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Space Stations - Readers Digest


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So, I've done some Mun and Minmus landings, so I at least have some idea of what I'm doing by now, which is good to know. But before I move on to Duna and Eve and whatnot, I feel like putting up my first space station in preparation for the aforementioned later stages.

The thing is, I have no idea what to put on them or what to do with them. Some sort of basic introduction to space stations, as well as things like function and whatnot would be invaluable to me, as someone who's never laid a finger on them.

A few mods I'm running are USI LS and Kolonization Systems, all of the Near Future parts packs, and stockalike station parts. If there's perhaps other mods I should acquire that would enhance or streamline my experience, I'd like to hear 'em.

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I don't have much experience with life support mods, but I think that what you should do is try to start with something small, like a crew cabin, probe core, and life support system, and then continue to add from there. A few ideas for things to put on them. If you're playing in science mode then a science lab and solar array. as for placement I usually put my space stations in an orbit high enough to bypass the 50x time warp limit. as for function, In a sandbox save space stations are almost useless, you can have relays but, that's about it. Hope this helps

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Yeah, in stock there really is no purpose for a space station, except as a big fuel dump. If you add KIS/KAS, then a space station can additionally become an orbital spare parts warehouse.

IRL, there's not much use for a space station either. ;)

 

Edited by bewing
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You are using life support, therefore a station is a good testing ground. With a life support mod, a station will allow you to test out features of the mod without having to stray too far from Kerbin (allowing quick rescue missions if needed). I have been playing with Kerbalism lately, and my early space stations are for exactly this - testing out Kerbalism to make sure I can keep my kerbals alive in space.

 

10 minutes ago, bewing said:

IRL, there's not much use for a space station either.

This is not true. Space stations are the only places where long-duration experiments can be done in an orbital environment (i.e. without significant interference from gravity). They are also useful for studying the effects of human habitation in space, and studying how humans can perform tasks effectively in space, so that in future we will have adequate knowledge for interplanetary travel.

Edited by septemberWaves
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You need all the normal utility stuff to keep the station running -- probe core, electric generation,  batteries, antenna, attitude control (RCS and/or reaction wheels), etc.

You probably want some crew modules, just in case. 

As mentioned above, it's common to store fuel. 

I'd add every science instrument you have.  Even if you've already exhausted those experiments, you may periodically get a contract to perform science at the station's location.  If you do, free money!  

On that note, it's good to add a science container.  If nothing else it simplifies the act of collecting science from docked ships.

The Mobile Processing Lab is a bit controversial.  It can get you a lot of science, but it's fussy and confusing to use, and overpowered if you do get it working right.  But in addition to the main function of generating science, it can level up your crew without retuning to Kerbin.  I usually include it for this reason, and just for roleplaying I suppose. 

You'll definitely want docking ports.  I'd add quite a few, add different sizes just in case, and try to arrange them so that docked ships pr expansion modules won't run into each other. 

I'd add some propulsion to the station. Occasionally you may need to do a bit of active rescuing, or get a contract to move the station to another orbit.  I tend to radially mount engines, to keep the ends clear for docking ports.  You probably don't need much thrust. 

 

Edited by Aegolius13
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10 hours ago, Moostic said:

If there's perhaps other mods I should acquire that would enhance or streamline my experience, I'd like to hear 'em.

8 hours ago, Moostic said:

I am playing career mode right now.

Apart from the science labs and refueling, there is no real reason to build stations indeed, but you can add some (a bit artificially) with missions to perform on them. There's the Bases and Stations Contract Pack, which removes the stock stations and bases missions and replaces them with contracts asking you to either add modules or proceed to maintenance missions.

 

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Space stations are just big ships. Here's one that started as something to satisfy a "build a station in orbit of Minmus that can support 7 Kerbals and a science lab" contract, and then became the core of a station around Ike, with a mining lander to refuel on Ike, and a Duna lander for Science. I sent this on to Dres, and then just the core back to Kerbin. I was going to send it on to Jool, but I missed the launch window and the next one was 8 years out. I came back with 12 level 4 Kerbals.

 

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