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Hi, I'm new (as you can tell) and I need help. In my main career mode save, I have 2 satellites around Kerbin. I've gotten a satellite around Mun, and 2 Kerbals into space, and that's it. I have several mods installed, and here is the list: FAR, Deadly Reentry, TAC Life Support, KW rocketry, and Proc. Fairings. I have a few other, but they are just for aesthetics. I need tips on how to get to the Mun with these mods. Help? :confused:

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First, welcome to the forums!

Getting to the Mun isn't hard, especially with KW.

Create a heavy launcher, and a transfer stage with the Service Propulsion System. Don't forget fairings.

Manned? Add some Life support packets.

I wish you good luck! ^_^

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Thanks for the tip, only one problem... I don't have any 2.5 m parts, so I don't have the SPS!

Oh. Hhmm..... Try the a cluster of LV-909's, 3 on the bottom of 3 radial tanks. And of course an LV-T45 in the middle.

For the launcher use an asparagus style launcher.

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Get Mechjeb. Even if you don't like the autopilot functions (which are amazing), it will also give you an extreme amount of information.

Most important thing, that you basicly always need it for advanced rocket building (deltaV is your basicly your range)

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Get Mechjeb. Even if you don't like the autopilot functions (which are amazing), it will also give you an extreme amount of information.

Most important thing, that you basicly always need it for advanced rocket building (deltaV is your basicly your range)

I'm using FAR, which isn't compatible with MJ. Plus, it sounds like MJ just makes things too easy.
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Asparagus is that you have a booster in the middle and 4 - many boosters around this middle booster, and there staged and fuel lined so that a pair of the outer tanks give the fuel to all the egines and if they are empty you decouple them and begin draining the next pair. Until only the middle booster burns

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I'm using FAR, which isn't compatible with MJ. Plus, it sounds like MJ just makes things too easy.

If you concider knowing deltaV to be to easy, sure.

But if you reliably want to build rockets that you know can reach a target, you will need to know how much deltaV they have.

Mechjeb has an autopilot, that can indeed make things easy. But that's only if you use it. If you don't want it to be to easy, just use only the information readouts.

Anyway, the only thing that's not competible is the in atmosphere stuf. Since you don't want to use autopilot anyway, that's hardly a problem. It'll still tell you how much deltaV you have.

If you don't want to be temped, use Kerbal Engineer Redux. WAY less information that mechjeb, but also no autopilot (it'll still tell you how much deltaV you have)

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Thanks for the tip, only one problem... I don't have any 2.5 m parts, so I don't have the SPS!

You use the Add Maneuver Node in Map Mode, to get an intercept once in orbit. Do a Mun and Minmus flyby, then an orbital mission. From there you will have enough science points to unlock enough tech to build your lander. Do Minmus first. It is easier to learn landing on.

Ideal fail safe flyby.(difficult to set up.)

3h6f6x6.jpg

Mun and Minmus capable early career rockets.

GO5zTmR.jpg

NovaPunch probe design for mod use;

TSNuVd0.jpg

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