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Peace Star Stations


rockbloodystar

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I've been filling the Space Station Picture thread with sutff that may be more sutiable here. The full stations will appear there, but the updates and reconfgurations will appear here as some kind of chronicle.

I use Mechjeb, Docking Struts, Surface Lights and sometimes Kethane; everything else is stock.

Here is the initial construction:

screenshot2_zpsebcda75c.png

With 8 seat escape pod attached

screenshot4_zpse0cadbaa.png

And a fuel depot:

screenshot5_zps1f22f4fc.png

Here are some expansions, and the first crew:

Building and testing crew out, first work crew in:

screenshot13_zps6ea663e8.png

screenshot15_zpsa4ee1cfe.png

screenshot17_zpsf58a0fa3.png

screenshot18_zpsc2b605f6.png

Further developments to skylab (which has morphed into a transport hub with a lab on the end)

MonoProp store added:

screenshot27_zpsbea89937.png~original

Third Crew arrival:

screenshot33_zps3911f4b6.png~original

screenshot39_zpse16febb0.png~original

Second crew sent out to Mun:

screenshot44_zps14ba79bd.png~original

Mun Hub in similar design:

screenshot47_zps96d640dd.png~original

Next stop Minums (which probably means re adding kethane)!!

Edited by rockbloodystar
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Today's missions were:

Send a premilinary party to Minmus:

screenshot49_zpsabb7fb67.png~original

Then the tricky one. I sent up a part without docking struts, so there were some maneuvers to remove the part and rebuilt the station. The link between the huge fuel tanks and the monoprop was not reinforce with docking struts, so first the monoprop had to be removed and then the fuel removed and sent crashing down to kerbin.

screenshot50_zps402c3a14.png~original

screenshot56_zps15d59b0e.png~original

THe monoprop was being shunted around by the escape capsule, which was not designed for this function, so the RCS was nowhere near the CoM, meaing that redocing the monoprop took much longer than anticipated.

screenshot58_zps1fea0d37.png~original

screenshot61_zps5605b6e0.png~original

Here is the current configuration of SkyLab, awating new fuel stores with correct docking struts:

screenshot63_zpsc60a66b3.png~original

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If you make your stations utilitarian and minimalist, framerate do not become a problem. My stations got no struts on them, all connections are by Docking Port Sr. Only conceit to aesthetics is putting some lights on it. Not many, but enough to know from far away what end is what. Orange lights at the utility end (fuel tanks, power storage and generation and so on), white lights at the crew accessible end (habitats, docking-hubs, science modules and such). Mind you these lights do not illuminate much (it's the omni-lights from some mod I can't remember the name of - they don't reach more than a couple of meters), saving plenty of frames on the game not having to calculate a plethora of shadows and such. But they can be seen from far away, which is all I need.

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  • 4 months later...

So a new install and new station system.

The aim is to have permanently manned bases in orbit around every body and on the surface of most, (not Eve, not Laythe, maybe not Tylo)

Here is the trip to and from Moho using the hub system:

Moho base established:

screenshot73_zpsyseju6ns.png?t=1428755965

Orbital Station with refuelling tanks, and Moho lander/lifter docked.

screenshot74_zps4lcki31x.png~original

Transfer Tug, carries four crew from MKO to MMO, bringing replacement crew.

screenshot75_zpsrhkptphm.png~original

Crew exchange on surface.

screenshot78_zpsvkllzjdx.png~original

.

screenshot79_zpspxhdflli.png~original

CRew Transfer and departure for return to Kerbin.

screenshot87_zpsx7odixcz.png~original

.

screenshot91_zpslhnd0wxl.png~original

Kerbin return, Aerobrake, dock to Kerbin Station and transfer to Kerbin Lander.

screenshot95_zps1e46ku7e.png~original

.

screenshot100_zpsqv82sis7.png~original

.

screenshot103_zpsxxszavlv.png~original

Now to set up the Eve and Gilly hubs.

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