หมวดหมู่ของบทความนี้จะเกี่ยวกับmotor power grade 0-5 หากคุณกำลังมองหาเกี่ยวกับmotor power grade 0-5มาถอดรหัสหัวข้อmotor power grade 0-5กับbirthyouinlove.comในโพสต์Super Kerbal Training – Level 0-5 in Single Mission (Tutorial: 25) Kerbal Space Program 1.1.3 Stockนี้.

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สถานีอวกาศที่เจริญรุ่งเรืองของเราโคจรอยู่เหนือหัวโดยไม่มีลูกเรือ เราควรส่งลูกเรือเก่าไปบินไหม? หรือเราควรส่งสุดยอดลูกเรือที่เต็มไปด้วย Kerbals ระดับ 5? ในตอนนี้ เราจะได้รับประสบการณ์มากพอที่จะฝึกฝน Kerbals ทั้งหมดของเราจากระดับศูนย์ถึงระดับห้า…. ทั้งหมดในภารกิจเดียว CRAFT FILE TWITTER: รับเกมและเล่นตาม Kerbal Space Program (โดย Squad @KerbalSpaceP)

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Super Kerbal Training - Level 0-5 in Single Mission (Tutorial: 25) Kerbal Space Program 1.1.3 Stock
Super Kerbal Training – Level 0-5 in Single Mission (Tutorial: 25) Kerbal Space Program 1.1.3 Stock

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Super Kerbal Training – Level 0-5 in Single Mission (Tutorial: 25) Kerbal Space Program 1.1.3 Stock.

motor power grade 0-5.

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48 thoughts on “Super Kerbal Training – Level 0-5 in Single Mission (Tutorial: 25) Kerbal Space Program 1.1.3 Stock | motor power grade 0-5เนื้อหาที่เกี่ยวข้องล่าสุดทั้งหมด

  1. Colin Campbell says:

    I often think, that when having to land a tall space craft on Mun or other uneven body. It maybe a good idea to use some sort of extra folding out rigger like legs! To help you in stopping the craft from falling over?

  2. divegabe says:

    How much TWR do you roughly need for moon take-offs?

    Or how much do you think is the minimum you require?
    Also does Kerbal engineer work with breaking ground? Ive copied the folder into gamedata folder but it doesnt work and theres no chip.
    I sometimes notice that it states its loading engineer parts when loading the game. Kerbal alarm clock works and thats the only other mod ive installed.

  3. divegabe says:

    Damn! I just built a supernoob version of one of these, 40 tons, 2 nuke engies, 5 min burn time to minmus…
    Ended up overheating during mining cos i did not test the thing on the launchpad for long enough. So i needed those unfolding rads you used, too late…

    My space agency needs experience, not the Kerbals!!!

    Haha, real nice Marcus.

  4. Red_Five says:

    Hey, Marcus. Nice craft. I built a craft looking exactly like yours (from scratch, the craft file had "locked or invalid parts"), but I also modified it with:
    * 4 x 1500-kN boosters for the initial ascension
    * replacing your HG-55 with an 88-88
    * switching the claw with a docking port
    * 2 RTGs in the capsule section (in case solar panels are useless (at the dark side/broken off/too far from the sun), or I don't have them deployed)
    * MechJeb; I never leave the Space Center without it.

    I have a few questions regarding how I can use it. To add some context, I am happy to report that it's doing great so far in my career save. I'm currently working on a contract where I have to land on the following places (in order)
    – Mun
    * just needed a fly-by, but I established an orbit and waited for the next Mun->Minmus transfer window.
    – Minmus
    – Duna
    – Ike
    – Dres
    – Duna
    * just to refuel on Ike
    – Kerbin
    * just to refuel on Minmus
    – Eve
    * just orbiting, no way I am capable of landing and getting off Eve.
    – Gilly.
    * I'm supposed to just orbit Gilly, but I figured I could refuel there and level up my passengers and crew some more.
    – Kerbin (END)

    The reason I'm so picky about my visit order is, according to this transfer window planner (https://alexmoon.github.io/ksp/#/Eve/64000/Kerbin/200/false/ballistic/false/14/124), I can maximize delta-V efficiency if I go to only one planet at a time; NO SKIPPING. Here are my questions:

    1) Can I safely land on Duna and fly back into orbit with fuel to spare for an Ike landing. According to the MechJeb delta-V readout in the VAB, on Duna the nuclear-powered pod has a TWR of 1.30, an SLT of 1.23, and an Atmospheric delta-V of 3,219 delta-V. Is that enough to land, refuel, AND ascend to Duna orbit (no detached stages) or are the numbers wrong?
    2) According to the transfer window planner, I am capable of flying to all the planets (except for Moho) provided I refuel after I land and not skip anywhere. From the original creator's standpoint, do you recommend I go for such a challenge or stick within certain limits.
    3) I would like to write a Mission Report thread in the KSP Forum involving the ship in question, since it's going to be a long journey. Is it okay if I do so; it is your original design, after all.
    – if you were in the "High-Occupancy Mun Lander Challenge," that thing would earn you 210 points (check the thread for scoring details)

    Your response is greatly appreciated. Thank you.

  5. Brendan Hurley says:

    Unfortunately this ship as is doesn't work now that the NERV engines overheat very quickly. You have to add an obscene amount of radiators to still make it work and even then you have to keep an eye on temperature gauges.

  6. Eternal Reign says:

    I wonder how much science one could collect on the "Grand Tour" if they had all the science equipment unlocked and had never been anywhere outside of Kerbin's sphere of influence. I suppose it would be pretty pointless because you'd already have most of the science tree unlocked by then.

    A better challenge would be unlocking the rest of the entire science tree in 1 mission. How early in the game could you do it? It'd be difficult if you didn't have many science gadgets unlocked or a drill/fuel converter for refueling. I believe it takes 15-17k science to unlock the entire tree.

  7. DanjelSvensson says:

    I tried to copy this mission, but I'm havning trouble reentering Kerbin's atmosphere. I'm burning up. I'm reentering at a much higher velocity than you were – well over 4000 mps. Is it because I came in at a bad trajectory? I'ts really frustrating. Pls help.

  8. Jesse GD says:

    Ya know what's always a good feeling?
    Getting your FIRST ever legitimate orbit/landing/return to/from another planet or moon.
    Yes there are others that can do it EASILY, but for everyone, it's the FIRST successful time that really shines.
    Here's to all the aspiring Kerbalnauts looking beyond the Kerbin system~

  9. Georgi Rusev says:

    Holy timewarp batman!
    Ok, I get the 40 days of refuelling on the mun but why another 40 days before you find a minmus intercept?
    Well I guess it is silly to nitpick for 40 days when the whole "school trip" thing was 8 and a half years… but I'm still curious.
    I always suffer from "timewarp anxiety" in my playthroughs, feeling I need to be doing other missions in those periods instead of just "wasting" them… needless to say, I've not been out much as a result…

  10. Carlo Fioretti Rizzante says:

    Dude, 8 years? 😀 Time in KSP is very relative. I like to keep my space program as much compressed as I can, so I'm still into the first months of a campaign, with multiple vessels/missions around the Kerbin system. Also, with Life Support mods no way I could make that trip with such a small vessels. It would be cool to have some proper training missions (mod?) that won't require a 8 years time.

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