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Just Started the Kerbal Adventure


WestDCCS

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I just wanted to stop in really quick and say Hi! I'm late to the game, but downloaded the demo about a month ago and couldn't put it down. After making (and crashing) several ships in the demo I knew it was time to move on to the real thing. Now I've got my kids designing rockets and thinking about orbital transfers. My oldest was so proud to get his space station into orbit around Kerbin that he made me come and see his creation.

I'm still trying to figure this thing out, but thus far I have been successful at getting to the Mun, even in Career mode. However -- I'm still having trouble getting my Kerbals back home from the short jumps around the Kerbal system. Oh well, time to dig in an try to get more efficient with my ascents, transfers and mid-course correction burns! Time to go build my next Mun rocket and plant a flag right in the middle of the big crater on the Mun!

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hey there

best hint for starters is often to go wit the mod "kerbal enginer" to check your delta-V before you launch anything.

afte that its easy math: ~5k dV for orbit, 800 for mun transfer, ~800 for landing, 800 for reorbit, 400 for suborbital-kerbin return.

so you might be safe with a rocket that gives you 8k dV with some spare for mistakes.

After having your first successful transfer done, you can work on more efficient flight path & control. so you will learn fast how to plan & spend your dV,

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Speadge,

Thanks for the hints. I have Kerbal Engineer installed, but the biggest problem I have is building rockets that don't lose so much Delta-V when adding more stages. As an example, I had a rocket with a 4.7t payload (space station). I added the first stage with the Rockomax X200-32 and the "Skipper" engine. I think that had around 3100 dV. I added a second stage with the only difference being the engine -- the "Mainsail" -- and the total dV was just around 4000 dv. The more I played with it, the less productive the rocket was. I was able to get a rocket with around 6000 dV, but I hit my weight limit of 140t.

I'm still working it out -- perhaps I'm just taking too much "junk" to the Mun on each trip.

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Speadge,

I'm still working it out -- perhaps I'm just taking too much "junk" to the Mun on each trip.

Yeah, sounds like.

as beatz mentioned, check the Manley videos on Youtube. they give really good hints for the startup.

And: always build rockets beginning with the last stage (which needs to come back).

In Kerbal engineer you have to be aware of the two different dV scenarios that are displayed: Atmospheric / space.

build all your stages that are for transfer, orbiting and else with the best ISP(Vac)-Engine you have available. Mainsail i.e. has a lousy ISP(vac), but a high thrust - so you should just use it on the launch (/when more experienced you will need it for other scenarios, but not in the beginning).

so just try this:

1 stage: mk1 pod, ~200 liquid fuel & oxidizer, terrier engine, parachutes, solar panels (2500 dV)

2. stage: 4 radial decoupler around the tank of stage 1, same tanks on the decoupler, terrier engines and landing legs (5000 dV)

3. stage: below the middle poodle (stage 1) put a decoupler, an orange tank and a skipper (8000 dV)

4. stage: 4 radial decoupler around orange tank and some good srb. (9000 dV)

with stage 3 & 4 you should be able to reach orbit. some spare might be in the orange tank to start mun-transfer.

finish with stage 2, orbit & land with it.

stage 1 should be enough to bring you home now.

done ;)

you will want to experiment a bit as i just typed that out from memory and estimated a bit - but thats almost a basic

edit: fun fact: just tried it - works flawless :D

(sure - you have to add landing legs, battery & co - but that wont change much)

1445977169_Mun_starter.png

Edited by Speadge
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