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Good mods for recreating "The Martian"


Trexinator

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KIS/KAS so that you can manage inventories, re-purpose ancient landers, attach rtg's and solar panels to your rigged up rover, and shed weight from ascent vehicles.

Near Future Propulsion/Construction/Electrical for recreating the hermes.

Edited by JedTech
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2 minutes ago, JedTech said:

KIS/KAS so that you can manage inventories, re-purpose ancient landers, attach rtg's and solar panels to your rigged up rover, and shed weight from ascent vehicles.

Near Future Propulsion/Construction/Electrical for recreating the hermes.

Ok thanks This will really help!

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Just now, eloquentJane said:

Planetary Base Systems could be good for making the Mars habitat (and also the rovers, I've seen some pretty good rover designs that use that mod). And Kerbalism if you really hate yourself.

Why, what does kerbalism do? But i do have Planetary Base Systems and i have built a pretty cool rover 

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1 hour ago, Trexinator said:

Why, what does kerbalism do?

Kerbalism is a life support mod. It adds food, oxygen, radiation, and the need for habitation space. It probably would make for an interesting recreation of The Martian, but your stranded kerbal would probably definitely die.

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19 hours ago, eloquentJane said:

Kerbalism is a life support mod. It adds food, oxygen, radiation, and the need for habitation space. It probably would make for an interesting recreation of The Martian, but your stranded kerbal would probably definitely die.

Space potatoes! They won't starve!

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  • 2 weeks later...
On 01/09/2016 at 2:59 PM, genericeventhandler said:

You only need one. 

GE

 If you want to replicate the film look. it's essential, but the fuel tank, for instance, is close to stock in capacity and mass. But even if you don't want to do The Martian, the actual capsule goes well with stock. I just did a test with v1.1.3, and it all works, but it was a pain in the proverbial to assemble. Essentially, you have to fit multiple engines to rings of attachment nodes, around a central node for the decoupler, and they are badly set up.

I am guessing here, and maybe not using the jargon everyone here uses, but every object in KSP has an invisible collision box, and it looks as though the attachment point are inside the collision box, and so hard to click on. The decoupler between the ascent stage and the base has to be given non-standard settings, crossfeed on, and when you try to click on it, you get the ascent stage, unless you cam in from above and get the camera position inside the collision box.

And then it's a case of picking the right engines. 4 Terriers are enough to let you land on Duna, and the ISRU module in the base unit will refill the Ascent Stage tanks in a few days.

The capsule and the interstage, the problems are managable. The interstage is effectively an OMS unit. The rest is, alas, more decorative than practical.

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  • 2 weeks later...

Definitely seconding KIS/KAS.

I might add OSE Planetary Workshop, though it definitely changes the flavor of the game.

 

What about a different approach than The Martian - Duna to Kerbin from scratch?

 

Checklist:

 

Mods:

- KIS

- KAS

- OSE Workshop.

No KER or Mechjeb.

For hard mode, some life support mod and limited amount of supplies.

 

Parts on the landed craft:

- One 3D Printing Lab.

- One landing can (because the printing lab's hatch is broken)

- One OSE container filled with PartKits (not necessarily full).

- One standard solar battery,

- One large KIS container, with

 -- One small antenna. (You have no laboratory to produce more; it's needed if the workshop is to produce any science parts.)

 

- Two engineers

- Zero help from Kerbin.

 

Your task: Get back to Kerbin.

 

Note: With only 2 kerbals, you are limited to parts of 2 tons of less. You'll need to make a handy rocket engine to empty any tanks you produce before assembly, because full they are too heavy. You may also need to edit the .cfg of the OSE part that manufactures PartKits (or just add it to the starting items list) because at 8 tons you wouldn't be able to extract it from the KIS container.

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  • 1 year later...
On 8/30/2016 at 3:39 PM, septemberWaves said:

Kerbalism is a life support mod. It adds food, oxygen, radiation, and the need for habitation space. It probably would make for an interesting recreation of The Martian, but your stranded kerbal would probably definitely die.

There's a greenhouse where you can grow food

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1 minute ago, CobaltWolf said:

Good point. @septemberWaves do you have a Kerbalism greenhouse yet?

If not open up notepad and type in 

@PART[kerbalism-activeshield]:NEEDS[FeatureRadiation]:FINAL { @category = Utility }
@PART[kerbalism-gravityring]:NEEDS[FeatureComfort]:FINAL { @category = Utility }
@PART[kerbalism-greenhouse]:HAS[@MODULE[*]]:FINAL { @category = Utility }
@PART[kerbalism-chemicalplant]:HAS[@MODULE[*]]:FINAL { @category = Utility }
@PART[kerbalism-container-*]:HAS[@RESOURCE[*]]:FINAL { @category = Utility }
@PART[kerbalism-container-*]:HAS[@MODULE[*]]:FINAL { @category = Utility }

Then save that as a .CFG file and put it in your gamedata folder.

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  • 2 weeks later...
On 2/20/2018 at 4:58 AM, Streetwind said:

Stockalike Station Parts Expansion Redux has a fully functional centrifuge that's pretty much taken straight from the movie. Some of the other parts could be useful to recreate the crewed sections of the vessel.

Surprised to have to scroll down so much to see that. Stockalike Station Parts Expansion Redux also is easily one of the best mods ever for KSP.

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