Outlined things so others can make sense of it.īlues= Ships presently docked at my station. Naturally I need to deliver fuel to my station with tankers from the surface too. One of the ongoing missions I'm currently running in my career mode game is an orbital space station, which I'm using as a "gas station" as well as a staging area: I have a few ships that I simply want to live in orbit, and docked at the space station seems a natural place to keep them, and re-fuel them. (Okay, I used lots of tutorials and the wiki to give me a boost.) I'm realatively new to the game, but I've figured out a lot so far. ![]() I'm hoping to get some ideas for space station designs. Not using that mod yet, but thinking about it.Hello all. It should help reduce Kessler Syndrom a bit too. I should add I think I'm going to start putting a parts recycler(from Extra-Planetary Launch Pads) so I can just throw the not used parts in there as I'd like to trying to do orbital construction. What I've started doing to mitigate that is making sure all kerbals now carry a drill and handrail so when they get where they need to be they can just attach the handrail and won't float away. Causes a log of rebuilding and they are large enough I need a few engineers nearby and someone floats off and you have to find him. I just wish the large docking ports weren't so high up in the tech tree. I see a few other people using it in this thread. Stock-a-like Station parts is another great station mod. KIS/ KAS has been instrumental, now that I'm using Oh Scrap! , to replace failing RCS, solar panels and other parts early on till they get to a more mature generation. ![]() Once you're satisfied, split up your construction into sensible elements and mate them with your favourite launcher for orbital assembly. following a long central structure), individual modules docked together or even a ring station.įInally, assemble the station in either the VAB or the SPH. These could for instance be a spine design (i.e. I multiply the seat capacity by three.įurthermore, think about the general design theme you wanna follow. ![]() If your station is for longterm habitation I usually go with the assumption that each Kerbal will need at least three times the habitation capacity to feel comfortable, i.e. power, thermal regulation, ECLSS, labs, tankage, command & control facilities. Then consider what parts your station will need, i.e. Consider also whether or not it shall be a) a permantly manned / kerballed station, b) only temporarily manned or c) unmanned. Think about what purpose your station shall serve. My design process is as follows (consider that I play mostly sandbox): The station below I'm planning for Minmus everything that can be added symmetrically will be added in Kerbin orbit and the rest will wait until the station has relocated to Minmus. If I'm being lazy the engineer just chucks the stripped parts overboard and I destroy them from the tracking station, but I've also sent up big KIS containers for either recovery or a controlled deorbit with lithobraking. I also use KIS so once the pieces are docked an engineer will go outside and strip off things no longer needed after the station is assembled like dozens of RCS thrusters and extra solar panels. The chunk gets USI Konstruction ports, and whatever else I need to make the chunk a viable ship to get to the assembly site ( rcs, solar panels, probe core, etc). I'll reload the complete station and cut out a chunk for launch that doesn't usually get saved. Later in career, I'll build up the complete station in the VAB to make sure all components have the necessary clearances. Used to go with a "tug" to position the secondary modules, but these days I just give them a probe core and RCS rig, tends to provide a bit of RCS fuel storage on the station.Įarly in career where I don't have access to many parts a station will be piecemeal assembled in orbit. ![]() "lab module" will be the science lab, plus more solar panels and a lot more batteries. Thats the core, usually ends up with the launch stage still stuck to the back as a fuel tank and engine since there is usually fuel left in it.įront ports end up as whatever else is needed.Ĭore gets an antenna and usually a thermometer for the "science around" contracts. for deployable solar panels on the hitchhcker and done. The neck will have the little storage module with a probe core and some batteries inside it, and usually a reaction wheel. then the cone shaped adapter to the hitchhicker module, with another port behind it. The few I've done tend to things that grow, I have a rough idea what the station is for but the 'core' tends to be a common module, the mk1 passenger cabin as a 'neck', a bit of mk1 structural stuff with a docking port on the end, and four radial ones.
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