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Challenge: Mun Base (MASSIVE!)


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Okay guys and gals, I\'ve been inspired by a number of posts here regarding massive KSS\'s, moon bases, etc, and have recently begun experimenting (to no good end ... lost many a Kerbal in my testing) on creating the ULTIMATE Mun Base.

So here\'s the challenge:

Description: Richard Kerbil, of Kerbil Mobile, has decided to put forth a Civilian space effort to establish a Casino and Resort on the Mun. Due to his VAST wealth, he\'s sinking any and all assets into the program, on the off-chance he can get other millionaires in on the action, and thus profit from it. After all, rolling dice on the near zero-gravity of the Mun should be ... interesting. Right?

He\'s tasked you, the entrepreneurs of the Space Age of Kerbin, to design a Munar Colony. The more massive and expansive it can be (in no less than 3 stages), the better! After all, who wants to don a spacesuit in order to travel to the next Craps table, or Kerbin Hold\'em?

Rules:

Design a MUN colony that can depart Kerbin and land on the Mun. Return to Kerbin with a Return Module, leaving the Colony intact.

Use any and all mods necessary for maximum effectiveness (except for instant orbit stuff, or CFG hacks). Measure it, make a story out of it.

Winner decided upon who has the most EXPANSIVE (ie largest or most complex) Munar Resort and Casino, and who can come up with the most awesome background story about the company behind it, the story of getting it there, and the return home of the original crew.

Somewhat Role-play, somewhat tedious. Definitely dangerous.

Entries must provide screenshots of launch vehicles, orbits, insertion, landing, with extra points given to video and LACK of use of mods/parts (in this latter thing, I will not discount anyone using the parts specifically designed for habitat quarters, etc).

Winner decided by community judgement (not me ... I\'m still trying to land a damnable lander on the Mun without stripping a landing gear).

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LOL

I wasn\'t aware of your thread when I posted (I should have done more research, but I was tired, slightly (slightly??) inebriated, and not paying a lot of attention).

But I very much *would* like to see a massive mun base, consisting of as many parts as possible.

Someone launch the Eiffel Tower of Mun bases, or the Kerbpire State Building. SOMETHING!

I can barely get off the launchpad since 14.1 (maybe that\'s the alcohol, but I don\'t think my rocket designs are THAT drunk-induced labors of Kerbosity!).

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I just finished landing my first multi-module single structure permanent and expandable moon base before seeing this thread :D

Balancing it was a pain so I started 'small' with a 4 module, quad-engined landing-leg base with a central tank and return module. Complete with habitat, power generator, communications, observatory, central ops and a couple modules for SCIENCE! projects, all connected by walkways for rigidity.

I had just enough fuel for lift-off, orbit, transfer, and landing. I plan to make other modules with powered wheels I can use to dock them to the main base which I send up later. I needed plenty of RCS fuel to help my descent.

Mods used:

Silisko

Bace kit (copied capsules and edited .cfg files to make them usable as parts)

Kosmos

KW rocketry

Probodyne kit

MechJeb

AAOD

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You know what. I\'m going to land one of my Shepard carrier ships on the Mun tomorrow.

screenshot115t.png

Then for an SPQK meeting then we ll have to land right next to it.

But seriously when we have meetings for the SPQK i want to land on your Shepard in orbit

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I just finished landing my first multi-module single structure permanent and expandable moon base before seeing this thread :D

Balancing it was a pain so I started 'small' with a 4 module, quad-engined landing-leg base with a central tank and return module. Complete with habitat, power generator, communications, observatory, central ops and a couple modules for SCIENCE! projects, all connected by walkways for rigidity.

I had just enough fuel for lift-off, orbit, transfer, and landing. I plan to make other modules with powered wheels I can use to dock them to the main base which I send up later. I needed plenty of RCS fuel to help my descent.

Mods used:

Silisko

Bace kit (copied capsules and edited .cfg files to make them usable as parts)

Kosmos

KW rocketry

Probodyne kit

MechJeb

AAOD

ahhh how the poo poo did you get the connecting modules?

Your base looks amazing by the way. Easily the best one here.

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@wired2thenet

Thanks!

I used Novapunch, Kosmos, Probodobodyne and BACE.

I also edited the BACE commandpods to be \'struts\' so i can put them on the base for looks.

Cheers!

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Gentlemen, history has been made...

With the new version I made my module drop-ship and dropped off the first expansion module for the established core base and took off again. New module contains expanded storage, duct tape (for repairs of course), futon sofa, ping-pong table, and case of Kerbal Cola. So it\'s growing slowly but surely.

So the very first Munar ping-pong tournament is underway in the rumpus room. All participants get Kerbal cola. Winner gets Kerbal Cola 'Mun Flavor X-Treme' endorsement deal. Loser gets taped to external strut.

Oh and some Mun science has been accomplished or whatever. 8)

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Gentlemen, history has been made...

With the new version I made my module drop-ship and dropped off the first expansion module for the established core base and took off again. New module contains expanded storage, duct tape (for repairs of course), futon sofa, ping-pong table, and case of Kerbal Cola. So it\'s growing slowly but surely.

So the very first Munar ping-pong tournament is underway in the rumpus room. All participants get Kerbal cola. Winner gets Kerbal Cola 'Mun Flavor X-Treme' endorsement deal. Loser gets taped to external strut.

Oh and some Mun science has been accomplished or whatever. 8)

dude thats..AWESOME..you know i can i have the .craft?

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I would like to present my first Mun base, MCESHER Mk XIV, lfited on a Dumb super heavy lifter, this baby has a PAYLOAD mass of 52.85, that\'s unused weight(not counting partly used/empty tanks(all 275 empty tanks where droped off leaving 18 decent tanks not coutned in the mass, RCS, return craft, etc)

Its stock, but I have added extra convinces such as deep space transmissions(small Engines), wide band local transmitters(Radial decouplers) and extension units to provide a large radio wave receiver (Lander legs).

screenshot10.jpg

More info over at

http://kerbalspaceprogram.com/forum/index.php?topic=9947.0

Now working on a bigger and better one!

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