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any quick way to earn massive amount of sciene after exhausting Mun and Minmus?


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Do Eve orbiter + Gilly landing mission - dV requirements are fairy low (~3200 m\s with aerobreaking on Eve and Kerbin). Or Duna orbiter / Ike orbiter mission -it will require slightly more dV (~3500 m\s with aerobreaking on Duna and Kerbin).

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two Eve one-way probelander (land and sea, small parachute is enough in this thick atmosphere) and gilly sample return (harder to reach, easy to land).

its easy to reach, aerobraking is possible and gives a neat amount of science.

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do a quick orbital fly-over of Duna sending back all your data then a landing on Ike. Once there, keep all data collected there and return home. This can yield 1300-1500 science depending on how you execute it. That should be enough to build a bigger craft to get to other planets...

I have noticed (though not confirmed) that planets give more science than mere moons, so Moho should be a target for you as well.

The approach i have taken is to explore bodies that have lower gravity at first so that my fuel consumption is minimized. Needless to say, this leaves Eve untouched for the time being...

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Jool is an longer trip and multiple targets so it might require an huge operation.

very true...if not using BioFuels, Kethane or Impossible Innovations, you may want to plan to send unmanned fueling stations to the Jool moons before sending a Kerbal...

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Interplanetary probes. Get what you need up, then send a simple probe to Eve. Getting there isn't too hard, landing is easy; aerobrake and pop a drogue chute, then a regular one. The atmosphere is basically like soup, so with a few chutes you can get a shedload of science done on the way down.

Make it a rover, and you can get a twofer; land it, do science on land, then drive it into the ocean and do science there.

Hey, that's given me an idea. I should stick wheels on my minimalist lander.

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any quick way to earn massive amount of sciene after exhausting Mun and Minmus?

This is a really odd question considering the sandbox option. If you see the tech tree as a nuisance, which appears to be the case given that you're seeking hints on how to earn "massive" science on the forums, play sandbox.

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I usually make an mun flyby to solar orbit and right back.

Slinshot from the mun so you barely escape Kerbins SOI and burn right back when science is done.

Can be made easily as second mission right after you take samples and eva reports from the launchpad and KSP.

No need to actually fly at first mission.

Second mission.

Make rocket with three goo canisters.

Make eva reports and goo observations at high mun, low mun and solar orbit.

Crew report from solar orbit.

Return to Kerbin.

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Guys, I think that the OP is asking how to get enough science to unlock more stuff. I am playing with TAC Life Support as well and that is my limiting factor right now. For instance I have batteries but no method of providing power other my engine and am stuck until I can unlock solar panels.

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I play with RT and TAC too, and I found that a quick manned trip outside of Kerbins SoI was enough to get the parts needed for more long range manned travel. A quick trip to another planet, even though you might not be able to land, will give a tong of science especially if you aerobrake as that is another opportunity to gather science. Just remember that you need a RT link back home to be able to transmit it.

If you go manned, create a heavy mother ship and attach a single use non-dockable lander which you can use on Ike or Gilly, then have your extra life support stuff waiting for you to get back into orbit. TAC makes a two way lander almost impossible since you need to bring so much extra mass in the form of life support supplies.

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Sun high orbit is my next stop after the Kerbin system is done (i rarely exhaust it, a few Mun biome landings, a minmus return and a bunch of eva's over kerbin biomes)

I also use RT2 and therefore cant be slinging probes everywhere at will. Generally I send 1 kerbal on a course with just enough grunt to escape kerbin soi in the direction of it's travel. As soon as the SoI shifts, you run all the science and then it's a tiny retrograde burn to drop back into Kerbin space. That mission easily nets a thousand science even with limited sci-parts, which I then use to run Gilly and Ike landing/returns.

As an RT2 player, once you've done Kerbin it's really time to get your sats setup. Get 3-4 into Keostationary and give them some dishes. Practice with probes to Mun/Minmus until you are comfortable with how the dishes work and then go for some flyby's.

Even though a landing on another planet is a bundle more science than a flyby, you can still get good results just whipping past and taking a few readings. Also remember that there is 1 batch of science on return of a mission for 'situation'. You get loads of science for 'return of a craft from the surface of X', but like everything else it suffers diminishing returns. It's important to remember that fly-by of X and orbit of X are seperate sci categories with their own dimin.returns. Often when a few points short of something I need for a planned expedition I'll send a fly-by of Mun/minmus, since I generally go directly to landing in career and those 2 situations (4 if you havent returned from an orbit of the moon yet) let me get the last parts I need.

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With your restrictions (remote tech and TAC) I would aim at using probes on nearest planets. Build your communication framework around Kerbin, then send a probe with solar panels, antennas and all science equipment you have to Duna and Eve. My ship was able to land on the moon, then continue to the planet where it deployed the probe. From single probe mission to Gilly/Eve I acquired over 5000 science just using transmissions. From single mission to Ike/Duna about 3500 with less scientific instruments. With probe you just have to be careful about direct visibility.

Extensions/modifications to tech tree come with a risk that by inappropriate choices you might get to dead end, with no suitable technology to do interplanetary missions and local science all drained. That's why I think the tech tree should be goal-oriented, not take-anywhere-science-amount-oriented.

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Hops out of the SOI of Kerbin and back in (!) to land again are quite manageble, you can even sent a Kerbal out to gather even more science.

On an equatorial orbit burn on Kerbin's "evening side"/at sunset to get you on an almost parallel orbit around Kerbol - hop outside the SOI and then slow down to let yourself be caught up by Kerbin again. (Might want to try this with maneuver nodes first. :P )

I am playing with TAC Life Support as well and that is my limiting factor right now. For instance I have batteries but no method of providing power other my engine and am stuck until I can unlock solar panels.

When playing with any sort of life support mod, batteries and small solar panels should be moved further down/left in the tech tree, I think. It may make easier to transmit back science, but the first engines will also have to hawl much more weight/snacks up and to.

Just remember that you need a RT link back home to be able to transmit it.

Playing with RT in career mode too and considering to move the larger dishes to earlier tech nodes. Repeatedly flying to/hopping over/roving on (which is not an option from the start) the Mun is not always what I desire. But sending out unmanned probes to the other planets - even with limited science gathering options (only few gizmos at the beginning, no crew/EVA reports or samples (without mods)) - is not really an option with the long range dishes relatively deep into the tree.

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I usually do manned flights to first do a fly-by to gather science points and then drop a few attached smaller satellites into orbit. This makes the actual long range satellite network easier to finish, as you already have most of the local infrastructure set up :)

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