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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!


Nils277

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Mk1: An airlock might be cute, sure. But I've no objection to leaving them hotbunking on the spare bed. If you want the luxury of staterooms, give 'em a MkII ;)

Speaking of the MkII: Could we get a picture or mirror or something on the bedroom wall? When you IVA to that Kerbal it's really confusing to stare at a blank wall in front of your nose until you turn his head... he must be so bored! ;)

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I don't know if this has been suggested or not, but there is a need for a generator. I've been using the ones from KF and MKS to keep the lights on at night or in a polar region. I like the idea of having to burn LF or LFO for power (like the KF Advanced Power Unit without the insane amounts of heat). A good reason for having the ISRU at your base outside of refueling the supply craft.

I'm loving your mod so far and I can't wait to see what everything looks like when it's finished. Keep up the good work! :)

Edited by shdwlrd
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I don't know if this has been suggested or not, but there is a need for a generator. I've been using the ones from KF and MKS to keep the lights on at night or in a polar region. I like the idea of having to burn LF or LFO for power (like the KF Advanced Power Unit without the insane amounts of heat). A good reason for having the ISRU at your base outside of refueling the supply craft.

I'm loving your mod so far and I can't wait to see what everything looks like when it's finished. Keep up the good work! :)

That's what Fuel Cells are for, surely?

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I just started a new game with USi Life support and Pathfinder where I wanted to focus on planetary missions and a lots of EVA stuff. Your mod fits just perfectly and I can't wait to give it a try. Looks very promising

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About the smaller cargo module. I just added one which is one modules wide in the last update http://forum.kerbalspaceprogram.com/images/smilies/k_wink.gif The x-Shape connector for the base profile was planned some while ago but i skipped it in favour of the gangways. But it is not impossible that i reconsider this sometime later.

Hmm...this calls for another poll to see what Airlock position is preferred. :D

Update

--------------

Added a poll for the hatch position. I also added a choice with two hatches...although i personally don't really like that option :wink:

Oh man I just saw that - I love it! Thank you! :D

Any chance on the 'end cap' one? I'm mostly thinking of the habitats with a nice dome at one end, where it'd help the silhouette. And possibly save on an extra leg mount. ;)

- - - Updated - - -

theres any advantage on using mk2 habitats since they re heavier and have only 1 extra kerbal?

They're more spacious and comfy for your little green men on extended trips, of course! ;)

That said, a weight reduction to be only marginally heavier than the Mk1 wouldn't be entirely unjustified - one holds 3 kerbals always, the other holds 4 kerbals when extended. A nice pair of tradeoffs in itself, perhaps.

Were there ever a mod that resulted in Kerbal Downtime, I'd suspect the Mk2 would be much better at 'resting' a Kerbal, but I'll probably have to design that one myself. ;)

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It's only larger, deployed. It is the same size otherwise. The increased mass of the deployment hardware, etc, means it should actually have fewer resources. In a LS mod, I'd make the 3 kerbal version have longer duration.

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I just started a new game with USi Life support and Pathfinder where I wanted to focus on planetary missions and a lots of EVA stuff. Your mod fits just perfectly and I can't wait to give it a try. Looks very promising

They work fantastically together. I've been using those two combined with Angel's DSEV also for long range exploration and resource exploitation. Well, those two being KPBS/Pathfinder but I run TACLS instead - too easy to maintain life support under USILS.

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I really love this mod, been using them to make my bases. Sadly I need to figure out what keeps exploding my Mun base. Anyway there are two things that I think could help improve those building with with your parts with the KIS mod. Some form of base plate to mount the corridor sections to. And a large capacity KIS container.

I look forward to more parts to grow my bases to large sizes.

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I really love this mod, been using them to make my bases. Sadly I need to figure out what keeps exploding my Mun base. Anyway there are two things that I think could help improve those building with with your parts with the KIS mod. Some form of base plate to mount the corridor sections to. And a large capacity KIS container.

I look forward to more parts to grow my bases to large sizes.

Doesn't KIS/KAS have some sort of pylon base that mounts to the terrain that you can attach things to? Maybe you could strut the base to that?

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Doesn't KIS/KAS have some sort of pylon base that mounts to the terrain that you can attach things to? Maybe you could strut the base to that?

I've tried it. It can't hold a lot of weight and sticks up way to much. I did make a radial attachment part that has the same properties, but all objects start below the surface and has to be rotated up, and while my minmus base is fine, my mun base keeps exploding when I land a new rocket near it. But not when I fly the base itself.

I plan on making a different part to do the same thing and see if that solves my problem, but it would be nice to get an official one designed for these parts themselves.

Also, I'm attaching the parts directly to the "pylon" with the use of large KIS containers and an engineer.

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I just set them on the ground. I have used KIS to attach things, but have never had any explosions.

Make saves so you can show us what is going wrong... Any chance of it being the kraken? Service bays tend to cause that, I've not heard of solar panels doing it, but perhaps they hit something as they rotate?

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I don't know if this has been suggested or not, but there is a need for a generator. I've been using the ones from KF and MKS to keep the lights on at night or in a polar region. I like the idea of having to burn LF or LFO for power (like the KF Advanced Power Unit without the insane amounts of heat). A good reason for having the ISRU at your base outside of refueling the supply craft.

I'm loving your mod so far and I can't wait to see what everything looks like when it's finished. Keep up the good work! :)

As for the insane amounts of heat, a fix has been committed and will be in our nearly-complete 1.9 update.

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Also what's your terrain detail set at? Set it to maximum detail. It's possible that as you load that base in, the terrain is at a lower setting momentarily and swallows the base whole

That might be it. I believe I have it set to high, though I have to check. It might also be that the part in question isn't set up properly, and I'm having trouble to get it to work proper.

edited*

Okay, so my terrain setting is default, but I do have Kerbal Joint Reinforcement mod installed. Not sure if that effects it. I'm also currently testing out different configurations for a ground attachment piece.

Edited by Dakota2063
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Don't know if this has been sugested before, but i just noticed that the main ISS trusses look a lot like yor mods' parts, maybe you could make something like it?

https://upload.wikimedia.org/wikipedia/commons/7/72/S0_Truss_lifted_from_Shuttles_cargo_bay.jpg

Going off your strut idea, I would really like an open strut section about the same length as the command module. Could be used on the underside of modules for mobile bases or to provide structure during transport. Also an end-cap module with space for 1 or 2 of the storage wedges (whatever looks better) would be pretty sweet.

This is a FANTASTIC mod and i'm loving every second of it! Thank you Nils277!

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