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[WIP] Space Base Industries


Zabot

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Space Base Industries

I would like to present to you a unique investment opportunity, first a render to catch your attention:

oF7uomA.png

Now I hear what your thinking, "That's a sturdy looking structure, on a ground plane that vaguely resembles a celestial body, I haven't seen many of those before." Well, you would be right, I think, the team that keeps track of mods has been playing Anno lately, so we're not really sure. However, they are now qualified as base building experts, and we at Space Base Industries have been using their newly acquired knowledge to develop a state of the art base construction package, complete with:

External Airlocks:

WQmQ37o.png

Generic Corridors:

fA8na5v.png

Ambiguous Hubs That May or May Not Have a Roof Hatch:

voGdCfR.png

Seventeen Various Herbs and Spices:

And much much more.

Order now for only seven easy payments of 369,452 of your local currency units.

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Goals

-Create a range of sturdy, self-contained base modules.

-Integrate power production, storage, and science.

-Integrate resources collection and fuel synthesis.

-Construct ships in the base.

-Construct base modules in the base using materials mined from the base to expand the base.

-Shift focus to base construction instead of rocket construction.

-Some kind of population that isn't the default Kerbals and appropriate needs (social, activity, etc.)

Feel free to suggest some further goals, that's what I'm looking at right now.

PS: If it's been two weeks since I have existed, feel free to shout at me to get me back on track.

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Neat idea.

Have you got any plans to tackle the prevalence of uneven terrain across the system? It just strikes me that most of my current basey/mining operations end up fairly sloped which could get difficult once things start spreading out.

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Neat idea.

Have you got any plans to tackle the prevalence of uneven terrain across the system? It just strikes me that most of my current basey/mining operations end up fairly sloped which could get difficult once things start spreading out.

I solve that problem by using RSS. Flattens everything out very nicely. :P

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Neat idea.

Have you got any plans to tackle the prevalence of uneven terrain across the system? It just strikes me that most of my current basey/mining operations end up fairly sloped which could get difficult once things start spreading out.

I had a few ideas in that area:

-Don't do anything, make the player find a flat spot, maybe provide a topographical scanner.

-Make terrain a part of the base by including longer structural supports to allow bridging small craters and and imperfections.

-Allow the bulkhead portions of each module to articulate like those airport busses.

-Allow base modules to be landed in the vicinity (5m?) of other modules and connected on site with an inflatable corridor that can follow the terrain. Not so far that it's easier, if the terrain is flat you might as well connect bulkhead to bulkhead, but if not you have that flexibility. (Just came up with that one, that may be what I do).

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Neat idea.

Have you got any plans to tackle the prevalence of uneven terrain across the system? It just strikes me that most of my current basey/mining operations end up fairly sloped which could get difficult once things start spreading out.

I haven't looked into it yet, but I was planning on allowing modules that land in the near vicinity of another module (5m?) to be connected on site with an inflatable corridor (like the pipes in KAS).

Any chance for Kethane and other large mod integration? Such as KAS and the like?

I'm planning on having some kind of resource system, it will probably be integrated with Kethane, and pipe connecter ports on the base of the fuel tanks would be excellent, so KAS is defiantly planned too, but I'd have to talk with the respective authors first. Even if I don't get around to it though, I don't foresee anything that would make them incompatible.

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