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Munarware

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  1. So, I've decided to take Rune's advice and repost this thread as a tutorial on "Cellular Matrix" bases, though I'll probably leave the challenge up for a while, at least until that gains some traction. And furthermore, I haven't even really met the challenge myself, although I plan to very soon and it won't be in this post but I do have some more testing screenshots because I have recently regained a new appreciation for FULL TESTING. Here's what happens when you kut korners. Oh sorry Jorfred but your sub-cell and current home just ejected its foundation structure along with a descent module and is now useless. Good thing you were in the cupola and it magically stayed upright with only two legs along a single axis of its center o' gravity: I landed two of those before I realized they were defective. Good ole' MK2 Rover on its actually legit second rescue mission. So, here is a shot of the High Density Node (now debugged) docking for the first time with the High Density Core. It is impossible to convey without an absurd amount of screenshots, but the clearance of the ADARR unit when docked with the High Density Core is simply astonishing considering that the High Density Core wasn't even a spec on my monitor when I did the full redesign of the ADARR Entourage edition. It was thisclose! On a side note, the High Density Core is conveniently able to dock with 2 ADARR units (enough to precariously maneuver and dock with the HDN) without dropping her descent modules, which are more useful for the legs than for the fuel or RCS. Thus I have designed some of them to remain attached to support some late stage docking procedures, though all of these sub cells are fully functional without their descent modules, and again with more advanced use of suspension locking on an action item, I have resisted adding multiple redundant legs on the High Density Core. It was a total beast in Kerbal gravity but it will be fine on the MUN. All the dockings have been much easier on the MUN since you get a Queen's tonne more sagging of parts at the KSC. Also not sure if I've mentioned this before but all of my action items are unified across all modules so that I can literally lower all the legs of a specific type on the base AT ONCE with a single button. Same goes for ladders, solar panels and anything else that moves. I have actually hit my "Toggle Legs" hot key by accident before and just about had an accident in my pants when my whole base sat down on the surface at once. It has also been super handy. And no it's not a part that's refusing to attach, it's just my new lighting scheme which I might change before I release the craft files. This one turned out a little "sithy" after it was docked together. But I kind of like it... Note the inline clamp-o-trons, which were inspired by the comments from ixolate industries above. I was working on a super high density module but I didn't quite figure out this setup until those comments were made. As you can see, full bypass, no HAL modules necessary, and I am even adding antennae to the Specialized Science Laboratory I'm working on so that the HAL module is completely obsolete, I damn hated trying to dock that thing. Anyway the inline clamp-o-trons were still necessary actually in order to get the correct spacing so that this set of sub-cells is totally compatible with the low density system in all directions. You could literally slap it right onto any side. All of the spacing between the docking ports remains standard, thank the developers, although I did clip in an extra adapter piece which I feel makes it look better. (I know) There is a little clipping of the below corridor parts into the hitchhiker module above, but it actually works for me. So a few notes on this little setup: -It still has yet to shed exactly 40 parts in order to dock with Phaze2 sub-cells on either side. I am actually concerned about parts but sometimes I have to add a couple because pretty/physics. -As you can see, there are already 8 hitchhikers and this is just the central core. With the addition of two Phaze2 sub-cells on the sides it will deliver the promised double density of 12 cans in the same amount of space as Phaze1-2 is able to accomodate 6 cans. Interestingly, if you just put one Phaze2 sub-cell between two HDCs and 4 HDNs you would end up with exactly 18 cans or TRIPLE density, (though the docking ports would be shallow of the established "cell boundary" on two sides and would require a non-standard rectangular cell shape to fully integrate) -I have one more certification with the Phaze2 module before I can release the Craft files on Phaze3, but I won't wait until I finish it on the MUN, so there's your disclaimer. I know for a fact that I will have to slightly modify the currently posted Phaze2 module by removing the upper strut on the central corridor to give clearance for the HDC upper hitchhikers. I will update that craft file at the same time but just be warned the old/current Phaze2 will not work with the HDC shown above.
  2. Also just a quick note, obviously the single cell I've posted doesn't meet the original requirement for 20 hitchhikers yet but hopefully with Phaze3 complete it will. Hit a few snags with testing unfortunately but nothing that will be detrimental to the cellular demonstration. I had a bug on the HDN module where one of the descent modules was slaved to the MK2 foundation can and wouldn't detach, which makes the entire module useless and unfortunately I had already landed two of these on the MUN before the defect was discovered at the KSC. That's what I get for launching without a complete test, and all I had done with this module was verify ADARR compatibility without fully testing the entire construction sequence. Due to this setback I've wasted an entire Munar Day's worth of landings, but the Phaze3 modules have all been debugged of this defect and I have to say I think they are super sweet. At the least I've gotten some valuable landing experience and I also did manage to send 2 Kerbals to my baseCITY with some very luxurious, if somewhat useless accomodations. So not a total loss.
  3. Sweet Base Mullet. I really like that you were thinking about bypass corridors too, and I like your Modded base on Duna. Make me want to rethink my stance on Mods, but I would love to see a cellular base with mods too!
  4. Oh also the central BAS Sub-Cell is only 44 parts after the descent modules are detached. I bet you could cut that down as it really doesn't need the lights, and I doubt that many of the lower strut connectors I use in most sub-cells are actually necessary as there should be plenty of support from the upper struts. If you play with the leg placement and get really good height variance from just locking suspension you could get rid of an entire set of legs, but having a redundant set of legs has been very useful to me. You could consolidate solar panels and/or ditch the ladders too so it could get down to the 20-30 part range and still function but I sure do love my lights!
  5. Very nice observation! In fact yes, that is the main objective for Phaze3 which is going to allow for double the density of Phaze1 and Phaze2, and in order to do that the hitchhikers are going to be lifted to L2 with corridors all on L1. In fact here's a Phaze3 testing screenshot I was going to post soon anyway, but I believe this is what you're talking about. The High Density Node: There are actually a couple more Phaze3 sub-cells but this is the main idea. baseCITY will allow for many distinct density configurations to suit the needs of any colony.
  6. Here are a couple more screenshots of the Phaze2 Cell Oh and the craft files. It was supposed to be the reward for the winner, but Rune won and I don't think anyone cares anyway so here ya go. Some of them have the booster, some don't. Make a subassembly and figure it out. https://www.dropbox.com/sh/fye9a52kts5o0d6/AABAZEe5TYC8Mgl1G0OSZ3NHa?dl=0
  7. I included in this challenge a bonus about making corridors that are not made out of hitchhiker modules. You don't want to be going through someone's place to get from place to place you know? Thus, the cell configuration of the baseCITY needs a corridor that runs perpendicular to the corridors in Phaze2-1. baseCITY Phaze2-2 is really like the cell membrane. It has tons of docking ports, a high gain communications antenna and it serves as the main lateral corridor for the cell. When the base needs to be expanded the Phaze2-2 "HAL" module can be relocated to the edge or expanded onto in place. Seen here in it's launch configuration: And there's the module package landed about 300 meters away. And yes I'm very proud of that landing. Appraoching the HAL module with some old ADARRs. Usually I leave the descent modules on until I get at least one ADARR attached in case I need to giggle it or lift it a little. Once it's back near the base you have to break it apart. The HAL module is docked in a way that reduces lateral torque on its smaller docking ports during transport but it needs to be arranged from an H shape into a straight line to be a corridor. This involves docking three ADARR units to the end HAL module, decoupling the node from the master HAL module (the one with the high gain dish), attaching a fourth ADARR unit to the last available port on the module side, and then decoupling an ADARR from the end, rotating the module and then re-docking it with the master HAL module. It's a very complicated process but here are just two beautiful screenshots I did in the dark for drama: And Boom, H shaped modules are reconfigured into a nice long hallway. And the approach: And the attachment, now it's a real working cell: Though it still isn't quite finished, and there was a slight malfunction with that ADARR unit. Since it has no reaction pods like the new ADARRs do, it will be dragged to a nearby crater (deleted): Tomorrow I will post details about Phaze3 because the cell isn't quite finished but I'm tired. I know it's not huge, but it has been a ton of work. Figuring out how to span the same distance with two sets of completely different parts was insanely difficult and I was actually even surprised it worked, but way to go to the game developers for keeping the part lengths standardized enough that this was even possible.
  8. Sorry about the delay, of course everything came up today and I have actually not had a great day, but I am not sleeping tonight without posting this. I also want to preface this by saying that if you didn't know, this is purely a design exercise. As far as I know, there is no actual reason in the game to try and build a base this way. I wanted to make one this way because this is how you would make a practical base for settlement and scaled expansion. If you were in a city, imagine if you had to go to the center of the city to go anywhere else in the city. Pretty soon, the center of that city would be kind of a mess of congestion, and that's why you need a cellular system. It's small right now, I know, but she can grow. What you're looking at here is the culmination of 5 Launches. Up until this point, it was not a universal cell. But now, as you can see, it could grow indefinitely in all directions and there are already some closed loops if you count the hitchhicker modules as corridors, which I kind of don't so it needs more corridors, but already it's starting to look like a city. I've seen people launch and land way bigger payloads than this on the youtubes, but the point is that these are manageable to fly and handle, and they are really at the limits of what I think is reasonable. It does take a pretty large asparagus staged booster to get them up but it's not ridiculous. The Phaze1 Modules launch like this. The central BAS module is substantial enough to just launch by itself with the cupola, which just by itself is quite heavy. It would make a fairly nice base all by itself, and each module is kind of like a stem cell that grows into a specialized cell. The NOD module launches with two ADARR units each, and you need two nodes. Once you get enough ADARR units, you can launch 3 nodes at a time to keep it balanced when you need more Phaze1 nodes to expand. The Phaze2-1 module is the largest to launch with 3 hubs and 2 hitchhikers but it's manageable without the cupolas. And you have to launch two of them, in order to place one on both sides of the Phaze1 Modules And some more screenshots after Phaze2-1 completion: It makes some lovely pathways that are inviting to walk down due to the colored lighting which gives the perception of distance as you traverse the otherwise identical modules. You can really see here the module foundations consist primarily of MK2 lander cans. I don't consider them proper long term habitation but they could serve as overflow for visitors or backup shelters in emergencies. Unfortunately I didn't really think to take screenshots before this point but it's probably best that I show the details about retrieving a module from it's landing point and the attachment process for Phaze2-2 because that is actually the most complicated attachment procedure so far. I am going to do that in a separate post because I want to do full resolution screenshots.
  9. But for the record, a lot of things can get in the way not necessarily with the first loop even but with the second. Lets just say I could imagine a scenario in which you might be able to place the last piece but what if you couldn't get your rover out from underneath it with all the legs down? Since your rovers only attach at one point, to me it feels like you wouldn't be able to adjust how the pieces are oriented on top of it, so if that alignment is off, or there is a leg in the way that you didn't anticipate, you might not be able to extricate your rover once all the legs are down. Also I would imagine your corridor pieces sag a little bit with all the legs up, for which you may be able to compensate from some angles by nudging it up, but lets say that doesn't work from the angle to which you are constrained on the last piece. So even though the piece is right in there, it might not dock. Again I don't know, but I know enough to ask questions.
  10. Ok ok yeah yeah, I just really want you to finish it ok Pleaaassssseee you know my real purpose with this challenge was to see not just if someone else could do cellular, but to see it done differently than I was doing it and seriously your base could not be better in that regard. I do trust that you can finish it. And now I need to get back to taking screenshots. OMG everyone wants me to do stuff for the holiday weekend and I'm just like "you guys I need to be kerbaling here, I have a friggin deadline!"
  11. Rune! I love your base, and I looked at most of your designs and my only reservation is that the loop itself isn't quite finished. The reason I hope you can understand for my questioning is that in my own testing I struggled with the last piece because of a certain maneuvering quirk that required a redesign. So, if you can finish it then yes it sure as heck does meet all of the challenge requirements, but I am going to nit pick this one thing because I respect you and I'm experienced enough to know that having all the right pieces isn't proof that they'll all fit together how you want them to. My problems arose with leg placement and rover orientation and depending on exactly how your dropship works, which I can't really see, I cannot exactly be sure you won't have similar problems, so I hope you respect that there is a reason for my doubt and that I did look closely at your designs. I also made sure this was possible before I posted this challenge, I said I have proof and I'm not a liar, but if I were to post my proof, then it would kind of give everyone the solution to the challenge so I couldn't do that. Sorry. One thing I'm glad to say though is that your base is completely different from mine. Whereas in the diagram I made of the two examples of cellular expansion, yours is the the hexagonal form factor, and mine is the square so hopefully it will still be interesting for people to see tomorrow
  12. OOoo I found some bases that are so close it hurts. Still have not seen a closed loop though. So far I have 4 closed loops in a multi-port per side square cell but only 6 hitchhiker cans. The rest is just making it dense and adding full bypass corridors. Which will be done by Sunday.
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