fairly well, I have *no* modeling or texturing skills. I've tried. Really. I may try again in the future, but if you have some skills in either, they would be welcomed. Currently we could use: Textures for the tanks. (Small, medium, large) For any/all of the MKS resources. I can do without, or have a default, or just have a couple, but ideally we'd have all of them. License: MIT.
  13. Hi guys, do you know how to use those weldable ports correctly? I've tried to do this for last 6 hours, and I cannot find it out.
  14. Dboi's Dev Thread This is where I will share updates of current development. As well as a cataloge of current and past projects. Cargo Freighter Licence- All Rights Reserved Reviews SketchFab Collection https://sketchfab.com/danielfay88 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cargo Freighter Original Concept Post
  15. 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.
  16. MKS Documentation Development

    Per suggestion by @dboi88, this will be a place to discuss development of KSPedia and wiki documentation for @RoverDude's MKS.
  17. Landing UKS MKS Modules

    With th eedesign of the UKS modules for 1.2 i'm wondering how people are landing these modules on planets i can see the cradles but how are people landing multiple modules together to form bases. Is it just using vtol engines and then disassembling them after wards? Just looking for some ideas for inspirations short of landing them and tipping them over unless thats the only solution at the moment?
  18. [USI-MKS] Drill Calculator

    I did a little Drill Calculator to show the amount of resources gathered per second. I always wondered how it worked and now I know. If anyone have any question, just ask! How it works (after you download a copy, because it's set as read only on google sheets): Chose Yes or No if you want to mine Dirt; Put the resource concentration at the point you will mine; Select drill to use; Select level of most experienced Engineer inside your vessel (there is also an option to put if you don't have an engineer around); Profit. You can also wirte the desired amount per second and it will calculate how many of that drill you need and how much thermal controllers you'll need. Download link: https://docs.google.com/spreadsheets/d/1xTjEnUrXCBdKnYLXImXlbEbGHyKJ1w8vhJogjm6oBbU/ Edit: I'm also doing a description of resources inputs and outputs of everything of MKS in a sheet to help managing production of things. If anyone wants something like this, just answer here and I'll post it in another topic.
  19. Hello, I'm wondering how to make a big base with MKS but now that only one Duna and one Tundra modules have planetary logistics distribution (only with things attached directly to it), how do you think it's a good way to do this? Sending a Duna Logistics module to every mining location to store supplies and the mined resources? (By the way, to make logistics work, does it need to have a pilot?) MKS 'Ranger' Scout-200 Power Pack can supply under full load can hold up to 1000 days, I think it's enough. But since it isn't rechargeable, and can't be grabbed (with kas) by one kerbal, I don't know if it is the best option. Thanks for any help!
  20. Introducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! 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
  21. I am running a (somewhat) modded build, including USI Kolonisation Systems version 0.2.4, on KSP 1.1.3 (64-Bit). In both career and sandbox, many parts are missing from the VAB/SPH listings. These parts do appear (and can be sub-purchased in) the CTT, however there is some error whereby these parts cannot be listed in the VAB - I attempted to add them to a category manually, with the following custom category: The parts did not show in the custom tab, nor the normal tabs (including the USI one) nor on the search bar. All mods were installed manually, tell me if you need logs. If you need any more info, please tell me, otherwise I hope someone knows of a solution! (Or could be I'm just an idiot.... take your pick, just tell me the solution anyway)
  22. I recently bought a SpaceMouse Pro from 3dconnexion and got it to work. In my regular, heavily modded game, I then noticed a new bug that wasn't there before: when switching to IVA, the camera would be rotated 180° on the "pitch" axis, i.e. I would look at an upside down green kerbal face and the backside of the cockpit at hand (chairs etc). I could rotate from there with the SpaceMouse just fine, but the center would be this view and since rotation is limited to half a sphere, It wasn't very practical for flying vessels. After looking out of the window when on the ground, I also noticed that indeed the camera was fine, but the cockpit itself would be "upside down" i.e. point in the wrong direction when in IVA. On the external view, the cockpit is pointing "up". When switching to IVA, the camera is looking towards the sky. However the cockpit is not oriented towards the ground. Switching back to external view and everything is back to normal. So, then I did a bisection of all the installed mods to find out the one(s) responsible and I can reproduce the issue (or a very similar one) if all of the following conditions are met: @RoverDudes USI Tools mod is installed (on a fresh game from source https://github.com/BobPalmer/UmbraSpaceIndustries/releases/tag/0.7.4.0) The SpaceMouse is plugged in Prior to switching to IVA, I wiggle it around a bit to change the viewing angle on the exterior view. Steps to reproduce: Start new sandbox save create vessel with Mk1-2 command pod, small fuel tank and skipper engine launch use SpaceMouse to change viewport (rotate + zoom + translate) enter IVA (either by Keyboard "c" or by "View" on a protrait) observe the view outside the window being tiltet Logs: http://www.file-upload.net/download-11823738/kspspacemousebuglogs.7z.html (note: I did enter the "Fly" mode twice because on the first attempt, I skipped step 4 and the IVA seemed correct then) Video to show the effect: (note: The bug is visible from 1:34 on. Also this is a slightly different effect than on my fully modded install: the ground is only tiltet and not completely flipped around. I wasn't able to reproduce the full 180° initial rotation yet) System details: KSP 1.1.3 x64 (Steam) 3DxSoftware (64-bit Edition) 3.18.0 Windows 10 Pro x64 Version 1511 Intel HD Graphics 5500, Driver version 20.19.15.4300
  23. In my most recent career save I've explored Eve, Duna, and Dres with probes and I have flotillas on the way to Jool and Eeloo to explore them. Since they're not due for another 2 years, I figured I'd send a manned ship to Duna to start a base there. I decided to make a multipurpose space ship rather than just a one-use rocket for the mission, so I built a pretty self-sufficient ship that should be able to house and feed four kerbals comfortably for a few years, with a modular nuclear drive section. With that in place, I decided I wanted to make bases on Minmus and Duna for replenishment for the first ship in a future fleet of interplanetary ships, but I haven't really looked at MKS much and it's looking to be much more difficult than it seemed at first. My plan was to send a robotic base at first to start harvesting resources and at least have all the infrastructure there so that when the crew arrived they'd have everything they needed to supply themselves with food and power. However, since I realized that all the converters need machinery to function, it seems like I would either need to send huge supply ships very frequently or set up large surface manufacturing plants that use technology I haven't unlocked yet. How do you all usually start with MKS? Is it necessary to set up giant supply chains or send shipments all the time, or am I just overestimating how much machinery they'll use? Pictures would be appreciated, since I'm also a little unclear about how to assemble all these parts.
  24. Duna Express

    The bigwigs at mission control that there was enough dawdling inside Kerbin SOI and that it is time to do something grander. Without any budget consideration it was decided a crew of 6 kerbals was to visit Duna. Mission Profile: Leave at the first window (around day 230) 6 Kerbals to visit Duna and Ike Land on the surface in all biomes of Duna and Ike Create Duna SOI communication network 4 equatorial communication satellites around Duna 2 polar communication satellites around Duna 4 equatorial communication satellites around Ike 2 polar communication satellites around Ike 2 inner Kerbols communication satellites connecting to Moho, Eve and Kerbin Scan Duna and Ike for resources Get all the science in/around/on Duna and Ike Process research samples Mission Plan: Design craft Launch and dock everything together in LKO Launch 1 - Habitation module 1 + Commsats Launch 2 - Main truss Launch 3 - Habitation module 2 + Commsats Dock launch 1-3 Launch 4 - Drive section 1 Launch 5 - Life support + Lander Launch 6 - Crew Launch 7 - Drive section 2 Launch 8 - Drive section 3 Cleanup Launch 9 - Inner system relay 1 Launch 10 - Inner system relay 2 Grab Kerbin SOI science Depart Kerbin SOI Grab Kerbol science Mid course correction, set up for periapsis of 2880km, 0 degree inclination Enter Duna SOI Launch the 4 equatorial communication satellites (make sure to pick from left habitat) Deploy solar panels Deploy comms equipment Point a DTS M1 to the mothership Setup flight computer for insertion into circular orbit at periapsis Change inclination of mothership to 90 degrees Launch the 2 polar communication satellites (make sure to pick from left habitat) Deploy solar panels Deploy comms equipment Point a DTS M1 to the mothership Setup flight computer for insertion at periapsis, change Argument of Perigee -45degrees +45degrees respectively Change periapsis to 60km Get Duna high orbit science At periapsis start insertion burn, until 20dV is left in drop tanks At apoapsis lower periapsis to 20km Decouple drop tanks Raise periapsis back to 60km Get rest of Duna high orbit science (gravioli) At periapsis circularize Wait for communication satellites to arrive at their orbit Drop equatorial sats to a periapsis of 60km such that each is 90 degrees from each other Tune orbits Deploy left resource scanner to scan duna Deploy solar panels Deploy communication equipment Boost orbit to an apoapsis of 500km Circularize at apoapsis Deploy scanners Deploy upper relay Deploy solar panels Deploy communication equipment Set each 88-83 to Kerbin, Moho and Eve Set 2 DTS M1 to 2 opposed equatorial satellites Boost orbit to an Apoapsis of 45Mm at south pole Deploy lower relay Deploy solar panels Deploy communication equipment Set each 88-83 to Kerbin, Moho and Eve Set 2 DTS M1 to 2 opposed equatorial satellites Boost orbit to an Apoapsis of 45Mm at north pole Get Duna low orbit science Land at Duna biomes Refuel lander (don't forget the mono propellant) Switch scientist Decouple lander Land in biome Grab science Move science to lander Grab science again (for normal science return) Launch asap to an AP of 55km Fix relative inclination with the mothership Setup intercept Dock Repeat for all 5 biomes Setup polar intercept with Ike, setup for periapsis of 55km and an inclination of 90 degrees Move mothership to Ike Repeat Duna commsat setup for Ike, except a correction burn is needed to change the inclination for the equatorial communication satellites Enter Ike SOI Enter orbit around Ike, 55km Repeat resource scanner deployment for Ike Get Ike high orbit science Change orbit to 20km Get Ike low orbit science Land in Ike biomes, make sure to keep enough fuel for the return trip After use the lander can be crashed into Ike Evaluate if 1 or 2 of the drive sections can be crashed into Ike Ditch the monoprop Evaluate slingshot back to Kerbin by using Duna Plan return trip around year 3, day 240 Execute return burn Evaluate possibilities to enter Kerbin orbit If enough fuel perform a powered return Maximum safe aerocapture altitude is likely above 55km Might need an intercept before capture, make sure to put mothership on a collision course with Kerbin Launch return craft Intercept mothership Dock Transfer kerbals Transfer science Undock Land on Kerbin Mods used: