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Putting a Mun base on the Mun


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Hello there!

I want to get a Mun base in my game. How will I be able to get all the components in the same place? Also, how do I control rovers?

It would also be great if you could give me a mod which would have all the bits and pieces that are needed for a Mun base which is suitable for a beginner.

Thank you very much!

Giacomo :) Edited by Giacomo
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Rovers are best controlled from docking mode. This way you don;t apply an unnecessary, and potentially catastrophic, roll when you try to turn. Stock really does have all the parts you need for building a base, but if you're looking for something that's more than a singe module I point you to the following:

For the actual building of the base: [url]http://forum.kerbalspaceprogram.com/threads/50685-Modular-Base-Creation-Kit[/url]

For precision landing: [url]https://www.youtube.com/watch?v=38IYZUizX3E[/url]
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I'll second KAS. There are elements about it that are tricky to learn, but once you've got it, it helps tremendously. (Note: I would still not call myself a master of KAS/KIS. There are still things I'm working out about them.)

What I did was to design multiple modules that I landed independently, then hooked them together with pipes. The biggest challenge was landing them all close enough together without landing on top of each other.

Basically, this was my process:

1. Survey mission to choose base site. In my case, I was looking for an equatorial location with a good Ore concentration and a large flat area. Once I found my spot, I marked it with a flag to serve as a landing target.

2. Module construction. In essence, I have one "command" module with a cupola and a hitchhiker can, a "science" module with a lab and antenna, an "extraction" module with drills, an ore tank, and another hitchhiker can, and a "service" module with batteries, cargo space, and whatnot. (I also have a refinery module and two tanker modules for the ore processing.)

3. Land them all within easy reach of each other. In my case, I found that landing with MechJeb's landing guidance usually worked; I'd aim for my flag and then offset by a little bit to try to avoid coming down on top of existing modules. There's a bit of variation in the actual landing, though, so be sure to save before each landing attempt, lest you end up with a set of explosions that will put you in mind of the "Space: 1999" opening. A good skill to master (I can't pretend to have mastered it yet, but I'm trying) is to be able to lift off again, move laterally, and set down again, in order to fine-tune the arrangement.

4. Hook them all together with KAS pipes. Voila... functioning Munar base!

I do have a few mods with other parts (Stockalike Station Parts, Surface Lights, etc.) but this should be doable with just vanilla, MechJeb, KAS, and KIS.
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