Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I tend to land my science labs and transfer science to them there.. Greater Flats on Minimus has been home to many of my labs. Also they take time to collect up data but only process a data set once. Making them able to return is probably the best way to go if you plan to have a long career game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2087443330
Bring a scientist to reset the goo and science jr experiments too.
The Spark engine works great for this and beats out the Terrier in efficiency on smaller ships.
You should be able to land on Minmus, visit at least half of the moon, and return to orbit with a tiny rover with a Spark engine in under a half hour real time.
Having Jeb driving a motorcycle on Minmus is fun too...
If you really want efficiency, build your ships as tiny as possible to get the most dV out of your fuel.
Skip the goo and science jr experiments because they're huge compared to the thermometer and gravioli detector.
If you're cool with mods, look into the 'Tweak Scale' mod to shrink the science jr down.
If you want speed...
Those huge rover wheels with tank steering are basically indestructible, but will need repairs.
There doesn't seem to be a limit on how fast they spin when turning so alternating between turning left and right gets it going really fast.
I use it to launch planes on the runway, they get up to 100m/s no problem on pure electricity.
Yes liking the hopping rover concept.
It's possible to complete the entire tech tree on Minmus, but there are so many great places to visit in the Kerbol system.
So go visit Minmus and the Mun once or twice, but after that, try to aim somewhere further.
Unlocking the entire tech tree doesn't make you win the game, it just gives you all of the tools the game has to offer.
I dug up a picture of one of my lightweight rovers.
https://steamcommunity.com/sharedfiles/filedetails/?id=855168628
Ant / Spider engines are probably the most fuel efficient for this as long as you keep the weight down.
https://steamcommunity.com/sharedfiles/filedetails/?id=2073760423
https://steamcommunity.com/sharedfiles/filedetails/?id=1365237796
So after landing, I'd have all of the instruments gather readings, send a scientist on EVA, collect all the readings and reset the instruments, then repeat 3 more times before storing those readings in my storage units, cockpit, and so on.
I have sometimes used biome hopping, where a lander will take a suborbital hop or a drive from one biome to another.
This is usually something like a capsule, hitchhiker, mobile lab, the rockomax 64 and a poodle or skipper. You also have batteries, solar panels, mono propellant tanks and a few docking ports on it.
Something like this isn't too difficult to get into orbit and I usually follow it up with a tanker to refuel it in kerbins orbit so you leave with a full tank. You can usually get to minmus or the Mun with about 2/3 of the tank full and with a small lander you can get a LOT of landings on that fuel.
You send the lander seperatly with it's own transfer stage and drain any remaining fuel into the big tank to support future landings.
While the science lab will generate science, it takes a while compared to what your landings will get you in a much shorter time. The lab's main advantage is that you can level up crew in it so make sure you send everyone down to the surface at least once to plant a flag.
Any science that can be transmitted home without loss should be, while stuff that does get a transmit loss should be stored in the station.
When you've gathered enough science to make it worthwhile, send a courier ship to pick it up. These should be small and cheap. If your transmitted science has unlocked more instruments, bring them along in a small module you can dock with the station.
While it wasn't a thing last time I played much, I think an engineer can now add instruments to your landers in EVA.
My courier ship is usually based on a mk1 pod and when I've brought out a new crewmember and loaded up all the science data, I take it back to kerbin.
After getting all the science from minmus, you can either move it to the mun or launch a new one and leave the first at minmus.
If you leave it at minmus, you're close to the edge of the kerbin system so you could refuel on site, (either from a ground mining station or a tanker from kerbin) then leave from there on an expedition to duna.
You can also detour one of your courier ships outside kerbins SOI for a set of crew reports, EVA reports, and maybe some science in the wider solar system before ducking back into kerbins SOI for the return home.
2) Build a vehicle that has a scientist, a pilot, one of each experiment that you have access to, and multiple experiment storage units. Fly that vehicle to orbit around Minmus and run all of the experiments multiple times both high in space and low in space, storing the data in each experiment storage unit. After that, fly the vehicle to Mun and do the same thing there. Don't land on either, but only pick up science in space before returning to land on Kerbin. The scientist can reset the mystery goo and science jr. as needed. Make sure that the scientist can just hop out the door and reach the experiments without having to fly around or climb. This should get you enough science to unlock the rest of the science experiments.
3) Repeat (2) with a new vehicle that has all of the science experiments. This time, however, you want to get into a polar orbit about Minmus and repeat the gravmax experiment separately above each of the nine biomes. You want the orbit to be just above 30 km so that it's high in space. Then lower the orbit to just under 30 km so that it's low in space and repeat. When low in space, you want to repeat the gravmax and EVA report separately for each biome. After picking up all of the science from Minmus, fly to Mun and repeat. Above Mun, the threshold for high in space is 60 km. This should get you enough science to unlock a lot more things and let you build a decent lander.
4) Build a lander designed for Minmus that has all of the experiments except for the magnetometer and telescope, as those are only done in space and you've already done them. As with previous stages, you'll need a scientist, though now you can probably skip the pilot because you should have a good probe core unlocked. Land it on Minmus and do all of the experiments while landed. Then hop to another biome and repeat. To go from a low orbit about Minmus to landed in each of the nine biomes and back to orbit takes about 2000 m/s of delta-v if you're efficient. Pick up all of the landed science from Minmus and then return to Kerbin. That won't quite unlock everything, but it will unlock everything that has much of a point near Kerbin or either of its moons.
5) Repeat step (4) on Mun. This time, you're going to need to refuel somehow. You could put mining equipment on your lander. Or you could have a big fuel tank in space and have your lander repeatedly dock to refuel there. The former is probably easier if your difficulty settings are such that there will be plenty of ore everywhere. This should be enough to fully unlock the tech tree unless you've turned science gains down.
On (2) and (3), you want to go to Minmus before Mun. It's easy to get a rendezvous with Mun while coming in from any odd angle. It's much harder to get a good rendezvous with Minmus while starting in orbit about Mun.
Do (4) before (5) as Minmus is much easier than Mun. On Minmus, it's easy to have one vehicle hop around between biomes with no need to worry about docking, mining, or otherwise refueling. On Mun, you're going to have to refuel somehow or bring several landers that you use one at a time.
Once you've picked up all of the science for Minmus, transfer one copy of your data to the science lab and send the rest back to Kerbin. There's no need to hop around and land in every biome multiple times, even if you want multiple copies of the data.
I like to place a station, with about 8 new Laboratories out at about 5000Km, out where the transfer to the Mun or Minmus is easy.
Build a nice a big lander with about 3500dv, lots of power and 8 times all experiments, even science bay jr's, a convert-o-tron and a couple of drill-o-matics. You can pretty much fill all the Laboratories with Data with each run.
You could cut down experiments by taking science containers to store experiments but that ends up being a lot more clicks and management. With 8 times experiments you can assign them all to one action key and presto, you're done.
https://steamcommunity.com/sharedfiles/filedetails/?id=2451311583
This brings in a lot of money and enables the building of much more ambitions missions to the Jool system.
It's possible to grind infinite science out of labs if you use enough different labs.
Each lab can only take each experiment once.