![]() ![]() ![]() Swivel, half-size tank and radial decoupler are needed for next design. and one Goo in space (above 70km) and second Goo in high atmosphere. When Apoapsis is (almost) reached, burn Prograde to flatten orbit (or else you will burn at reentry). Second sounding rocket - suborbital flightĪfter SRB's are gone, run at around 50% and slight angle until Apoapsis reach ~80km. Pod on a flea, launch at slight angle to score both distance and height rewardsĪctually only Heat Shield is used in next rocket. I'll make some screenshots later today, but for rough idea how horrible complex rockets at low tech will look check out this KSP forum thread.Įdit: Following rockets are built with huge error margin as ease of use is primary concern. It saves fuel and gives you orbit closer to circular. ![]() You can even limit your rocket to just drone/pod on top of big SRB, fire and forget. Focus on Distance/Speed/Height milestones early on.Kerbs on EVA can store gathered science in Pod, allowing them to gather same experiments from other biomes.Long story short, you want around 5000m/s Delta V total to easily achieve Kerbin orbit. You won't make good rocket without doing some math first - which KER can do for you. Install Kerbal Engineer Redux for biome and Delta V information.Drop poor Kerbs in various parts of Kerbin for other biomes, more science = more parts.Go around space center for easy science - there are a lot of biomes there! If desperate, you can just glue together two command pods and roll around until electricity runs out.Abuse "test part on launchpad" contracts.To get all this science as soon as possible: Low circular orbit can be achieved with Swivel, but without prior knowledge of KSP you should wait for bigger fuel tanks as big rocket made from small parts will bend and break under stress. Although Half and Quarter size tanks still have its use in upper stage or landers. Bigger tanks - Full size tanks (FL-T400), and bigger ones, will greatly help with rocket durability (each joint is reducing structural integrity) and of course part count.Decouplers - (usually) you want to drop those empty fuel tanks away as soon as possible.Bigger crew cabin - putting as many innocent victims in single part is important.Hint: while in low orbit around Kerbin/Mun you can score EVA above each biome so do some rounds before leaving orbit. Science stuff - this, and EVA in space/moon, will get you nice amount of science points.You can, both in theory and practice, use girders instead. Landing leg - useful at moon, you do not want to crash your engines into surface.You should consider parachutes as well :) Heat shield - if you want to return safely, that is.Battery - Without power you won't be able to rotate your machine in space (without using engine power), which is bad.It have great gimbal (steering) so you can combine it with high efficiency or thrust engines to combine strong and easy to control first stage for bigger rockets (for example, combine with Reliant for power or Poodle/Terrier/Ion ) Thud - Low weight booster, radial mounting (you can stick it to fuel tank side) helps with reducing part count.Terrier - Upper stage and munar ascent/descent engine (high ISP, low mass, low size).Most important parts for early carrier would be: Note: for maneuver nodes and other useful stuff in orbit view you need to upgrade both Tracking Station and Mission Control. (Single Thumper weights over 7 tones)Ĭheck out KSP tech tree for reference, as you wont need every science node - plane parts should be avoided as grinding science with planetary based missions is not very effective. Launchpad upgrade is very important as you will break 18 ton limit long before 30 parts. Lower than that you will be forced to understand game and orbit mechanics.įirst VAB level limits you to 30 parts, which is hard for complex Munar mission ( Hopper-style lander) but you should easily fit in 30 parts for Kerbin orbit missions. Tech Level 4, Astronaut Complex, VAB and Launchpad upgraded to second tier ![]()
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