Building a base on Tylo...the hardest place to colonise! - KSP

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what is going on guys welcome back to another Kerbal space program video and in today's couple space for video if you couldn't already work it out from the title or thumbnail we're going to be building a surface base we're gonna then send the surface base off into space on a rocket landed on the surface of tile oh and unpack it all is that's today's video it's gonna be a tie low surface base at this point in the video which you're you can currently see I'm building the thing well in fact to be more specific I'm building the rover that will actually not only function as the bases rover but would also be the thing that assembles the whole surface colony at this point during the build I wasn't quite sure where I was going to be sending the the surface base the original plan was the microscale Space Station video I made not too long ago ended up being a fairly popular video a lot of people liked it they liked seeing the kind of smaller scale builds because big scale builds in platinum coaster in Kerrville with space program it tends always look kind of similar ish because you gotta have the lab you got the hitch-hiker storage module and then they've got to be oriented vertically if you want the IV a view to be correct and then it just got I've kind of got myself a little bit of a a slump not a slump you know I've kind of got this little of rhythm and style I build surface bases when I'm building kind of quote-unquote normal scale sized bases but you know people seem to like these small scale in the micro space station build and I thought let's try and do a small scale surface base so that's kind of the that was the muse for this build anyway I wanted to build a surface base using only the small diameter pieces so no 2.5 diameter 2 by 5 meter diameter pieces will be used for the construction of this it will all be smaller than that so it's gonna be built of a few separate modules and unlike my standard surface base where it's all just one big monolithic structure it's going to be a few different sort of separate buildings so this is the station core it's very cozy it's where anywhere the Kerbal will live all the kerbals I'm gonna send to couples not three that's gonna be a bit cramped there's gonna be two cables this is where they're going to live and work so the gray command pod you know the little lambda can there is better function as the the entrance and exit hatch and also as the science lab module and then the Marquand passenger bay is there to serve as the I don't know habitation module where they were sleep and hibernate and that's pretty much it it's too small to do anything else and then of course got a little surface draught mainly for the aesthetics of course and we've got a little robotic communi Tron dish that unfolds and extends into a big tall tower but then folds away to me nice and flat during transportation to tylo again completely pointless I mean to be honest that being said most surface bases in this game are completely pointless they're there for the aesthetics and I guess the challenge of building them I just liked having that little cool feature for the aesthetics of having that extendable communications tower that unfolds once we're on the surface of tile oh now this is one of the ducted fan blade shield parts from the new one odd new but you know the new breaking ground update I thought it looked kind of a cool enclosure for the or tank and then we can just build the little legs to stick to it and that's that's the core and as you can see throughout the build we're gonna be building all the separate modules individually and then testing them quickly to make sure they work and they don't glitch out or you know the wobble and themselves to death in true Kraken attack fashion so that's why you'll see me kind of cutting to the desert airfield runway every now and then just to make sure the modules are working so what have you got so far we've built the rover that will move all of the parts around into a more desirable orientation than when there will be when they when they first land they'll be all stuck together very close I want them to be somewhat spread apart so the row is gonna do the job of separating all the modules out and moving them into a better location we have the main station core like you just saw and now we're building the the separate science module so we've got a little lab headcanon inside the main surface base core module but it's not about that is all that much space for actual big experiment that's where this piece comes in this contains obviously the science jr. and every other single piece of science equipment in this game except like the surface scanner I think is missing from it and obviously the telescope I suppose as well but this is gonna be where all the big experiments will run and of course they can be run an infinite number of times because we're bringing a scientist couple with us although it won't really yield us that much science after we run it for the first time because do you get to diminishing return to getting science from the same biome in this game and you can see I'm attaching a little docking port jr. to the back of it just so it gives us a nice little thing for the rover to dock to and then move it around it's got one little wheel it's kind of used so it kind of works as a unicycle so it can actually still support its own weight whilst being transported by the robot this is the biggest module that will need to be needing to move with the rover so it was probably one of the more challenging things to build it's the refinery piece of the base I guess you know in terms of actual in-game parts it's just a convert ROM with some oil tanks and a drill but it's many B's kind of there as a refinery again in like the head cannon you know basing cold space program you got to use your imagination for a lot of them they're not very useful things people only really do them again for the aesthetics and for the challenge I suppose hence why this is of pretty much is I've got a little chimney with four engines at the top of it to kind of create a nice sort of visual spectacle just turn on infinite fuel so it can just puff away looks like it's working away generating stuff I don't know that's this module here and again we're adding a couple of a couple of wheels this time to the bottom of it I tried just having the one wheel a bit like the science jr. module but it was just a bit too heavy a bit to topple happy huh for one wheel to survive I added two little wheels to the bottom of it one thing I wanted to make sure though is I wanted to be I want it to be so when the actual landing legs deploy the wheels will be lifted off the ground that's one of the things I never liked seeing in surface bases in this game I've never done this personally but it's quite a popular thing to do I'm not knocking the method or anything like that I'm just saying I personally don't like the aesthetic appearance of having surface bases sitting on wheels I was like it at least I liked the wheels to not even be visible to be honest I don't know why I just prefer the aesthetic of not having any wheels visible but if we absolutely do have to have wheels I want them to be minimal small and really recessed into the underbelly of the parts you can't really see that they're there unless you're looking for them hence why I wanted to go for as little wheels as possible on the modules then we're going to be moving around with the rover now as you can see I'm sort of using using the offset tool here to kind of get them all crown together nice and tightly so that they can be easily packaged into a fairing or a fairing on a rocket and but also in a way that the jr. docking ports can be accessed by the rover and docked into the right places so the way they're all attached together is by the docking ports docking ports when you attach them to something in the Vehicle Assembly Building or the space plane hangar can be undocked from that part once you're in flight obviously they can't be redock they can only read och to you know other docking ports but when you're building them if you just attach them like a decoupler they will function like Dee couplers so all of these parts are joined together by their decoupler so they can be decoupled once on the surface of tylo at this point I think I was still a little bit unsure as to where to send it in fact I think my original plan was to make this a junior base or even like an Arctic base on kerbin was another idea I had and that's why the deployable science modules inside the main habitation module include solar panels as the primary source of power the only source of power in fact and aware the station is included as well to analyze atmospheres and things like that sending it stylo if I'd known and remembered that we were going to tylo it I'd remember to change the payload would have been better using the RTGS to power this thing because although RT G's don't generate as much power compared to a solar panel all the way out at dual orbit which is being very very far away from the Sun solar panels are not that powerful RTGS would have probably been a better choice for this station but hey you know you live and learn and ultimately I've got a fully unlocked tech tree I'm not that bothered powder you know how much science this thing can actually get me now this was the point where I knew I was going to go into Tyler which means that we're gonna need lots and lots of fuel and thrust to land this thing on the surface of Jule's most challenging moon I might argue tylo is a kind of the opposite side of the coin to Eve right it's a very very difficult place to visit in the kerbin system Eve is a very very difficult place to leave it's easy to land on Eve it's the easiest planet to land on in fact because you can use parachutes heat shields all that good stuff but it's very very difficult to leave it's you know more challenging to take off from than kerbin but unlike just launching a rocket off kerbin you have to first get it to Eve so you need a massive rocket generally for Eve missions now silo is not that difficult to take off from it's more challenging than somewhere like the Mun but it's not too difficult because it has no atmosphere so you can focus a lot of your I guess energy on accelerating horizontally to get into orbit nice and efficiently however that is also the reason why it's very difficult to land on Eve is the hardest place to leave but tylo is the hardest place in the kerbin system to land on because it has no atmosphere you can't use parachutes it's effectively the same as kerbin in terms of its mass gravity all that stuff but you can't use parachute teachers or anything you have to do it all via engines now one saving grace again there is no atmosphere so you can use the vacuum optimized engines but because it has very very high gravity you need to have fairly high thrust engines generally more than one unfortunately and you know the burn is very very long you know you're decelerating from like 2300 ish meters per second from low Tyla orbit and you need fairly high thrust-to-weight ratio in order to maintain a satisfactory rate of deceleration so an for she things like the nuclear engines or even ion engines are out of the question you know because they just don't provide the thrust that you need to decelerate eventually you just start falling towards the moon faster than your engine's can slow yourself down if that makes sense so the cheetah the cheetah engines are what I work with in this video they got fairly good thrust to weight ratio they have excellent gimbal which is going to really help for this you know not that well balanced payload I try my best you know they surround the whole circumference on the payload but it is still a little bit unbalanced so the gimbal link of those engines will help tremendously and you know they've got higher thrust to weight ratio and save the terrier engines so there are pretty good engine landing on Thailand but there we have it we have launched the rocket now it's just a case of getting it into orbit now the actual thrust to weight ratio of the main core is not great we've got those four boosters kind of supplementing the initial stack at first just to get us off the paddle out of the thickest part of the atmosphere but they as you can see run out of fuel very quickly and once we detach them our thrust rate ratio does drop quite a bit so you can see our surface velocity is now starting to drop it will stop dropping before too long so it's not huge it's not a huge issue but that's an example of you know this rocket does not have great thrust to weight ratios that's why I'm going for a fairly steep gravity turn as you can see we've passed the 10 kilometer mark but I'm not quite hit the 45 degree angle that I try and aim for at this part in the flight just because we want to try and put as much distance between us and the thicker parts of the atmosphere where the thrust to weight ratio is very very important as quickly as possible now I could have added more engines to this stage but you know this works and you know means our balls are not being subjected to higher g-force or you know too much excessive heating early on in the flight I'm always happy with this design overall although it doesn't mean our actual initial kerbin ascent is a little bit slower it takes a little bit longer for us to get into space than some of my other flights might necessarily take and you can see the flames are now lapping the sides of the fairing but again it's not too bad we're gonna leave this thick part of the atmosphere fairly soon and as you can see the plasma it out dying down as we detach the first stage and far up the rhino engine stage which is a probably my most used orbital insertion engine at this point just to get us the rest of the way into orbit we can talk a little bit more about where our kerbals are sitting because then all actually sitting inside the surface base at this point they're sitting in a little crew module at the very top of the stack and that's because as you can see now I can detach the fairings there in like a little launch escape system office it's not very safe if they're sitting inside the base during the launch in case something goes wrong they can't really get out they're kind of trapped there but I've put that little sort of launch escape module on the front just so we can detach them and get them to safety in case there is an issue obviously there wasn't an issue so we can get rid of it now they're transferred into the service base probably not a very realistic transfer I forgot that the module that they are in it doesn't have any doors they couldn't have a v8 so that'd be one thing I might have improved about about this ship was maybe having two modules like the lander can and then the mark one cockpit something like that where they can EBA without transfer through lots of fuel tanks batteries SAS was that sort of thing but you live and learn don't you now we're just doing our orbital insertion right before we get to a fully circular we're gonna detach that lower stage just because that way it will end up deorbiting itself it's not on a stable orbit now as you can see our perhapses is only about 63 kilometers you may notice we actually detached it when our perhaps this was above the 770 kilometer mark the reason I left it that late is because I knew that once we detached it first of all the force of the decoupler would lower it a perhaps a little bit but also you know by blasting it with nuclear engines they would have pushed it even further so that's how I was able to have it deorbit it like lower its orbit without it needing to do any burning itself that makes sense because there is no probe core on that booster unfortunately so it will just harmlessly crash into the surface of kerbin won't its orbit has decayed enough now comes the actual burn to jaw I could have made this mission a little bit more efficient by splitting this across two periapsis burns because those don't know in order to get the most but most efficient kerbin escape burns you want to spend as much time as possible burning and curbing periapsis that's called the Oberth effect little slider they may have noticed just then I panned the camera down got a lovely little shot of the Kerberos Space Centre runway and I guess just the rest of the curve with Space Center for that matter just slow down the time warp a little bit of swagger boys could appreciate get one last look at their home before going off on their voyage because who knows how long they'll be away at Tyler for because unfortunately space does not include any means of them being able to get back which is something I'm quite happy with actually so let me just quickly explain why for I seem like a psychopath one of the reasons I've been putting off doing a Tyler base for so long at least recently I don't think I've ever done a Tyler base now I think about it which I guess Tyler bases are quite difficult because you're landing quite a heavy dry mass on the surface of the thing that is the hardest thing to land on in the game but I've wanted to do a tire base for a while the reason I haven't you know for I've had the idea for it but I haven't done it is because you know a lot of the planets and moons in this game have been getting really nice graphical overhauls you know Juna looks gorgeous at the Mun especially looks incredible as does you know minmus dres Moho ike tylo is one of the ugliest places in the game it is awful looking and it's not very good in this video so the apologies the surface is really really blurry and pixelated more so than other planets prior to their you know revamp if they got to the revamp in this game I don't know if that's just because tylo is quite a large celestial body and it had the same sized texture file is all the other so it's it's texture is much more stretched out I'm not really sure maybe I just landed in a bad spot where there was just a bit of a Jang keenest - the texture who knows but I've always noticed that about tylo it has a very ugly surface and I've always wanted to like I have been thinking about delaying doing any kind of Tyler mission again until it gets a facelift but I don't I built this micro base I didn't know where to send it I thought you know what tylo is probably the hardest place to establish a base on because it has such high gravity and you need to land a very high dry mass let's just bite the bullet except that you know it's not gonna look great and we can just showcase the building of a tire base but that's why I said I'm kind of glad there is no mean so the code was to get back because now at some point we can do a whole blunderbuss mission or you know just a recovery mission or crew transfer mission or what-have-you where we actually go back real and the vessel at the Tyler base and see how the atmosphere went on the atmosphere how all the surface looks in comparison to how it looked in this video so expect a sequel for this at some point if and when squad ever do a tylo facelift don't know if or when they will obviously the elephant in the room here is curve with space program to might come out prior to this update and then that you know my channel's focus could well could very well shift towards making content for Kerbal space program - so who knows if we'll ever actually be able to do the sequel I sort of planned for this mission but you know if and where Tyler gets its facelift I will definitely go go there in terms of what places I'd like to see get the revamp next tylo in Tyler in life number one I've radioed those two are the priority ello ello Aleut would be very nice as well but Tyler and lathe are the big two Ely would be great as well and when I was his left pollen Bop yeah yeah whatever I very rarely go to pull and Bop to be honest I mean Paulie they just fix the the terrain glitches with it then now be great but you know I don't even know if it has been fixed I very I usually avoid pole for that reason to be honest because it has this horrible terrain English where you'll just crash into nothing constantly it's just started over is the terrain height is different to the graphics or something I'm not quite sure that's just one thing that's annoying about Paul but maybe graphics revamp is always welcomed you may notice I saved a bit of fuel here just just them by doing a tile Oh gravity assist to get ourselves into Joe love it I usually do this kind of maneuver when getting into Joule orbit and I know a lot of my KSP video-making colleagues do similar things I'm not gonna talk about it too much in this video there are a number of different Joule missions you can watch they're kind of showcase the gravity assist a little bit better yeah I'll put a link in the description if I remember of a previous mission I've done which uses a tie Leo gravity assist and I might explain it's a little bit more but really is play around with maneuver nodes get your dual encounter to intersects tie lows orbit at some point before your parrot axis around dual get your Tyler encounter and then just get the orbit nice and close to Tyler and you'll just see if you zoom out on the map screen again that your dual orbit will no longer be an escape the trajectory will actually circularize you and then you can just find you in it from there I would recommend just going to Joule and just playing around with mundo maker and you'll just get it but that's all in the past for this mission we've actually got our jewel capture now we're going to loop it back around and encounter tylo again and perform our capture burn now because we saved all that fuel we actually have excessive amounts of liquid fuel in that nuclear transfer stage it will be a shame that we ditch in it with so much fuel left over but yeah I do like engineering in a little bit more delta-v into my missions that I might necessarily need because I like to plan for any sort of unexpected complications or outcomes I wasn't anticipating at the time and hey you know hopefully there is a craft file for this in the video description so you may not be quite as efficient the flight as I was in this video and you might have that extra delta-v so there's another reason why it's always good at least for me at least to add a little bit of extra Delta V to my transfer stages and this is no SST omission I'm not aiming for any kind of hyper efficiency or you know cutting-edge engineering I'm not too fussed about it being you know slightly over built and for what it is so now we're in low Tyler orbit so I started having a look at the map screen trying to find a point of interest to the land but ultimately it all looks pretty bad and pretty samey so as long as I land somewhere relatively flat I'll be happy so we can initially begin our deorbit using the nuclear transfer stage just that it ends up crashing into the surface of Tyler and leaves nothing like debris in orbit and then we can start our actual proper landing burn with the cheater engines now this is like a two-stage Lander design and again it has much more Delta V than what it really needs because I wanted to make sure that we were landing on a flat spot so if it turned out our landing trajectory put us on like a slope or a very mountainous area I guess I could reload a quicksave but I wanted to just have the facility here to actually fine-tune where we landed so if we started landing in an undesirable place and quickly start burning radial out again and then readjust our trajectory it's nice note we have the extra Delta V here to enable us to do that be a bit more picky with where we land so we can see we're about to use up the fuel in that top station detach it added this SRBs to it because if I didn't add s hobbies it was pretty just decoupled but because we're basically thrusting in the same direction we would just end up hitting it and start pushing it and wasting Delta V by carrying the dead weight of that stage so the SRB just helped pull it away make sure we were actually detaching it properly and now I'm just keeping an eye on the ground trying to find a nice flat spot to drop the base you can see I'm sort of intermittently pointing retrograde and then also pointing radially out just to make sure that we're getting some some horizontal transport so we can make sure we're landing in and actually desirable spots so I guess there's not much more now ready I'm just keeping it on the ground and it looks like I settled on this spot here so now we can actually kill off all of our horizontal and vertical speed by pointing directly retrograde and then right before we hit the surface we can just drop the base so ready as you can see once we stop burning and we dropped very very quickly because of the high gravity so I wanted to were just above the surface before attaching our sky crane setup and now we can just burn it away so that we actually crash it somewhere and not let it just go up and then smash straight down right next to the base I've got that giant satellite dish there just so we can remain in constant communication with the curb with Space Center at all time so that we can do things like whenever nodes and get full probe control that sort of thing because Jonah and jam Kerman are not pilots one is an engineer one is a scientist so they can't do maneuver nodes or do kind of advanced control things like that so having that big dish there is basically like having a pilot Kerbal with us and I will detached on the surface all nice and safe and the sky crane has been obliterated by smashing into the tireless surface now is the case of unpacking everything and of moving everything into its final location so our first step is to get Olmec kerbin who I think is our resident engineer onboard the robot by this very very graceful and realistic maneuver where we drop it down just so that she's in range of the seat and can board it there we are lovely and then she can sort of drive backward this worked much better on kerbin I'm not gonna lie to you I tested this thing out on the runway and it did detach much much more gracefully maybe something about tylo that i have find that tylose surface is quite glitchy actually sometimes maybe this is just a quirk of tylo it wasn't quite detaching or driving away properly but then when I've stashed that science module and gave the whole structure some more flexibility fluidity we could sort of flip our way down no problem so now it's gonna be a case of like I say orienting everything into the correct or I guess not the correct but the final location so we can dock that size module raise its gear and then we can just pull it along like a trailer and nice and easily once you found a nice spot we can deploy the legs again and there we are and luckily in this instance everything would remain nice and level because I guess we're on a very flat spot but if you wanted to sort of level things out if they're at a slight slant you can do some minor adjustments by basically altering the spring strength inside the landing legs and I've just noticed species of landing legs we seem to be missing one this is decided the main service base I didn't even notice that until just now so I guess it's a bit late for me to correct it maybe it got destroyed on landing or maybe I forgot too many with symmetry in the Builder or maybe it got destroyed when our Rover detached it kind of glitched into it and destroyed who knows they go leave a comment below who could solve the mystery of the missing landing leg first I'm now I'm intrigued oh whatever now it's gonna be a case of moving the refinery which is slightly more tricky compared to the science module because there's like you got a good little idea of how top-heavy it is just there it's very very wobbly tends to move about a bit and for some reason sometimes the steering can glitch out when pulling it so I have to quickly switch to a different vessel and switch back by using the square arrow keys to regain steering control not sure why that happens maybe just cause it's ER it's a ridiculous craft let's face it but there we are that's in the position I like it now we're just going to put the rover sort of in between the two I've got these little you know the red and white antennae they are useless they are not powerful enough to reach any kind of meaningful distance away from tylo I guess if I installed a relay satellite into low tylo at some point then maybe they'd have some function but really they're just there for the aesthetics I'm not gonna lie to you the main communications dish is the one that we're about to enfold using an action group I believe oh I thought I'd time the commentary just right but there you go I'm just getting a nice nice shot just there get the perfect fov and there we are news action group 5 I think it might be in 6 to deploy that unfolding tower living and deploy the satellite dish the little red and white aerial again and of course the surface drew and there's the base now because the actual base door is so close to the ground we didn't need a ladder to get kerbals off and on the module so finally so now we're gonna take our scientist Kerman Jam to deploy some experiment maybe not just spoke a little bit too soon he's gonna first of all do the experiments regarding the science jr. that sort of thing the mystery goo the surface analytics in the form of you know the seismometer the thermometer barometer gavioli whereas their soil analysis there's an atmospheric reader thing which is pretty useless on Tyler but hey the headcanon is I don't think I've ever been have I been to Tyler in this safe online aerospace to the second one I'm not sure if I have a half before and we've never to probe flyby or anything so in my head Canon for this mission we'd never been solid for does it have an atmosphere is it made of cheese who knows so that's why I brought the atmospheric analyzer with me that's why I've got the weather station just so we can find this out for ourselves we're all gonna leave our helmets on just in case it does transpire that in fact tylo doesn't have an atmosphere which of course it does not but you know we can actually definitively prove that with all of the deployable ground science like the weather analyze that sort of thing and of course I guess things like the barometer atmospheric and analyzer on the little science tripod thing one on tripod quad quad pod as well so yep first we're gonna do is get our engineer to deploy the solar panels I believe at least this might have been a case at one point if engineers deploy the solar panels they generate a little bit more electricity and if scientists deploy the science modules they generate slightly more science Orma I should have looked this up or doing this commentator I know there is a difference in how these things operate depending on what kind of curveball you use I wasn't too fussed about it myself because again we have a fully maxed out tech tree I don't really need the science points in this save but this all looks very cool and that's why I'm doing it I don't know why I've suddenly fallen in love with the breaking ground pieces again I know that came out ages ago at this point but I never really use them that much but now ever since that drehs Canyon mission I've really started like it using them and then we're gonna use them a lot more obviously I'm only gonna show them in a very abridged form when it comes to deploying them like how I just did just the deployment crossfader deploy again rather than showing you the whole back and forth running to and from the deployed science area and you know the bit that carried all the parts but yeah I think it's a pretty nice little feature and it adds a nice aesthetic sort of addition to our surface colony I think this is really like you know true to the word colony here which lots of separate buildings loads of things scattered on the ground we've got a rover we got a little I think it's just a really nice sort of looking setup that we've got here I hope you guys agree now one of the things we gonna do is actually go and try and find a tylose surface feature to scam using our light scanning arm which is another reason I wanted to bring a rover with us not just to a you know unpack the whole base but also to provide us with some additional science from more biomes and also for scanning things like this thing this weird rock now we know it's part of the breaking ground DLC and is therefore scannable because it's a solid entity I just clipped the edge of it with my wheels and sure enough the wheels responded to the rock they absorbed the shock and kind of traversed over it the other rocks the even see in the background the white ones are not solid you will just be able to drive straight through them so you can't analyze those with the scanning equipment but this one you can I'm going to slightly passive-aggressive message from the game telling us to come back with a better sensor but again you know these are the early days of our tylo exploration now that we know what's here we can start bringing more stuff to help out with the expedition I mean I am still in the middle of destination Gina which is my series of Juneau missions maybe I shouldn't get too ahead of myself with conquering tylo again that might be another really good sort of thing to incorporate in this videos according to its sequel if and when Tyler ever gets a graphical overall so squad if you're watching this video please Tylo I would love a Tyler update in the same sort of fashion that Juna I can all the other places had graphical overhauls and again lathe I would love to revisit life on lathe but I just can't bring myself to do it knowing how good it will end up looking if you know Juna Aikman minmus Gilly even Moho and res have shown us what the potential graphics of this game could be so that's kind of how I feel about future dual moon missions but you know at least for this dual moon mission it's all done there is a nice little over shot of our base you can see the docking ports on the main habitation module again you know room to expand later on if we wanted to but for now I quite like this thing having the micro scale that was the one the other thing I wanted to aim for with this mission just the micro scale based have it look a little bit different to my normal colonies on different planets that sort of thing but I'm gonna wrap up the video there guys on the left hand side is a link to a video chosen for you by YouTube's recommendation algorithm and the right hand is a video that's just my most recent upload whatever that may be there are links to other things in the description social media Instagram discord all the good stuff guys thank you so much for watching this video I hope you have an excellent day
Info
Channel: Matt Lowne
Views: 1,093,499
Rating: 4.9229717 out of 5
Keywords: ksp, kerbal space program, base, surface base, tylo, tylo base, camp, jool, colony, colonisation, tylo colony, surface colony, kerbal colony, micro, smol, small, micro station, micro base, rover, mission, robotic, rover mission, breaking ground, making history
Id: bpK661MZWK0
Channel Id: undefined
Length: 30min 35sec (1835 seconds)
Published: Sat Mar 14 2020
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