![]() Start the Gravity Turn after the boosters burn out and the first stage engine is powered up. To go to Mun, add a set of four TT-38K radical decouplers and attach a set of 4 RT-10 Solid Fuel boosters. This design will not only get you into orbit with fuel to spare, it will allow you to play with the thruster pack to see what it can do in maneuvering. 4 Delta winglets place as low as possible. ![]() Set 4 RV-105 Thruster pack placed near base of the ASAS Controllerĥ. Set of the four instruments placed on top of the ASAS Controller.ĥ. 2 2100 battery packs placed on Stayputnikģ. With four solid fuel boosters, you can easily reach Mun orbit and land at your leisure using lateral thrusters for the final landing sequence.ģ. It is the smallest and simplest design with all the feature you will need to reach orbit. This can be built from demo parts and can land a working probe on Mun. The Fireball's a newbie's design, obviously. The result was my Apocalypse 7 craft, which became my standard Mun lander design and the basis for all other landers I've built to this point. ![]() Replaced the TT-38Ks with TT-70s and widened the base of the lander section by replacing the FL-T400 with four FL-T200s. I ultimately modded this design when I bought the full game. You can right it with RCS if it tips over on landing (which happened a LOT.once I finally got landing down, that is). The entire ship lands (in theory) and has enough juice to make it back to Kerbin (as long as there's still at least 80 fuel units in the tank on liftoff). I was usually able to make the transmunar burn and munar orbital insertion on the Stage 4 engine, and usually didn't discard it until after the munar deorbit burn. Going off of memory here, the Stage 2 engine is an LV-909, the Stage 4 engine (the centerline) is an FL-T45 that fires by itself, and the six outboard engines that fire in Stage 6 are FL-T30s. The mighty Fireball 7 was first built in the 0.18 Demo.
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