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Found 2 results

  1. Hello forum readers! This thread contains my entry to @Superfluous J's Kerpollo challenge. The full rules and other entries to this challenge can be found in the link below but the TL;DR is that I need to unlock the tech tree in only nine launches, one to Kerbin orbit, one to the Mun, one to Minmus, and then one to each of the other planets and their moons. This is only nine launches I'm allowed to make but I am allowed to make other "launches" to grind science from the KSP buildings and biomes as long as I don't leave the ground. For the difficulty settings I chose a Normal difficulty science mode save. The only mods I am running are KER for the handy readouts, MechJeb to help with planning my Jool V mission when I get to it, and a custom Module Manager patch to fix an issue with the new 1.10 magnetometer's mass. // Fixes the magnetometer to weigh 0.05t instead of 0.5t // https://forum.kerbalspaceprogram.com/index.php?/topic/195193-kerbal-space-program-110-shared-horizons%E2%80%9D-grand-discussion-thread/&do=findComment&comment=3813960 @PART[Magnetometer] { @mass = 0.05 } Without further ado, lets get this thing started! Episode 0: No Pain, No Gain (KSP Science Grind) Bob had a dream. He wanted to be the first Kerbal to land on each celestial body in the Kerbol system. As this was obviously out of reach of even Bill Kates' large pocket book, Bob and his close friends Jeb, Bill, and Val decided to approach the Kisney Channel to see if they would be willing to fund a TV series featuring them exploring space as a Kisney+ exclusive. For maximum realism each episode would be filmed on location of course. The executives of Kisney loved the idea and immediately ordered construction of the Kisney Space Center or KSP for short. After the center was completed, Bob and Jeb took the new Mk1 capsule and mystery goo experiment for a test ride. Although the process of collecting this science was very painful (Bob gets carsick easily and vomited several times throughout the mission) the Kisney producers assured them that the viewers would connect with Bob's suffering which would lead to them being hooked on the show or something like that. Regardless, this stomach churning mission was over, and with the science gained the next episode would feature Bob going into space!
  2. Hi everyone! I would like to show you my lastest mission to Moho. It may help new players who have some issues reaching this body, or some of you looking for design ideas. Before beginning, note that this was done in Career mode. Transfer Window Planner and Kerbal Engeneer were the only mods used. This mission is completely stock parts. Let's get it started ! First of all, here's the goal of this mission : Fulfill 'Explore Moho' Contract. I'm using an 'apollo style' design in 3 different stages : - Main engines & liquid fuel - Hab module - Moho lander. The whole ship is approximatly optimized for this mission, in terms of weight and delta-V required, but some adjustments can still be done. My personnal challenges on this mission were : Create a 'half-reusable' asparagus nuclear cluster, made with mk3 LiquidFuel parts => using it for this mission, then refueling and reusing it for a closer one. Use high efficiency of the nukes to bring the less fuel possible on our cluster. There won't be any 'interplanetary kick' stage made of size 3 parts. Remember : less is more ! Bringing all the science done home with the crew. Enough talking, let's show you what it looks like ! The trick to catch up Moho is to slow down at your solar periapsis to reduce your injection burn in a significant way. This mission is a single example, feel free to comment or post yours ! Hope this will help !
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