How would you save 15k, though? Best I could do was half that (almost exactly 7500) by replacing the first stage with a Pollux SRB and steerable winglets (at the cost of being very unpleasant to fly), and the four Sparks by a single Terrier (at the cost of making the lander look a bit awkward). OP seemed to have trouble flying consistent profiles by their own admission, so being overprovisioned is something they need. And even if you could shave off money of this, the difference wouldn't be that large. See, I aimed to give a practical example of how the majority of the spacecraft's cost is tied up in the science experiments themselves, which defines a bottom floor below which the cost may never fall, no matter how frugal you build. It is indeed not intentionally cost optimized - hence the last part, where I said that thef first stage probably has the most potential or savings, even if they won't be that large. It was not meant to come across like that. I'm honestly not sure how to read a post saying 'this rocket is just about as tight as it'll go, but it also has gobs of excess dv'Īh, apologies. Probably downsizing the first stage a little would be the approach I'd take. So the potential to scrooge is somewhat limited. I could probably make it a bit cheaper if I really tried, but as said before, the only savings that can be made are in the 30k that makes up the rocket, not in the 40k that make up the science and the pod. The stages below are driven by a Cheetah and a Mastodon respectively. I'd only need two as far as thrust is concerned, but I like symmetry. There are solar panels you can't see here, there's an OKTO-2 probe core in case there's no pilot in need of XP, and batteries and an antenna stashed in the service bay. Gotta keep the hops really small though, and flown the rest of the mission well, or it'll run out of fuel on the way back to Kerbin. The variant without surface experiments (you only need them once, after all) has even more excess dV, and I've done small hops to neighboring biomes with it. Well, the surface experiments obviously stay up there too. Only the materials bay is ditched, the rest of the science experiments are returned to Kerbin. It's actually quite healthily overprovisioned the second stage still has fuel when I start the deorbit burn at the Mun, and the lander has more than 2025m/s too, because the four nosecones decouple during Kerbin ascent when they're no longer needed. It has all the equipment mentioned above, so 40k invested towards a three-Kerbal lander with all experiments onboard and then, another 30k is used for all the rest of said lander, and the stages below it. Here's what my latest midgame Mun lander looked like. So you're already at 40k total, and you don't even have fuel, decouplers, or engines yet. Landing legs cost you another 1k-2k depending on your setup. A three-man pod costs 3.8k (or just 3k with Making History). Next, you probably want at least two Kerbals (a pilot and a scientist), though I usually carry three in order to get them XP in a timely manner. The Breaking Ground surface experiments and support equipment will cost you another 15k The seismometer and gavioli detector in particularly hit the bottomline hard, and you want to make sure to return them. When you have all the instruments unlocked, a complete package for the Mun (two goo for balance, one materials bay, one of each of the four sensors) already costs 20k funds. The thing about science missions is that the science parts themselves are very expensive.
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