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I am at a loss.


LostElement

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I want to build a big Minmus base with a large satellite network and ferries. But my creativity is at an all time low. Every craft that I build either looks ugly or doesn't function properly. Or both. I need ideas to jump start my creativity.

Can people send pics of the following?

* Kethane fuel tanker.

* Modular Base

* A ferry for traveling To Minmus from Kerbin and so on.

* Space station for fuel and Kethane.

I just need some ideas. Because I cannot think of anything. I am running a heavy amount of mods. Here they are below:

B9 Aerospace

Beastly Science

BoulderCo

CoolRockets

Kerbal Engineer

Mechjeb

Kosmos

KW rocketry

Novapunch

AIES

FASA

Kethane

KSP Interstellar

TracksDll

Thanks if you can provide!

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what about making a refuel station first around kerbin, then another around minmus?

then make a small spacecraft for independent roles, like kerbal transport, supply transport, a large unmanned dockable skycrane, fuel transfers, return and re entry vehicle.

hope I helped :D

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I don't recommend building something this complex, but this is one of my favorite ground base constructions. It's not really movable, but on Minmus you could easily take kethane to the base. This thing was a little too big and heavy for the Mun, but Minmus' lower gravity should make such huge amounts of mass less of a problem. It's mostly built with Kosmos parts and the large station parts pack with about six launches.

Even if this specific example is too complicated, I think the basic design is really good.

opener.jpg

This is my all-stock fuel depot that was in Minmus orbit (it suffered a tragic demise when it ran out of fuel). It's way more complicated than it needs to be, but I think the basic design of 10 orange tanks and a bunch of docking ports is good.

2013-05-05_00031.jpg

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When I run out of ideas for ships/bases/stations, I just take pencil to paper and sketch out cool ideas in my head. Ideas such as shape, modularity (the base can look super cool but be impossible to build), and its functions.

For example, I'll make a list of what the base should be able to do (in your case, perhaps mining, refining, power generation, crew habitation, and even docking for mining rovers?). Then sketch out a rough idea of how big each section will be and what its rough shape will be (like a couple Hitchhikers for habitation, etc). Then, try to imagine how these parts would fit together and where each segment will go. Finally, open up the VAB and build the modules to follow their function, then add on extra cool-looking bits afterwards. While bare-bones, super-efficient craft may have a certain charm, I find for the most part they don't look so hot (it is a matter of personal preference though). Also, be sure to test modules on the launchpad before you launch them; it's much less frustrating to revert from Kerbin than when you've arrived at Minmus!

Hopefully this helps! I will fire up KSP and perhaps demo this at a later date.

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I'm currently working on a modular base system, inspired by Temstar's work (but much, MUCH bigger). Not much so far, but here's what I've got (VAB only, the only component I've launched is the Colony Core, and it's currently in LKO waiting on a Jool window). Current modules:

dEv1PuG.png

The Colony Core module. Contains comfortable living space for 36, a command center, greenhouses, and recreational facilities. Weighs in at about 169 tons.

yHmWTi2.png

Different view of the Colony Core.

nD64gHV.png

Close-up of the upper catwalk.

v9WwYaW.png

The Agri-Tower module. Grows enough food for up to 200 Kerbals in the tower, and the bottom section contains various horticultural and agricultural labs and workspaces. Clocks in at almost 400 tons.

zdGbAxv.png

Bottom view of the Agri-Tower module. It's still taller than it shows on the screen (I can't get it all into one frame in the VAB no matter what I do, sorry).

It's all built using Lack Luster Labs and stock parts, and uses NovaPunch for engine and fuel tank components. I have some more module ideas that I'm gonna chase down, but developing one module takes days, because the complexity and mass of each module makes launches hard (and frequently explosive, though the resulting debris shower is truly something to behold).

Hope this helps inspire you! :)

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