Kerbal Space Program

Kerbal Space Program

maculator May 7, 2017 @ 10:29am
How do you build your bases (stock game)?
So this is how I'm doing it:

The concept was to have a tower in the middle and dock stuff with a truck to it:
http://steamcommunity.com/sharedfiles/filedetails/?id=921054492

I used a disposable (Could've reused it but ... meh) skycrane to deliver the modules:
http://steamcommunity.com/sharedfiles/filedetails/?id=921054824

Right now I'm putting the pieces together:
http://steamcommunity.com/sharedfiles/filedetails/?id=921183595


And I ditched the middle tower maybe later I will bring him to mun but for now I'm happy the way it works.


The last time I build a bigger base was way back in the past. So I'm a bit excited
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Showing 1-15 of 24 comments
Cato May 7, 2017 @ 12:43pm 
Thats a clever way of doing it - I just put every thing on the same wheel type with the same dock points and then hope it lines up
maculator May 7, 2017 @ 12:46pm 
I got it all together now:
http://steamcommunity.com/sharedfiles/filedetails/?id=921295706

The tower is just for fun and storage the base works without it too:
http://steamcommunity.com/sharedfiles/filedetails/?id=921202553

And the truck has 2 big reaction wheels so even if I manage to flip it I can always turn it back up.
Last edited by maculator; May 7, 2017 @ 12:47pm
AoD_lexandro May 7, 2017 @ 1:19pm 
I build mines in sections. Command, Habs, Comms, main power. I try to leave at least one extra docking port on it for future expansions.

But the trouble I have is making it stay stable on the Mun. I can never find a proper flat section to put the base on. Its all uneven, so its makes joining the sections awkward.

*Edit* also that skycrane design has helped me design my own. Never really tried to make one before, but the thuds made it kinda obvious how to do so. So thanks!
Last edited by AoD_lexandro; May 7, 2017 @ 1:44pm
maculator May 7, 2017 @ 1:46pm 
Yes my base stands on the flattest ground I could find but it always has some of its legs above the ground thats why I'm a bit afraid that it could exlode on loading in the future...

The "Tower" of the base is a huuuuge tank and I now fill it with fuel to make the base more stable. I also didn't put any reactionwheel on the base and disabled every poosible source of tourge.

Only the truck has more then enough torgue to "jump" with a module on the back and make it dock no matter what.

And I build it at the big canyon next to the fairside(?!) crater so dumping skycranes down the cliff is the most productive thing my base has done so far^^
Chibbity May 7, 2017 @ 2:12pm 
I love the truck man, great looking base!

I've always wanted to do a tractor trailer type setup on the Mun, but I'm concerned the low gravity will make my stock trailer joint not work right.

Some people might tell you moving them with a truck is less efficient than just slapping wheels on the modules, but I'm not one of those poeple. Your setup looks fun, which is the most important thing.
AoD_lexandro May 7, 2017 @ 2:23pm 
So Mac, your skycrane re-done for my new Munar base;
Pics in a sec.

The launch (just to show I didnt hyperedit it :p ) ;

http://steamcommunity.com/sharedfiles/filedetails/?id=921367427

Obit burn;

http://steamcommunity.com/sharedfiles/filedetails/?id=921367507

Orbit Achieved. Ready for Mun transfer;

http://steamcommunity.com/sharedfiles/filedetails/?id=921367301


Now I just have to get it to the Mun and try to land it with the skycrane assembly up top.
Last edited by AoD_lexandro; May 7, 2017 @ 2:28pm
Joschi May 7, 2017 @ 3:12pm 
I always build a main hub that has fuel, 4-crew unit and a cupola.
On top of the cupola I have a long (20m~ish) girder tower with lights facing down and a *****-load antennas (just for looks)

To the main hub I usually connect:
1-2 science modules
1-2 USI-LS modules (yea not stock but i need LS on my bases^^)
and 1 Mining unit with 4 large drills and a large converter

All powered by fuel cells.

If you like i can upload some pictures tomorrow or so...
maculator May 7, 2017 @ 3:44pm 
Thats a nice hub. And the thuds are really only good as skycranes. Theire inefficient and heavy but have good gimbal.
And BoH.Crew×IRA™ Sure I'd love to see pics tomorrow, because A hub a science module etc doesn't tell much of the design.
AoD_lexandro May 7, 2017 @ 3:48pm 
I have used a couple of mod parts just to make it nicer looking. But you can easily exchange the tubes with mk1-800 fuel tanks for identical results.

*Oh now I need to unlock wheels, so I can drive my sections in. Forgot about those!
Last edited by AoD_lexandro; May 7, 2017 @ 3:50pm
maculator May 7, 2017 @ 3:51pm 
I don't care about modded parts. I was interrested in the way others deliver and assemble their bases and in their general concept. Sure a screenshot of a base build with planetary base mod wouldn't fit but anything handcrafted does.

Edit:
This is how I delivered my tower... it was a bit tricky to escape the atmosphere and I lauchned basically directly vertically to the mun because of drag problems..
But I LOVE the place I setup base, that canyon is just fun!
Last edited by maculator; May 7, 2017 @ 3:53pm
andylaugel May 7, 2017 @ 3:52pm 
Lots of rockets. ;) I find it's easier to just launch my bases in one go--save for the nuclear driver that moves my bases between worlds.

This style of base has been very successful, able to refuel vessels in orbit around many worlds.
http://steamcommunity.com/sharedfiles/filedetails/?id=702721867

This was a simple small-scale base, attached to a long-term, efficient and reusable tug boat. Just add fuel using a base like the one above.
http://steamcommunity.com/sharedfiles/filedetails/?id=752788310

To get nuclear drivers like these into service, I often skimp on the fuel of the last stage. It only needs enough fuel to reach Minmus orbit, where my Minmus-based mining/refining base can top it off.
http://steamcommunity.com/sharedfiles/filedetails/?id=769714032

My Tylo base was able to launch directly into LKO from Kerbin. But I needed my other facilities to get it to fully fueled and in Tylo orbit--mining, refining, and "Nerv"-driven tug boats.
http://steamcommunity.com/sharedfiles/filedetails/?id=795924099

I don't have a picture of its launch vehicle, but this Infinity Rover is carefully balanced so it's center of thrust and center of mass are stacked over its central docking ports. Technically it can land, gather science, refuel itself, and launch back into orbit. But without a good engineer or a poor ore content, refueling can take a long time.
http://steamcommunity.com/sharedfiles/filedetails/?id=756517678

Please excuse the use of mods for these other bases.

Here is an example of a base built using Kerbal Planetary Base Systems on the launchpad. It's performance about as good at the top base shown.
http://steamcommunity.com/sharedfiles/filedetails/?id=802772191

And here is the launch of a rover built using the Feline Utility Rover mod. Before I read that they would fit in a Mk3 launch bay... It was designed to tip over in the right direction after landing to end up upright.
http://steamcommunity.com/sharedfiles/filedetails/?id=905372758
maculator May 7, 2017 @ 4:01pm 
^Lol so you basically just use bruteforce^^ A roverbase is a nice idea. I thougt about turning my base into a giant roadtrain but I know how that would end.
If I was better in precisly hovering or using mechjeb to do it i'd go for a container base.
Stackable unisized containers assembled like a brickwall by skycranes..
Last edited by maculator; May 7, 2017 @ 4:03pm
AoD_lexandro May 7, 2017 @ 4:07pm 
Guide rails. Make the section have a few girders at the sides to act as guide rails for the bits to slide inside. Works a treat for making sure docking ports are always aligned.
andylaugel May 7, 2017 @ 4:20pm 
Originally posted by maculator:
^Lol so you basically just use bruteforce^^ A roverbase is a nice idea. I thougt about turning my base into a giant roadtrain but I know how that would end.
Pretty much, but brute force works. :happy_creep: I have tried other methods, with varying degrees of success. Here are the problems I've run into with various base-building schemes.
  • If a module lacks a control pod and/or reaction wheels, you either struggle with docking with something that doesn't cooperate, or you have to trade-off between two vessels. The latter tends to mess up vehicle naming. :/ Here is a set of screenshots of a base concept using trailers. Getting that train built was a very frustrating experience.
    http://steamcommunity.com/sharedfiles/filedetails/?id=598948085
    http://steamcommunity.com/sharedfiles/filedetails/?id=598948423
  • If a base can't be moved, physics glitches, minor bugs, and/or docking with other craft can move it out of the desired orientation, placement, or orbit.
  • If a base can't return to orbit, it's effectively stuck in a single biome.
  • If a base is made out of too many parts, the frame rate drops. And if each module includes a control pod, engine(s), docking port(s), solar panel(s), wheels, etc, it's easy to rack up part counts fast. Using KPBS, each end of a module would have 2 wheels, 2 landing gear, 2 solar panels, an engine, and a docking port--and the module would also have a control pod. That's 17 extra parts per extra lab, quarters, or the like.
    http://steamcommunity.com/sharedfiles/filedetails/?id=618209392
That said, I am going to be experimenting with MKS/OKS, and may end up trying KIS/KAS again for base building. So I may be trying other base building schemes soon.
Last edited by andylaugel; May 7, 2017 @ 4:22pm
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Date Posted: May 7, 2017 @ 10:29am
Posts: 24