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City's in KSP


NSEP

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>Rebooting operations...

I'm back and I just can't wait to get this show on the road. I left the game running while I was away and performance was suffering so I had to close it down and I'm now rebooting it. Tomorrow I sadly won't have much time to work on this project, but Sunday I expect to put in some serious progress. 

-lococarl, active and operational.

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Heli just touched down at LZ, here we go!

https://www.flickr.com/photos/145952052@N05/shares/2Z9ijv

I couldn't figure out how to embed pictures into my posts so I made an account for flickr. 

Build site is 8.8 clicks from my vehicles right next to the start of the runway.

Got my heli piloting skills from arma 3:wink:. I was actually pleasantly surprised with how well the kerbostar helicopter handled (except for the several previous attempts in which I crashed due to the skids having waaay too much friction).

Time to prepare some of the parts for the first structure to go up: the hanger! I'm going to use extraplanetary launchpad's runway part (which is way too small to use as a full runway) just as the hanger's plane construction/deployment location. I will also try to put a massive canopy over this area to turn it into a hanger rather than an on-site aircraft assembly playground. There will be no physical runway made of solid material, but i will mark out the designated area for the runway and taxiways. After this is all done I will start setting up the small terminal then some utilities.

-lococarl, busy and progressing.

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Well, I made some progress tonight on this. It's proving to be difficult, especially when electromagnets use so much electricity just to accidentally blow up the part you trying to pick up or when you have to drive a massive, top-heavy, flatbed drone carrying a runway on it for 8.8 km. I have the runway in position and am just waiting on getting practice with the boom crane before I try to install the modular components for aircraft assembly.

This stuff is stressful...

https://www.flickr.com/photos/145952052@N05/shares/1J3eQ7

More pictures of the above mentioned flatbed. I had to rotate the whole thing to keep the CoM reasonably centered over the wheel base and the weird floating panels above are the culprits of the CoM issues. They are what will let me add more components to be able to build airplanes on the runway. 

Also did more vessel design including the designing of the HC-34 Gopher (cargo plane).

Everyone, good night and good luck.

-lococarl, over and out.

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The thing is that:

 

-Your city must hold at least 64 kerbals

-It must have at least 3 rovers with different functions.

-It must have a storage tank for every stock resource avaible! (Expect for IntakeAir)

-It also needs to produce all of those resources without ressuply missions.

 


That's not a big city. Especially with mods where more variety is available for rovers. I once tested the efficiency of what were basically infantry-rovers for BDarmory, and squeezed the things down so tiny they could be deployed from a Mk1 service bay. They had .50 Cal turrets and RTGs, and when used correctly, could be used to suddenly overtake the KSC with a dozen of them dropped from a plane the size of a fighter, and also as a form of light mobile AA. I can imagine a couple more types of rovers that are that small, such as relay rovers or tiny science scouts. A "city" with this few kerbals could be pretty tiny.

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"Honey, are you sure there's no other liquid fuel station nearby? This village looks creepy. And what kind of a name is Boostercrack?"

"I'm sure they'll be friendly folks dear, we're only 85km north of KSC."

 

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  • 3 weeks later...
On 18 november 2016 at 4:21 PM, JacobJHC said:

When you say that every stock resource must be stored or made what about Xenon? From what I understand refinerys cannot synthesize xenon.

That is a little mistake i made, gotta fix that.

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