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Found 8 results

  1. Doofenshmirtz in a Mun crater. I built a replica of the Doofenshmirtz Evil Incorporated building from Phineas and Ferb, mounted it on a rocket, and then sent it to the Mun. It can hold up to 143 people (both inside and out, thanks to command seats) and it looks like Ferb's head a very Kerbal space outpost. Craft file: https://kerbalx.com/Mars-Bound_Hokie/Doofenshmirtz-Evil-Incorporated
  2. I've been playing KSP for a while. I play for a bit then switch to other games and come back months later. But I've been playing since 1.2 and.... today I was watching at my screenshots and saw that there are stories behind them. This is not a mega mission report, but more like a bunch of anecdotes bundled together. None of my ships are particularly awesome, quite the contrary they are just utilitarian. The SpiceMan Space Program One Aaah... the humble beginnings... when science and money is low but stupidity and courage soars. As every space program, the SSPO (SpiceMan Space Program One) started with small rockets and tiny probes. I'm probably struggling with the limited amount of parts one can use at the early stages on the rocket in this picture. A Minmus probe preparing to land. The Mun Base Eventually... funds for a Mun Station were secured. And that was the first real challenge the SSPO faced. The plan was simple. Just drop there anything that the Kerbin Cold War dictated was needed to win the space race. However, on a kerballed (manned) mission to the Mun something unexpected happened. A giant rock arch was spotted while landing near one of the greater craters. Evidence of extrakerbinial life was discovered!!! As our intrepid kerbonaut Lemlo Kerman stood on top of the rock arch, two things happened. First, Kerbalkind united and the Cold War ended, and efforts to conquer space were unified. Second, Lemlo Kerman realized he had no propellant on his EVA suit for the way back to the lander... Long and dangerous was the 4.6km walking trip back to the Mun Lander Including a scary episode with the infamous Mun quicksands Lemlo smiles as he gets back to the Mun Lander. We see him smiling in the picture because he hasn't realized yet that the Mun Lander has no ladder and, without propellant in his suit, he's just as stranded as he was in the rock arch. After firing the spaceship designers, the rescue mission was a success. Back at Kerbin, Kerbalkind united efforts and came up with a master plan: drop connectors'n'stuff and ensamble! It started with some living quarters and a short connector for the next module to come. Next was the Lab Module (Heavy stuff!) First two modules connected !!!! Moving some connectors... Second Living module en route. Eventually mining modules, tanks, and more were added. This was the final result: Here we can see a Mun Station crew replacement. Emboldened by the success of the Mun Station Program, the decision-makers started twin parallel space programs: The Eve and The Duna Space Programs It started twin single-kerbal ships, one sent to Eve piloted by Valentina the other sent to Duna piloted by Jeb. Well, almost twin ships... Jeb was given Gigantor solar panels because he needed to compensate. The science data the kerbonauts took back home was not enough, but it was enough to see that the planets were very different. Two separate probe programs were devised. A series of mishaps happened in the Eve Probe Program. First, ground control forgot to take in account the distance and delay in communications... So the solar panels were deployed during the Eve atmosphere entry. After some explosions the probe managed to land thanks to the parachutes, but not on the water as the contract required. Engineers frantically calculated the most efficient use of the remaining electric charge to transmit the science data. But not all data could be sent. Sadly, everyone was fired and the Eve program scrapped. The Duna Program was more successful. First, they landed the Mars Probe I successfully. And then, banking on the Mun Station know-how, the Duna Roadster was sent to explore. On Duna, ancient scripts of an unknown civilization talked about the mythical gold empire of El Ikerado. Linguist, historians, mythologists and satellite imagery experts tried to no avail to convince managers that no such gold existed, but they were having none of that. An ambitious plan to get rich AF was set in motion. The first step was to set an outpost, and so the Ike Space Station was planned. The Ike Space Station After the astounding success of the Eve Program, the kerbals were rehired and put in charge of the Ike Space Station Program. Since everybody just cared about the gold, people forgot to take pictures. So there's no record of the planning stages. Almost everything we have are pictures of the Ike Space Station in recent times. We do have a picture of the first module to arrive, though: The final Ike Space Station Most people cared about the gold, but Bill Kerman -an engineer- cared about science!!! So he convinced upper management to give him a double Ike-Duna mission. Two landers were sent. One to the Ike Space Station and another to orbit Duna. An engineer is very useful in Duna missions because they can repack parachutes, and the same parachutes can be used for both Duna and Kerbin entry. These are his pictures: Heading to Ike after undocking from the Ike Space Station. Planting a flag on Ike. After refueling at the Ike Space Station, he transferred to Duna. EVA'ing to the Duna Lander II. Bill Kerman looking for the parachute to repack after a successful lithobreak. Bill Kerman celebrating that you can load saves in this game. Sadly, the SpiceMan Space Program One is on halt, as all Kerbals -even kids- are at Ike mining for gold now. Bill Kerman is waiting for the fad to end while at the Duna orbit without fuel.
  3. I don’t know if anyone else here plays the game moonbase alpha (now known as the game where people abuse text-to-speech on the moon), but the point of the game is to fix a base that NASA set up on the moon when an asteroid crashed into it. So I started thinking, why not do this in ksp? So I went out and built a settlement on the moon and crashed a class A asteroid into it. The results are amazing, I recommend trying it! But the point of the challenge is to recreate this base that the game uses as a map. It should have one settlement and have solar power buildings and a rover. It should all be stock without mods or expansion packs. Happy crashing!
  4. https://youtu.be/rkovMLD3BNQ this shuttle can go to the mun then minmus. the heavy version carry's 7 https://photos.app.goo.gl/8bJ9N736LrP6oskB7 the light version carrys 4 https://photos.app.goo.gl/xgrkzhUympSoiMCz6 please allow time for me to make the craft flies stock
  5. Hello, and welcome to the munar base collaboration challenge, where we as a community will be working together to build a mun base under restrictions, like a budget! (Inspired by the Kerbin Collaborative Space Station Challenge by @Ultimate Steve) The Beginning Its been about 50 years since KASA has first went and landed on the mun. KASA hasn't been back since then, and people are urging them to return. KASA has given us a total budget of 1.75 million kilofunds (AKA 1,750,000 funds) to build a mun base that will deliver crews and tourists to and from the base. The base will be called Munbase One. In this challenge, the participants will help construct the base using existing rockets to launch each part they have created and landers. We will be sharing and passing around a savefile that I have created to accomplish this. LKO is a 100km orbit. The Rules No Cheating, No savefile editing, No controlling other people's parts, only your ones, Everyone must work together, You Must Use An Existing Rocket For Launches, No Creating New Ones, You Can Do Simulation/Test Launches Before The Actual Launch That Costs Funds For "No Cost In The Budget", You Must Use Stock KSP, No MH The Launch Vehicles/Rockets There are 6 launch vehicles to choose from. You must use one of them for launching, not make a new one. You cannot change fairing size, unless you want to pay an extra 12,500 funds. Rocket 1 - Ares IIB Cost: 17.1k. Tons To LKO/TLI: 3.5 tons. Flies Once Every: 25 days. Ares IIB is NOT Kerbal Rated (Meaning Kerbals Cannot Fly On It) Rocket 2 - KLS Cost: 103k. Tons To LKO/TLI: 20 tons. Flies Once Every: 100 days. KLS IS Kerbal Rated (Meaning Kerbals Can Fly On It) Rocket 3 - Katurn III Cost: 52k. Tons To LKO/TLI: 12 tons, but can be pushed to 13.5 tons. Flies Once Every: 60 days. Katurn III IS Kerbal Rated (Meaning Kerbals Can Fly On It) Rocket 4 - MV12 Cost: 24k. Tons To LKO/TLI: 5 tons. Flies Once Every: 35 days. MV12 Is NOT Kerbal Rated (Meaning Kerbals Cannot Fly On It) Rocket 5 - Kova VT6 Cost: 67k. Tons To LKO/TLI: 16.5 tons. Flies Once Every: 72 days. Kova VT6 Is NOT Kerbal Rated Rocket 6 - Ares IIC Cost: 25k. Tons To LKO/TLI: 8 tons. Flies Once Every: 40 days. Ares IIC IS Kerbal Rated Participation and Launch Plan Everyone that participates will each build their own separate part for the base. The parts will also be launched in order, one at a time. We also have to decide where on the mun is the base place to build the base, once we agree on the best spot on the mun to build it, then we can start construction. We also have to not go over budget, or the challenge is lost. Restrictions These are the restrictions for everyone that participates: Here is the current launch plan, if you want to launch a part that someone else hasn't chosen, tell me in a post below. Participants: @Johnster_Space_Program @Rocket_man1234 @Bill the Kerbal @Ultimate Steve @VA7NFH The Launchers (All 6 Rockets .craft files): https://drive.google.com/file/d/1eYiKDHjDFTGyF-UsH-T1Got8aJB4b8ME/view?usp=sharing Mun Base Plan Spreadsheet (Add To It!): https://docs.google.com/spreadsheets/d/10E4nOUEnGMonw6QJEy7B7FKFzueSDRLnwy4RXsGcD38/edit?usp=sharing To Everyone That Participates, Good Luck!
  6. Like in real-life, it's about time to establish a permanent base on the Mun. The Blacksburg Aeronautics and Space Administration has decided to take on this task, and it is hosting a competition for ideas to accomplish it. SLPB (SINGLE-LAUNCH PERMANENT BASE) CHALLENGE As the name implies, you must get a base to the Mun in a single launch. To complete the challenge, your base must meet the following criteria: DO IT ALL IN ONE LAUNCH, DUH!!!! Stock Parts ONLY - NO MODS MechJeb's okay, as it's only a remote guidance mod. WorldStabilizer's also okay. Just no mods that come with additional base parts. Must hold ten or more Kerbalnauts. Must be able to generate its own power (e.g. solar panels/radioisotope generators) Don't forget batteries. You're gonna need them. Must have at least one antenna Relay preferable, but I'm also okay with direct Must have a probe core so you can work it while unoccupied. Must have science lab with instruments (you can't activate the "science farm" without data) Two-man lab will count when checking crew capacity for Rule 3 Must be able to penetrate the surface (e.g. need drill/s) and mine and convert ore (need converter/s) - which also means you need radiators/thermal control systems to cool them down. Be sure you land in a spot with a good ore concentration Don't forget the fuel and monoprop tanks +500 fuel capacity +500 oxidizer capacity +500 monoprop capacity You can't convert anything without ore tanks Must be stationary. I've seen WAY too many mobile bases on YouTube, and it's about time we have a "house to come back to" on the moon. Which means you'll have to pick your landing spot wisely. Besides, this will simulate the permanent bases we'll be getting in real life. Must have enough lights to be seen in the dark from a distance (at least in an incoming rover). HokieFarm Insurance won't compensate any losses suffered due to damage if our base is not designed to be seen in the dark. Additionally, we may be held liable for any accidents that happen if a rover crashes into it. Example: one night Jebediah crashed his rover into a base in the mountains. He was not held responsible for damages (despite him speeding), as his vehicle's lights were on but the base was practically invisible in the dark Your base must have docking capabilities with either: A docking port An open space for a claw to grab on to. Must be stable. Our insurance also won't cover losses due to damage if the base can easily tip over (except if the planet's acting glitchy/buggy/bouncy, like Minmus). We are also liable for motions sickness-related incidents if the base is not stable by design (upside-down, easily wobbles (assuming no game bugs)). Must have a plan to remove debris upon landing that does NOT involve hitting self-destruct in the tracking station. Must have a means of egress (getting out). Here's a screenshot of my base on the Mun to get you all started. Have fun, everybody. LET'S SEE WHAT YOU ALL GOT!
  7. I'm in the part of the game where I feel like starting to build a Mun base. I've designed a Mun base at the KSC but never actually got the design to the Mun. That's where you come in! Show me your best Mun bases so that I might get a couple ideas! Who knows, I may learn new things about design in the game. Remember, only use stock parts!
  8. Hey Kerbanauts! Today i bring to you the first video in my Let's Play so far showing the first stage of constructing a outpost on the Mun! I used rovers to manoevre the parts into position and docking ports for the connections. If you wanna see how the build goes, why not check out my video? https://youtu.be/FRvHllze29s Part two and final episode showing the finished base is out tonight! Hope to see you guys over at my channel and look forward to getting some tips from you and sharing my own knowledge too R.Einstein
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