![]() ![]() Since we are going to rely on the command pod's built in reaction wheels (SAS, stability augmentation system) for attitude control, we will use these mostly for lateral movement. These are the maneuvering thrusters for attitude control and can also function for lateral movement. RCS thrusters: Stands for " reaction control system." This is actually a real acronym (not just in the game).Monopropellant: That's the RCS thruster fuel.Decoupler: Allows jettisoning the fuel tank and engine before re-entry (fewer parachutes required that way, if for no other reason).They're not absolutely necessary, since kerbals can use their jetpacks, but they are convenient. They will be handy for when kerbals are transferred to and fro the lander module. Ladders: For kerbals to crawl around on.Parachutes: Parachutes do need to be attached to the command pod.SAS (stability augmentation system) needs electricity to work. Maybe it's a bug," but more likely the craft simply ran out of electrical power. When one first starts playing KSP, it usually happens that the craft will suddenly lose attitude control, and the player will say, "hey, craft won't respond to my keypresses. Various instruments need electrical charge to operate, and a battery is good for those times where the sunlight is obstructed. Put it anywhere on the command/service module (it doesn't even need to go on the command pod itself, just somewhere on the command pod side of the science payload). Battery: You can use any battery just use a lower tech one if you haven't unlocked this one.Docking port: This will eventually dock with one of the two science payload's docking ports, together with whatever is left of the lander.The science payload is a little tricky, since it gets shuffled between the two it starts out on the lander module, and is later to be transferred to the command module. This consists of the two parts really, the lander module and the command/service module. Why land two kerbals on the Mun instead of just one? Maybe to keep each other company? Or maybe two kerbals on the Mun make for better images for threads like these. On the other hand, if you can rendezvous and dock with another ship in orbit, you can do pretty much anything in KSP. If you are just starting out in KSP, a rendezvous with another ship in orbit, followed by docking, is one of the more advanced aspects of KSP. An Apollo style mission is inherently more complicated because it involves "docking" in orbit.It lets me demonstrate concepts involved in rendezvous and docking, in a subsequent post.It is good practice for interplanetary voyages involving planets with higher gravity, where a two-ship system's advantages are greater.It turns out this is not that big deal for the Mun due to such low gravity, and close proximity to Kerbin (still within Kerbin's gravity well). There is the potential to save a little bit of fuel, since it is not necessary to land and re-orbit the fuel required for the return trip (and thus, also, the extra fuel required to move the fuel).Why an Apollo style mission? Here are some weak, advantages and disadvantages for an Apollo style, two-ship system: Effort is placed on only using parts that are on the early and mid tier levels of the technology tree, with only a few exceptions, discussed individually below.Only stock parts allowed on the rocket.It should be designed to get to the Mun comfortably, with a reasonable margin of extra fuel, but no more. While the rocket design is not minimal, it shouldn't be wasteful either.The rocket should get the job done comfortably, and have carry enough fuel to cover a margin of error, in case things don't go according to plan, or modifications need to be made to the flight plan.The science equipment must also land on the Mun and be returned to Kerbin.Get three kerbals and a bunch of science items to the Mun, in an Apollo style mission: such that two kerbals (and science) land on the surface, one remaining in orbit.The following are the rocket's design goals: This post illustrates an example of KSP rocket design. ![]()
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