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In the Tiny Space Program I try to finish the game (in Career mode) while being as Tiny as possible. Which means that I'll overuse 0.625m parts.

 

Chapters:

 

This is stock, with the two DLCs.

 

Spoiler
SAVE SETTINGS

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Craft Downloads

Tiny-Space-Program-VAB-Roll-Mk1.pngTiny-Space-Program-VAB-Science-Mk1.pngTiny-Space-Program-VAB-Science-Mk2.pngTiny-Space-Program-SPH-Wooosh-Mk1.pngTiny-Space-Program-VAB-Science-Mk3.pngTiny-Space-Program-VAB-Science-Mk3-TD-25Tiny-Space-Program-VAB-Ferry-Mk1.pngTiny-Space-Program-VAB-Science-Mk4.pngTiny-Space-Program-SPH-Science-Rover-Mk1Tiny-Space-Program-VAB-Science-Mk5.pngTiny-Space-Program-VAB-Science-Mk6.pngTiny-Space-Program-VAB-Science-Mk7.pngTiny-Space-Program-VAB-Orbiter-Mk1.pngTiny-Space-Program-VAB-Science-Mk8.pngTiny-Space-Program-SPH-Scanning-Rover-MkTiny-Space-Program-VAB-Science-Mk6-B.pngTiny-Space-Program-SPH-Scanning-Rover-MkTiny-Space-Program-VAB-Scan-Sat-Mk1.pngTiny-Space-Program-VAB-Scanner-Mk1.png

Edited by Nazalassa
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Roll Mk1

Since we're on Career mode we need Science!, which is a bit difficult to obtain in large amounts.

So, I've built what seems to be one of the best Science!-efficient rockets with the start parts: the Roll Mk1.

 

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It has two pods: one for the Pilot and one for the Scientist, to reset the Mystery GooTM between experiments. It also provides better stability.


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Here, Bob goes out to get the Science! from the  Mystery GooTM, the Crew Reports, and the EVA Reports. We do each experiment twice, storing the first in the Pilot's pod and the second in the Scientist's. This yelds more Science!


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Science!


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Roll roll roll, we got some Science!


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More experiments and more Science!


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Again, at KSC. This biome can be found between the Tracking Station and the VAB, and between the VAB and the Astronaut Complex.


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Rolling towards the Tracking Station.


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Aaad we run out of Electricity... Time to end the mission.


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WOW! That's a bunch of Science! and we haven't yet left the ground. Sounds promising!


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Here's what we have unlocked.

I think I should explain why I did this mission and not the classic "pod on a flea" rocket. Well, in fact in and around the KSC there's one biome per facility, plus the "KSC" biome and the Shores biome. That makes at least ten biomes... Not accounting the structure biomes, which I haven't done in this mission. With the Roll Mk1 each biome gives about 10 :science: and I went trough the Shores, the Tracking Station, the Launchpad, the VAB and the KSC. That explains the total of 50 :science:.

You may also have remarked that at the beginning SAS was off, and at the end it was on. Well, the vessel was to difficult to roll properly without it, but it consumes a lot of EC so it was off at the beginning. I turned it on because else it would go left and right and not straight forwards.

I now have the basic liquid engine, a fuel tank, bigger boosters, stack and radial decouplers, two new Science! experiments, and fins.

Next time will be a bit different — we will launch an actual rocket and not a rolling thing.

Edited by Nazalassa
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  • 2 weeks later...
Science! Mk1

We need more Science!, so... Let's go with our first rocket!

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The rocket has two pods: one for the Pilot and one for the Scientist. Plus Science! instruments, and a LF+OX engine. And parachutes!
 

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Here seen on Launchpad — let's go!
 

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To the ocean!
 

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I could, probably, put less parachutes...
 

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There's always some Science! to grab.
 

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Science!

Well, that's more than enough...
 

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...to unlock a few nodes. If we get that docking port, we'll be able to build larger ships, and that's a pretty good idea.

Next rocket will be kinda the same... Except with more Science!, because the Science JR is now available

 

Edited by Nazalassa
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Science! Mk2

Next rocket! With a Science JR, and that thing that collects the Science! from the ship's instruments (to see how it works).

It also has a big decoupler for a "run test" contract.
 

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Yes, Science!
 

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More Science! above Kerbin's Shores. Wait, I'm above water, not shores...
 

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As I said previously, I should use less parachutes.
 

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All right, here's the contract (finished).
 

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And here's the Science! from the mission!

Next ship: a weird craft. Veeeery weird...

Edited by Nazalassa
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Well, I'm trying to get Tiny parts as fast as I can to build Tiny rockets (and this costs Science!); however, until I get the external seat all kerballed missions will be "normal size".

As it costs 300:science:, I try to get more Science!

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Wooosh Mk1

I got new contracts for "temperature surveys" northwest of the KSC. To complete them, let's build a plane!

Introducing... The Wooosh Mk1!

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(here seen in the SPH during the pre-flight test)

I have to admit that it's very, very weird. But hey, it works, and that's what matters.
 

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It's launched towards west because the level 1 runway is unstable (and where I want to go is west).
 

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Wooosh!
 

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Wooosh again; here the mission has been completed (I don't have screenshots of this first try).
 

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May I find the Cove launch site?
 

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No, I can't. Back to KSC.
 

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Please land intact...
 

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DON'T GO TOWARDS THE HILLS !!

... and then it crashed into the hills. Fortunately I can revert to launch.

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Wooosh Mk1 — Second try

 

Second try!

Mission nominal. It's time to go home.
 

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Again, I have no screenshots of the mission; here we come back to KSC (without searching for the Cove launch site).
 

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Please don't crash this time
 

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Please don't
 

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I said DON'T, and can you explain why did only the pod explode?

Edited by Nazalassa
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Wooosh Mk1 — Third try

Third try...
 

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Launch again
 

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Here's a screenshot of the mission (finally) !
 

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Now don't crash please.
 

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. . .
 

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I think we can say it's landed, right?

The mission is finished and, after three tries, Jeb is back home. Next mission!

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Science! Mk3

Let's update the KSC.

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The Science! Mk3 mission has accidentally no screenshots other than the Science! screen at the end. It went sub-orbital, completing a few contracts.

It was pretty nice and looked like this:
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Science! experiments, two lateral boosters and a 90 km apoasis.

Now let's stay at the KSC: we have forgotten to do some Science! on the Runway. Let's fix it!

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That's some Science!
 

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And now the Tech Tree has grown up.
 

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Check for contracts... Ah, here's one of the best contracts. Since I've not unlocked the rover wheel, I'll take it, as it will allow me to have access to this wheel. It will be useful when we'll want to build a Science! rover for the KSC (which numberous biomes give Science!).

Now let's try to go to orbit.

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Here's the rocket. Unfortunately it's too heavy and it has too much parts! We need to upgrade the VAB and the Launchpad.
 

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Maybe Mission Control, too?
 

We will do another mission to get the funds. We have to haul the TD-25 decoupler in sub-orbital trajectory between 80,000m and 90,000m.

Edited by Nazalassa
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Science! Mk3 - TD-25 Stack Decoupler

The new rocket is this:

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Weird, isn't it?
 

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Unfortunately, it's too heavy and will not reach space.
 

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So I redesigned it, with moar boosters.
 

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And it reached space!
 

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And the contract is complete!
 

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As the rocket goes down, Valentina does some Science! experiments.
 

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Science! (as always)
 

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And we have a new contract: tourists want to go sub-orbital.

Let's go!

 

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Ferry Mk1

 

Four tourists "need" to go to a sub-orbital trajectory (don't ask why).

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So a rocket was built
 

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and launched
 

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Hello there!
 

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Science!
 

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And down to Kerbin.
 

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Moar Science! !
 

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We can now upgrade the VAB and get into orbit!

Next time: a rocket to orbit.

Edited by Nazalassa
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Science! Mk4

To orbit!

We can finally launch our orbital rocket.

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(Here seen above 5km)
 

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Lateral booster separation
 

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Orbital injection burn.
 

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Here we are! The nozzle was so hot that it took 20 seconds for it to loose its red color.

We are in orbit!
 

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Yes, orbit.
 

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Science! from both space near Kerbin and space high over Kerbin! Yay!
 

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But let's go back home.
 

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Wait... Did something explode?

Yes... The Science JR.


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It's clearly missing.
 

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But the crew is still fine, and the parachutes deploy.
 

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Here we are! Back on the surface of Kerbin the sea!
 

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Science!

Well, that's a lot of Science!, and we'll unlock this:

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The next mission will be a Science! rover.

Edited by Nazalassa
oops, clicked wrong button and it went without all the stuff.
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Science! Rover Mk1

Let's do some Science! on the KSC.

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Here's our rover! It has all the Science! experiments available.
 

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The SPH is level 1, so there's no action groups (which would be useful to trigger Science! when needed. The rover is therefore brought into the VAB to set the action groups, which will stay if I put it back in the SPH.

Unfortunately, I got this strange glitch... Don't ask.
 

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But there's a problem: the wheels are not low enough, and our rover cannot move. Back to the SPH!
 

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The new rover can move!
 

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And do Science!
 

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I also went on some structure biomes, like the VAB main building, which also yield Science!  Here we go to the Mission Control.
 

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The KSC is very good for Science! if needed — I've not even done half its biomes!
 

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Now we can get these Tiny engines and fuel tanks! Yay!

They'll be used in the next rocket, which will be unkerballed.

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Science! Mk5 — Part 1

Let's go Tiny! We need it.

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Fly by the Mun? Easy!
 

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Introducing... The Science! Mk5 ! (without nose cones as they are still not unlocked, and docking ports as decouplers as the Tiny decouplers are still not unlocked)

The whole thing has an awfully low TWR as only the SRBs were thrusting at launch. So they have not been used (they were left on the Launchpad as they were decoupled).
 

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Now the rocket is going up!
 

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And here's the probe in Orbit of Kerbin.
Let's head towards the Mun!
 

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As the Tracking Station and the Mission Control aren't both of level 2, there's no maneuvers. We have to use the good ol' method of waiting for Mun to appear (it's on the picture, just above the rocket).
 

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Here we go...
 

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Oh no, we're going to crash! Fortunately we can use the engine to modify the trajectory.
 

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Yet another contract...
 

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I've upgraded the TS and the MC to level 2: we can use maneuvers!
 

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Nearly in orbit! And we have some ∆v left.
 

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That wouldn't be a mission without Science!

And that's not the end of the mission.

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Science! Mk5 — Part 2

In Mun orbit we have about 400 to 500 m/s of ∆v left. Let's do something with them!
Yes, I see what you're thinking... Landing on the Mun? No. We don't have enough ∆v for that.
However...

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Here we go with a maneuver.
 

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It's done (after about ten days of time warp)
 

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Everything nominal!
 

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Hello Minmus

(Yes, we're going on Minmus.)

At this point you may ask: why?

Well, it's like a tradition for me to go to Minmus with the same rocket as I go to Mun (this saves the funds required for another rocket). (in fact, it's mostly because I always have some fuel left...)

Once I did two Minmus landings and a Sun orbit with the same rocket that went to Mun... Science!
 

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Anyways, back to the mission — we're getting near Minmus.
 

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Minmus orbit
 

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Now, let's check if there are (or not) contracts that want a Minmus landing (that'll make some money!)... Nope. That's sad.
 

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Let's go down then.

And then I realized that I had only 29 m/s of ∆v remaining...
 

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After expanding all the remaining fuel, it's going down and down and down and down...
 

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And then it hit the ground at about 20 m/s. The engine and the two fuel tanks exploded BUT NOT THE PROBE!
Yaaaaaaaaay!
 

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And here's the little Probe on Minmus.
(it seems happy)
 

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And let's not forget... The SCIENCE!

Science! Mk5 is finished, after 61 days. Did you think it would land on Minmus?

(It's still there as I write this.)

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Science! Farm #1

Let's farm Science! with our new surface equipment!

screenshot181.png

(and take a surface sample as the R&D is now level 2!)
 

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Here we go...
 

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Even more!
 

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This is a picture so you can't hear the noise it makes (that's better: it's annoying!)
 

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Science! farming in progress: please wait...

And that's it: a small Science! farm.

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Science! Mk6 — Test rockets

We still have that contract:

  • Orbit the Mun
  • Get back to Kerbin

and I want to do it!

Let's try to build a rocket that can do this.

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First try
(why is there smoke on the staging?)
 

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Goodbye boosters!
 

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But it's not powerful enough.
 

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Second try
(this time the Probe has a parachute so that it can come back in one piece)
 

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OK... Wait, there's no antenna!
 

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*sigh* Third try...

But it's not powerful enough.

I hope the next rocket will work as intended...

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  • 3 weeks later...
Science! Mk6 — The mission

 Theorem: if you can't go where you want to go with your rocket, add MOAR BOOSTERS!

screenshot196.png

For the booster I used a 1.25 (FL-T 400) fuel tank and a LV-909. Since the thrust of the LV-909 isn't enough below roughly 12,000 m, it is only turned on for small kicks, while the side boosters push the whole thing.
 

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However, that's a bit underpowered. Therefore, I added MOAR BOOSTERS!
 

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To do the small kicks with the LV-909, I used the right-click menu.
 

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And our orbital stage burns to orbit!
 

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Separation during the Mun transfer...
 

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...and here we go.
 

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Going down
 

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Contract completed. And now we have a probe on the surface of the Mun!

 

Spoiler

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And then I tried to get the probe back to Kerbin... Without the ∆v needed.   F9 !


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Here we are. The little probe in the prairie rocky plain.
 

And that concludes Science! Mk6... Which has failed, because it couldn't go back to Kerbin. No problem, let's launch another Science! Mk6 rocket!

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Science! Mk6 — The other mission

Or how to get back to Kerbin from Mun orbit in 8 steps.

screenshot221.png

Step 1: acquire a Science! Mk6 rocket.
 

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Step 2: launch it.
 

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Step 3: do Science! (and complete contracts)
 

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Step 4: enter orbit of Mun.
 

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Step 5: go back to Kerbin.
 

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Step 6: don't forget to throw away the engine!
 

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Step 7: open your parachute.

Step 8: land (in one piece).
 

Finished! Now it's Science! time.

screenshot233.png

 

Since we don't have the external seat yet, we'll have to go bigger if we want to fly Kerbals.

That'll be next rocket!

Edited by Nazalassa
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Science! Mk7 — Test rockets

Time for a kerballed flight to Mun and Minmus!

The first thing we need is a rocket.

Here are the failed designs:

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Design #1, we lack large fuel tanks and engines
 

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Design #2, not powerful enough, still not have researched the large stuff
 

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Design #3, we lack those fuel lines
 

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Design #4, BAH! We need Science! anyway, let's go with the Science! rover.
 

 

The Science! rover:

screenshot254.png

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Science!
 

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Here we go: large fuel tanks, the fuel line... Everything we need for our rocket.

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Science! Mk7 — The mission (part 1)

The amazing Science! Mk7, with its four boosters, three stages, two seats, and a lander with an asperagus-staged engine, was standing on the Launchpad.

screenshot259.png

(As this is a picture you don't hear all the noise from the Science! farm behind. I, however, heard it, and turned off the sound.)
 

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Hi there
 

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Say goodbye to the main stage!
 

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Orbital insertion with two LV-909 engines
 

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Mun transfer burn and second stage decoupling
 

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Lateral fuel tanks decoupling
 

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Let's not forget Science! around Mun!
 

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Going down
 

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Second lateral fuel tanks decoupling

... everything nominal.
 

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And touchdown! We have landed on the surface of Mun!

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Science! Mk7 — The mission (part 2)

 

screenshot284.png

First, the mandatory flag.
 

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Then, let's (try to) hop to another biome (for MOAR SCIENCE!)
 

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Here we go...
 

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A nice selfie for Bob's living room
 

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And back to the ship.
 

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Back to Mun orbit
 

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Science!
 

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Barbecue Mk1

The rocket had to go through the upper atmosphere three times before getting out of orbit
 

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But finally...
 

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We had some Science!

Spoiler

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And then Bob stupidly managed to plant a flag IN the pod, resulting in phantom forces. The pos is almost spherical and rolls downhill.
 

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Wait for me!
 

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At last it stopped.

screenshot331.png

(a lot of science!)

But we haven't done Minmus yet (with Kerbals).

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Science! Farm #2

Let's expand the Science! Farm with some new experiments.

screenshot333.png screenshot334.png

To research the seat and the rover wheels, we need more Science!
 

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Therefore, let's expand the farm.
 

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* weird noises from the experiments *
 

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Let's put some Grand Slam seismometers
 

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In the light of the Kerbol, the Science! herd peacefully eats in the prairie.
 

screenshot348.png

That's like a city...

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Science! Mk7 — The other mission (part 1)

Two Kerbals in a Science! Mk7 for 46 days, a lot of Science!, and some jetpacking on Minmus...
Introducing the second flight of a Science! Mk7!

screenshot349.png screenshot350.png
screenshot353.png

On its way to Minmus, the Science! Mk7 went in Orbit to wait for
the transfer window to the Mint Moon. Val and Bob played Ketris
and Klappy bird on the ship's computer, temporarily disabling
the SAS.

After a lot of spinning (and panic at the KSC), the SAS was
reactivated by rebooting the onboard systems. This operation
turned off the computer, thus closing (and ruining) Bob's game.

Bob is now very angry against the KSC.

 

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Burning to Mintmus
 

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Doing Science! over Mintmus.
 

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Going down on Mintmus


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Landed!
 

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MOAR SCIENCE!

Edited by Nazalassa
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