Ultimate Steve

Kerbin Collaborative Space Station

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Posted (edited)

The short version: Can the KSP community work together, under restrictions, to design a space station?

The long version:

 

Welcome to the KCSS!

(Partially inspired by the Commercial Space Station Design thread)

(Also partially inspired by the numerous community space stations out there)

 

Part I, The Premise

It is year 10 of the space program, and the International Space Station is falling apart! Only a few halfhearted proposals exist to replace this station, few of which are serious enough to happen, all of which are too far into the future to make a difference. Sure, there is the Munar Gateway, but that is too far away to be practical for anything other than deep space research.

This is where you come in. Investors have given you - all of you - 600,000 funds to build phase one of a commercially built replacement for the ISS, as well as the vehicles to crew and resupply it. You are fairly limited in what you can launch on, however. New rockets may not be developed, you are limited to current designs. You are limited to near future technology as well. The station must be multipurpose. It is quite a challenge. Is it one you are willing to attempt?

In this challenge, participants will work together to plan, design, build, and launch a space station, eventually using savefile sharing to assemble it in Low Kerbin Orbit.

Part II, The Requirements

The KCSS must:

  1. Have space for tourists to stay on short or long missions
  2. Have at least one science lab, preferably multiple
  3. Have a dedicated airlock
  4. Have at least some refueling capability
  5. Be able to support multiple dockings at once
  6. Be able to generate significant amounts of power
  7. Recoup investment cost within 5 years of operations (flying tourists and researchers at a cost on commercial vehicles, or maybe selling fuel)
  8. Be able to change its orbit a bit
  9. Be located in a Low Kerbin Orbit

In order to qualify as a scientific outpost, the station must:

  • Have at least one science lab seat per researcher
  • Have at least two other seats per researcher
  • Have the materials bay, goo, thermometer, barometer, gravioli detector, seismometer, surface scanner, atmosphere sensor, sentinel telescope, and narrow band scanner on board.

In order to qualify as a tourist destination, the station must:

  • Have at least four seats per tourist
  • Have at least one cupola module

Everything else is up to the community. How many modules the station is comprised of, how the budget is divided up between the modules, planning the station, launch order, crew schedule, even the name of the station - It's all up to y'all!

Part III, The Launch Vehicles

There are several launch vehicles to choose from. No new launch vehicles may be developed for this challenge, and these launch vehicles may not be altered, except for fairing sizes, but each custom fairing will cost you 10,000 funds.

Launch Vehicle 1 - Kerbal XM

0NEFCOK.png

A derivative of the original Kerbal X rocket, the Kerbal XM was designed to place large payloads into far flung orbits, but can also take a large mass to LKO. Its evolved second stage can dock stuff, maneuver, and last fairly long provided you enable hibernation on the probe core. The Kerbal XM is man rated.

28 tons to LKO max. 3.5m diameter fairing, 12 meters tall, 7-8 meters at least 2.5m wide. 68k, retail price 77k. Features docking/orbital maneuvering stage. Flies once every 6 months.

Launch Vehicle 2 - Muon 6

5g1H5b8.png

A successor to the Muon 1 rocket, the privately developed Muon 6 aims to offer access to space more affordable than most government programs. The Muon 6 is man rated.

8 tons to LKO. Max 3.5m diameter fairing, 9 meters tall, 6-7 meters usable 2.5m diameter. 26k, retail price 33k. Flies once every 3 months.

Launch Vehicle 3 - Lyra

2YTqpEV.png

Lyra is an old ICBM, modified with a new upper stage and fin system to support light satellite launches. It features a restartable upper maneuvering stage, perfect for rendezvous, but does not feature any RCS thrusters.

2.5 tons to LKO. Max 1.7m diameter fairing, 3 meters usable 1.25m. 9k, retail price 15k. Features some maneuvering capability. Lyra is not man rated. Flies once every 3 months.

Launch Vehicle 4 - Sky III

r1i2nux.png

Sky III, successor to Skys I and II, is designed to launch medium payloads to low Kerbin orbit and medium-light payloads beyond LKO. It is one of the most reliable launch vehicles out there. It does not feature a docking or maneuvering stage. Sky III is not man rated, but can be made man rated for 30,000 funds.

16 tons to LKO. Max 3.5m diameter fairing, 35k, retail price 43k. Flies once every 4 months.

Launch Vehicle 5 - Z-1

HkPPjVB.png

Z-1 is designed to launch small satellites to LKO and lighter probes to high orbits or moon-intersecting trajectories. It features a medium duration maneuvering stage, but no docking capability. Z-1 is not man rated.

2 tons to LKO. Max 1.6m diameter fairing, 3-4m usable 1.25m space. 11k, retail price 16k. Orbital maneuvering stage. Flies once every 2 months.

Potential Launch Vehicle 6 - Sky IIIA

a3xKeIm.png

Note, picture is with test payload attached. Actual cost is 37,690.

Sky IIIA was born when @Barzon Kerman requested an upgrade for Sky III because one of his modules was slightly overweight. Sky IIIA can get at least 19 tons to LKO, 20 if you push it. It has an extra set of boosters. However, it may not be used unless you pay the development cost of 15,000 funds.

19 tons to LKO. Same fairing as Sky III. Costs 38k, retail price 47k funds. Considered a Sky III for scheduling purposes. As in, 1 Sky III or Sky IIIA can fly for you every 4 months.

 

All modules must be launched with full RCS capability to dock themselves unless the module is launched on the docking capable Kerbal XM. No docking with just the engines and reaction wheels!

Note: the flight rates only become a concern when resupplying the station. For station construction they don't matter.

Note 2: All payload numbers given in approximate tons to a 120 kilometer 0 degree inclination LKO.

Note 3: When calculating launch costs, use the retail price and not the actual price.

Note 4: You do not have to use all of the launch vehicles, but it is recommended that you spread out in case one gets grounded!

 

Part IV, User Participation

Here's how this works. Each user may propose as many designs as they want to, but may only contribute one (or two if there are eight or more modules) module design and one crew or cargo vehicle design maximum to the final station. A person may launch 3 total modules, if the number of designs accepted stays at two, allowing for some identical modules. The participants must agree on the budgets for each module (including launch cost), which modules will be flown, in which order they will be launched, who will launch each module, where on the station they will go, and crew schedules. A loose plan for these six things must be agreed upon before the first module is launched, but plans can change during construction, but not significantly. For instance, a budget overrun could lead to a module being cancelled or redesigned, and orientation problems may lead to modules being rearranged.

In addition, the orbital altitude and name of the station should also be decided before it is launched.

Once a plan is agreed upon, I will create a save file and pass it to the first person in the lineup. The subassemblies for the launch vehicles will be distributed earlier. Once he/she is done he will reupload it and pass it to the next person, and so on. Between each launch, there is a probability that a random event will occur.

 

Part V, Random Events

I will randomly select one using random.org and it will happen between flights. For events with subdivisions, random.org will also be used.

There is a 50% chance of one event happening between launches, a 40% chance of nothing, and a 10% chance of 2 events.

  • A launch vehicle has suffered a failure and will be grounded for the next three station assembly flights! Modules may be delayed or switched to another launch vehicle.
  • One of your crew or cargo vehicles has been deemed unsafe and will require an additional flight test, coming out of your pocket, before it can be used on an operational mission again. Options include flying that flight or cancelling the program (cancelling waives the 2 providers rule, but you cannot have 0 providers).
  • One of your crew vehicles has come under scrutiny. Nobody may fly on it until a pad abort test (out of your pocket) has been performed successfully.
  • A rich YouTuber has paid you 50,000 funds to visit the space station. He is fine with riding on test flights and visiting an incomplete space station. You can accept or decline.
  • An advertising company pays you 100,000 funds for the launch of a billboard module with their logo, a triangle with a circle inside and outside it, onboard. You can accept or decline.
  • An upcoming module has been dropped. Parts can be salvaged, but that module will have a 50% cost increase.
  • A new government space program has announced that they want to fly their crewed spacecraft to your station. They give you 75,000 funds but you must launch their really odd docking port. You can accept or decline.
  • Depressurization alarm! Your station has depressurized. The crew must immediately be evacuated on their return vehicles. A new mission with at least 3 crew must be launched to fix the problem.
  • A contractor has failed to deliver on time. One module is pushed three launches back because of delays.
  • A politician got involved and finds a reason to cancel one of your upcoming modules. You can pay 50,000 funds to have this ruling overturned, you can cancel the module, or you can design a new one.
  • An anonymous lottery winner donates 25,000 funds to the project.
  • One of your critical buildings has collapsed and you must pay 50,000 funds to replace it.
  • One of the launch companies has given you a free launch on their launch vehicle in exchange for one tourist or researcher flight in the future. You can accept or decline.
  • A global recession has happened. Tourist bookings go down and your money has less buying power. -15% current balance.
  • Two satellites have collided. As a precaution you must adjust your station's altitude by 20 kilometers in either direction.
  • The ISS is being decommissioned. The KSA has offered you one of the more modern modules if you can build a space tug to come get it.
  • The Kerbal XMC-15 is running a bit low on fuel and needs to refuel somewhere. If it can dock, you earn 20,000 funds but lose 180 liquid fuel and 220 oxidizer.
  • Due to increased safety concerns, it is mandated that your station must have a permanent escape vehicle that can seat at least 3 attached to the station.

You may want to keep a bit of the budget open as a contingency...

 

Part VI, Commercial Vehicles, Crew Rotations, and Resupplies

In order to fly tourists and researchers to your station, you need crew vehicles. For various reasons, the only ones currently available are too expensive or too overpowered to be of any use to you. For redundancy, 2 crew carrying craft and 2 cargo carrying craft must be designed. Each craft must be flight tested once, and the money for that comes from the initial 600,000 fund budget. These test flights must not be manned and must not carry cargo, and must be flown to the station early on. Each additional craft flown must be paid for via a budget excess or paying customers.

The amount of supplies required per year is dictated below:

  • Each Kerbal on the station requires 1 ton of supplies per year.
  • Each researcher on the station requires an additional 1 ton of science experiments per year.
  • Station maintenance and other stuff require 5% of the station's mass in supplies per year.

For instance, a 6 person, 50 ton station with 2 tourists and 4 researchers would require 12.5 tons of supplies per year.

You can charge rates for flying tourists, scientists, and launching supplies, but the prices must be "fair."

Once station assembly is complete, one year's worth of crew rotations and resupplies must be carried out, but after that the challenge will be complete, to keep this from turning into a grindfest.

If crew and cargo vehicles are reusable, the cost of that vehicle will be dropped to 33%.

All crew vehicles must adhere to man-rating guidelines:

  • Backup parachute
  • Backup electrical systems
  • Can land on both water and land
  • Must possess a launch escape system that will work at any point during ascent
  • Must have a docking port
  • Must have full RCS capability
  • Must have an antenna
  • Must not use EVA seats
  • Must be able to function without crew on board
  • Must launch on a man rated launch vehicle

Overall, one SSTO spaceplane proposal may be accepted, if not 0. I said no new lifters, but I'll make one exception for a spaceplane. The government is intrigued by this idea and will pay for one SSTO to be man rated if it can meet these guidelines:

  • Can go-around on landing
  • No solids except in abort system
  • At least some margin
  • Adhere to all of the normal crew vehicle guidelines
  • I will make the final decision on man rating and will provide suggestions, etc.

Part VII, Technology Restrictions

We don't live in the future, and some technologies are expensive to get approval for! In the design of the modules, crew vehicles, and cargo vehicles, you may not use:

  • 3.75m parts
  • Nuclear engines
  • ISRU parts (not sure why you'd want to, though)
  • Mk3 size parts
  • Ion engines and xenon tanks
  • RAPIER engines
  • The Advanced Grabbing Unit
  • RTGs
  • Inflatable Heat Shield

Part VIII, Mod and Gameplay Restrictions

Gameplay will take place in stock 1.6.1, no making history. Visual and informational mods are allowed, but nothing that changes the physics is allowed. Other part mods can be loaded, but no parts from them can be used.

No cheating! No use of the debug menu, persistent editing, cheat mods, etc. You can quickload and revert, but try to keep it to a minimum.

CommNet is enabled. Difficulty options are normal.

Part IX, The Future

I worry that I have made this challenge too hard and involved. If that's the case then I'll repost with fewer restrictions, but if people get into the challenge (and I hope you do!) then there may very well be a Phase II to this challenge, or even a Phase III.

Part X, A List of Things to Consider

In general:

  • FIRST OF ALL STAY KIND AND CIVIL. This challenge may require a lot of decision making and possibly debating. I've seen how well the forum deals with it, and I'd love to maintain that standard.
  • Second of all, no roleplay. This should be a given, but something like this could eventually go that way with some bad luck.
  • Third of all, not everyone has a beefy computer. Don't spam parts, and if someone has a bad computer they should launch early on, otherwise someone else can launch it. I won't impose a part limit because I trust y'all, but keep it within reason.

For the station:

  • Take the station requirements and refine them into a station design
  • Assign budgets and rockets to each module, assign each module to a person
  • Same with the crew/cargo vehicles
  • Come up with a launch schedule
  • Come up with a crew/cargo schedule and pricing for three years
  • Launch test flights, station modules, and the first year of operations

Stuff to keep track of:

  • Overall plan
  • Budget

Stuff to launch for the station:

  • Radiators
  • Solar panels
  • Batteries
  • Labs
  • Habs
  • Cupolas
  • Docking ports
  • A docking tug?
  • Science experiments
  • Maybe escape pods?
  • Antennas
  • Command center
  • Engines for re-boosting
  • This list is not complete, it's a general outline to make sure that some of the simple stuff isn't forgotten.

Part XI, Progress on the Station:

Here I'll write up any progress, plans, or proposals made on or for the station, as well as launch progress, save files, and lifter subassemblies.

Launcher subassemblies:

https://drive.google.com/drive/folders/1yz4sH7AvU5UA9qF1gIpha_Bt91FQF3w8?usp=sharing

Current participants:

Current plans:

Spoiler

@Johnster_Space_Program has created an amazing spreadsheet on Google Slides to keep track of everything!

https://docs.google.com/spreadsheets/d/1a-bhkzUqAgszINbBj0dLyvn2UGxF_EBI-Y3NJv5S9K8/edit#gid=0

 

Rough draft of launch schedule by @Rover 6428:

The Plan:

1) Control (Administrative) module [@VA7NFH]

2) Habitation Module 1 [@Rover 6428]

3) Power Array 1 [@MSA]

4) Laboratory Module [@Rover 6428]

5) Science Package [@Johnster_Space_Program]

6) Docking Pier [@Alienwall]

7) Communication Tower [@VA7NFH]

8) Escape pods [@Barzon Kerman]

(First Crew arrives [@Barzon Kerman])

9) Fuel Depot Module [@Johnster_Space_Program]

10) Laboratory Module 2 [@Rover 6428] (Piloted by @Alienwall)

11) Habitation Module 2 [@swjr-swis]

12) Cupola & EVA Modules [@GRS] (Piloted by @Barzon Kerman)

13) Power Array 2 [@MSA]

(Second Crew arrives [@fulgur])

(Tourists arrive [[@fulgur])

14) Science Package [@Johnster_Space_Program] (Piloted by @VA7NFH)

 

@Rover 6428 has designed a habitation module, but he was away from his computer (I think) so 2 separate versions were built. Here is his drawing:

UhdyeBY.png

Version 1 by  @swjr-swishttps://www.dropbox.com/s/8v4n0fvlygy8imv/Rover6428-HabModule.craft?dl=0

prpHSS2.png

Version 2 was built by @Johnster_Space_Programhttps://www.dropbox.com/s/pa2o79434brtfih/Rover 6428 Hab Module.craft?dl=0

gJa583Y.png

 

@Rover 6428 has proposed a science module.

@Barzon Kerman has designed a crew return vehicle that can also be used as an inter-orbital shuttle. It was downgraded to an escape vehicle for 5 Kerbals. Stats are currently unknown, but we have a picture and a craft download. It previously had the DLC engines on it, but they have been replaced with Twitch engines.

notgl8f.png

https://kerbalx.com/BarzonKerman/CRV 

@MSA has proposed a power and thermal management module.

@MSA has proposed a docking module.

@Johnster_Space_Program has proposed a crew transfer vehicle.

@Johnster_Space_Program has proposed a service bay science expansion module. This was revised into a cheap science package, cost 10.8k funds, mass 0.93 tons, to be launched on a Z-1.

Wxx9NF8.png

@Johnster_Space_Program has designed a fuel transfer vehicle. It has 4km/s of Delta-V, costs 15.4k funds, weighs 17 tons, and is planned launch on a Kerbal XM rocket. It was later upgraded to 4.3km/s, 20.5k funds, and 23.7 tons. It was later revised to have 1 sr. port and 2 normal docking ports instead of 3 normal sized ports, raising the cost to 21.2k funds. It was later downgraded to 17.6k funds, 15.3 tons, and 3.4km/s in order to fit onto a much cheaper Sky III.

sEgPLw5.png 

@VA7NFH has proposed a control and communications module. It has been worked on.

@Johnster_Space_Program has designed a cupola module. It costs 13.2k funds, weighs 7.725 tons, and has 2.0km/s of Delta-V. It is currently planned to launch on a Muon 6.

vv4FsNb.png

@Johnster_Space_Program has designed an EVA/airlock module. It weighs 10.8 tons, has 1.6km/s of Delta-V, currently planned to launch on a Sky III.

k4hjk1K.png

@Alienwall has designed a docking pier. He has provided four (!) possible designs, all looking really good!

Spoiler

1.25m-1.25m:

 DyFELJl.png

Fits into a Lyra (w/ custom fairing: 33,234). Could fit into a Z-1 but it's at the payload limit and that would also require a custom fairing. Attaches 5 medium docking ports (4 radial, one on the bottom) to the station. Power/control in service bay.

1.25m-1.25m (XL):

9Zs9HTn.png

Provides more clearance than the other one. Fits in a Lyra (33,994, custom fairing needed). Attaches 5 medium docking ports (4 radial, one on the bottom) to the station. Power/control in service bay.

2.5m-1.25m:

XtUKdhw.png

Can be launched with a Muon 6 (42,434). Technically should fit in a Lyra, but the fairing might be too big. Since a lot of the modules here are 2.5m, this might fit better than the 1.25-1.25 ones. Attaches 5 medium docking ports (4 radial, one on the bottom) to the station. Power/control in service bay.

2.5m-2.5m

OCVu8Dv.png

Can fit in a Muon 6 (50,302) or anything larger. Attaches 8 medium docking ports (radially) and one large docking port (on the bottom) to the station. Power/control in the service bay.

@Alienwall has designed a docking tug. It costs 8.4k funds, masses 1.9 tons, and can launch on a Lyra or Z-1.

XXxuSgI.jpg

@fulgur has designed a crew carrying SSTO, the Wisp 1. It has undergone abort and orbit simulations. It will most likely be revised further as the fuel margin is currently rather low.

pjbbKch.png

@fulgur has designed a challenge banner:

h3ljbexpueumwcm2ltjj.jpg

@Barzon Kerman has designed an airlock module. It costs 15,456 funds, weighs 0.990 tons, and has 7 parts. https://kerbalx.com/BarzonKerman/Airlock

@swjr-swis has proposed an alternate habitation module, more optimized than the previous design: https://www.dropbox.com/s/hts7cysi7ikqv6z/Rover6428-HabModule1.craft?dl=0

4vOyOhZ.png

@swjr-swis has also proposed a module similar to the one above, featuring a Cupola: https://www.dropbox.com/s/s9rufm1yi1fuf3q/Rover6428-TouristModule1.craft?dl=0

XGjnuhW.png

@MiscelanousItem has designed a massive rotating habitation module:

PYGDEko.jpg

@Alienwall has proposed a crew vehicle or a cargo vehicle.

 

 

 

 

Part XII, Rules Updates

Over the course of the challenge, there have been several unexpected scenarios. Here are some niche case rules:

  • "Simulations" are free.
  • For reusable vehicles, for simplicity, you need not consider construction costs, only operational costs (1/3 vehicle cost). You need not "build" multiple, you can have two docked to the station at once but only pay 33% for the cost of each vehicle per flight. In real life this would obviously be different, but I'm trying to simplify things a bit.
  • As far as the "2 modules and 1 vehicle" limit, permanent escape craft count as a module.
  • At all times the number of seats in descent vehicles must be greater than or equal to the number of Kerbals on board the station.

 

 

Part XIII, One Last Thing

This is a very complicated and experimental challenge. I will do my best to answer any questions. I can't offer station building advice, though. I hope this is interesting and enjoyable for you all! Have fun!

 

 

Edited by Ultimate Steve
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Posted (edited)

I can propose a habitation module and a science module. How will this work though? Am I going to fly them to the space station or do I just pass the file to you and you do that?

Also, I am away atm. I cannot fly the ships until early April, but I can supply pre made crafts (though they will have to go through some modifications.)  Is it okay @Ultimate Steve if you launch my modules until then?

Edited by Rover 6428
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I can propose a CRV (Crew Return Vehicle), that could also be used as a inter-orbital shuttle.

Could you use ReStock/ReStock+?

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3 hours ago, Rover 6428 said:

I can propose a habitation module and a science module. How will this work though? Am I going to fly them to the space station or do I just pass the file to you and you do that?

Also, I am away atm. I cannot fly the ships until early April, but I can supply pre made crafts (though they will have to go through some modifications.)  Is it okay @Ultimate Steve if you launch my modules until then?

You don't need to worry about launching anything until you've put together a plan for how the station will fit together. If that happens before early april, then someone can fly them for you.

1 hour ago, Barzon Kerman said:

I can propose a CRV (Crew Return Vehicle), that could also be used as a inter-orbital shuttle.

Could you use ReStock/ReStock+?

If I remember correctly, that's a texture pack. As long as it doesn't alter any of the properties of the parts, that's fine, but if it does, then no. Looking at the ReStock page, ReStock+ appears to be a parts pack, so no on that. You can have it installed, but don't use any of the parts from it.

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It is a texture pack, but it does change some things, and in general makes the stock parts look way better, like fixing the Mk1-3 pod, to have a top with exactly 1.25m at the top.

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4 minutes ago, Barzon Kerman said:

It is a texture pack, but it does change some things, and in general makes the stock parts look way better, like fixing the Mk1-3 pod, to have a top with exactly 1.25m at the top.

Looking at the thread, I think it should be fine, the impact appears to be minimal, just don't abuse any of the changes.

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Maybe you should try it ;) 

But I can make a install without ReStock to make the crafts, if you want, because it adds part variants to the engines, which I have used for the OMS.

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I could build a power module with solar panels, radiators, batteries, and RTGs. I could also make a docking module.

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I can build a crew transfer vehicle that can take kerbals to the station and back, and i can also made a service bay science expansion that would dock to the station as well as a fuel transfer vehicle that will dock to the station and transfer fuel to @Barzon Kerman's crew return vehicle. 

Edited by Johnster_Space_Program

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28 minutes ago, Barzon Kerman said:

The tanker would probably be the most useful.

yes, thats what im thinking. Also the crew transfer vehicle that takes them there would also be pretty useful.

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Just remember that whatever crew/cargo vehicles you design, they need to fly on existing rockets!

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13 minutes ago, Ultimate Steve said:

Just remember that whatever crew/cargo vehicles you design, they need to fly on existing rockets!

by that, do you mean real life rockets? (like atlas v or delta iv) or the ones mentioned in part III? and are there download links for the part III rockets if we have to use them which i think we do?

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7 minutes ago, Johnster_Space_Program said:

by that, do you mean real life rockets? (like atlas v or delta iv) or the ones mentioned in part III? and are there download links for the part III rockets if we have to use them which i think we do?

Yes, the rockets mentioned in Part III are the ones you have to use. Kerbal XM and Muon 6 are man rated and you can pay to have Sky III man rated if need be. The download links are in part XI, let me know if they aren't working.

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6 minutes ago, Ultimate Steve said:

Yes, the rockets mentioned in Part III are the ones you have to use. Kerbal XM ad Muon 6 are man rated and you can pay to have Sky III man rated if need be. The download links are in part XI, let me know if they aren't working.

Thanks, just wanted to know that before i started building the fuel tanker and crew/cargo vehicles.

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2 minutes ago, Barzon Kerman said:

How much crew capacity is needed for a Crew Return Vehicle

That depends on how many crew should be on the station, budget, and whether or not it will be used as a crew launch capsule as well.

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@Ultimate Steve The downloads work! I will start constructing and building a fuel transfer vehicle and crew transfer spacecraft and put them on one of the launch vehicles (to bring kerbals and cargo to the station) As soon as possible! I can post screenshots later of the development of the craft.

Edited by Johnster_Space_Program
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2 minutes ago, Johnster_Space_Program said:

@Ultimate Steve The downloads work! I will start constructing and building a fuel transfer vehicle and crew transfer spacecraft and put them on one of the launch vehicles (to bring kerbals and cargo to the station) As soon as possible! I can post screenshots later of the development of the craft.

I think it's easy to overlook, but I'm pretty sure you're only allowed one module and one transfer vehicle (either crew or cargo) each, but you can propose both if you want.

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Ok, so I decided that I will try and plan the sequence and who will do what.

So far this is the plan:

1) Control (Administrative) module [N/a]

2) Habitation Module 1 [@Rover 6428])

3) Power Array 1 [@MSA]

4) Laboratory Module [@Rover 6428 built, pilot [N/a]]

5) Science Package [N/a]

6) Docking Pier [N/a]

7) Communication Tower [N/a]

8) Escape pods [@Barzon Kerman]

(First Crew arrives [@Barzon Kerman])

9) Fuel Depot Module [@Johnster_Space_Program]

10) Laboratory Module [@Rover 6428 built, pilot [N/a]]

11) Laboratory Module [@Rover 6428 built, pilot [N/a]]

12) Cupola & EVA Modules [@Johnster_Space_Program built, pilot [N/a]]

13) Power Array 2 [@MSA  built, pilot [N/a]]

If you have issues or suggestions on other modules, dm me

Also, It would be nice if the crew members would be named after the participants (like in collaboration station)

Edited by Rover 6428

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2 minutes ago, Ultimate Steve said:

I think it's easy to overlook, but I'm pretty sure you're only allowed one module and one transfer vehicle (either crew or cargo) each, but you can propose both if you want.

ok

Just now, Rover 6428 said:

Ok, so I decided that I will try and plan the sequence and who will do what.

So far this is the plan:

1) Control (Administrative) module [N/a]

2) Habitation Module 1 [@Rover 6428]

(First crew arrives)

3) Power Array 1 [@MSA]

4) Laboratory Module [@Rover 6428]

5) Communication Tower [N/a]

(Second Crew arrives)

(First Crew leaves)

6) Fuel Depot Module [N/a]

7) Cupola & EVA Modules [N/a]

8) Power Array 2 [@MSA]

If you have issues or suggestions on other modules, dm me

I could send up the fuel depot/transfer module and cupola/eva ones

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