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Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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! -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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! -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
Thank you! it sure has been, and more to come -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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 -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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!" -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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 -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
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. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
You have two days -
I really like your style. Very nice.
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Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
I don't think MODs are unfair at all! It's all relative and KSP allows you to do whatever you want. In fact I've mentioned in this thread itself that I think even some stock parts are unfair like the Electrothermal Generators, and I try not to even use them, although I have caved to that particular part recently. That said, as you can read on my very first blog post, if anything I'm simply overwhelmed by all the options available for mods and that's why I don't use them yet. Someday I will, but I think there is a particular challenge in pushing the limits of stock craft and while many mods are very balanced, there are also those that simply skirt the rules of rationality and right now I don't need or want to sift through them all to find the good ones. I've seen several beautiful station and base mods, and I hope to one day take the system I'm developing now (which is not a mod) and apply it to some of those amazing looking parts. I have done a lot, and like I said, I think I'm doing things that haven't been done before and I haven't even gone beyond the Mun. If and when I feel like I have reached the limits of what I can do with stock parts then I will mod, but before then it seems a tad frivolous for someone like me who enjoys the challenge of manual landings and such. Are mods cheating? No. But for me it's kind of like Michael Phelps taking steroids to win a game of Marco Polo with his nephews. Not exactly (I don't consider myself the Michael Phelps of anything), but kind of like that, for me. Not judging others. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
Well, those of you watching this thread from the beginning will know that it's getting down to crunch time. 2500 views and not a single comment on the hardware I've posted but that's ok. I'm going to keep going, because despite giving everyone a chance, I'm at the same place I was when I listed this challenge. A few very diligent readers have posted some very cool bases, and while some of them have met the basic requirements of the challenge, none have addressed the "Bonus" and follow on clarification I posted about making an interconnected grid. Admittedly I made this part a bonus because it is very difficult, and through all of my exploration of this forum, I still haven't seen it done. I realize this is partly because the idea behind what I was looking for is difficult to convey and I did a poor job of it. I described what I was doing as "modular", when that isn't exactly a thorough description. There are plenty of examples out there of modular bases. They use separate modules that are attached together to expand, and that makes them "modular". So what's beyond modular? cel·lu·lar ˈselyələr/ adjective adjective: cellular 1. of, relating to, or consisting of living cells. "cellular proliferation" 2. denoting or relating to a mobile telephone system that uses a number of short-range radio stations to cover the area that it serves, the signal being automatically switched from one station to another as the user travels about. 3. (of a fabric item, such as a blanket or vest) knitted so as to form holes or hollows that trap air and provide extra insulation. 4. consisting of small compartments or rooms. Without a specific definition for cellular "construction" I would offer this for your consideration. Cellular construction is a method which relies on a standardized set of universally compatible building blocks or "cells" which are assembled to create an interconnected network of closed loop, repeatable AND variable patterns in all directions from any point in the overall structure to create various constructed "Fabrics" or "Tissues". All the most efficient structures in our life, from our bodies to our largest cities, are cellular. They were not creatively designed this way from the beginning, but rather evolved this quality through natural or unconscious selection. Likewise, modular base construction in Kerbal space program is about to evolve from the "fractal" concepts of the past into a fully "cellular" system. This Sunday. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
And a big surprise if you look closely enough... -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
As a follow on to a previous comment which apparently no one is reading anyway, here is an upgraded ADARR dubbed "Entourage" compared to it's predecessor and a larger scale Phaze3 ADARR unit, the "Grande Fermamente" Lower overall height, lower center of mass, improved weight balance (those inline clamps are heavy!), active RCS stability control, LF/O roll correction thrusters, ETG Power unit, 360 degree high powered lighting, improved docking capabilities. I can happily report that this ADARR unit is decidedly useful above 5 m/s and with the stability control and RCS activated, you really have to try hard to roll it over, but even if you do, you can just unroll it over with the new horizontal thrusters. Where once was located perhaps the most useless solar panel ever, there are now perhaps the most useful inline clamp-o-tron ports in the history of the universe. The "Entourage" really outshines its predecessor. True to form, here we have the inevitable big brother. The Grande Fermamente incorporates features of the ADARR system and takes them to another level, literally, level 2. It gains a dedicated SAS module, and is the first munarware rover to rely entirely on ETG power units. Batteries allow for longer bursts of speed, but are more of a functional "spacer" in this application. A third, even larger "TitanBul" concept is on the drawing board. There is, after all, a larger model of wheel not yet utilized. Also you can see here why the height clearance reduction was so crucial on the Entourage. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
It is the true fulcrum of our baseCITY system (Now you know what it's called!). And guess what, it's another rover! Not just any rover though, this is the Asymmetrical Docking and Relocation Rover (ADARR)! It is the epitome of our mission, which is not to preclude the initial conditions of this challenge, but is nonetheless extremely relevant: "To create a symmetrical, modular, interconnected, expandable and universally directional colonization system that is both dense and practical for long term settlement. The "baseCITY". We could not have predicted all the challenges we might face, but we did know one thing from the beginning. And that was this: For the construction of a true city on the Mun which met all of our requirements, we would need a construction vehicle that was equally if not more flexible and dynamic than the end product we wished to produce. We would need the ability to relocate any module from any point on the surface to any other point on the surface in an efficient and precise manner. Enter the ADARR. There are three ADARR units in this picture and we have a total of four on the Mun. Three would have been sufficient, six would allow you to move a very large section of multiple modules as a single unit. For balance during flight they are launched as pairs attached to the central node module of the system and the node can also be launched as a set of 3 balanced units when additional ADARR units are not needed, which is important because we are going to need like so many friggin nodes it's kind of ridiculous, but you really don't need very many of these ADARR bad boys to get the job done. As you can see, on their own, they are top-heavy, narrow and practically useless at any speeds above 5 m/s on the Mun Surface. This is because the footprint of each rover must be kept to a minimum in order to avoid collisions with the legs we use as the anchoring foundation of our modules, and the real magic only starts to happen when they work together as in the picture below. No, you're not going to see any of the modules yet, but this image is an excellent example of the sheer utility of the ADARR system. In this configuration the rovers gain a hugely forgiving level of stability and power. The combined unit is surprisingly responsive in all directions and allows a relatively high speed of around 15 m/s sustained on the Mun surface while maintaining complete control. Large batteries allow for a much further range than has been needed thus far, even during the long dark nights. While most modules have landed within 2 km of base center, the ADARR system could easily go 50 km or more and with the integrated solar panels range covers the entire MUN surface just as long as the daylight holds out. Of course, the modules must be designed quite specifically and painstakingly to actually work with the ADARR system and vast amounts of time went into testing and proving that alignment and maneuvers involving multiple docking ports are not just possible, but easy. As you may have guessed, all modules are designed with docking ports in all directions, which means every module is capable of docking with at least 4 ADARR units. At the same time, all 4 of those ADARR units can be directionally aligned with one another, no matter which port size to which they need to attach, and just in case you were wondering, yes all of our modules incorporate both Sr. and regular sized docking ports. Some modules consist of multiple nodes which increases the number of ADARR units that can be attached, and ADARR units can be daisy chained together to create a cantilever effect so that the module can be held from a single direction and placed into a very tight spot. This utility in particular is what allows for modules to be placed into locations where they must dock on three sides simultaneously, leaving only one side for the attachment of ADARR units. Without this capability you can make bases shaped like plus signs, and you can even make checkerboard like structures, but you cannot make an unbroken, densely packed grid. Version 2.0 is already in the works because if you look closely, you can see that we didn't really understand what an "inline clamp-o-tron" actually did when these were launched, and we sacrificed utility by failing to orient the shielded inline docking ports in any useful direction. We have also designed new modules since this release and will be incorporating features to support those modules that will be used in the final configuration of the system. Stay tuned, it's about to get super awesome in here... -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
I did follow the link and I read the whole post! Also sent ya some cred too I think, I dunno, I just barely figured out the quote thing so who knows actually, I hope it worked. Anyway, yeah I think those motors on your Gryphon are just the right scale to push that guy around in some of the toughest situations, but have you experimented with the thrust limiters to keep them more controllable in lesser extremes? I like your old rule and I would add to it that sometimes it does make sense to have a bigger engine with its thrust limited, than to go down to a smaller engine because in some cases you just need the extra power. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
Here are a couple more shots of Mun rovers. Yes, I'm going to continue to tease with rovers that seemingly have nothing to do with a base, but the next preview post will basically be the key to everything so I'm not sorry. The first is the rear view of the MK2 LARPTD with its legs up in docking position. The rover can serve as a stable habitat in this configuration for long durations with an acceptable level of comfort and without getting those annoying little bumps in the wheels. The second is actually another version of the LARPTD concept but with an MK1 can instead of the MK2. It has all of the same wonderful features of the MK2 version, but made for those who cook their dinners for one in a similar looking appliance. That said, the MK1 LARPTD has the same amount of solar panels and motors, larger battery capacity, and much less weight to push around, which implies that it should go farther, faster, and steeper on the slippery Mun surface than its MK2 brother could ever dream. I say "should", because as you see it isn't exactly on the Mun yet. So far, there has not been an urgent need for such an extreme performance extravagance, but one day very soon we will launch it just because we want to. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
Slashy, I really like your lander rover! And that your hab modules are upright. Mine are actually sideways in the module designs I'm using, and to think that's the one thing that doesn't bother me. Habs look dense when they're placed but also want to see some corridors. Also I like that both use solar/battery power which is something I've done instinctively. I just hate thermal generators and I don't use any except on one of my large transports where they can be placed far away from the pressurized section. It's not that the thought of frying my kerbals keeps me up at night, it's that it's almost kind of just like cheating. I know they use them in real life but still they are tacky and I hate them. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
That is a way awesome base! I love your escape rocket and the rocket motors on your Gryphon rover, which I'm sure helps getting up steep grades. -
Holy Grail of Mun Bases! STOCK ONLY
Munarware replied to Munarware's topic in KSP1 Challenges & Mission ideas
OK so it's been a while, I've been extremely busy and I quickly learned what a laggy maggy my laptop can actually be after installing a few of my Mun Base modules, so I built a whole new desktop rig just for Kerbaling! It's awesome, and I will post some pics to my profile because I actually did not spend a ton of money and it works beautifully. But enough about that, I believe I promised some previews so here's your first installment: "Behold, the MK2 Lander and Rover Pressurized Transportation Device (LARPTD). Developed to accomplish the tasks of both landing and roving long distances on the Mun, the MK2 LARPTD incorporates several unique features such as Bi-Directional Rockomax Thrust Motor Pods to aid in both landing and high speed emergency stability maneuvers. Heavy-duty landing legs, moderate ground clearance and an integrated roll protection system provides the resilience of a tumbleweed, while the "pretty balanced" RCS system, integrated lighting, and fully circular fuel crossfeed keeps the top generally pointed "up" in most conditions. Refueling stations are in testing as just a small part of our Phaze 2 Munar Development Project, which focuses on reusability and waste management processes that will ultimately depend on the MK2 LARPTD. For now, it serves as primary transportation and was the very first successful piece of hardware developed by Munarware to endure on the Mun to this day. Stay tuned, and don't ask about the very first "unsuccessful" piece of hardware we launched because it's going to be a historical monument which we intend to distract people from the huge pile of discarded descent modules that is growing in a nearby crater. Hey craters are a pain in the ass anyway, right? As you can also see, we used this vehicle to scout over 20 km from its landing position to find a nearly flat and level piece of Mun land for our Mun City, which makes docking and installing modules much easier. Also knowing that it's right at 4000 meters simplifies landings which are all done under manual control."