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Kerbal space program workshop
Kerbal space program workshop







kerbal space program workshop
  1. #KERBAL SPACE PROGRAM WORKSHOP MOD#
  2. #KERBAL SPACE PROGRAM WORKSHOP FULL#

You want the orbit to be just above 30 km so that it's high in space. This time, however, you want to get into a polar orbit about Minmus and repeat the gravmax experiment separately above each of the nine biomes. This should get you enough science to unlock the rest of the science experiments.ģ) Repeat (2) with a new vehicle that has all of the science experiments.

kerbal space program workshop

Make sure that the scientist can just hop out the door and reach the experiments without having to fly around or climb. The scientist can reset the mystery goo and science jr. Don't land on either, but only pick up science in space before returning to land on Kerbin. After that, fly the vehicle to Mun and do the same thing there. Fly that vehicle to orbit around Minmus and run all of the experiments multiple times both high in space and low in space, storing the data in each experiment storage unit. This should at least get you the thermometer and barometer.Ģ) Build a vehicle that has a scientist, a pilot, one of each experiment that you have access to, and multiple experiment storage units. You can also detour one of your courier ships outside kerbins SOI for a set of crew reports, EVA reports, and maybe some science in the wider solar system before ducking back into kerbins SOI for the return home.ġ) Get the easy science from around Kerbin, and use it to unlock some science experiments. If you leave it at minmus, you're close to the edge of the kerbin system so you could refuel on site, (either from a ground mining station or a tanker from kerbin) then leave from there on an expedition to duna. My courier ship is usually based on a mk1 pod and when I've brought out a new crewmember and loaded up all the science data, I take it back to kerbin.Īfter getting all the science from minmus, you can either move it to the mun or launch a new one and leave the first at minmus. 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.

kerbal space program workshop

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.

#KERBAL SPACE PROGRAM WORKSHOP FULL#

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.

#KERBAL SPACE PROGRAM WORKSHOP MOD#

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. 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.









Kerbal space program workshop