There's a few of these type of mods but I feel this one's the best. Precise Maneuver - Makes maneuver nodes way way easier to use. Stock visual enhancements - Adds clouds, water effects and makes things prettier (This one includes a few other mods as part of the package) You do have to use the mods designed for your version of KSP.īTW, in addition to Kerbal Engineer (I view as a requirement for the game), these are also nice: It's also more efficient to have the boosters feeding the center core (which is what you need the fuel pumps for), so when you drop the boosters they are empty and the center core is full. If you aren't struggling to get your rocket off the ground, using liquid boosters is usually a lot better for your total dV. SRBs have a lot of thrust, but they don't actually produce a lot of dV per mass (low specific impulse). I notice that your rescue ship had a ton of solid boosters. One tech unlock that's good is the fuel pump. That adds up to 7860, so you're maybe a little light when you consider course corrections and inefficient maneuvers and the like, but just add some more boosters and you can get there. 4500 to LKO, 1060 to Duna intercept, aerocapture to Duna orbit + drop lander for free, about 900 to Ike's surface, 900 back to Duna orbit, then 500 to Kerbin intercept. (on the bright side, having a polar orbit meant getting EVA reports over almost every biome, came home with tons of science)Ĩk should be enough to send a ship to Ike and back. Just orbited Duna for the first time last night but didn't have enough fuel to land and still get home. Thanks - are there particular tech/strategies that are good for launching deeper space/more involved rockets (like your combo manned mission suggestion)? I'm having a difficult time getting my dV solidly above the 8000 mark without adding stupid amounts of boosters with increasingly diminishing returns.
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