![]() ![]() It's a safety feature so that if there is a docking accident, the fuel tanks don't get damaged and kill everybody. Then a fuel module (just a large tank), then a hab module, then a refueling boom (some docking ports at the end of a long structural arm. Then add a docking module with docking ports of various sizes. I always start with a "utility module" with RCS, some fuel, batteries, solar panels, lights antennas, etc. ![]() So long as you provide at least one available docking port, refuelling a station is possible it helps if you put a a big tank on, or make it so the fuel reserves can dock to the station while leaving another docking adaptor free for the craft you want to refuel. I'd say circular orbits are best as they don't limit you as much on transfer windows (you can launch whenever the target's at the right angle without worrying about varying orbital speeds) and are easy to aim at. I picked the 300km for similar reasons low enough to be easily reachable by refuelling missions but well above the "1000x" timewarp to take some of the boredom out of waiting for launch windows. I picked the 150km altitude because it's low enough to reach with a spaceplane but far enough above the "100x" timewarp threshold to allow craft to use the higher warp even if in a lower orbit to "catch up" with the station. RSC ports, for example, will often result in lag when you put 100 of them on the station.I have two stations one at 150km to handle low-orbit missions and spaceplanes, and one at 300km to handle interplanetary and lunar missions. One more thing, when building the parts to the station in the VAB, always remember to keep your part count to a minimum in order to reduce any lag when the station is finished. Solar Panel array -not necessarily needed, but it looks coolĭocking Ports -a place for ships to dock to, make sure to put it far away from solar panels or anything else that's easy to breakįuel Tanks & RCS Tanks -this will give your station a use: the ability to refuel craftsĬrew Quarters -well, Bill, Jeb, and Bob need to be put somewhere:D As for what the station should have, here's a list: The station shown above is rock hard and does't wobble at all when given an Advanced SAS. When building space stations, I like to start with a central core and then just add things sort of randomly around it: Make sure that each of your station modules have some sort of power source or find yourself with dead modules orbiting while waiting for your rendezvous (I've done that far more times than I should have). Once you're comfortable with visiting your station, I'd move on to building modular space stations. Some sort of kerbal storage module, like a lander can or a hitchhiker compartment.įuel for reaction control for future deorbit and for refuelling visiting vessels if needed.Īn example of such a station is what I've made below, it does use a lot of mods, however, but none that have any function beyond what you would get from stock parts, they just look nicer: The basic space station will require the following things:Ī probe core OR some sort of crewed compartment for launch control.Ī power source, usually solar panels with a set of batteries, or in some cases a nuclear power station. This will teach you rendezvous, docking and crew exchange, and it will be invaluable experience in what is possible, when to launch for a rendezvous and so forth. Your first step should be, as in the real world, to launch what is essentially a large satellite with room for people in it. So have fun with it.īasically, if you've never made a station before, I do not suggest making modular space stations. ![]() It's taken me 3-4 builds before I started to really figure it out. The biggest thing with KSP, though, is that you can experiment. Lights are very useful, obviously for night docking, just not too many as they are a bit intensive and larger stations can lag. I've found pre-building large sections in the VAB (or aircraft hangar) can make sure everything will dock and fit together ok. RTGs for power are useful, but honestly I just stick with solar panels and batteries it shaves a lot of weight versus having RTGs powering everything. If you orientate it on the nav ball north marker, it will only roll on one axis, making docking much much easier. The one thing I've found is don't bother with ASAS (although this will cease to be an issue with the next major update) - SAS is handy and can help dampen roll, though once a station is large enough, the mass alone tends to make it very sluggish. Do you guys have any tips for building a space station? They always seem to wobble or the designs I have don't look very good or have flaws in them. I have been playing this game for a little bit now and have been building space stations.
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