![]() There is a T45 rocket motor between the two fuel tanks in the center section that is accessed by jettisoning the lower docking port after moving the refueling tank to the top of the command module.Ī work in progress, but it already functions as an orbital refueling station. In other words, the refueling tank rides into space on the bottom of the command module and then is moved to the top once in orbit. Once in orbit, I undocked the big tank from the command module, flipped around and docked back up with it so that my maneuvering controls would be pointing in the right direction. The center fuel tank is not used in ascent, it is docked to the station for refueling craft in space. I used very similar launch vehicles to get everything up into orbit.Įverything is jettisoned getting into orbit except the bottom-center tank and engine which is used to park the body of the station. The way I did it, I sent up a habitation module first with the cubic docking ports on both ends, then I took each fuel tank up separately. A 4 tank 'station' in orbit raised on a ship that didn't need much else. I don't really have a screenshot of my smaller, single tank modification that I used to setup my first station but here is a different one I did later. ![]() You can build a fueling ship to bring up fuel incrementally, you'll need this to top off the stations supply anyway.Ĭonsider using the Skylab concept - carrying the tanks from your booster stage up. Game 'progression' wise, I can land/return from the. Im still relatively new to KSP and dont quite understand what benefits building a space station would provide. Im just trying to get a better understanding of what I can do with a space station. Feel free to build any module you want and as many as you want DOWNLOAD THE GAME SAVE HERE. The goal of this challenge is like the previous community space stations, which is to build one large space station on one save file (link below). This is important, you don't need to lift up full tanks. For all your gaming related, space exploration needs. A special mention to KerbonautTKM for coming up with this idea. If you want something more complicated, I'd launch a hub piece of some sort first, and then dock tanks to that. That way you can spend launch mass on structural things rather than unburned fuel when you launch it, and you can refill it using several smaller, easier to launch tanks.Īll you actually need for fuelling is a tank -optionally a RCS tank too - and a docking port ( and a probe core is probably a good idea ). It has docking ports - if it didn't you couldn't take any fuel out - so you can fill it up any time you like. 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. You need the fuel and the tanks in orbit together when you want to refuel something, but you *don't* need the fuel there when you're constructing the thing. Then consider what parts your station will need, i.e. Without clicking any of the options, hold down Option (Alt) key, and then an. While KSP is running (not full screen), right-click the KSP icon in the dock, 'Options, then 'Show in Finder'. You need fuel in orbit, so you need tanks to store it in. In Steam, right-click on 'Kerbal Space Program', click Properties, click 'Local Files' tab, then 'Browse Local Files'. More details on these features will be revealed at a later time.You need to know how to dock. Soon players will be able to share the challenges of deep space exploration. Multiplayer/Modding: The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. ![]() Among them: Charr, a heat-blasted world of iron Ovin, a ringed super-Earth with relentless gravity Rask and Rusk, a binary pair locked in a dance of death and many more to reward exploration. In Kerbal Space Program 2, interstellar technologies pave the way to a host of new star systems and celestial bodies, each comprising novel challenges and harboring secret treasures. Interstellar Travel: Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space exploration and beyond. Colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.Ĭolonies: Brand new to Kerbal Space Program 2 are colonies. Next Generation Technology: As the game updates progress, players will gain access to a whole new set of next generation tools and technology including new engines, parts, fuel, and much more. Key Features to come during Early Access:
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