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Modular Mun Base - Advice


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I'm working on a large project right now to develop my first real Mun base. I've had bases on other planets before but with the advent of hydraulic landing legs I've decided to take a different tack. I've gone for a super detailed look and plan to carry on the theme right the way through, which does pose some questions detailed below. If anyone has any answers or advice it would be gratefully received.

This is the first module. It's a habitation module with a maximum capacity of something like 36, but for the purposes realism of space (and my sanity) will probably only house around 6 or 8 Kerbals.

screenshot506_zpsfefe6aa5.png

As you can see it has a hydraulic leveling system, and makes use of the long Munar days to charge the battery bank hidden underneath the base with it's large solar facility.

screenshot498_zps37ca4133.png

screenshot492_zps02754917.png

Access to the base is via 2 balconies, but there is a senior docking port on the end of the habitation module which I have options for.

screenshot497_zps121c930d.png

The questions I have really are:

1) I'd like to make this one of a few large modules, ideally either joined using tunnels and close together, or by a rover capable of direct docking to the senior port with the modules much further apart. Which do we think is better given the large size and due to my eye for detail, large part count.

2) How would I accomplish 1) given the gargantuan size of the modules.

3) Any ideas (apart from precision landings) how I might move the modules to the exact desired location? Is building a crane feasible in this instance??

4) I'm planning science, rover, space port, orbital, and transfer facilities around Kerbin and the Mun to start with. Any further modules that you can suggest to make my base even more attractive?

5) Would you like to see this develop as a set of downloadable craft files with descriptions

If you have any further comments or questions please feel free to ask - any info gratefully received!! Once I get going with this I'd like to develop it as a mission report / story line, but for now it's just a set of questions really to help me on my way!

Thanks.

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whats the mod use? Kathane mining facilities?

I've never used Kethane but I'm seriously considering it. If I was going to I think i'd take the opportunity to update to 0.23 from 0.22, but I'm not sure if my base will carry over to the new game. I guess I could just rebuild it. Off the top of my head the mods used are:

Mechjeb

LLL

KW Rocketry

Nova Punch 2

I'd be happy to add specific mods if they help me meet my goals.

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so..much..mods..

You can achieve more if you would use just KAS,I tried it once,it was good. Though I prefer vanilla

I like vanilla also, but in this case I'm going for a particular look that the mods can help me achieve so KAS is a great shout. I think using KAS I should be able to develop a massive gantry crane to position the modules as I want, which means I could in theory go for tunnel linked main modules...

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not only that,you can place solar panels on surface

That would certainly work for the kethane facility that I'm going to have to build now that I've finally decided to 0.23 and install the mod! I think my first module seems to point to something more than "just visiting" in size so something like a kethane operation makes sense, and gives me a few more designs to think about.

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That would certainly work for the kethane facility that I'm going to have to build now that I've finally decided to 0.23 and install the mod! I think my first module seems to point to something more than "just visiting" in size so something like a kethane operation makes sense, and gives me a few more designs to think about.

by the way,I found a pretty nice mod if you prefer functioning bases Clicky Linky.

If about kethane,KAS is just good for it.I was planning on making a base where a truck mines kethane,comes back to base,slaps fuel to the base tanks and goes to search kethane again!

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I was planning on making a base where a truck mines kethane,comes back to base,slaps fuel to the base tanks and goes to search kethane again!

That pretty much what I am planning, a stationary fuel module with exploration mining trucks. I made an epic greenhouse module last night I will post when I get home.

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^^ I would imagine he used some kind of skycrane method. Or Hyperedit, that also works. :P

Now, as for your questions, I recommend going for a lot of smaller modules (keep it minimal. Habitation/Science modules and rovers should be your only part heavy (Or even large for that matter) components. Everything else can be done with minimal parts and size if you use KAS) and interconnect them with KAS. Maintain 2-3 rovers for Kerbals to get around in.

Something fun you might want to try (once you have a paired orbital station. Is it possible to get into geosynchronous orbit with the Mun? If it is that'd be something to look into) is building a landing bay that a shuttle can land on. With KAS your kerbals can transfer and whatever else rather easily, while at the same time providing some non-automated tasks to use your base for, which make for nice screenies.

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How did you get that to the Mun? All of my attempts at launching large unwieldy base fixtures end up in some form of failure.

I used a large unwieldy launch vehicle and landed it vertically on the surface before tipping it sideways. Moar struts, moar boosters, F5 F9!

.....I recommend.....

.....Something fun you might want to try.....

Thanks for the advice. I'm definitely set on these large modules, although due to the LLL mod they are not part heavy so I can get away with it. I certainly plan on making a lot of smaller things like rovers and sub orbital hoppers, mining vehicles etc which will be the more standard ksp size compared to the large habitation science and refinery components.

KAS I have now along with kethane so I will certainly deploy your advice there.

Synchronous orbit around the Mun is not possible, since it would have to occur at an altitude of 2 970.56 km, beyond the Mun's sphere of influence. I plan on an orbiting station for sure serving as a gateway to the base (much like in my Duna Architecture mission (link in sig)) so a landing bay for a shuttle and sub orbital hoppers is a great idea thanks!

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@ Speeding Mullet

Have you choose you Mun base location yet???

Some advice...

1) Choose a high + flat ground for your base. Ideally near the equatorial line...High > 4000m. Higher the ground and more you safe fuel.

2) If you use Kathane Mode. Make sure your Kathane deposit (randomly generated) are near, or direct beneath your base floor.

Put this line Debug = True at the settings.cfg under the Kathane mod folder. This will give you ideal on how your Kathane deposit locate.

3) Make you base mobile-able. If you can.

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@ Speeding Mullet

1) Choose a high + flat ground for your base. Ideally near the equatorial line...High > 4000m. Higher the ground and more you safe fuel.

2) If you use Kathane Mode. Make sure your Kathane deposit (randomly generated) are near, or direct beneath your base floor.

Put this line Debug = True at the settings.cfg under the Kathane mod folder. This will give you ideal on how your Kathane deposit locate.

3) Make you base mobile-able. If you can.

I haven't chosen a location yet, I'll land where it's most interesting near/on a deposit. I'm a reasonable rocket builder/flyer so I don't mind a design profile to fit around challenging terrain. I've already sent a probe and mapped the entire Mun already.

My main base components will be static, although will have facilities to be moved by a crane, the idea is definitely for something permanent, although you have given me, along with G'th an idea for a rover garage module with three of these in it:

screenshot253_zps54ed858c.png

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  • 3 years later...
On ‎04‎/‎01‎/‎2014 at 6:20 AM, Speeding Mullet said:

I've never used Kethane but I'm seriously considering it. If I was going to I think i'd take the opportunity to update to 0.23 from 0.22, but I'm not sure if my base will carry over to the new game. I guess I could just rebuild it. Off the top of my head the mods used are:

Mechjeb

LLL

KW Rocketry

Nova Punch 2

I'd be happy to add specific mods if they help me meet my goals.

i looked up all the mods i know this is a old post but what mod for the hydraulic landing legs

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