JD_ Posted 18 hours ago Share Posted 18 hours ago I've recently started a new career save and my main Mun program uses a modular architecture built with a main transfer block, a habitation/laboratory block, and a one Kerbal lander for experiment and sample gathering. It's orbitally assembled so that each module can be upgraded as new parts become available, and I was wondering if this is a good idea. Quote Link to comment Share on other sites More sharing options...
AlamoVampire Posted 18 hours ago Share Posted 18 hours ago Depends on the tech level of the parts and stage of your tech tree. At some point it should be a fairly decent outpost for you. But again, its tech level dependent id say. Best of luck! 184801292025 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted 15 hours ago Share Posted 15 hours ago 3 hours ago, JD_ said: I've recently started a new career save and my main Mun program uses a modular architecture built with a main transfer block, a habitation/laboratory block, and a one Kerbal lander for experiment and sample gathering. It's orbitally assembled so that each module can be upgraded as new parts become available, and I was wondering if this is a good idea. Yip. My games I do the same as i also limit my rocket architecture to a size 2 launchpad Quote Link to comment Share on other sites More sharing options...
JD_ Posted 15 hours ago Author Share Posted 15 hours ago I only have the size 2 so far haha. I also like using kebalism which makes kermanned missions (and scientific operations) much more mass intensive so the reusable architecture is nice. Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted 13 hours ago Share Posted 13 hours ago It's a cool idea. Assembling stuff in orbit is fun. Quote Link to comment Share on other sites More sharing options...
Duke MelTdoWn Posted 6 hours ago Share Posted 6 hours ago Your plan is the way to go and how I play. It saves a lot of money in career if you don't have to do a new launch for every contract because you already have infrastructure in place. I began building a MunStation fairly early in my current career game. I sent an orbital lab to Mun orbit and left the upper stage attached to serve as fuel depot. Landers operate from there to gather surface samples. Crew/tourists and equipment are sent up from Kerbin with SSTOs. Latter I sent up better solar panels and batteries and did extensive EVA construction work to lower the part count because the lag was getting bad. I also added a lot of additional docking ports. With ISRU unlocked, I added an orbital refinery + ore tanks and a lander with drills to cover the refueling (Reginn + Fafnir). For the landers, you want to swap in better probe cores as they become available so you have biome Kerbnet access. Be aware that with this playstyle, you will do a lot of rendezvous and docking. And try to keep the part count of your stations down as best as you can, it grows quickly. MunStation I now weighs in at over 1000 parts and is a lagfest. That is after I split off MunStation II. How it began: How it is going: Quote Link to comment Share on other sites More sharing options...
Manfred_Kerman Posted 5 hours ago Share Posted 5 hours ago Wow man Quote Link to comment Share on other sites More sharing options...
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