Don't take science parts, and you likely won't need more than a single OX-Stat solar panel and one small battery for power. Rescue in this case means rendezvous, not docking, and you can accomplish that with a Terrier and thrust limiters. First, this means efficiently using what you have, so take out any monopropellant-you won't need it. Next, you need to be certain that once in orbit, you can accomplish a rescue, so that means adequate fuel. Try one, and if it doesn't make orbit, revert, redesign, and try again. Go for tall, thin rockets with fins at the bottom and with fuel flow figured so that it drains from the bottom up-you want the mass to concentrate in the tip and the drag to concentrate at the base. Besides, given that you can reliably make orbit, this is a valid next step in developing your skill set. Designs for these kinds of rockets are all over KerbalX but you'll get more out of it if you try it yourself-also, I don't know what tech you have unlocked, so there's no guarantee that someone else's design is something that you can even use. Good rocket design will give you something that can reliably make orbit with a little nudge right off the pad (of about three to five degrees prograde) and no further control input from you except to touch the throttle. You may need an antenna to keep a link to KSC (and thus be able to use nodes) and a bottom-tier probe core with Stability Assist would be nice (so no Stayputnik), but this is perfectly doable. Knowing how much fuel you need to de-orbit and return to Kerbin is critical, and so is cultivating the ability to say, 'I need to re-think this,' scrap the mission, and get home while you still have the fuel to do so (especially if you've saved and reloaded, which means 'Revert Flight' won't work).įor this, I say that you should take an empty probe-controlled rocket and fly it manually. What's happening instead is that you're not taking enough rocket to orbit to manage efficient in-orbit burns, and you're not keeping an eye on the fuel gauge, either. Obviously, you have the basics well-in-hand and can reliably fly a rocket to orbit (otherwise, you wouldn't have been able to strand every single one of your pilots in space), which means you probably have a good grasp, or can get a good grasp, on how to get back down again. Without knowing what kinds of missions you're trying to fly, I can't say much about your flying skills and how they are contributing to this, but even if you're a terrible orbital pilot, I will say that the root of your problem here is resource management. Besides, you pay good money to hire those pilots it would be nice to use some of them more than once, especially after you've hired a number of them and hiring new staff becomes stupidly expensive. While it's true that if you wait long enough, more pilots will appear in the Astronaut Complex, that doesn't address the basic issue of stranding them in the first place. but since we couldn’t find an expert anywhere around here, we’re handing them to Jeb. If designing missions sounds like more fun than flying them to you, there’s no shame whatsoever in handing the controls to an expert. MechJeb doesn’t let an underpowered rocket reach orbit, and it won’t give you infinite fuel. Some purists insist that using MechJeb is “cheap” or “cheating.” To them, I say nonsense. MechJeb can do it all, from extra-planetary insertion burns to docking maneuvers. Allowing a computer autopilot to take over your piloting tasks is ideal for anyone with a solid flight plan and great engineering skills, but without the rock-steady hands it takes to carefully touch 80 tons of steel onto alien soil. It gives you a ton of extra flight data so you can see all the information you need to fly perfect missions by hand.īy far the most famous and most popular KSP mod in existence is the mechanical Jebediah, or MechJeb. ![]() ![]() DMagic Orbital Science: Probe and Rover Packĭon’t forget: If you really do think that MechJeb is cheating, try Kerbal Engineer. If you’re building a space station in orbit, for example, you either need the cash to build multiple ships at once or you need to plan for the first module to orbit for a few months before the second module can join it. It also forces you to plan ahead, designing and sending new ships into the construction pipeline weeks or months before you’re ready to launch. The more complex the ship, the longer it takes to build. Time is paused while you tinker with design of a new ship, and only begins when you click “launch,” meaning every ship is built instantly. Every second of spaceflight is added to the overall game clock, which tells the game where every planet and ship is in space. One of the quirks of KSP is that it keeps track of time. ![]() Simulate a few times, then when you’re happy with it, build it for real. Don’t forget: You can “simulate” a ship to see how it flies without waiting for the actual construction time.
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