Collecting science from the Mun (2024)

That's certainly in the spirit of my trying to minimize launches, good idea Collecting science from the Mun (1)

What does your lander look like? Mine is already having a hard time landing from and getting back into a 35 km Mun orbit, I'm sure there's lot of room for improvement there.

Pictures:

https://dl.dropboxusercontent.com/u/44754370/screenshot14.png - Stack of three landers inside the fairing of the Munraker XI rocket

https://dl.dropboxusercontent.com/u/44754370/screenshot15.png - On the launchpad, right side with thermometer and communotron

https://dl.dropboxusercontent.com/u/44754370/screenshot16.png - On the launchpad, left side with gravioli detector and accelerometer

https://dl.dropboxusercontent.com/u/44754370/screenshot17.png - On the launchpad, front with landing spotlight and life support canister

Now obviously this was done with some mods installed. However, the basic principle is still valid with stock parts. You want a low center of mass and a wide stance, so that you don't risk tipping over on landing. Thus I put the lander can in the bottom middle and used quad side-mounted fuel tanks. They have little engines at the bottom, which takes less space than one central engine below the lander can. Up top I put the materials bay and the goo canister. That latter one requires some tinkering, because it unbalances the craft. I ended up using the life support canister as a counterweight on the other side, but if you play without mods than you'll need to find a different solution for the off-center weight (possibly work with the parachute placement). Obviously if you only have one lander you can put the goo canister on top, but with stacked landers you need that spot for a decoupler. Notice how the decoupler is flipped upside down, so that it sticks to the underside instead of to the top and thus contributes to keeping the center of mass low.

My landing legs look a little funny because I needed to fit them inside the diameter of the fairing. With stock parts you don't have that problem and can mount them however you want.

I'm using two mini-RTGs for power; without mods, put solar panels there. One on each side is plenty, as the only thing that consumes power on this thing is the reaction wheel of the lander can. The antenna can be used to transmit crew/EVA reports so you don't have to wait for the return, but ultimately it's optional.

For engines, I think that lander has a grand total of either 20 or 24 kN of thrust; I forget if each engine was 5 or 6. But the point is, you can work with the Rockomax 48-7S here and easily get away with only using two engines (even that will give you 60 kN, almost three times what my lander has). Mount them diagonally and use fuel lines to feed fuel from those tanks that don't have engines into those that do. It will still be symmetric.

Now, the fuel tanks can get somewhat annoying with stock parts because you don't have a proper elongated 0.625m tank. You'll have to stack Oscar-B's. Also try and make use of the toroidal tanks on the ends, they have less dry mass per fuel, meaning you get more dV. As for how much fuel you'll need in total, you need to experiment as the mass ratio and engine Isp will be different from my configuration.

The most important part to save fuel though: don't bother with a 35km orbit, that costs too much fuel. The highest elevation on the Mun is 7km high, so an orbit between 8km and 10km is perfectly sufficient (and maximizes what little Oberth effect the low gravity can give you). Then comes knowing how to return to Kerbin in the most efficient fashion: circularize at that altitude in an orbit that intersects the points where the Mun's own orbit lines hit the surface. In most cases, that works by launching towards the 90° heading, no matter where you are on the Mun (but practice this). Then make a maneuver node to plan your ejection burn, and eject fully retrograde. This should be the last burn you need to perform, as you can get your Kerbin periapsis to ca. 30km directly from that maneuver node. Moving the node itself around helps you find the position where this costs the least amount of dV.

Then you just coast home and perform reentry. Two radial parachutes slow the craft down for landing.

Notice the two little fuel tanks stacked on top of the long ones, though? Yeah, that was necessary after the first trial run revealed that I was short on fuel. This design really is cutting it close for the Mun, and I need to pilot it properly to get it home. Don't be afraid to throw a little more fuel at the problem just to be safe, you have more engine thrust anyway. On Minmus, this lander works quite comfortably because it needs less fuel to land and return.

(Mods used: RLA Stockalike, RLA Power Generation and TAC Life Support. For the Munraker XI, also KW Rocketry. I am proud to say however that no part clipping is required whatsoever.)

Edited by Streetwind

Collecting science from the Mun (2024)

FAQs

How to gather scientific data in Kerbal Space Program? ›

When you are ready to start gathering Science, right click on your Kerbal. Click on the green clipboard to save your findings. You can only store one Sample and Report on your Kerbal, so it's time to go back to your ship. Approach the pod, grab onto it and board.

How to get science in kerbal space program early game? ›

By doing science experiments such as Mystery Goo or Temperature Scan - for these you need to equip your rocket with the corresponding science instrument. Other ways of gaining science are EVA reports (using a Kerbal outside a capsule), surface samples (a Kerbal landed on a planet or moon) and EVA science instruments.

How much Delta V to get to Mun? ›

Recommended Delta-V:

~ 6,500 for Orbit and Return. ~ 7,500 for Landing and Return.

Is it worth transmitting data ksp? ›

Science must either be recovered or transmitted in order to be used on Kerbin to unlock additional technologies. While transmission is generally not for 100% value, experiments may be repeated and retransmitted, often gaining more science value than the transmit window shows.

Do NASA scientists play KSP? ›

He (Doug Ellison) notes that many at NASA use KSP to experiment in ways that their more unforgiving real-world environment wouldn't allow them to do. In essence, they can do a rough test of the many strange ideas that never quite make it off the 'sketch on a napkin'.

How much science do you need to unlock everything in KSP? ›

Unlocking the entire tree requires 18 468 Science including the hidden nodes, but 16 918 without. Before difficulty modifiers, there are 392 019.3 Science points available from experiments, and 6 055.8 from recovered vessels.

Where can I collect science in KSP? ›

Each planet/moon has biome's each biome gives science from landing samples, crew reports at location, eva at location, obit crew reports above location, goo box and science jr, at and above locations. Kerban gives low science for each biome but gives the science needed to get to the parts for mun rockets.

Is KSP kid friendly? ›

This game is great for kids seven and up, not because it's violent or scary it's just pretty hard to play and isn't for kids who want to learn with their screen time. In this game you learn about physics, aerodynamics orbital mechanics, money managing, geography and much more!

Is Kerbal Space Program beginner friendly? ›

Even though Kerbal Space Program is a challenging game to play, it doesn't mean players need to play it in the most difficult setting. So, new players do well in starting the game on a lower difficulty setting since it'll give them leeway if they make a mistake.

Do parachutes work on the Mun KSP? ›

Landing is only possible through the use of retrograde thrusters and landing gear; Mun's lack of an atmosphere makes parachutes completely useless.

How much DV from Mun to Kerbin? ›

Because the Mun has no atmosphere, landing and returning to orbit take the same amount of ∆v (580 m/s + 580 m/s). You may want a buffer that with an additional 200 m/s of ∆v. Returning to Kerbin takes about 320 m/s of ∆v if you eject from the Mun retrograde to its orbit.

Is Minmus tidally locked? ›

Minmus is no longer tidally locked to Kerbin.

How accurate is KSP to real life? ›

While the game is not a perfect simulation of reality, it has been praised for its largely accurate orbital mechanics; all objects in the game except the celestial bodies are simulated using Newtonian dynamics.

Do satellites do anything in KSP? ›

But when you get further away from Kerbine you need communication satellites to be able to control probes when there is no Kerbal on board. This also is needed if you are on the dark side of a planet, when the planet blocks the direct communication with your space center. Science will only transmit so much.

What is the lifespan of a Kerbal in KSP? ›

In the game, the average life expectancy for kerbals is 300 years (aging is four times slower than in real life, even though time progresses the same).

How to get research points in Kerbal Space Program? ›

There are no 'missions' per se, you just gain science by doing experiments. Experiments are done in several ways - any Kerbal on EVA or in a Command Pod can do a 'Crew Report' for some science points. Additionally, any science parts (sensors, goo chamber, sample collector) can do experiments for science points.

How scientifically accurate is Kerbal Space Program? ›

While the game is not a perfect simulation of reality, it has been praised for its largely accurate orbital mechanics; all objects in the game except the celestial bodies are simulated using Newtonian dynamics.

How do you deploy science experiments in KSP? ›

You have to place the item into the Kerbals personal inventory. Once you have it equipped on the character you will have a deploy icon on the items picture in the lower corner. You must click on the deploy icon to get the deploy options for placement. An Engineer should deploy the power supply parts for maximum output.

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