Kerbal Space Program

Kerbal Space Program

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0.24.2 from start to the mun
By Aazard
A guide outlining fast science and cash to get a fully equiped (all science parts) mun lander, ready for your 1st mun landing, done while completeing major contracts and not "science hunting" around kerbin
   
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Getting started & mission 1 - New vessle and 5km
Getting Started:

I suggest the mods, 8 in total, non-gameplay breaking only helping add missing features and squad oversights that will 99% likley be released in "V1.0" when KSP is done with its long alpha/beta/early access phase, only the 1st 2 mods are MUST HAVE mods

1- DebRefund[forum.kerbalspaceprogram.com], Allows dropped stages to be recovered id parachuted well enough, THIS IS A MAJOR OVERSIGHT ON SQUADS PART, luckly this mod fixes this issue, A MUST HAVE

2- Kerbal engineer redux[forum.kerbalspaceprogram.com], for Delta-v and TWR math, A MUST HAVE

3- Enhanced NavBall[forum.kerbalspaceprogram.com], makes finding markers on navball easier by giving a indicator of where a symbol is on the parts of navball you cant see at the moment, very helpful

4- Navyfish Docking Port Alignment Indicator[forum.kerbalspaceprogram.com], makes docking ports easier to line up, helps alot

5- VOID[forum.kerbalspaceprogram.com], for a HUD with critical info like AP/PE, biome, speed, ect

6- Kerbal alarm clock[forum.kerbalspaceprogram.com], to set timers/alarms

7- Science Library[forum.kerbalspaceprogram.com], gives better info on science collected than R&D center, can be viewed in flight

and either: i wouldnt suggest using both

8- For science![forum.kerbalspaceprogram.com] (helps avoid missing science by atomaticly running experiments and storing them, but can interfer with 2 or more goo/sci jr samples from same situation) (i use for science)

OR

8- "ScienceAlert[forum.kerbalspaceprogram.com]", it tells you when you could collect science via a few editable requirments, its not as "easy" as for science, but its "less cheaty" if you feel For science makes it to easy

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After Starting a new contracts career, naming it and selecting your main flag, you will find your self at the KSC with no active contract, no science points, a “zero” reputation rating & the starting amount of “credits” ($10000).

Your first move will be to go to the mission control building and accept the contracts “launch a new vessel” & “set an altitude record of 5000 meters”, you will receive the “advance” funds for accepting the contracts and now its time to complete them!


Note: we want to maximize science points collected, and ensure 100% recovery whenever possible, while minimizing funds spent (so on the 5km contract only an achieved altitude of 5km is needed, more will net us no bonus but cost extra in fuel/parts).

Mission #1 (2 contracts: new vessel & 5km altitude record): Auto Science “ON”

Keeping the note in mind lets design a craft that can “just” get over 5001 meters and be 100% recovered with starting parts. We want to keep cost as low as possible so an mk1 command pod, and a RT-10 SRB (solid rocket booster) with 173.2 fuel units and a mk16 parachute are the cheapest parts that can complete the job, but the mk16 parachute doesnt have the drag needed to slow the craft to allow the RT-10 to land safely... AND we have no landing legs, we do luckly have small metal girders that can take a hard impact and survive, we will use 2x of them as legs as their cost and cost of extra fuel (accounted for in 173.2 units) is less than the amount gained by recovering the empty RT-10 SRB for reuse, so we will have more $$ left after recovery than if we didnt use them and let the empty RT-10 SRB be destroyed on landing. Set hot key #9 as crew report.

Build as pictured: Cost $1241.1

Not we will assign crew report to hot key #9, name craft & save it.
On the pad we will do a crew report “landed at launch pad”, Jeb will EVA, get a “flying over kerbins shores” EVA report from pods ladder and collect the crew report from pod, and then store then in the pod (freeing the crew report to be done again in a different situation. Jeb reenters pod.

We will turn on “SAS” to keep us going up straight and launch. At this point do another crew report while “flying at kerbins shores”, and let the SRB fire until ist nearly empty, at the last 2 or 3 seconds lean with “A” towards the KSC grounds so we land there, continue to coast up past 5km then deploy parachute and turn SAS off. A few meters from the ground land the pod slightly back so it tips over after touch down so Jeb can get out and and walk around and still access the pod, if your lucky the tiny “bounce” at landing will cause “shores” biome to be detected for about 1 sec (enough time for “For Science!” to take an automatic reading of it, gor an extra crew report). When you have landed and tiped over, EVA Jeb have him collect all data from pod and store it again, re-enter the pod. Do a crew report “Landed at KSC”, EVA Jeb and get an EVA report & Surface Sample from KSC grounds, store in the pod. Run the 50 meters to the launch pad, get a EVA report & surface sample from launch pad and return to pod to store them in pod, run the 420 meters to the runway, get a EVA report & surface sample from the runway and return to pod to store them. Lastly you can run 1km off KSC grounds towards the beach and collect an get a EVA report & surface sample from kerbins shores (faster than running, jumping and “falling” on the KSC grounds, an EVA report/Surface sample done while Jeb is on his butt here counts as shores biome, abit of a cheat but saves 5 minutes of running towards the shores) return to pod and store them, and then get a 2nd shores surface sample to keep on Jeb’s person...DO NOT REBOARD CRAFT, recover just jeb with his surface sample (using the hidden green “recover” button that appears when you hover over the altimeter).


Mission #1 Results:

After recovering Jeb, view the info screens and note their results.

Now go to the tracking center and select your crafts name from the active vessels list, and click the “recover button” in the bottom left of window. Note that you now get a set of screens detailing the results of the craft’s recovery.



Ok 1st mission done completeing 2 contracts at a MASSIVE percentage of profit (new total is $19047), with +47 reputation points and as much science points (71.5 points) you could get from it fast and cheap.

Lets spend that science from Mission #1:


We have only 1 starting option: Basic Rocketry, for 5 points, lets take it & get more fuel tanks, a stack decoupler and a new science part “mystery goo”. This opens up 3 more choices and we still have points. Lets take the bottom option “Survivability”, for 15 points, this will give us radial parachutes & lander legs to land stuff safely, plus a more reasonable rocket engine for use later getting to places like the Mun or Minmus. We still have 51 points to spend. Lets go for “Science Tech”, for 45 points. So we can get badly needed batteries and a new science part the Sci Jr materials bay, plus a comms dish we will never use (the starting antenna is the lightest and there for best in the stock game).

Note: the reason to select more science parts tech first is we want more science points to progress technology research faster and this opens up more science points for us to get.
Mission 2 - 11km
Mission #2 (1 contract 11km altitude record, 2x part testing): Auto Science “OFF”


Go back to mission control building and select the 11km contract (plus, if its there cause its not always, the test a RT-10 SRB landed at kerbin and/or the test a TR-18A stack decoupler landed at kerbin, and/or the test a TT-38K radial decoupler landed at kerbin, for bonus $$ rep and science...but the next part assumes all 3 were there and selected)

Build as pictured below a MK1 pod with 433 units of SRB fuel and both decouplers as shown, hot key #9 as crew report, #8 as 3x goo pods, #7 as 3x goo pods, & #6 as 3x goo pods. Name craft, save it & launch. Cost $10525


Lets use the same craft, remove the girder legs & fill upto 433 units fuel (100% full), add 9 goo pods in a 3x3 pattern (as pictured) and replace mk16 parachute with 2x radial parachutes. We can now land this safely without the make-shift “legs”. Add a TR-18A stack decoupler under the SRB of and a TT-38K radial decoupler centered on top of parachute, both to be left on the launch pad during the firing of 1st stage along with SRB ignition, finishing both contracts at launch)

Note jeb should now be able to touch a goo pod from command pods ladder to take a surface sample from the launch pad before taking off. (why 3x3 goo pods? 3 science returns is the cut off of reasonable returns, lets get goo from launch pad, flying and the KSC done this flight)


From lunch pad, use hot key #8 and keep the 3x goo reports from launch pad, then EVA Jeb and touch a goo pod with his feet and collect a launchpad surface sample and re-enter the pod. Lock SAS as before and launch. Use hot key #7 and collect 3 goo reports flying at kerbin, as before during last few seconds lean slightly towards KSC grounds with “A”, then coast just past 11,001 meters and deploy parachutes. Use the tip over trick as before and then use hot key #6 to collect 3x goo reports from KSC. Get out of pod, collect surface samples (return to pod to store each before collecting next one) from KSC, Run Way and shores, collect a second surface sample from runway to keep on Jeb and recover just Jeb.


Mission #2 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.



You should now have +107 reputation points, $24119 funds and 38.9 science points in your spendable pool.

Lets spend that science from Mission #2:

Going directly for “General Rocketry”, for 20 points, so we get access to BACC SRB, the Sepratron SRB and LV-T45 rocket engine.
Mission 3 - 22km
Mission #3 (1 contract 22km altitude record, 4x part testing): Auto Science “OFF”


Go back to mission control building and select the 22km contract (plus, if its there cause its not always, the test a MK16 parachute in flight over kerbin, and/or the test a TT-70K radial decoupler landed at kerbin,and/or the test a Sepratron SRB landed at kerbin, and/or the test a Small Gear bay landed at kerbin, for bonus $$ rep and science...but the next part assumes all 5 were there and selected)

Build as pictured below a MK1 pod with a RT-10 SRB with 389.7 units of fuel with 4x3 Sci jr bays & 3x Goo pods plus 4x mk16 & 2x radial parachutes on it as pictured, a TR-18a stack decoupler & a full BACC SRB with 2x radial parachutes on it. Create a “foot” with 3x small girders & a TR-18A stack decoupler that will also hold our “landed” test parts. Hot key #9 crew report, #8 3x sci jrs, #7 3x sci jrs, #6 3x sci jrs & 3x goo pods, #5 3x sci jrs Cost $21122


Collect Launch Pad Surface sample from goo pod touching as before and collect the hot key #8 sci jr from launch pad & lock SAS on and launch as normal. Use hot key #7 flying, and hot key # 6 in high atmosphere, EVa jeb to ladder about 1km to AP and collect EVA report from kerbins atmosphere, re-enter pod (FAST, so jeb doesnt fly off!). Land at KSC and collect hotkey #5, eva Jeb and collect KSC Surface Sample and recover just Jeb.

Mission #3 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.




You should now have +261 reputation points, $37649 funds and 148.7 science points in your spendable pool.

Lets spend that science from Mission #3:


Lets get more science pats! We will select “Space Exploration”, for 90 points, to unlock the Thermometer, Science Lab, & basic ladder, but its the thermometer we really are after. We have 58.7 points left, but nothing we really need for out next contract...we will save them for later.
Mission 4 - 33km
Mission #4 (1 contract 33km altitude record, 2x part testing): Auto Science “ON”


Go back to mission control building and select the 33km contract (plus, if its there cause its not always, the test the Launch stability Enhancer landed at kerbin, and/or the test Radial parachute in flight over kerbin, for bonus $$ rep and science...but the next part assumes all 3 were there and selected)

Build as pictured below a MK1 pod with 43.3 units of SRB fuel in RT-10 SRB with 1x thermometer and 1x radial parachute centered on top of pod, with a TR-18A stack decoupler & full BACC SRB with 2x radial parachutes on it. With a single Launch stability Enhancer centered under the BACC SRB (place the pod as high as possible in the VAB to gain a few bonus meters as any height Launch stability Enhancer costs the same, so why not.)
Cost $4991.2


From launch pad enable “auto science” and collect the temp reading from launchpad, lock SAS and launch as normal. Auto science from “for Science!” will collect all temp readings/crew reports you dont already have and because there isnt multi goo/sci jr on the craft it wont interfere with them. Depoly the parachute when contract conditions are ment (hopefully on way down, may have to deploy one early to meet speed/altitude conditions). Remember to tip over on landing and collect and surface samples and store them in pod that arnt maxed out yet (that show more than 0.0 data in the collection report), dont forget to have jeb take a 2nd sample on the one with the highest data amount left and recover jeb only.

Mission #4 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.


You should now have +454 reputation points, $66556 funds and 93.2 science points in your spendable pool.

Lets spend that science from Mission #4:

Lets not, we dont need anything extra to complete our next contract, lets save that science up for more useful stuff we could need later
Mission 5 - 56km and Eascpe the Atmosphere
Mission #5 (56km altitude record & Escape the Atmosphere): Auto Science “OFF”


Go back to mission control building and select the 56km contract & the Escape the Atmosphere contract (Plus any part testing you can 1005 easily complete without redesigning for bonus $$ rep and science...but i didnt have any that were reasonable so i didnt add any, the next part assumes only these 2 were there and selected)

Note: although we only need to reach 70,000 meters to escape atmosphere, we are aiming for 250,000 meters (250km) which is “high space” as it will be cheaper to “pop up” to high space this mission with goo pods and sci jrs than to do so orbiting or in a separate mission, might as well get the high in space over kerbin science fast and cheap, now.

Build as pictured below a MK1 pod with a full (433 fuel units) RT-10 SRB with 1x thermometer centered on top of pod, and 2x radial parachute, 3x3 sci jr and 3x3 goo pods as pictured, with 3x MK16 parachutes, a TR-18A stack decoupler, a full BACC SRB with 2x radial parachutes on it, a 2nd TR-18A stack decoupler, a 2nd full BACC SRB with 2x radial parachutes on it, a 3rd TR-18A stack decoupler & 3x full BACC SRB with 2x radial parachutes on each (6x radial parachutes on entire 3x BACC SRB stage). Hot Key #9 crew report, #8 3x goo pods & 3x sci jr, #7 3x goo pods & 3x sci jr, #6 3x goo pods & 3x sci jr, #5 the thermometer. Cost $32111


Launch as normal with SAS locked on, and when you hit space, use hot keys #9, #8 and #5. Eva Jeb, get EVA report in near space over kerbins shores, collect the temp reading & crew report, store all in pod & wait on ladder until you are over “tundra” collect its EVA report and store in pod, wait on ladder until you are over “Grasslands” collect its EVA report and store in pod, re-enter pod. When you are in high space @ 250+km use hot keys #9 & #7, Eva Jeb, get EVA report in high space, collect the crew report, store all in pod, re-enter pod. On the way down when you are still in near space you might pass over “highlands” (i didnt), if you do Eva Jeb, get EVA report in near space over kerbins “highlands” & re-enter pod. When you are over highlands (or grasslands like i did) flying use hot keys #9 & #5, land in highlands (or grasslands like i did). EVA Jeb to Ladder collect EVA report flying over kerbins highlands (or grasslands), collect the temp reading & crew report, store all in pod. Re-enter pod, use hot keys #9, #6 & #5, EVA Jeb drop to ground and collect EVA report & Surface sample from highlands (or grasslands). Recover just Jeb.

Mission #5 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.


You should now have +650 reputation points, $140882 funds and 298.5 science points in your spendable pool.

Lets spend that science from Mission #5:

We have alot of points, 298.5 points, the only extra science part we could unlock is the atmospheric pressure sensor, but its use around kerbin is minimal and its useless in space or on bodies without atmospheres (like the mun and minmus). We could get it or save points up even more hoping to get a total of 550 points after the next mission 9to unlock the seismic sensor (that will work landed on the mun & minmus). At this point i’m torn over the choice but i will opt to keep saving up points, being hopeful i get to 550 total.
Mission 6 - Orbit Kerbin (Polar Orbit)
Mission #6 (1 contract (Polar) Orbit Kerbin & 3x part testing): Auto Science “ON”


Go back to mission control building and select the Orbit Kerbin contract (plus, if its there cause its not always, the test the Sepratron in flight over kerbin and/or the test the TT-38K Radial decoupler in flight over kerbin and/or the test the TT-70 Radial decoupler orbiting kerbin, for bonus $$ rep and science...but the next part assumes all 4 were there and selected)

Note: Although we only need to do a basic orbit of kerbin, we are going to aim for a “polar orbit”, orbiting over both the north & south poles, so we can ensure we pass over EVERY biome on kerbin to make sure we have every EVA report from near space around kerbin (we have the EVA report from high space already), we will also bring the thermometer, 3x sci jr & 3x goo pods to use at our landing site, ice caps (or bad lands, if your a landing master) would be perfect, this will give us as many science points as possible this mission.

SPECIAL NOTE: Turn auto science “OFF” after landing so it doesnt interfer with multi goo/sci jr samples

Build as pictured below a MK1 pod with a MK 16 parachute (with a TT-70 Radial decoupler centered on the top of MK16 parachute & a TT-38K Radial decoupler centered on top of the TT-70 Radial decoupler), 1x thermometer, 2x FL-T400 fuel tanks, with 3x sci jr, with 3x MK16 parachutes, & 3x goo pods, plus 3x LT-1 Landing Struts, as pictured, 1x LV-T30 rocket engine, a TR-18A stack decoupler, a full BACC SRB with 2x Sepratron SRB on & 2x radial parachutes on it, a 2nd TR-18A stack decoupler & 3x full BACC SRB with 2x radial parachutes on each (6x radial parachutes on entire 3x BACC SRB stage). Hot key #9 crew report, #8 3x sci jr & 3x goo pods, #7 thermometer
Cost $22098 (Stage as pictured to “test stage” each part when conditions are met)


Launch as normal (with auto science “ON”), SAS locked on, 100% throttle set, go straight up until you hit 10000 meters, 10KM, and tilt towards the 180 degree (or 360/0 degree marker) on the navball and lock SAS directly on the 180 marker (this will start a gravity turn over the pole) and continue burn until AP meets “test in orbit” conditions (mine was 83km to 86km) & cut throttle to 0%, set a maneuver node at AP to bring your PE over 70km, turn off SAS. Use VOID HUD to see what biome you are over and take an EVA report over every biome you dont have one for already. Once you have them all (badlands can be tricky!) set a node to cause you to deorbit and land in a polar area (tundra or ice caps biomes) and land there. Once landed TURN OFF AUTO SCIENCE and use hit key #8, EVA Jeb, get a Flying over tundra or ice caps EVA report, store it in the pod, jump to the ground and get a EVA report & Surface sample from landing biome. Recover just Jeb.

Mission #6 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.


You should now have +800 reputation points, $247703 funds and 469.2 science points in your spendable pool.

Lets spend that science from Mission #6:

We have alot of points, 469.2 points, the only extra science part we could unlock is the atmospheric pressure sensor, but its use around kerbin is minimal and its useless in space or on bodies without atmospheres (like the mun and minmus). We could get it or save points up even more hoping to get a total of 550 points after the next mission to unlock the seismic sensor (that will work landed on the mun & minmus). At this point i’m torn over the choice but i will opt to keep saving up points, being hopeful i get to 550 total
Mission 7 - Explore the Mun (Munar Fly-By)
Mission #7 (1 contract Explore the Mun): Auto Science “OFF”


Go back to mission control building and select the Explore the Mun contract and any part testing contracts that you can achieve without re-designing craft (i had nothing available)

Build as pictured below a MK1 pod with a MK 16 parachute, 2x Z-100 batteries, 1x thermometer, 1x FL-T400 fuel tank, with 6x sci jr, with 3x MK16 parachutes, & 6x goo pods, plus 3x LT-1 Landing Struts, as pictured, 1x LV-909 rocket engine, a TR-18a stack decoupler, 4x FL-T400 fuel tanks, 4x radial parachutes, a LV-T30 rocket engine, a 2nd TR-18A stack decoupler, a full BACC SRB with 2x radial parachutes on it, a 3rd TR-18A stack decoupler & 4x full BACC SRB with 2x radial parachutes on each (8x radial parachutes on entire 4x BACC SRB stage). Hot key #9 crew report, #8 3x sci jr & 3x goo pods, #7 3x sci jr & 3x goo pods, #6 thermometer Cost $39598

NOTE: Our goal is to “fly by” the mun with 6x sci jr & 6x goo pods, with a closest approach of under 50km (for space near mun tests), fly past the mun and then return to kerbin (good maneuver node use will help us achieve our goal with available Delta-v)

Launch as normal, SAS locked on, tilting to the 90 degree mark on the navball at 10km and locking SAS on the 90 degree marker, achieve an AP of 75km to 80km, set a maneuver node at AP to bring PE over 70km, coast to AP and complete node to orbit. Now is the slightly tricky part: set up a maneuver node for a “free return” fly by of mun with a mun PE under 50km and a kerbin return PE under 22km SEE PIC. When you are high over mun use hot keys #9 & #8, EVA Jeb, take a “high over mun” EVA report, collect crew report and store in pod, re-enter pod. When you are under 50km from mun,“space near mun”, use hot keys #9, #7 & #6. EVA Jeb, collect crew report & temp reading and store in pod, take a “near space over mun” EVA report for every mun biome you pass over before you pass over 50km again, re-enter pod. Collect crew report & temp reading from “flying over” landing biome (mine was “water”), land, EVA Jeb, collect crew report & temp reading and store in pod, take EVA report “flying over” landing biome from ladder, re-enter pod, take crew report and temp reading from landing biome, EVA Jeb, get to the ground, take an EVA report and surface sample, recover just jeb

SEE PIC FOR EXAMPLE OF A “FREE RETURN FLYBY”, Mun flyby PE 19.3KM, Kerbin return PE 17.2KM (a 100% landing 1st pass) 871 DV from orbit



Mission #7 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.

You should now have +814 reputation points, $292740 funds and 967.3 science points in your spendable pool.

Lets spend that science from Mission #7:

We have alot of points, 967.3 points, enough to unlock the seismic sensor but not the gravity sensor. We will unlock “Electrics”, for 90 points, “Advanced Electrics”, for 160 points, & “Electronics”, for 300 points. Now we have the seismic sensor, some solar panels & more batteries to use. This leaves us with 417.3 science points and we need 550 to unlock the last 2 science parts to have fully science sensor equipped missions. We still have one close target for “in-space” science with the parts we have, Minmus. We will go with the same ship we just used for the Mun flyby, for the last few points to unlock parts we need for a 100% equipped lander.
Mission 8 - Explore Minmus (Minmus Fly-By)
Mission #8 (1 contract Explore Minmus and 1x part testing): Auto Science “OFF”


Go back to mission control building and select the Explore the Mun, Explore Duna, Explore Ike contracts, science data from space around kerbin, science data from space around kerbin, & plant a flag on the mun (plus, if its there cause its not always, the “test BACC SRB landed at kerbin” for bonus $$ rep and science...but the next part assumes all 8 were there and selected) The extra “explore/data” contracts wont expire before you can complete them, so take them all for the advance of funds. This mission will finish up our quest for all science parts and get us close to collecting most EVA report, crew report, sci jr & goo pod science points around kerbin and its moons.

Build as pictured below a MK1 pod with a MK 16 parachute, 2x Z-100 batteries, 1x thermometer, 1x FL-T400 fuel tank, with 6x sci jr, with 3x MK16 parachutes, & 6x goo pods, plus 3x LT-1 Landing Struts, as pictured, 1x LV-909 rocket engine, a TR-18a stack decoupler, 4x FL-T400 fuel tanks, 4x radial parachutes, a LV-T30 rocket engine, a 2nd TR-18A stack decoupler, a full BACC SRB with 2x radial parachutes on it, a 3rd TR-18A stack decoupler & 4x full BACC SRB with 2x radial parachutes on each (8x radial parachutes on entire 4x BACC SRB stage). Hot key #9 crew report, #8 3x sci jr & 3x goo pods, #7 3x sci jr & 3x goo pods, #6 thermometer Cost $39598

NOTE: Our goal is to “fly by” the minmus with 6x sci jr & 6x goo pods, with a closest approach of under 30km (for space near mun tests), fly past the minmus and then return to kerbin (good maneuver node use will help us achieve our goal with available Delta-v)

Launch as normal, SAS locked on, tilting to the 90 degree mark on the navball at 10km and locking SAS on the 90 degree marker, achieve an AP of 75km to 80km, set a maneuver node at AP to bring PE over 70km, coast to AP and complete node to orbit. Collect a temp reading from around kerbin and EVA Jeb and collect it and store it in pod, re-enter pod., this completes “data from space around kerbin” contract. Now is the slightly tricky part: set up a maneuver node for a “free return” fly by of minmus with a minmus PE under 30km and a kerbin return PE under 22km just like you did for the mun..

When you are high over mun use hot keys #9 & #8, EVA Jeb, take a “high over minmus” EVA report, collect crew report and store in pod, re-enter pod. When you are under 30km from mun,“space near minmus”, use hot keys #9, #7 & #6. EVA Jeb, collect crew report & temp reading and store in pod, take a “near space over minmus” EVA report for every minmus biome you pass over before you pass over 30km again, re-enter pod. Collect crew report & temp reading from “flying over” landing biome (mine was “XXX”), land, EVA Jeb, collect crew report & temp reading and store in pod, take EVA report “flying over” landing biome from ladder, re-enter pod, take crew report and temp reading from landing biome, EVA Jeb, get to the ground, take an EVA report and surface sample, recover just jeb

Mission #8 Results:

After recovering Jeb, review screens and then recover your vessel from tracking center, reviewing the results screens you get there also. Recover any debris to extra $$ returned.


You should now have +967 reputation points, $658294funds and 960.3 science points in your spendable pool.


Lets spend that science from Mission #8:

We have alot of points, 960.4 points, lets unlock every science part, get struts and fuel lines, and AV-R8 winglets
Mission 9 - Explore the Mun (Mun Landing)
Mission #9 (Explore Mun (land) & Science from around Mun): Auto Science “OFF”

Well this is it, the mun landing mission, i;m sure you know what to do from here so i will give you the design i used:

You should be able to see parts used, if not i will make a break down lost later
Cost $63198

That does it your on your way to land on Mun, the same ship can also be used to land on minmus. Good luck with future contracts!
17 Comments
freebird_911 May 31, 2024 @ 1:01pm 
this guide is so old
thriver May 22, 2022 @ 8:15am 
until me.
thriver May 22, 2022 @ 8:15am 
amazing. nobody has said anything for 7 years and 240 days.
InFusIon Sep 26, 2014 @ 9:04am 
this is exactly whats wrong with the game. you can get everything before you even explore.
Skywolf* Sep 25, 2014 @ 8:36am 
@Aazard: Thanks, I added link with credit to my "Plan 9 from kerbal Space" guide.
Shameless plug and link here :-)
http://steamcommunity.com/sharedfiles/filedetails/?id=317195143
Aazard  [author] Sep 23, 2014 @ 2:37pm 
@orion.street.05 Please feel free to use any part of this guide, part or in full, all that i would request is that you give authoring credit for the sections you use. The learnng curve on KSP warrents spearding the wealth of "how too's" as much as we all can
Skywolf* Sep 22, 2014 @ 3:28pm 
Hi Aazard, nice guide - pretty much how I did it, with slightly different rocket designs and no mods (yay cost-effectiveness of solid boosters).

Can I link to it from my "Plan 9 from Kerbal Space" guide? You go into details I glossed over for inital missions, and your "tech tree" is pretty much what I did, so I'd like to suggest people look at your guide for detailed suggestions.

Thanks
quasur Aug 26, 2014 @ 7:40am 
This seems like a good guide, Ive all ready done this.

BTW the picture looks like a smiling earth
hermitec Aug 15, 2014 @ 3:16am 
Ah, didn't know that - thanks!
Aazard  [author] Aug 14, 2014 @ 1:13pm 
DebRefund is esential, without it dropped stages that end up 2.5km or more from active vessel are "deleted" by game if they dont end up in a stable orbit. So ascent stages, booster assemblies, ect that are droped during ascent and/or deorbit dont get refunded. DebRefund fixes this issue by refunding stages that would be deleted by calulating what their touch down speed would be and either reporting "no refund, destroyed on touchdown", "partial refund, damaged on touchdown" or "standard refund, landed safley". This is an oversight on squads part (but i am sure they will fix it) that this mod fixes. Its very well made and well thought out. But you dont "have" to use it, but its very "realistic" (nasa wouldnt just not bother recovering a part that could be reused, esp if they bothered to make sure it landed safley)