Difference between revisions of "Tutorial:Building a Lunar base"

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Constructing a munar base is a goal that many space programs, both real and fictional, have alway's dreamt of achieving.
  
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A base can have one or multiple purpose as listed below
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* Generating Science from Data using [[Mobile Processing Lab MPL-LG-2]]. There is a 10% bonus when the lab is on a surface, 25% bonus for processing experiments in the same SOI that they were taken.
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* Harvest Ore
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* Generating Fuel
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* For Fun!
  
 
=Prerequisites=
 
=Prerequisites=
 
[[File:Mun Rocket.png|200px|thumbnail|right|A large vehicle capable of easily landing on the Mün.]]
 
[[File:Mun Rocket.png|200px|thumbnail|right|A large vehicle capable of easily landing on the Mün.]]
Before you build a lunar base, you will need to be able to accomplish several things. 
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Before you build a munar base, you will need to have completed the following:
 
*Have landed on the Mün at least once (the more you have landed, the easier it will be for you).
 
*Have landed on the Mün at least once (the more you have landed, the easier it will be for you).
 
*Know how to use the maneuver node
 
*Know how to use the maneuver node
 
*Have a vehicle capable of carrying large payloads to AT LEAST  Kerbin orbit.
 
*Have a vehicle capable of carrying large payloads to AT LEAST  Kerbin orbit.
To the right is a vehicle that can reach the Mün with ease and return carrying a heavy payload.
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To the right is a vehicle that can reach the Mün with ease and return carrying a heavy payload.  Your vehicle can be manned or unmanned, but you'll want a vehicle that can ferry Kerbonauts to and from the surface.  Also, it is wise to design your vehicle with extra fuel in the event of an emergency, such as the one that occurred during Apollo 13.
  
 
=Step 1:  Reaching the Mün.=
 
=Step 1:  Reaching the Mün.=
Before attempting to build a lunar base, you'll need to reach Mün, and have a spacecraft that has more than enough fuel to correct your orbit, land, and get back to Kerbin so you can carry crews.  There is a simple way to test this.
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Before attempting to build a Munar base, you'll need to reach Mün with more than enough fuel to correct your orbit, land, and return Kerbin so you can carry crews.  Here is a good way to test this:
* Land on the Mun, return to an orbit of 20,000 Meters.   
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* Land on the Mun, get out and walk around.  Then, return to an orbit of 20,000 Meters.   
 
* Land on the Mun again, targeting your first landing site.
 
* Land on the Mun again, targeting your first landing site.
Your vehicle can be manned or unmanned, but you'll want a vehicle that can ferry Kerbonauts to and from the surface.  Also, it is wise to design your vehicle with extra fuel in the event of an emergency, such as the one that occurred during apollo 13.
 
  
=Step 2:  Preparing for the base=
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=Step 2:  The Proper Location=
Start preparing by completing multiple lunar landings.  It is imperative that you find an area with few surface features. If the area you choose is not flat, your docking ports will be stressed when connected, or they won't connect at all.  Once you find this area, mark it with a [[flag]] or a piece of debris.  It is recommended that you pick the near side of the Mun as your site.
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It is imperative that you find an area with few surface features. If the area you choose is not flat, your docking ports (used to connect the modules of your base, provided you choose to build a multi stage base) will be stressed when connected, or they won't connect at all.  Once you find a suitable  area, mark it with a [[flag]] or other piece of debris.  It's better to use a flag, because if you use debris it probably means that something went wrong. If you are building this base for ore mining, its best to perform a planetary scan and land where the ore is most common.
 
<gallery>
 
<gallery>
 
Mun_Landing_Burn.png|A lander coming in over a relatively flat area on the Mün.
 
Mun_Landing_Burn.png|A lander coming in over a relatively flat area on the Mün.
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=Step 3:  Construction options=
 
=Step 3:  Construction options=
 
There are two options for your base, a One Stage Base, and a Multi Stage Base.
 
There are two options for your base, a One Stage Base, and a Multi Stage Base.
*One Stage Base
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*One Stage Bases are cheaper to build, faster to construct, and easier to assemble.  However, single stage bases are smaller (due to limited rocket power), and thus they have fewer uses.
**A one stage base has several advantages, being cheaper to build, faster to bring into operation, and easier to assemble.  However, single stage bases are smaller (due to limited rocket power), and thus they have fewer uses.
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*Multi Stage Bases can be nearly endless in size, be moved, expanded, and have lots of opportunity for science and overall exploration.    However, it is FAR more expensive than a single stage base, and is extremely difficult to build in career mode.
*Multi Stage Base
 
**A  multi stage base can be nearly endless in size, be moved, expanded, and has lots of opportunity for science and overall exploration.    However, it is FAR more expensive than a single stage base, and is extremely difficult to build in career mode.
 
  
  
 
=Single Stage Base=
 
=Single Stage Base=
Coming Soon!
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For a single stage base, follow the directions, with the exception of the docking ports and rover legs.  Do not include docking ports and replace the rover wheels with landing gear.
  
=Step 4:  The first part=
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=Step 1:  The Command Center=
Start by placing a command module (without wheels) on top of a rocket.  It can be manned or unmanned, but it will need to be the basis of your base.  Connect at least one docking port to it.  Once you have completed your first part, place it on the BOTTOM of the rocket stage that will land it on the Mun.  See image below.
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Start by placing a command module on top of your Mun capable rocket.  It can be manned or unmanned, but this module should act as your initial command center for your base.  Include at least one docking port.  Once you have completed this module, place it on the BOTTOM of the rocket stage that will land it on the Mun.  See images below for additional assistance.
 
<gallery>
 
<gallery>
 
Starting_Base.png|An example of a good base to start with.
 
Starting_Base.png|An example of a good base to start with.
 
Base_on_rocket.png|An example of how the base would be on the rocket.  Make sure you can just drop it off, as your rocket won't be able to balance with the base if you try to land.   
 
Base_on_rocket.png|An example of how the base would be on the rocket.  Make sure you can just drop it off, as your rocket won't be able to balance with the base if you try to land.   
</gallery>
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</gallery>
Your base does not have to be manned at first, but if you want it operational when it lands, you can have it manned.  However, if it's your first base, there is a good chance your first drop off is going to fail.  Be careful.
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If this is your first base, there is a high probability that something will fail during the landingIt is recommended that the first stage is unmanned, or you are familiar with [[Tutorial:Modifing Kerbals|resurrecting]] your Kerbonauts.
 
 
=Step 5: Delivering the first part of your base=
 
1-Launch your rocket to the Mun.  Use as little fuel as possible from your landing stage.
 
 
 
2-Get your rocket into orbit around the Mun.  Try to make it so that your periapsis is close to the flag you planted.
 
  
3-At this point, you should have your lander, (hopefully full of fuel), and your base.   
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=Step 2:  Delivering the Command Center=
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Launch your vehicle to a symmetrical orbit around the Mun at an altitude of 20,000 meters.  Alter your orbital inclination so that you are flying evenly with your flag.  Create a maneuver node, decreasing your orbit until you intercept with your base on the surface of the Mun.  Don't forget to take the Mun's rotation into account.  Burn prograde as you normally would until you are hovering over or no more than 5 KM away from your flag.  Lower your altitude until you are just above the surface, and come into a hover.  Drop your Command Center, and deploy any needed utilitiesWelcome to the Mun.
  
4-Go into map view and create a new maneuver node. 
 
  
5-Decrease your orbit until it is close to the flag you planted. 
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=Step 3:  Building the second part=
 
 
5.1-'''IMPORTANT:  MAKE SURE YOU TAKE THE MUN'S ROTATION INTO ACCOUNT WHEN YOU DECREASE YOUR ORBIT.'''
 
 
 
6-Complete the burn as described by the maneuver node.
 
 
 
7-Begin your deceleration burns as you normally would, and set the flag as your target.
 
 
 
8-Decelerate to a slow descent speed.  You want to be as close to the flag as possible.  If you are satisfied with how far away you are from the flag, skip to step 9.  If you want to be closer, turn your spacecraft toward the flag (using the target icon on the gyro) and burn towards it.  '''DO NOT POINT THE SPACECRAFT DIRECTLY AT THE FLAG MANEUVER NODE.  POINTING BELOW THE HORIZON ON THE NAVBALL WILL CAUSE YOU TO CRASH INTO THE MUN SURFACE.'''  Burn for a short period of time until your landing point is near the flag, using the map view to help plot your course.
 
 
 
9-Now, point prograde and continue deceleration.  When you reach near the surface, come to a hover.  Get as low as possible to the surface.
 
 
 
10-When you have reached a safe distance from the surface, separate your base from the lander.  The base will fall harmlessly to the surface if you are close enough.  If you are too high then you base might be destroyed when it hits the ground.
 
 
 
11-Your rocket (assuming it is unmanned) will harmlessly fly away until it runs out of fuel or crashes.  If you have a crewed lander, fly back to Kerbin.
 
 
 
=Step 6:  Building the second part=
 
 
There are several ways to add new segments to your base, but the easiest way is to build a rover with docking ports on it.  You can use any wheels you want, but '''the docking port must be the same as the first module, and it must be the same height off the ground as your first module;  otherwise, the two modules will not connect.'''  It is recommended that this stage has batteries and solar panels if you didn't add them in the first stage.  Don't forget to add a command module.  The [[Probodobodyne QBE]] is recommended.
 
There are several ways to add new segments to your base, but the easiest way is to build a rover with docking ports on it.  You can use any wheels you want, but '''the docking port must be the same as the first module, and it must be the same height off the ground as your first module;  otherwise, the two modules will not connect.'''  It is recommended that this stage has batteries and solar panels if you didn't add them in the first stage.  Don't forget to add a command module.  The [[Probodobodyne QBE]] is recommended.
  
  
=Step 7:  Connecting the part with your base=
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=Step 4:  Connecting the part with your base=
 
This is the most difficult part of the tutorial.
 
This is the most difficult part of the tutorial.
  
 
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Launch your new payload into orbit around Kerbin, travel to the mun, and align your lander with your command base using the same technique you used to align with your flagProceed to the surface of the Mun, and drop your payloadLand as close as you can to your command moduleIt helps if you have extra fuelIf you are using rover wheels to deploy the base, make sure you don't land before you drop the stage. Otherwise, the payload will be crushed by the weight of your rocket. Once landed, simply drive over to the command base and connect the docking ports. If your ports do not connect you can either use the WASD keys to "force" the port into place, but this puts stress on your base, and it might not always workIf your ports don't connect, consider moving to a flatter landing site.
1-Launch your spacecraft to the Mun.
 
 
 
 
 
2-Using the maneuver node, move your periapsis over the location of your base.
 
 
 
 
 
3-Warp to your apoapsis, and decrease your periapsis to just above your base'''Do not have the periapsis on the surface or below the surfaceYou want to be a few meters above the surface.'''
 
 
 
4-Warp close to your periapsis.  Set your base as your target.
 
 
 
5-When you are 5&nbsp;km away from your base, burn prograde (relative to the surface) using the map view until you are set to land close to your base'''IMPORTANT:  DON'T FORGET THAT LANDER WHEELS ARE FRAGILE.  LANDING TO HARD WILL CAUSE THE WHEELS TO BREAK AND RENDER YOUR MODULE INOPERABLE.'''
 
 
 
6-Using target mode, continue burning until you are close to your baseThe closer you are to your base, the less risk you will be taking when you drive to the base.
 
 
 
7-When satisfied with your landing area, come into a hover close to the surface and drop your rover.
 
 
 
8-' ' 'ACTIVATE YOUR SAS SYSTEMS' ' '
 
 
 
9-Begin a slow drive to your base.  It is recommended that you do not go over 4 meters per second.  Bugs on the Mun cause the rover to bounce and flip if you go over a change in terrain at a speed faster than 4 mps.
 
 
 
10-Get in line with your target port.  Slowly drive towards the port.  The docking ports will pull each other together, and you should connect.
 
 
 
10.1-If your ports touch but don't connect, you have 2 options.  A: The area you picked is not level.  Pick another area for the base.  B:  Using your original landed module, use the WASD keys to move it up and down to make them connect.  This works sometimes, but will put stress on your docking ports and the wheels of your roversThis might cause a structural failure.
 
 
 
11-Open your solar panels and marvel at your base.
 
  
 
=Step 8:  The future=
 
=Step 8:  The future=
Now that you've connect your first module, it's up to you.  Build more and more.  Try to construct a rocket on the Mun, or build rovers to connect to your base.  Using the docking port method, the base can go on endlessly, so the future is up too you.
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Now that you've connect your first module, it's up to you.  Build more and more.  Try to construct a rocket on the Mun, or build rovers to connect to your base.  Using the docking port method, the base can go on endlessly, so the future is up to you.

Latest revision as of 02:41, 3 January 2021

Constructing a munar base is a goal that many space programs, both real and fictional, have alway's dreamt of achieving.

A base can have one or multiple purpose as listed below

  • Generating Science from Data using Mobile Processing Lab MPL-LG-2. There is a 10% bonus when the lab is on a surface, 25% bonus for processing experiments in the same SOI that they were taken.
  • Harvest Ore
  • Generating Fuel
  • For Fun!

Prerequisites

A large vehicle capable of easily landing on the Mün.

Before you build a munar base, you will need to have completed the following:

  • Have landed on the Mün at least once (the more you have landed, the easier it will be for you).
  • Know how to use the maneuver node
  • Have a vehicle capable of carrying large payloads to AT LEAST Kerbin orbit.

To the right is a vehicle that can reach the Mün with ease and return carrying a heavy payload. Your vehicle can be manned or unmanned, but you'll want a vehicle that can ferry Kerbonauts to and from the surface. Also, it is wise to design your vehicle with extra fuel in the event of an emergency, such as the one that occurred during Apollo 13.

Step 1: Reaching the Mün.

Before attempting to build a Munar base, you'll need to reach Mün with more than enough fuel to correct your orbit, land, and return Kerbin so you can carry crews. Here is a good way to test this:

  • Land on the Mun, get out and walk around. Then, return to an orbit of 20,000 Meters.
  • Land on the Mun again, targeting your first landing site.

Step 2: The Proper Location

It is imperative that you find an area with few surface features. If the area you choose is not flat, your docking ports (used to connect the modules of your base, provided you choose to build a multi stage base) will be stressed when connected, or they won't connect at all. Once you find a suitable area, mark it with a flag or other piece of debris. It's better to use a flag, because if you use debris it probably means that something went wrong. If you are building this base for ore mining, its best to perform a planetary scan and land where the ore is most common.

Step 3: Construction options

There are two options for your base, a One Stage Base, and a Multi Stage Base.

  • One Stage Bases are cheaper to build, faster to construct, and easier to assemble. However, single stage bases are smaller (due to limited rocket power), and thus they have fewer uses.
  • Multi Stage Bases can be nearly endless in size, be moved, expanded, and have lots of opportunity for science and overall exploration. However, it is FAR more expensive than a single stage base, and is extremely difficult to build in career mode.


Single Stage Base

For a single stage base, follow the directions, with the exception of the docking ports and rover legs. Do not include docking ports and replace the rover wheels with landing gear.

Step 1: The Command Center

Start by placing a command module on top of your Mun capable rocket. It can be manned or unmanned, but this module should act as your initial command center for your base. Include at least one docking port. Once you have completed this module, place it on the BOTTOM of the rocket stage that will land it on the Mun. See images below for additional assistance.

If this is your first base, there is a high probability that something will fail during the landing. It is recommended that the first stage is unmanned, or you are familiar with resurrecting your Kerbonauts.

Step 2: Delivering the Command Center

Launch your vehicle to a symmetrical orbit around the Mun at an altitude of 20,000 meters. Alter your orbital inclination so that you are flying evenly with your flag. Create a maneuver node, decreasing your orbit until you intercept with your base on the surface of the Mun. Don't forget to take the Mun's rotation into account. Burn prograde as you normally would until you are hovering over or no more than 5 KM away from your flag. Lower your altitude until you are just above the surface, and come into a hover. Drop your Command Center, and deploy any needed utilities. Welcome to the Mun.


Step 3: Building the second part

There are several ways to add new segments to your base, but the easiest way is to build a rover with docking ports on it. You can use any wheels you want, but the docking port must be the same as the first module, and it must be the same height off the ground as your first module; otherwise, the two modules will not connect. It is recommended that this stage has batteries and solar panels if you didn't add them in the first stage. Don't forget to add a command module. The Probodobodyne QBE is recommended.


Step 4: Connecting the part with your base

This is the most difficult part of the tutorial.

Launch your new payload into orbit around Kerbin, travel to the mun, and align your lander with your command base using the same technique you used to align with your flag. Proceed to the surface of the Mun, and drop your payload. Land as close as you can to your command module. It helps if you have extra fuel. If you are using rover wheels to deploy the base, make sure you don't land before you drop the stage. Otherwise, the payload will be crushed by the weight of your rocket. Once landed, simply drive over to the command base and connect the docking ports. If your ports do not connect you can either use the WASD keys to "force" the port into place, but this puts stress on your base, and it might not always work. If your ports don't connect, consider moving to a flatter landing site.

Step 8: The future

Now that you've connect your first module, it's up to you. Build more and more. Try to construct a rocket on the Mun, or build rovers to connect to your base. Using the docking port method, the base can go on endlessly, so the future is up to you.