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Showing results for tags 'science experiments'.
Hi guys, I picked this game up on the last Steam 75% sale and it's really addicting. I'm having a blast. I started a career, and landed on the Mun for the first time yesterday, which was so cool. My first lander had all the science I had unlocked with it, and the full price to get it there was around 43k. This feels so expensive since my Mun orbiter for tourists is only 25k. How cheap can I get a science lander to the Mun to hit the biomes? Any thoughts on my design that I can improve? Thanks! Here are some images. https://imgur.com/a/uv6Ent0 I can get to orbit with boosters, and empty the lower stage tank to get Lower orbit, then burn for Mun intercept. If a poor launch, I might be a couple hundred Dv short. If I land without mistakes, I have 300-400dv of fuel left in lander, but if I have troubles, I can easily burn through that.
Hello, guys! Despite DOZENS of great mods and official improvements, still there are a few things I believe would be AWESOME to have in stock game, as it seems to me they are no challenge for professional programmers to add. 1.) Once you have a LOT of scientific experiments on your vessel/station - and we are going to have A LOT more with the upcoming DLC -, there would be great if we could open some kind of list/menu which shows them all in our assembling, so to, somehow, use them "remotely" while in IVA; 2.) The action groups are great and pretty much useful! And, yeah, 10 groups is more than enough. But, sometimes, you want - or - NEED to change them after launching your stuff into space. Even more, if you couple two different vessels together, things become messed up when you use´em action groups. So, here they are. Thank you for your time, and let´s warm up for new breaking grounds!