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https://github.com/UmbraSpaceIndustries/MKS/wiki/Tutorials
That one is the best you'll ever find.
But ask away, we might be able to help you on specific questions.
I would be glad if you can just type me what this 1st colony ship must include :)
Fly safe o7
So, what should i include first from these?
https://puu.sh/vvS6s/bf1c1303a8.png
And can i just place all of this modules like that?
https://puu.sh/vvSbw/d57b4ae81a.png
I think preventing home sickness is more important to deal with from start then supplies. Supplies can always be shipped with turbo speed or grown with greenhouses. But preventing home sickness is more important. It is important not to have the max hab days period hurt from the start by them living in cramped spaces.
Assuming you are using all of Roverdude's USI mods including life support, start small and work your way up. Try sending out a mission to either Minmus or the Mun that leaves two people on the surface for 30 days. At the end of that time, they should be able to come home and get some rest. You can probably pull off that mission with just one module and some supplies. The mod adds a nice tool in the VAB for you to see how long the supplies will last and how much time your kerbals will be willing to stay before they get uncomfortable.
Once you have managed to do the short term mission, you can start trying out bigger bases. For fully self sustaining colonies, you will need to carefully choose the landing site and get a mining operation going too.
Oh, and while you can definitely connect the modules in lots of different ways, that big tower in your screenshot is probably going to fall over. Luckily MKS has some advanced logistics tools that allow you to set down more than one structure near each other and have them share resources.
Can you give me advice what additions mods I must have?
I mean for determine trajectory easier etc.
After that you just drop more pieces as you expand sustainability.
As for other mods, I would recommend KIS & KAS (Kerbal Inventory System & Kerbal Attachment System) so you can re-arange things on site. Other USI mods (Konstruction & USI-LS specifically) synergize rather well. But for the most part Rover is good about makign his mods stand alone.
I personally also like the Near Future Technologies mods as they give alot more options for power, propulsion, & structural that can help get the colony pieces places. And there are compatability patches in the default installs to make similar things (like nuclear reactors & resorce coverters) recognize eachothers stuff & adapt to it.
Thanks a lot for your advice.
It's really cool to have nuclear power on planet colony btw.