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Whats gonna be your colony layout on the Mun in Ksp 2?


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3 hours ago, Newgame space program said:

Personally I want mine to be a full blown city (not a couple of large buildings, a freaking city!) which I will build in a large crater on the Mun. However I am curious what other people want to do too, hence the post.

You're not exactly describing a colony layout, but more of a "back of the envelope" plan on how big its going to be, and where you're going to put it.

Here's my colony plan described in excrutiating detail:

Firstly, yes, building a city in the middle of a large flat area is a good idea, but I would probably do it on minmus, as the gravity is low and there's huge swathes of extremely flat ground.

The central area would have residential areas, vehicle construction facilities, and storage of common building resources such as metals and plastics.

On the outskirts, to the east, there would be fuel factories for all the fuels I'd need; Xenon, Metallic Hydrogen, LF, LOX, as well as housing for a huge ore collection vehicle, which would move away from the city to an area with higher ore concentration to harvest ore for conversion back at the city. (possibly located in the hills, hence why the city isn't just built right on top of it)

On the outskirts, to the west, there's vehicle containment, the landing and launch facilities. a square number of small landing pads (arranged in- you guessed it- a square) (larger landing craft take up more landing pads), and at least 4 parallel runways (larger planes simply take up more lanes). A trainline would run between vehicle containment and this area, either for transporting vehicles, cargo, or fuel.

Lastly, on the outskirts, to the north, there's Kerbal nurseries and training facilities to get more pilots, engineers, and scientists available.

This city would act as the gateway to the rest of the game, as vehicles no longer have to be launched from Kerbin, previously requiring enough force to push past the atmosphere and gravity.

Edited by intelliCom
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The mun will probably host a big colony for me due to delta-v savings, but I want to have access to multiple resource deposits and save more delta-v, so it will be a massive station orbiting dangerously close to the ground with mining outposts delivering goods via mass drivers as the station passes overhead. 
 

edit: for the actual structure, the base will be a sort of spindle shape to have more volume without bumping into the ground. The center will host a shipyard capable of assembling massive ships, surrounded by habitation and then going to the tips there is resource processing, storage and then power. 

Edited by t_v
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I dunno
If we can make like mobile colonies, I might do that for the Mun instead of a stationary one.

But my layout is mostly going to aim for making fuel and making ships, as the amount of delta-V you save launching  from the moon is massive.
So knowing that, I'm going try to aim for building massive fuel processing and storage places, alongside with ore processing for ship parts.

I dunno, I might change my mind on what I'm going to do whenever more about KSP2 is announced.

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It's kinda hard for me to say without knowing all the modules we will have to work with. I'm hoping we will be able to make colony structures that are reminiscent of the old ones off the science fiction shows and movies of the 1960s and 1970s.

4 hours ago, Jak3y_06 said:

But my layout is mostly going to aim for making fuel and making ships, as the amount of delta-V you save launching  from the moon is massive.
So knowing that, I'm going try to aim for building massive fuel processing and storage places, alongside with ore processing for ship parts.

Yes, this is going to be one of my considerations, too. There might be multiple operations going, each with a specific purpose. With the game still being at least six months out (pure conjecture on my part), I suspect it's still way too early to start drafting my plans yet. :)

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On 1/30/2022 at 8:04 AM, TLTay said:

Landing a dozen ships in the same spot without mechjeb might not be so fun. I will become more familiar with the quicksave and load buttons.

It's just like docking, an acquired skill, if you never practice it's never going to be easy, but with a bit of practice it becomes natural and you start eyeballing landings and come in within a few hundred meters without trying too much. Especially if we're talking about bodies with no atmosphere like the Mun.

 

 Back in topic, I don't know the precise layout but I know the names and purposes, Artemis Outpost as the first long term base, Horizon Research as the second, not too far away (under 100 KMs), with Artemis being in a perfect equatorial position while Horizon being in a geologically interesting spot (ideally a big crater with the rim crossing the equator, Horizon at the center and Artemis on  the rim). In time they both evolve to full colonies, Horizon Munar Colony centered around research and producing whatever resources correlated with LS or Kerbals in general and Artemis becoming the Artemis Space Center with facilities to build and launch space missions and whatever building related to train new astronauts with the goal of fully replace Kerbin.

Some mining outposts for resources (I don't like the idea of just strapping some drills directly to my colony) spread around the Mun and Minmus funneling all the mined goods to either colony, a still-to-be-named orbital shipyard later in the game (I like the idea of having an interplanetary mothership built in orbit even just for a Duna mission).

 

EDIT: I'm realizing more and more that the supply route system and its capabilities is going to determine how complex the Colony system can be.

Edited by Master39
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Massive single launch manufacturing plant. Make everything with copious amounts of ISRU, and monorails (If we get them) galore. Probably a train to one of the Mun canyons. Another train to the poles as well. Nuclear reactors for power, and a giant rover bay. Multiple launch pads as well.

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2 hours ago, Admiral Fluffy said:

Massive single launch manufacturing plant.

How? You will be limited by the size of the  ground VAB. By the time you have the orbital VAB, you should be beyond the Mun anyway.

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Just now, shdwlrd said:

How? You will be limited by the size of the  ground VAB. By the time you have the orbital VAB, you should be beyond the Mun anyway.

Huh. Stupid amounts of ISRU to make most stuff there. Send the stuff that they don't have on the Mun there.

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A basic mining operation on the Mun , habitation for the workers .

Orbital station for docking of Materials and Transport ships for Colonists and workers

Then when enough materials are avialable send them to the station in orbit and onto Minmus and build a full on Colony again for more materials and workers .

I do hope a way of setting up a monorail system is available , this is something i've been trying to do in KSP currently with little success .

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12 hours ago, Ember12 said:

Agreed, Minmus is better for bases than the Mun in every way I can think of.

Everyone is thinking about surface colonys, I'd rather think about the potential of orbiting colonies, with small surface bases to collect material. Would be very practicle on Minmus.

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A lot depends obviously on where resources are and how efficient it is to move them around but a fun thing to do is to get a couple of modest bases on the Mun and Minmus, transfer stations in orbit around each, and then drop heavy raw materials down for an aerobrake maneuver into LKO. That free deceleration energy could make delivering fuel to Kerbin orbit hugely cost effective. Things could be different in KSP2 though where you might want to launch interplanetary vessels from as far out of Kerbin's gravity well as possible, or re-entry heat might make delivering volatile fuels like LH2 not the best idea. I like the idea that Minmus could be rich in volatiles for fuel but low in metals for building vessels. That would probably make a big shipyard platform in Munar orbit your best bet. Do most of your construction there and then hohmann transfer up to Minmus to fuel up and push out. 

Edited by Pthigrivi
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