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  1. Hey guys! So I have to build an unmanned probe for a contract and I have all the requirements down (solar pannels, batteries, antennas) but first requirement is still not ticked off. I did launch the rocket with a command module and Jebediah inside but got back to Kerbal with an escape pod, so the satelite is up there, unmanned, has a sputnik thing on top so can be controlled, but I did not fulfill the contract. Is it really because I flew Jeb up there? If so then that's dumb -.-"
  2. I have a few questions regarding interplanetary transfers. 1) Do you travel to other planets in career mode or do you do them in sandbox or science mode? Reason for asking is, the ships I made for say, a one-way trip to Moho, was so expensive moneywise I find it hard to imagine this would be something I'd do on a regular basis in career mode. If you do go to other planets in career mode then 1.1) Any tips on keeping the costs down? All tips, no matter how obvious or mundane they may seem, are welcome as long as they are constructive. I do use a few mods but right now the only parts mods I use are MRS and SpaceY (waiting out on KW to see what will happen with KSP 1.1). Pricewise the parts are fair to stock parts I feel, comparable parts have pretty much the same pricetags to them. I am aware that by missing the transfer windows can make huge differences in ship design and costs, which brings me to the next question 2) Not every window is the same. Take Moho as an example. The inclination makes for most efficient windows being few and far between (unless you have a tip, of course on how to deal with a 7* inclination costing in the neighbourhood of 2000 dv. Add to that the eccentricity of Moho's orbit and you get windows that vary greatly in terms of delta v, ship costs and travel time. So, the question: On average, in your experience, would the dv "cost" be for a trip to Moho, or Eeloo for that matter, and what would you consider "good" in terms of dv on one hand and travel time on the other, and what price range are we looking at? 2.1) What would your never exceed limit on dv or time be, or costs, if you play career mode? I do use the Kerbal Engineer mod for info, RT for commlink fun and automated control and I'll probably get KOS installed again at some point but I'm reluctant to use MechJeb or similar mods. I'd prefer to do the setup myself. With that in mind, on to 3) How do you set up for interplanetary transfers? By setting up a node for an encounter not looking at dv or any sort of costs, or is there some good planning ahead in the way you do it? Or do you go all out free form jazz improvising everything knowing everything can be sorted out somehow?
  3. Good news everyone! Rescuing kerbals early in career mode is a daunting task. But fear not, we have an answer to your kerbal recovery needs! Farnsworth rocket surgery is proud to introduce the Kerba-Not rocket series! The Kerba-Not rocket's are designed to recover kerbals that are stuck in orbit around Kerbin, the Mun or Minmus. The standard Kerba-Not rocket will recover kerbal in low Kerbin orbit. The long range Kerba-Not rockets are for Mun or Minmus recoveries. The MK I Kerba-Not Rocket is available fairly early in the career mode game and the other designs will become available as you acquire more science. And yes, the MK IV may have received some design cues from the Boeing Dyna Soar. All rockets are designed to be used with the Stage Recovery mod. http://forum.kerbalspaceprogram.com/index.php?/topic/78226-105-stagerecovery-recover-funds-from-dropped-stages-v162-010216/&page=1 If you don't want to use Stage Recovery then the extra chutes can be removed for part count and weight reduction. I hope you enjoy them! I will have them available on KerbalX shortly.
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