SkyLab Program
This will be a new Career on KSP. A Caveman style career, with an initial goal and I will try to accomplish it with the lowest tech possible. And with good economics, for a good measure, the cheapest as possible as long I don't kill Kerbals - and some redundancy on the crafts, of course, as sheet 😜 happens.
But I'm not a masochist neither, so some add'ons will be used:
- Making History (and Missing History!);
- TweakScale for fuel tanks, batteries, wings and gears;
- MechJeb2 for launches and transfers;
- Kerbal Konstructs and Kerbin Side
- Kourageous Tourists
And did I mentioned I'll use KSP 1.4.3? 🙂 (still looking for a Canadarm ).
The goal will be a space station on LKO, at 120KM high. This thing will have 2 labs, a bunch of crew dependencies for scientists, operational crew, some tourists (space tourism!) and also as a stopgap transfer point for another station on Mün. Let's call it SkyLab, for fond memories from my childhood. 🙂
Due economics, the program need to be the most cost efficient as possible - but not cheap. So I need to measure cost/benefits of unlocking science nodes, as I want to run the Station as soon as possible even if by using lower tech.
Planning
The goal is to establish Space Stations on bodies of interest.
Stations must provide Science earning facilities and devices, as well accommodations for the crew. Labs must be running 24x7 with adequate crew shifts and rotation. Resting stations must be available for every crew at any time (i.e., 2 on duty stations need to be paired to 4 resting stations).
Cost effective Crew Rotation, Cargo and Refuel Vehicles need to be deployed.
Tourism is a secondary goal, the Stations must also provide accommodations and services for Tourists.
Security is not negotiable, all systems must have redundancies. Each Station module should be useable as a lifeboat, and all personal must be able to evacuate the Station if needed. Evacuation Vehicles must be able to reach the nearest Station for refuge, or return to Kerbin.
Modularity and reuse as possible, using the lowest tech that is viable.
All Stations must be expandable as needed by adding or replacing modules.
Phase 0 : LKO
A short term, experimental Space Station will be stablished at 90Km orbit, 0º inclination, with:
- Propulsion, Command and Control
- Operational Crew Quarters
- Power Plants and Heat Control
When the works on Phase 1 start, the Station should be moved to a Polar inclination - or a new one sent to replace it on the new orbit, whatever would be cheaper.
The station will be deorbited at EoL, once Phase 1 is concluded.
Phase 1 : LKO
A Space Station will be established at 120Km orbit, 0º inclination, on the following schedule:
- Propulsion, Command and Control
- Operational Crew Quarters
- Additional Power Plants and Heat Control
- Laboratories and Scientists Quarters
- Refuelling and hotel facilities for crew/pax in transit to Mün
- Tourism
Phase 2 : Mün
Orbit
- Propulsion, Command and Control
- Operational Crew Quarters
- Additional Power Plants and Heat Control
- Laboratories and Scientists Quarters
- Fuel refining
- Tourism
Ground
A Ground Station must be deployed to provide:
- Operational Crew Quarters
- Mining
- Transport to the Station
- Local refining
- Laboratories and Scientists Quarters
- Tourism
Phase 4 : Dune?
Baby steps!
Progress Report
Currently in early planning stages.
Projects
- Crew Rotation Vehicles
- Evacuation Vehicles
- Cargo and Refuel Vehicles