Jump to content

Construction of my orbital space station.


Rfmeijboom

Recommended Posts

Because I got multiple requests about the constructions of my space station I decided to post some more screenshots here.

I apologize in advance for all the dark screenshots.

The station was build in 3 stages, first stage was the ring shaped habitation module.

When I build it I knew a gravity turn would be impossible.

But going straight up might be doable.

Stage 1 - Habitation Ring:

screenshot2.png

I put a nosecone on top with struts to every part of the ring to hold everything together during launch, otherwise the drag would tear the ring apart.

screenshot3.png

With the simultaneous thrust of 18 kickback boosters, 6 Mammoth Engines and 1 Rhino engine on full power the first station part slowly rose from the pad.

After 17km the Boosters ran out and were dropped.

screenshot5.png

When safely out of the atmosphere I could start to turn over to actually get something of an orbit going.

At this point apoapsis was already over 130km.

At 82km altitude the 6 side tanks ran out and where dropped.

The Core stage continued to bring the ring into orbit.

screenshot8.png

When the center stage ran out the station was in a sloppy 140x200 km orbit.

But even a sloppy orbit is a stable orbit.

screenshot9.png

After decoupling the launch stage and nosecone all the struts where gone and the habitation module was done.

Stage 2 - Refinery:

Because every station I have build so far always had too much monopropellant and too little LFO I decided a refinery was a good idea.

The refinery could simply replenish any resources that was used to refuel any craft.

screenshot14.png

Since all the ore containers were empty this module wasn't nearly as heavy as the habitation section.

So a simple launcher consisting of 1 Rhino engine with half a big tank with 3 boosters consisting of a mainsail with 2 big red jumbo tanks each feeding fuel into the center stage was more than enough.

screenshot16.png

The first stage lasted until 50km, leaving a fully fueled center tank for the circularisation burn.

screenshot18.png

After last stage ran out the payload was detached and the nosecone ejected.

The rest of the rendezvous was done using RCS.

screenshot19.png

Docked! The second module of the station also added solar panels to ensure continuous power to the station.

I used the RCS at this stage to circularize to a 200x200km orbit.

Stage 3 - Science Module:

The third module was the science module. Although this is a sandbox save and it has no real function I felt that a good station had a science module.

This module contains 1 mobile processing lab and 4 science bay jrs and mystery goo containers. It also adds more batteries and monopropellant to the station and has several communication dishes.

screenshot21.png

This module was even lighter than the previous one, so it could use the same launcher and launch profile.

screenshot22.png

In orbit you get a better look at the different modules. There was still some fuel left in the launch stage at this time.

screenshot23.png

Docked! The fuel from the launch stage was transferred to the central fuel tank of the station and then the launch stage was deorbited.

At this point the station is only 186 parts, has room for 384 kerbals (+2 in the science lab if needed) and 6 free docking ports for ships and 2 more large docking ports for future extensions.

Beauty shots:

screenshot25.png

Close up of the science module

screenshot26.png

Close up of the refinery

screenshot27.png

Shot with 3 crew transfer vehicles docked and a prototype ion powered craft leaving the station.

Edited by Rfmeijboom
Link to comment
Share on other sites

Wonderful space station. For real, it is gigantic. Whow.

My tip for you: A lounge module underneath the refinery, with some struts to make the distance longer.

It wouldn't have that much sence, but it would give it more length and so also a longer, taller silouette.

Would look even nicer.

Only a tip. You don't have to do it if you don`t want to.

Link to comment
Share on other sites

The station will be expanded more, in fact the next module is almost done.

The next module is a xenon storage container to refuel ion powered craft.

It will also hold 3 large radial docking ports and 6 mini docking ports.

I might add a lounge later, which parts do you have in mind to build the lounge?

Link to comment
Share on other sites

Stage 4 - Xenon Storage:

To ensure all craft can refuel at the station I added some Xenon storage and a few radial docking ports to allow for more expansion options.

screenshot35.png

The next module is ready for launch.

screenshot36.png

This module is light and stable enough to perform a normal gravity turn.

screenshot38.png

Rising to the altitude of the station at orbital velocity, just a few more correction burns and we have an encounter.

screenshot39.png

Docked! The station can now support any kind of craft, all sizes docking ports are available, all fuel types are available.

The station is now 55,3m tall and the ring has a diameter of 28,3m.

Part count: 257, so good framerates are no problem.

Link to comment
Share on other sites

Stage 2 - Refinery:

Because every station I have build so far always had too much monopropellant and too little LFO I decided a refinery was a good idea.

The refinery could simply replenish any resources that was used to refuel any craft.

What do you mean? Can a ISRU converter convert monopropellant into ore?

Link to comment
Share on other sites

What do you mean? Can a ISRU converter convert monopropellant into ore?

No, but I can refill the station's ore supply with a miner and the ISRU converter is set to make LFO and Monopropellant.

As soon as any ship refuels from the station the ISRU will convert ore into whatever resource was drained (except for Xenon).

Link to comment
Share on other sites

No, but I can refill the station's ore supply with a miner and the ISRU converter is set to make LFO and Monopropellant.

As soon as any ship refuels from the station the ISRU will convert ore into whatever resource was drained (except for Xenon).

Ah too bad, would have been nice ^^

I like the design though! You've inspired me a lot!

Link to comment
Share on other sites

Stage 5 - Lounge:

I decided to go with hurnik_playz DE's proposal to build a lounge.

It is made from 12 mk3 cockpits clipped into submission to form a somewhat elliptical lounge with lots of windows.

Forgot to take a screenshot on the pad . . .

I had to launch straight up because of the truss on top of the lounge would add way to much drag for a gravity turn.

screenshot40.png

At 30km the boosters ran out and where dropped.

screenshot41.png

Quickly after that I aimed for the horizon and ejected the nosecone.

screenshot43.png

With a few drops of fuel left I was in orbit ready to rendezvous with the station.

screenshot44.png

After a fairly routine docking the stations capacity was extended to 432 kerbals.

screenshot46.png

The current station in all it's glory in the sun.

screenshot47.png

View of the station from the lounge.

Link to comment
Share on other sites

Stage 6 - Command & Control:

The last stage of the station for now.

This module has 4 mk3 cockpits to form the main command deck of the station, This is where Bill, Bob, Jeb and Val will be most of the time.

It also has a communications tower for long range communication.

screenshot49.png

Liftoff!

screenshot50.png

At 37km the boosters ran out and were dropped.

screenshot52.png

Burning to get into an orbit

screenshot53.png

The launch stage is discarded and the rest of the rendezvous will be done on RCS.

screenshot54.png

Approaching the station.

screenshot55.png

Docked!

The station is now 104.4m long and has a crew capacity of 448.

screenshot56.png

Closeup of the C&C Module.

Link to comment
Share on other sites

Hmmm not that much for a station like that

That was one of the main considerations in the design, I tried to keep every module around 70 parts or less.

I try to enure a usable framerate even when multiple ships are docked.

Link to comment
Share on other sites

That was one of the main considerations in the design, I tried to keep every module around 70 parts or less.

I try to enure a usable framerate even when multiple ships are docked.

Good thought!

And what do you consider the max part count of your space station?

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...