While it wasn't a thing last time I played much, I think an engineer can now add instruments to your landers in EVA. If your transmitted science has unlocked more instruments, bring them along in a small module you can dock with the station. When you've gathered enough science to make it worthwhile, send a courier ship to pick it up. The lab's main advantage is that you can level up crew in it so make sure you send everyone down to the surface at least once to plant a flag.Īny science that can be transmitted home without loss should be, while stuff that does get a transmit loss should be stored in the station. While the science lab will generate science, it takes a while compared to what your landings will get you in a much shorter time. You send the lander seperatly with it's own transfer stage and drain any remaining fuel into the big tank to support future landings. You can usually get to minmus or the Mun with about 2/3 of the tank full and with a small lander you can get a LOT of landings on that fuel. Something like this isn't too difficult to get into orbit and I usually follow it up with a tanker to refuel it in kerbins orbit so you leave with a full tank. You also have batteries, solar panels, mono propellant tanks and a few docking ports on it. This is usually something like a capsule, hitchhiker, mobile lab, the rockomax 64 and a poodle or skipper. In previous playthroughs I've placed mobile stations around both the Mun and Minmus. I use it to launch planes on the runway, they get up to 100m/s no problem on pure electricity. There doesn't seem to be a limit on how fast they spin when turning so alternating between turning left and right gets it going really fast. Those huge rover wheels with tank steering are basically indestructible, but will need repairs. If you're cool with mods, look into the 'Tweak Scale' mod to shrink the science jr down. Skip the goo and science jr experiments because they're huge compared to the thermometer and gravioli detector. If you really want efficiency, build your ships as tiny as possible to get the most dV out of your fuel. Having Jeb driving a motorcycle on Minmus is fun too. You should be able to land on Minmus, visit at least half of the moon, and return to orbit with a tiny rover with a Spark engine in under a half hour real time. The Spark engine works great for this and beats out the Terrier in efficiency on smaller ships. Good luck.Build a rover with a small rocket engine on it if you can and use that to hit up as many biomes as possible.īring a scientist to reset the goo and science jr experiments too. but since we couldn’t find an expert anywhere around here, we’re handing them to Jeb. If designing missions sounds like more fun than flying them to you, there’s no shame whatsoever in handing the controls to an expert. MechJeb doesn’t let an underpowered rocket reach orbit, and it won’t give you infinite fuel. Some purists insist that using MechJeb is “cheap” or “cheating.” To them, I say nonsense. MechJeb can do it all, from extra-planetary insertion burns to docking maneuvers. Allowing a computer autopilot to take over your piloting tasks is ideal for anyone with a solid flight plan and great engineering skills, but without the rock-steady hands it takes to carefully touch 80 tons of steel onto alien soil. It gives you a ton of extra flight data so you can see all the information you need to fly perfect missions by hand.īy far the most famous and most popular KSP mod in existence is the mechanical Jebediah, or MechJeb. DMagic Orbital Science: Probe and Rover Packĭon’t forget: If you really do think that MechJeb is cheating, try Kerbal Engineer. If you’re building a space station in orbit, for example, you either need the cash to build multiple ships at once or you need to plan for the first module to orbit for a few months before the second module can join it. It also forces you to plan ahead, designing and sending new ships into the construction pipeline weeks or months before you’re ready to launch. The more complex the ship, the longer it takes to build. Time is paused while you tinker with design of a new ship, and only begins when you click “launch,” meaning every ship is built instantly. Every second of spaceflight is added to the overall game clock, which tells the game where every planet and ship is in space. One of the quirks of KSP is that it keeps track of time. Simulate a few times, then when you’re happy with it, build it for real. Don’t forget: You can “simulate” a ship to see how it flies without waiting for the actual construction time.
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