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ScrapyardBob's KSP 1.2 Career - Dec 2016 (image heavy)


WuphonsReach

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This is what the Mun and Minmus start to look like after I've done a bunch of mothership-deployed landings.  The mothership has an HG-5 relay antenna, so gets moved up to a 2200km Mun orbit after all the child probes/landers are deployed.  I then give it a random inclination of 30-75 degrees.  There's no attempt to keep anything in phase or in identical orbits.

142KOhe.png

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So if I put (10) Seismic Sensor Pods on the lander, I usually have at least (5) survive, which is enough for 72 science.  Add in the other five surface experiments and I get about 220 science from Mun landings (at a cost of 55k per lander).

I forgot to add the Magnetometer Boom for a 7th science experiment.

 

Edited by WuphonsReach
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Putting together a rocket to go with landers capable of landing on Jool's three smaller moons (Vall, Bop, Poll) as well as Eeloo.  Each lander costs around 55k and carries (7) science instruments for zero-atmosphere planets.  I'm using a 0.625m reactor from USI, four RA-2 relay antennas on the mothership, plus some other goodies.  So each of these, carrying three landers, will cost about 450k.

  • Val - 9 biomes
  • Bop - 5 biomes
  • Pol - 4 biomes

That's 18 total for Val/Bop/Pol, or 6 total launches at 450k each.  Plus the (4) for Eeloo with 11 biomes.

Edited by WuphonsReach
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Estimated 22% load (about 6.5 EC/s) on the 0.625m USI reactor.  The 0.625m reactor consumes 0.000432 per hour at full capacity, so the 2.00 units of Enriched Uranium should last for 4630 hours (1.81 years).  At only 22% utilization, I think that gives me 8.2 years of usable lifespan.  However, I also have (4) large solar panels onboard (24x4 = 96 at Kerbin), so I won't have to start the reactor until the solar flux drops to about 7% of Kerbin (that happens out past Dres).  

Optimal flight time to Eeloo from Kerbin is 4y 189d (about 4.5 years).  Optimal windows happen roughly once per Kerbin year.

There isn't yet a Smart Part to detect how much EC is available in the battery storage, so I can't tell it to turn on the reactor when I get below X amount of EC.  So instead, I'll have to setup a reminder in KAC to turn on the reactor once I get out past Dres.

USI reactors used to only consume EU when they had a power draw.  I've got a Dres transfer window coming up, so maybe this mothership design gets a workout at Dres first.  I'll actually run two to Dres, one with XL solar panels deployed and one with no solar panels at all.  I'll start the reactor at launch and see how long both craft go before they dip measurably into the EU storage amount.

Edited by WuphonsReach
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All these lander probes for all the biomes are starting to get expensive.  The Loki series (with yet another surface experiment) is about 65k each.  I may need to consider a bulkier design with more dV that can get down and up multiple times.  And probably put the DMagic Seismic Hammer / Sensor Pod experiments on a separate single-use lander.

Experiments with the DMagic Sensor Pods continue; even with an impact tolerance of 1500 m/s, KSP just likes to make them go boom sometimes, so I'm resigned to just packing extras and hoping that 5 of them survive.

Moving up to the 2.5m fairing shroud means that I can pack (3) tall landers and I don't have to be as worried about keeping everything within the narrow truss on the 1.25m fairing shroud.  Once I redesign the landers to be fatter and squatter, I may even get four or five into a single fairing.  I could also stack fairings, but that tends to get over-tall.

RoverDude says that he'll look into making the USI reactors only run if other generators, like solar panels, are not keeping up with demand.  So in the meantime, they will throttle to meet demand, but will take precedence over solar panel production.  That means I need to follow my strategy of planning a changeover once I get out past Dres orbit using a KAC time alarm and some planning.

 

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Since I'm bringing Jeb, Bill and Bob home from the Kerbin station, I figure I'll talk about my CRV (crew return vehicle) design.  It's very similar to the one I did in the 1.0.5 save.

a - Don't bring home more mass then necessary.  In the case of the CRV, I have a few hundred units of Monopropellant on board, that adds a lot of mass (which means faster landing speeds).  If I forget to unload this into the station's tanks, then I need to dump it during descent.  There is a Smart Part called the "V1 Valve" which can be used for this purpose.

b - USI-LS supplies are not necessary in the CRV.  A kerbal can survive without supplies for up to 14 days, and the base hab time of any vehicle is about 7 days per "seat".  So the short trip from the station back to the ground doesn't require anything special.

c - When setting up the reentry burn, I use a Pe of 30-35km.  Then I move the node around the orbit until the Pe is far east of KSC, out in the ocean (or use a trajectory display mod like MechJeb).  Keep in mind that KSC will move eastward by about 1/12th to 1/6th of a rotation before you land.

d - Trim your mass by tweaking the heat shield.  The stock 2.5m heat shield has 800 units of ablator material.  Depending on your starting orbit you might only use 200 units.  The lower your Ap when you do the reentry burn, the less you need.  I plan on coming in from a 500-750km Ap, so I set the heat shield to 400 units.

e - Jettison the heat shield once you are below 500m AGL and no longer need it.  This helps trim even more mass for landing.

 

Edited by WuphonsReach
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So, once I got out of Kerbin orbit with the vessel, the USI 0.625m reactor now reports "ElectricCharge: full".  Retract the solar panels and it starts running, extend the panels again and it goes back to "ElectricCharge: full".  Align my solar panels in a way that they don't provide enough power, the reactor is spinning up and running at 0.60% load (load without any solar power would be 21%).

That simplifies things and I can just leave the reactor powered on full-time.

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The general rule for USI MKS inflatable parts is "you need to ship Material Kits (and Machinery)".

  • Habitation Ring = 46,000
  • MKS 'Tundra' Expandable Habitate (2.75m) = 1,000
  • MKS 'Tundra' Expandable Habitate (4.75m) = 8,000

You can see these values in the tooltip for the part in the SPH/VAB.  The "Construction:" line indicates the number of Material Kits that you'll need, as well as the EC for inflation, plus the amount of Machinery that needs to be installed.

tJJTeF6.png

In the case of the Machinery values, you can configure the part in the VAB and ship the Machinery up with it, but the Material Kits have to be shipped up in a different container.

If you have the lift capacity, putting the MaterialKits on the same launch, but attached by a pair of docking ports is an option.  That's what I'm doing for my CTV (crew transfer vehicle) which will ferry Kolonists from Kerbin to Minmus and back (and a trip outside of Kerbin's SoI for XP).

cY6ldTa.png

The fairing will wrap the MKS parts, the capsule and the MKT cargo container.

wSHRpJ0.png

Habitation parts:

  • (9) "seats" = 7 days for 9 kerbals
  • (9) Observation Cupolas = 0.7 multiplier for 1 kerbal each (adds to the base of 1.0x)
  • (2) MKS 'Duna' Kerbitat - 1.4 multipler for 4 kerbals each, plus 2 kerbal-months of base hab time
  • (2) MKS 'Tundra" Expandable Hab (4.25m) - 77 kerbal-months of base hab time

Rough estimate:

2 hab-months from seats, 4 hab-months from the Duna Kerbitats, and 154 hab-months from the expandables = 160 total hab-months (533 days per kerbal at max occupancy)

The multiplier should be somewhere between 1.7x and 3.1x (it won't be the maximum since I have one more kerbal then I have capacity for in the Duna Kerbitats).

Actual = 3y 288d (1566 days) for 9 kerbals, that makes the multiplier 2.94x (a bit less then the 3.1)

That's overkill, so I'm going to switch so that one of the Duna Kerbitats is a "recycler", which will help stretch the food supplies.  That gives 2y 382d per Kerbal, EC draw of 58/s, base supplies of 35d (but I have a Nom-o-matic 25k on board).

Still overkill for a Minmus-Kerbin ferry... time to rebalance.

The new design requires 64 EC/s (which is the upper-end for doing it just with solar panels) due to the (3) recylers plus the agroponics module.

Launch values:

9PARLZd.jpg

Fully deployed values:

KkzLPEv.jpg

Some of the solar panels broke off during deployment of the fairings, so I don't have enough power to actually run everything for that long.  Delivering 64 EC/s would require at least 2 panels with full exposure (24/s) and two others with some exposure.  That's going to be difficult on this vessel.

The hab values were nice with this configuration, 500 days per kerbal along with 96 days of supplies (due to the recycler effect).  The actual days of supplies is longer because I have the agroponics module on board.  But that may get slashed in exchange for shipping up a USI-LS reactor.

So what are my options for reactors as of USI MKS 0.50?

  • 0.625m = 30 EC/s max
  • 1.25m = 230 EC/s max
  • 2.5m = 1550 EC/s max
  • 3.75m = 4500 EC/s max

This is probably the finalized design:

m64KOR6.jpg

The reactor will run at about a 35% load, there's room for 11 kerbals (122d hab-time each), minimum supplies of 63d (1200 supplies), plus 700 fertilizer and a pair of Nom 25k's.  A guess is that will give me about 93d total of supplies before they run out.

USI LS/MKS math:

A kerbal consumes 1.8 supplies per hour and produces 1.8 mulch per hour, so 11 of them will produce 19.8 per hour (118.8/day).  I'm starting with 1200 supplies which would run out after just 60 hours with a load of 11 kerbals.  Keep in mind that the in-game "sup" value will add on the 15 days of reserve time for each Kerbal.  That's why I see 25d instead of only 10d of actual.

I have enough recyclers for 12 kerbals at 79%, that lowers the per-day consumption from 118.8 to 24.9 (4.15), which stretches out the supplies to 48 days instead of only 10 days.  That means my Kerbals are now only producing mulch at a rate of 4.15 per hour.

The Nom-o-matic 25000 will only consume 2.16 mulch/hour and produce 2.38 supplies/hr and I have two of them.  So the 11 kerbals will not exceed the capacity of the agroponics modules.  There is storage for 1200 fertilizer which gets consumed at a rate of (1.30/6 * 2) per hour (461 days) and a production rate of 4.76/hr.  That's higher then the consumption rate of 4.15/hr (due to the recyclers), so this vessel will need annual refillings of fertilizer.

The 1.25m USI reactor uses 0.002808 EU/hour and holds 22.00 units for a runtime at 100% usage of 7834 hours (1305 days or 3.06 years).  At 35% load, that should run for 8.75 years before I need to refuel it. The reactor only produces 7.33 units of Xenon Gas over the life of the reactor, so it's not worth collecting in a small tank.

The maiden flight for that vessel is still a ways off, I don't have landers at Mun/Minmus for Kerbals to shuttle down to the surface and back yet.

Edited by WuphonsReach
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The two Dres motherships with three landers each are arriving at Dres in a few days.  MET is 1y 209d.  The mothership with solar panels deployed still has 2.00 EU in its reactor, while the mothership without solar panels has 1.97 EU (which gives estimated lifespan of 36-49 years at 21% load for a 0.625m reactor).

I suspect 100,000x timewarp plays havoc with USI reactors.

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Ergh, Kraken is causing issues in the save (possibly KJR).  So going to do a reset, update some mods, and start over with 2500 science and 2.5M funds.  First (2) sats up with be a pair of KEO sats (one about 20-30 degrees ahead of KSC, the other an equal amount trailing KSC's ground position) with 3x RA-2 relay satellites.  That will get me immediate coverage of the Kerbin SoI, plus coverage of the inner planets.

The third (3x RA-2) relay satellite will orbit Kerbin's north pole in a highly elliptical orbit (Pe 80km / Ap 75,000km).  With an orbital period of around 36 days, it will provide coverage to probes / ships on the backside of Kerbin (away from KSC) where the pair of KEO satellites don't quite reach for at least 35 out of the 36 days.

Lofting three of these RA-2 antennas (due to their mass in my balance mod) provides an interesting early challenge.  Plus the power requirement (necessitating batteries and more solar panels).

 

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Working on ContractConfigurator contracts in my Stock Antenna Balance addon so that I can get paid for building out the network.  Current plan is that I'll pay out for up to (5) KEO sats and up to (5) polar sats around Kerbin.  You won't get the polar contracts until you've done at least (2) KEO contracts.

 

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Getting my relay network set back up.  I've been given multiple contracts now for the inner/outer planets and I have missions going to Jool/Eeloo with 1.25m USI reactors, and missions going to Duna/Eve with just solar panels using the RA-15 relays.  Payouts for those contracts range from 550k to 1.2M funds.

I have not yet upgraded to the latest USI constellation (there was some rebalancing done, plus some new goodies).

Been landing "Thor I" landers (with 7 seismic pods each) on the Mun at a cost of about 38k per lander.  Due to the seismic pods, these are cheap one-way landers.  Each one gets me 50-80 science.

It's y2 d183 and I'll start up the Kerbals into orbit soon.

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Alpha station is taking shape again in my new save.  I've got Bill (engineer) in place to deploy the habitation ring, have it stocked with a starting set of supplies, and the two power trusses are attached with the sixteen XL solar panels.

I could try to move the orbit into the 240-249km band where I get 1000x warp, but am still within low orbit for science, but I think I'll leave it at 220k.  If I need faster then 100x warp (120-239km), I'll switch focus to the space center.  If this was a refueling station, then I'd probably go ahead and put it in a higher orbit like 500km.

kGKGhLu.png

Alpha station as of y3 d42, with 16 kerbals on board.  It has a few design deficiencies that need to be fixed.  

There's only enough power for 9 minutes of darkness at the moment (85 EC/s power draw from the recyclers and habitats).  At 300km, that would require 56,000 EC of storage but I only have 48,000 or so.  The addition of two more power truss segments would help, as each one contains 8000 EC of energy storage.

Two more power trusses would also help with the problem that my solar panels can get into an alignment that reduces power generation by about 90%.  Or I could add a 1.25m USI reactor with up to 220 EC/s of production, which would usually only run during the dark periods (about 25% of the time, and for maybe 50% of capacity).

I know I'm going to add probably another four recyclers so I can handle more kerbals, plus another 2-3 hab rings.  That will kick up the power draw to close to 200 EC/s, which the solar panels can only handle if they are properly orientated to Kerbol.  So maybe I'll ship up a 2.5m USI reactor with more power.

For the hab-rings, I'm going to chop the engine off the bottom of the core (below the current hab ring) and stack extra hab-rings below that point.  I brought up engineer kerbals capable of installing a pair of USI 1.25m construction ports.

I'm learning that if you're going to install more modules, you should send up a core truss with lots of perfectly aligned construction ports along the sides and spend extra time getting it into place.  My current set of additions are crooked.  I need to either get better at docking or figure out how the collapse / align function works.

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Bringing up more supplies and holding space for Material Kits (more on that in a bit).

bxha4vV.png

The large ship at the far end is the 'Dolphin' (see page 1 of the thread).  It holds 11 kerbals and can support them for about 90-120 days.  It will be used to ferry them between Kerbin and Minmus, as well as ducking outside Kerbin's SoI for XP.  Right now, its function is to provide power to the station for when the solar panels and batteries can't cope with the demand.  It only has a 1.25m USI reactor, but that's enough for now (35% load), to keep the lights on.

If you look carefully, you can see that a lot of the MKS multi-colored storage containers are gone.  That's because I've been disassembling them into Material Kits using an engineer kerbal on EVA (Certi Kerman).  I'm making room for a future reactor / recycler / storage / supply docking mast.

Here's Certi maneuvering to disassemble the last of the old storage containers and connecting hubs.

qfsIMbY.jpg

Once everything is removed, I'm left with a BZ-2 radial mount plate (it's actually part of the welded station core).

ZvW6mZR.jpg

That will stay and a 1.25m Construction Port (from USI Konstruction) will get mounted there.  But I can't do that until I mount some SM-62 Container Mounts to hold the parts near the worksite. Plus a ladder to hold my kerbal steady while moving and mounting things.

Certi, having fun moving SC-62 containers around.

5xmLXBf.jpg

The two containers with ladders and a pair of 1.25m Construction Ports had to be moved out of the service module and over to the 'Dolphin' (which has exterior SM-62 mounts).  That will be their temporary resting place until I move the SM-62 mounts from inside the service bay to over by the worksites.

Edited by WuphonsReach
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The new reactor mast will have room for twelve MKS storage kontainers to start.  The list of interesting materials to be stored at this stage of the station are:

  • (4) Material Kits
  • (1) Supplies
  • (2) Machinery
  • (2) Recyclables
  • (1) Fertilizer
  • (2) Colony Supplies

Some of those, like Fertilizer and Supplies, I already have plenty of existing storage / inventory on the station.  That leaves me with four possibles, so I'll just put up a mix each container type.  I have to attach these to the reactor mast before I move it into place because some of them would be blocked by the habitat ring if I try to put them on later.

Downside of the 'Tundra' hubs in MKS - Jeb likes to sneak on board at launch.

Edited by WuphonsReach
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Assembling of the reactor mast.

VLShgqO.png

Once all twelve storage containers are in place, I'll collapse all of the used construction ports to finalize the welds, then move it to Alpha station for installation.

I think my bug with the construction ports not "snapping" to the correct alignment was because the following setting defaults to zero, and needs to be changed to "> 0" in order to help align the part correct.

1TmGyVx.png

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Movement of the reactor mast (now assembled) into position at station Alpha around Kerbin.

1s5eFkj.png

This put my framerate right on the edge of going from green to yellow, so I think this is the most complex station + vessels that I can handle at once.  Stability (no Kraken) was good, however, so KSP 1.2 is much better in that regard.

Now that 'Dolphin' (CTV11A series) and 'Sassy' (VL11A series lander) are no longer needed at `Alpha` station, they can take up their positions.  The `Sassy` lander will go to the Mun and `Dolphin` will bring eleven kerbals to the Mun for landing XP.

Here's the `Dolphin` leaving for the Mun.  Valentina is leading the expedition.

r3m70Wv.png

Yk9lsrz.png

4qJCZk3.png

The 'Dolphin' and 'Sassy' meet again high in the Mun's orbit for crew transfer.

OIGhRtq.jpg

Descent

ln82CJe.png

Tlxnb51.png

Valentina exited the lander to plant the flag on y3 d70.

aNQdnDz.png

Note, due to quirk in the lander's design, she had trouble getting back into the command pod.  This is going to require a redesign of the ladder system

The lander also doesn't have an antenna suitable for science transmission.  So that's another bug to be fixed.

Hab time of the VL11A series lander for 11 kerbals is 76d, but it carries no supplies which limits me to 15d before the kerbals revolt.  It's still plenty for ferrying kerbals down to a surface base, or a quick landing.

Orbit to surface and back on the Mun uses up 65% of the VL11A series lander's fuel reserves.  So she needs refueling at the start of each trip.  That's one of the reasons that the 'Dolphin' is over-sized, she serves as a fuel supply for the 'Sassy' lander.

Edited by WuphonsReach
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Estimated timeline of a kerbal XP mission (getting them to level 3):

T+0.0d - leave kerbin orbit for the Mun

T+1.5d - arrive at Mun, land, get back into orbit (flag planting is optional)

T+3.0d - escape Mun SoI, get back into Kerbin's SoI

T+8.5d - finish circularization and plane matching for Minmus

T+19.0d - arrive at Minmus SoI, land, get back in orbit (flag planting is optional)

T+22.0d to T+25.0d - leave Minmus (burn to raise Ap around Kerbin), burn again to raise Ap around Kerbin to 200Mm (200,000km)

T+40.0 to T+42.0d - leave Kerbin SoI and return (radial burn both to get back into Kerbin's SoI, and then again to get an orbit that puts you below 300km for a Pe at Kerbin)

T+46.0d to T+48d - return to low Kerbin orbit and dock at station

 

Edited by WuphonsReach
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Note to self - pack more LET surface-mount ladders and SM-62 container mounts.  Although I've found that Konstruction Ports can be used as SC-62 mounting points (because they have a node), they're often not close enough to the worksite.

I seem to be having cooling issues with the 2.5m reactor.  In theory, I have enough cooling, but in practice I think I need more.

DsLyzmq.jpg

That means more space walks for Certi.

I figure two more medium expandable radiators mounted to the top/bottom of the reactor vessel should be enough.  But if not, I can mount additional ones inboard of the reactor, using the sides of the USI recyclers.

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I also need to ship up more recyclers and nom-o-matic greenhouses.  I think my target capacity is going to be 30 kerbals (which is a bit overkill).  I have four of the dedicated recycler parts online right now and each handles three kerbals.  So if I ship up six more and put three on each side of the reactor mast (in a line, on a single construction port), that will give me recycle capability for 30 kerbals.

I also need to change the two 'Tundra' Kerbitats from being recyclers over to being Hab-Common (i.e. a hab-multiplier).  That will help with the hab-rating of the station.

Doing the quick math, I have spots for 34 kerbals if no ships are docked.  It's partly the six USI hubs driving that count up (each holds 1 kerbal).  The MPL and cupolas add another six.  The inflated hab ring holds a lot too.

But even with 34 seats, I really don't plan on more then 13-15 kerbals on board.  It will be whatever kerbals are waiting on a seat on the 'Dolphin' (11 seats), plus a semi-permanent crew of 2-4.

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Accepted three more contracts to put tier 2+ (RA-2 or better) relays around Eve.  Each pays out 720k when fulfilled which will pay for a lot of colony infrastructure.  The advance amount was about 360k per contract.  For at least one of the three, I'm going to launch an RA-15 X4 (four antennas) since I can power them with solar power at Eve's orbit.  I may even take some of the advance fee and put one into lower Kerbol (sun) orbit.

The RA-15 X4 launches cost about 415k each.  So I'm still making a profit.

In my mod, these RA-15 antennas are so power hungry that the 'Mammoth' engine generators can't keep up with the power demands, even at full thrust during launch.  So it's a race to get up to 60km where I can deploy the solar panels before the batteries drain.

There's also a contract to put relays around Gilly, which I'll also grab as the Eve launch window is coming up soon.

Edited by WuphonsReach
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Lost some of the Eve contracts when I updated my Stock Antenna Balance mod, so I put those sats into orbit around Kerbol as additional inner-system relays.  They're down inside the orbit of Moho.

Alpha station has been upgraded with a lot more recyclers (enough for 36 kerbals) as well as four more inline Nom-O-Matic 25000 greenhouses (enough for about 60?).

Kerbals consume 1.8 supplies per hour and produce 1.8 mulch.  The (larger) recyclers run at ~80%, that cuts the supplies and mulch per time period to 1/5th or 0.36/hr.  The inline Nom-O-Matic 25k will consume up to 25.9 mulch per day plus 2.59 fertilizer per day (equivalent to about 2.4 kerbals prior to recyclers, ~12 kerbals with recyclers).

At least I think that's the numbers.

 

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So the limit for my computer seems to be around 400 parts in a space station before I start seeing physics lag (where the clock goes from green to yellow).  The station itself is not the problem, it's the five ships docked with it (each with 50-60 parts).  Still, I should do some part pruning.

I play in 4k resolution, so I'll sometimes post screenshots that are minimal lighting as they make nice backgrounds.

mTU7dk1.png

Current layout of Alpha station, with the new recyclers and Nom-O-Matic 25k inlines.

UWxjW0W.png

Seating capacity is 93 at the moment.

  • (3) three-kerbal crew return vehicles (CRV3A design)
  • (1) seven-kerbal crew return vehicle (CRV7A design)
  • (1) eleven-kerbal crew transfer vessel (CTV11A 'Dolphin' series)

The new addition, however, is a 20-kerbal seating area using two MKS 'Karibou' crew cabins.  It's where I will park zero-XP kerbals that are waiting for a trip on the 'Dolphin' in order to get their 3 stars of XP.  Before I was leaving them sitting in the CRVs but then had to play shuffle-the-kerbal and remember which kerbals were outbound and which were returning in the 'Dolphin'.

WaNUz8n.jpg

I have (19) kerbals at the station currently.  Eleven are sitting in the 'Dolphin', awaiting departure.  The hab-timer with everyone on board is a minimum of 6y 24d for a freshly arrived kerbal from the home world.  The supplies tanks are now full across everything with 29,000 units (1y 333d for 19 kerbals).

If I'm short on anything, it's EC storage.  I only have 49750 (due to all the docked vessels).  USI-LS says that is enough for 27d of running in the background, but I find that it's only 15-18 days before I need to re-focus on the station and let USI-LS catch up.  With the 2.5m USI reactor and solar arrays, I'm not short on actual EC generation, just on buffer storage for background (on-rails) operation.

What I'll do is create a set of 2.5m 20k / 32k / 40k capacity batteries using Ubiozur Welding.  That will give me a large upgrade in power storage for minimal part count.

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Starting to think about a MKS base on Minmus.  I think I'm looking at a minimum of three launches at 400-600k per launch.

First component is going to be the PDU.  This uses both the 'Ranger' PDU (750 EC/s) plus a 2.5m USI reactor (X EC/sec), plus battery storage of about 35k and a few XL solar panels.

81jWB3p.png

The grey LF/Ox tank on top is used to fuel the USI sky-crane engine, which will land us on the surface.

He4TH35.png

My plan is to disassemble everything above the cupola once things are in their final positions.

 

The second component to be landed will be a 'Duna' Logistics module, along with eight different MKS storage containers for various things, with warehousing turned on.

MzpivBV.png

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