Decouplers - (usually) you want to drop those empty fuel tanks away as soon as possible.Bigger crew cabin - putting as many innocent victims in single part is important.Hint: while in low orbit around Kerbin/Mun you can score EVA above each biome so do some rounds before leaving orbit. Science stuff - this, and EVA in space/moon, will get you nice amount of science points.You can, both in theory and practice, use girders instead. Landing leg - useful at moon, you do not want to crash your engines into surface.You should consider parachutes as well :) Heat shield - if you want to return safely, that is.Battery - Without power you won't be able to rotate your machine in space (without using engine power), which is bad.It have great gimbal (steering) so you can combine it with high efficiency or thrust engines to combine strong and easy to control first stage for bigger rockets (for example, combine with Reliant for power or Poodle/Terrier/Ion ) Thud - Low weight booster, radial mounting (you can stick it to fuel tank side) helps with reducing part count.Terrier - Upper stage and munar ascent/descent engine (high ISP, low mass, low size).Most important parts for early carrier would be: Note: for maneuver nodes and other useful stuff in orbit view you need to upgrade both Tracking Station and Mission Control. (Single Thumper weights over 7 tones)Ĭheck out KSP tech tree for reference, as you wont need every science node - plane parts should be avoided as grinding science with planetary based missions is not very effective. Launchpad upgrade is very important as you will break 18 ton limit long before 30 parts. Lower than that you will be forced to understand game and orbit mechanics.įirst VAB level limits you to 30 parts, which is hard for complex Munar mission ( Hopper-style lander) but you should easily fit in 30 parts for Kerbin orbit missions. Tech Level 4, Astronaut Complex, VAB and Launchpad upgraded to second tier
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