![]() With new research came new parts, and even larger launch vehicles. Here’s a seven-probe seed pod, which scatters its probes across a planet’s surface. With our capabilities constrained by a lack of science, I set out to seed the solar system with instrumented probes. With several Kerbals left floating, empty-tanked, in orbit, this seemed like an important capability for our burgeoning space program. ![]() Once there, it can shuttle crew between orbiting ships and stations, and return them to earth when needed. This one uses regular rockets to get into orbit. Of course, I’m not skilled enough to build actual spaceplanes. ![]() Space stations need spaceplanes to deliver and recover crew. Here’s the first hab node and research lab, in a more suitable orbit. You have to balance atmospheric drag (in atmosphere) and center-of-mass (in both atmo and space). This is the first space station module, being delivered to geosynchronous orbit approximately 200 meters south of the launch pad. Subsequent landings on Mun and Minmus went (comparatively) smoothly.Īs soon as we’d performed enough Scientific Research to build more sophisticated parts, I decided to launch a space station. Re-entry and landing went smoothly, and Jeb returned, rather shaken, to Mission Control.įollowing the Great Fuel Debacle, our engineers discovered spiral staging, and proceeded to design, and explode, significantly higher delta-V launch vehicles. For instance, it won’t float on water.With Jeb’s EVA tank exhausted, we were forced to (gently) smash the entire rescue ship into Jeb, hoping that he could cling to the handholds on the recovery capsule. You won’t need it for Mun as the trip there is very short, and a fully shielded pod has its own issues. However, do not add any shielding to your command pod. Other than that, you can build your vessel just like you did without Kerbalism. Excess water won’t be a problem later since your crew will be drinking it. You can do that in flight, so don’t panic if you forgot to do that in the VAB. Kerbalism won’t run any process if the output of that process cannot be stored or dumped, so set your fuel cell to dump the water that cannot be stored. While a H2+O2 fuel cell is running, it also produces some water. Solar panels will reduce the consumption of H2 and O2. The fuel cell will consume hydrogen and oxygen while it runs, which might leave your kerbals with no O2 left to breahte. Also attach a small pressurized tank that contains Hydrogen (by default, pressurized tanks contain oxygen, so make sure to configure it in the VAB), and if you can an extra tank for Oxygen. If you’re going with fuel cells (recommended), attach a H2+O2 (Hydrogen+Oxygen) fuel cell generator to your ship. Not having any food left won’t be your number one problem when climatization fails and you’re about to burn up in the sun. Without electricity, your crew will suffocate, freeze or burn to death, whichever kills them first. The most important resource on any crewed vessel, after oxygen, is electricity. Any deviation from that will get your crew killed for a number of reasons, starvation just being one of them. And don’t even think about Minmus, not yet. ![]() Anything beyond that will require additional supplies, so stick to Mun - and Mun only. Command pods contain enough of these to last for 5 days, which is just enough for a quick trip to Mun, like a flyby or a touch and go landing. In order to survive with Kerbalism, Kerbals need enough food, water and oxygen for the duration of the entire mission. A crewed mission to Mun isn’t trivial under these circumstances, and with Kerbalism it’s going to be a new challenge, even if you’ve done many missions to Mun in earlier games. You didn’t expand your VAB or launch pad, so you’re limited to vessels with a maximum of 30 parts and 18 tons. Let’s assume you’ve just started a new career game and are about to do your first missions to Mun.
0 Comments
Leave a Reply. |