I'd recommend either bumping up the Science returns or adding Orbital Science to help out. Science is also harder to come by (compared to Stock) since getting to LEO is so hard, and high orbit even more so. I had to use three Thumpers in two stages, a liquid upper, and a Vanguard-style SRB kicker and even then it only juuuuust made it at the last possible second. It was a real struggle getting that first satellite up in exactly 30 parts. RP-0 was actually much more lenient with starting tonnage and part limits (because you needed big, heavy, complicated rockets right away to make orbit). Of course I'm doing this in Career mode which presents its own set of difficulties. "Once you're in orbit you're halfway to anywhere" has never been more clear. Getting off Earth is hard and doing anything in orbit exponentially so. Very useful for getting to orbit when that now takes 9,200+ delta-v.
#KERBAL SPACE PROGRAM DV MAP MODS#
Though the only part mods I'm using are Procedural Parts/Fairings, RLA Stockalike, and I kept Ven's Stock Part Revamp because the models are nifty and it adds a bunch of useful things like higher thrust engines in every class and lots of smaller and intermediate SRBs. It's lightweight and works on a module level so it doesn't need individual part cfgs like RO does so it automatically works with all stock and modded parts.
#KERBAL SPACE PROGRAM DV MAP MOD#
In the meantime I'm trying out the SMURFF mod that buffs all fuel mass fractions, TWR, and part weights to make them compatible with RSS. I feel like if I knew anything about historical rocketry I'd be doing a lot better, but Everything I Know About Rocketry I Learned From Playing KSP. Combined with the difficulty curve of RSS it's just too much too fast. Nothing like sitting through a 12 minute launch only to have the upper stage engine crap out and fail orbital insertion. So I ditched Realism Overhaul and RP-0 after getting fed up with the anemic science progression, constant engine failures, useless solar panels, and incomprehensibly complex fuel and engine setups. 95% of the time you'll end up with a Moho encounter that sees you rocketing through its SOI in like 20 minutes and a 4,000 m/s insertion burn. I can't be arsed to fiddle with maneuver nodes for stuff that we built computers to calculate anyway.īut it doesn't work well for Moho, because it doesn't care about your capture burn on the other end. I'm not terribly good at planetary orbital transfers. As a reference model, I pretty much just consult the KSP orbital calculator website (like I used to do, pre-Mechjeb) wait till everything is in roughly the right place, and hope for the best. It's probably my own laziness, but I still haven't learned much of the technical nuance of transfers-hence why the MechJeb tool is such a lifesaver for me. There are tricks to doing it better Bi-elliptic Transfer is probably the simplest. RSS isn't included with RO, though without it you'd need an upscaled Kerbol system mod to avoid having everything be redonkulously overpowered.Īlso don't put much trust in dV maps w.r.t Moho, they're usually based on best-case direct transfers and that little bastard's inclination+eccentricity make a best-case transfer almost impossible.