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Leaving kerbin


Anonymous49

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Remember to read this first! 

We finished like everything in kerbin that gives science, except for things like visiting the poles or landing on badlands which is super hard and unefficient.

Lets do something fun! Why not?

Exploration.

Download this craft.

Put Jeb as pilot, Bob as scientist, Bill as engineer. Bill is relatively optional but WE NEED XP!!!! FOR EVA CONSTRUCTION!!!!

Anyways, launch it into a 80x80km orbit like normal.

Rotate the screen so the mun its in 3 o' clock, moving anti-clockwise

At 6 o' clock, set up a maneuver node, the PE should be under 60km but above 10km, 14 km is best

Do you injection burn half the time before the node

shutdown your engine once your PE is good.

Once you're at mun's SOI but over 60km, do your science experiments like normal, including EVA report.

Put them into the ESU, EVA Bob to restore them

At the PE, burn retrograde.

Our upper stage engine is SUPER efficient and can burn over 20 minutes.

Try to get a 14x14 km orbit.

Make sure the orbital inclination is at 0, if not set a maneuver node a change it, you can check the map view

Use mechjeb maneuver planner --> change inclination to perfect it

Retrograde from PE decreases the AP, retrograde from AP decreases the PE

try limiting your thrust limiter to make it circular.

Once your orbit is under 60km, do all your science experiments and store them in the ESU.

Restore the science Jr and a Mystery goo.

EVA Jeb and do a EVA report in those biomes:

1. canyons

2. east crater

3. east farside crater

4. farside crater

5. highlands

6. lowlands

7. midlands craters

8. midlands

9. northwest crater

Once finished, burn  prograde from the farside of the mun and target for a Kerbin PE of 30km.

Conduct a material study and a GOO unit above 250km in kerbin

No more science, retract your antenna, ditch your second stage and use the ablator from the bottom command pod to dissipate the heat.

Recover the vessel.

With over 500 science, go for heavy rocketry, propulsion systems, space exploration and advanced exploration.

Why no advanced electrics.

No worries, we will get it very soon.

Our science lab will do the job

So we went for advanced exploration.

THIS should do the job.

Launch it into orbit and take a bunch of EVA reports (Only EVA the pilot, the rest should be scientists) and crew reports.

Turn them into data by clicking on the green button

If it's a EVA report keep the experiment (Should say 0.0 science, that's normal)

get in the pod

Right click on the pod and click on review stored data

Click on the green button and there would be data in the science lab, turning it into science.

While flying in the air (flying low and flying high), take more data by taking crew reports

At space, take a crew report.

Take EVA reports in the following biomes

1. Shores

2. Water

3. Grasslands

4. Mountains

5. Deserts

6. Highlands

Right click the lab and level up the kerbals

Before we continue, finish your tourist contracts.

No science needed, yet.

We just need the money and not lose money and reputation because we time warp too much

Land in highlands after 1 tourist mission and take a surface sample for 2.3 science

We now have 120.4 science

Do a rescue mission

Accept a Explorer kerbin contract, it should tell you to rendezvous and dock.

Do the rescue mission first.

Download this craft.

Set the craft you need to rescue as target

Wait till the target is flying over the desert and launch it.

Aim for a steeper trajectory.

Take a crew report while under 10000 meters and above the water

get a circular orbit

once you're close, set a maneuver node.

Turn lights on for a better visibility

prograde or retrograde a bit until a close intersect says 0.0km

once you arrived at the node ignite your engine at 10% thrust

Once you are around 100m transfer the pilot to the cabins

once you are around 80m use the [ or ] keys to switch to your target and EVA him/her.

Use his EVA jetpack to go to your original craft.

get in the original craft

transfer the rescued kerbal to the cabin and your pilot to the command seat and land

For a bit more science take a EVA report in the upper atmosphere

Take a part test contract for 1 science

It should be a contract on ground

finish it

Now there shouldn't be any contracts active but the Explore kerbin one, which doesn't expire

Go to the tracking station

Terminate the empty ship - we already brought the kerbal back home

Find our vessel which should be named SCIENCE!!!!

On the left hand side, double click it.

Time warp to 100000x

right click the science lab

once there's 350-350.1 science, land it

takes around 2y, mines is 2y89d

What's yours? Comment down below!!!!

Lets land in the water, no matter west or east of ksc, just target the land in front of it

while flying above, take a eva report around 1km above the water

take a eva report and a surface sample when swimming in the water

Recover vessel

With exactly 510 science, lets upgrade again!

Go for precision engineering (for decoupler, cubic struts and probe core), advanced electrics (for solar panels) and advanced flight control (for rcs (for docking)).

We should have exactly 100 science

Now we want to finish the docking

This seems a good craft

For me in space, I undock the small probe core with my pod

Then with the pod, I keep on hovering, playing with engines (of course in a stable orbit and within the physics range)

Then I flip the thing around and rendezvous and dock back with the probe

If it didn't have a tick, use cheats

go to the ALT+F12 menu

Contracts --> Active --> Complete.

Land it.

if you used cheats then add 12000 funds

Quit to main menu

Go to Kerbal Space Program --> saves --> (name) --> persistent.sfs

Find for sci = 108.0

Change it into sci = 109.0

Then do this, we want more scientists for our next mission

If the guy you've rescued was a scientist, skip this part

Search for "ROSTER"

Find for the kerbal you've rescued earlier

Under traits, change him from whatever it is (Pilot or engineer) to scientist, remember to type it correctly!

save it

quit ksp and open it again

Upgrade the astronaut complex and hire 2 scientists

Complete a rescue mission

make him/her a scientist (if he/she is not)

Edited by Anonymous49
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5 hours ago, Vanamonde said:

Download? Did you mean to include a craft in this? 

yeah

4 hours ago, paul_c said:

Why launch into 80x80km orbit? Why is 14km Pe at the Mun the best? 

To match the delta v map. 80x80km orbit is LKO and 14x14km is the Mun's low orbit

I forgot to include craft manager so maybe after I launch this test with the science lab. I need to close ksp

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4 hours ago, Anonymous49 said:

is this dead?

Most tutorials usually don't receive many replies.  They are intended to be "How To" posts, where a member can read, or watch, the instructions, and follow them easily.  Usually clear and concise instructions and formatting aid in this.   If a tutorial is written well, it shouldn't need many replies.  Some of the best ones out there might go months or even years before somebody asks a question.  So be patient, work on the tutorial to perfect it, and you won't have to needlessly bump your post to bring it back to the top.  

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