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


WuphonsReach

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The first four MKS base parts are in orbit around the Mun.  But I don't have a location for landing them yet.

HAB1

  • 'Duna' Kerbitat (configured as Habitat)
  • (2) 'Ranger' Habitation Module (expandable, Hab-Quarters or "base" hab time)
  • Material Kits Kontainer (warehouse-enabled, 15k capacity)
  • 'Tundra' expandable 4.25m Habitat (configured as Habitat)
  • LF/Ox Kontainer (warehouse-enabled, just big enough to transfer fuel to nearby vessels)
  • 60k EC battery capacity
  • (4) XL solar panels
  • (2) Flex-O-Tubes

PDU

  • 'Duna' PDU (requires Engineer)
  • Material Kits Kontainer (warehouse-enabled, 15k capacity)
  • 2.5m USI Reactor, with static cooling panels
  • (4) Medium extendable radiators
  • Gypsum Kontainer (warehouse-enabled)
  • Hydrates Kontainer (warehouse-enabled)
  • Monoprop Kontainer (warehouse-enabled)
  • 60k EC battery capacity
  • (8) XL solar panels
  • (4) Flex-O-Tubes (PDU designed to be center point of base)

Pioneer/Logistics

  • 'Duna' Kerbitat (Recycler)
  • RT-5000 Recycler
  • 'Tundra' Pioneer-Logistics Module (requires Pilot or Quartermaster)
  • Fertilizer Kontainer (warehouse-enabled)
  • Supplies Kontainer (warehouse-enabled)
  • Mulch Tank (warehouse enabled, 15k capacity)
  • 60k EC battery capacity
  • (4) XL solar panels
  • (3) Flex-O-Tubes (one location is blocked by the ladder)

AG1

  • 'Duna' Kerbitat (configured as Habitat)
  • (2) 'Ranger' Agricultural Module (configured as Agroponics, requires Biologists/Scientists)
  • Supplies Kontainer (15k)
  • Mulch Kontainer (15k)
  • 'Tundra' Agriculture Module (for Cultivation using Substrate, will require a Farmer)
  • Fertilizer Kontainer
  • Substrate Kontainer
  • Water Kontainer
  • 60k EC battery capacity
  • (4) XL solar panels
  • (2) Medium extendable radiators

So that leaves room for other modules, possibly one with just a stack of Kontainers for the various resources that I'll be harvesting, plus intermediate stuff, plus final products.  There will also be a launch of a KIS container with even more expandable Agroponics / Habitats along with Flex-o-tubes and hubs.  I could also repaint some of these Kontainers to remove duplication.

 

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Because of delays in getting the Mun base up and running, I'm running low on supplies in orbit around the Mun.  So I'll have to send my Kerbals home.

bkAIWOa.png

Valentina is racking up the commendations though (from Final Frontier):

8TAacel.png

Note: Time in missions only counts once they return to Kerbin (I think).

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I think Valentina is going to be grounded for a while after this mishap:

ndTqHi1.png

The 'Alpha' station is intact, as the supply vessel that was docked took the brunt of the impact.  The TCV07A-8JE 'Freedom' lost a pair of solar panels. So I may have to weld new ones on, but I have a second TCV07A in orbit called 'Dimension' that can take over duties in the meantime.

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During base construction, I make use of KAS, which involves Kerbals moving around multi-ton parts.  Now, by default, a kerbal can only move up to 1t.  But you can crowd other kerbals around to increase that capacity by 1t per nearby kerbal.  It's a bit tedious.

Enter the Kolonization mod from USI.  The magnetic grapples act as force multipliers for EVA'd kerbals.  It has a range of 12m and increases the maximum grab mass by 10t.  So what I do is create a rover with a pair of these "PAL Magnetic Coupler" parts and park it near the spot where I am manipulating the heavy part.  It gives the kerbal a total of 21t of lifting power, making it easy to attach parts.

BoPOdzm.png

That's the lander, with about 2500-3000 dV.  The upper portion is designed to be a relay satellite after dropping off the rover, but I'll usually disassemble it for MaterialKits.

o5auCcs.jpg

The rover is attached to the 3.75m fairing base with a decoupler.  Getting it out of there sometimes requires a bit of twisting with the reaction wheel and other fiddling.

Jeb landing to start Korfield base on the Mun at the start of year 10.

Woixl8g.png

Here's Bill (my engineer) doing construction on Korfield.

8Cf6hYA.jpg

Early picture of Korfield, partly hooked up.

XTDDKv9.png

The next major bit of construction will be to send Bill out on EVA and pull parts out of the KIS container inside the landed vessel right beside the base.  That's a Phoenix Industries CRS-4 KIS capsule, filled with tubes, hubs, hab modules and agroponics modules.

The other CRS-4 landers are filled with Material Kits, Machinery, Specialized Parts, Supplies and Fertilizer.

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The 'Korfield' Mun base is up and running to the point where it produces Fertilizer from Gypsum using the ASM (Agriculture Support Module), with a single Technician inside.

Y10 D245

IJ6UdAD.jpg

So I'm ready to send up another (3) Biologists, (1) Technician, (1) Engineer and (1) Quartermaster.  That will boost Supplies and Fertilizer production even further.  And will give me some redundancy so I can start swapping out the 1-star crew for more experienced crew.

Money is still tight, but I am considering starting construction of Minmus base parts.  Minmus has the resources to produce exotics, so that will probably be the money-maker base.

The next major event on the calendar is the arrival of the flock of sats/probes at Duna/Ike in 70-140 days.  The Eeloo flock is still 1.3-1.9 years away from arrival.

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