Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
A large chunk of the science came from the scientists new ability to reset material bays and goo pods. It allows you to spam science experiments while keeping weight and costs vey low.
While in orbit on my second launch I upgraded the astro complex for EVA, spammed EVA reports and reused the mat bay and goo to grab experiments from 4 biomes, flying at Kerbin, high atmosphere, low space and high space. The mission got me 150 science points, with the material bay providing 60 by itself.
Also contracts can be great for getting extra science. There is plenty around KSC to get you started!
Launching probes is pretty easy and cheap because you don't have to worry about lifiting off with the weight of pesky things like having enough fuel for a landing and getting back home. Just sending a QBE probe to the Mun with a temp, bara and science jr gets you a portion of the science (which is still worth quite a bit) for taking those readings on the way, while in orbit, landing and transmitting back home. The temp and bara can be done over and over for each area you travel through. You can pick up the remainder of the data's worth when you finally get there and do those same experiments again by hand when you get a Kerbin there.
Thats what I did anyway when I realized my tech (expecially my rocketry and fuel tech) was too far behind to do a Mun landing at the time. Best of luck.
Everything you can.
Where?
Horizontal: near KSC buildings, Shore, Water, Grassland, Highlands and Desert biomes.
Vertical: Low-High Atmo and Low-High Space, Mun/Minmus fly by.
Material Study and Surface Samples have the highest science yield, but I assume you can't collect Surface Samples yet.
That leaves Science Jr, Mystery Goo, Thermometer, Crew- and EVA reports; in-flight EVA report requires an Astronaut Complex upgrade.
Most biomes are pretty straightforward, but:
Highlands: west from KSC.
Desert: west-south-western shores of the continent.
You can also get to the Ice Caps fairly easily, and if you flight straight towards north from KSC, you'll come across a Mountain biome halfway.
Depending on your skill/experience you might need to upgrade Tracking Station for Patched Conics and Mission Control for Flight Planning.
This should help to plan more efficient maneuvers, requiring less parts, or less advanced ones.
Having all the 45-science research and Heavy Rocketry should be enough for a Mun/Minmus fly by: the Kickback solid booster will help keeping your parts count low on manned missions.
Getting Electrics will allow you to transmit data and do multiple experiments.
There are obviously shorter and better ways to get to a Mun-landing, but this proved to be a solid strategy. I want to say foolproof, but nothing is foolproof in KSP.