I pick up six Mun contracts, five and a half of which I plan to complete with a single launch.
Playlist: https://www.youtube.com/playlist?list=PL3_9DyRP49hCEOxzENnfAHFfyy_W5Hiqb
Visual mods: Stock Visual Enhancements (also requires Environmental Visual Enhancements and scatterer), RealPlume (requires SmokeScreen)
Source
Btw how did you download realism overhaul in ksp 1.11
I’m not first, I’m not last but when Raiz Space uploads, I clik fast
why dosnt he use the prograde and retrograde instead of manually moving
this was painful to watch him design ._.
love this series!
Still wondering how he get smooth fps recording all those parts ^^'
You can save a little bit mass and cost, if you use those extandable solar panels that cannot be retracted.
It wouldn’t be very realistic, but what if you started a roll program just before SRB separation, and let the centrifugal force pull the SRBs away? That might even stop the boosters from hitting each other, and you could parachute them.
The lander looks like a bacteria.
For post-sidebooster thrust I like to set the altitude in the dV tool to an estimated value to see a more accurate TWR.
Gateway
Hum. That rule of thumb, building a stage for a dV of 10 times its Isp, is very close to the energetically most efficient stage. To be perfectly close to that, you would want a dV 9.81 times higher, so that dV equals the velocity of the exhaust, and the mass ratio is the 'perfect' e (2.71). Such an optimization yields a stage with the lowest total energy for a given dV, and is a good rule of thumb to follow, given KSPs fuel fraction values. But it's not sacred, mind you, it's only about energy, not cost, nor dV, or mass fraction. If you don't care about energy (and you really don't), you can go fo bigger mass ratios and make more efficient stages, in mass and cost terms. A MR of 5 or higher is common in the real world, and works perfectly fine in KSP even though fuel and tankage is very expensive compared to the real world… at lest for low-ish TWR values. Which you seem to like. Engineering rockets is all about trades!
Thanks for the episode. I feel very accomplished completing 4 contracts in a mission and here you go and do 6! 😀 We enjoyed watching it.
You only need an engineer to build in EVA. Nothing else. just bring the parts you want to slap on.
What mod does he use for the exhaust
With those tiny docking ports you could send adaptors for future space station parts and craft docking with craft to the space station