
There's some 1000 spare delta-v in the final stage and also quite a bit in the earlier stage so you can afford mistakes. All you need from the stages below that is to get it into kerbin orbit and you can do the return mission.įunny thing is, it's actually overengineered. In the end, with these numbers I constructed this lander. Of course, knowing your phase angles is necessary to get these results, but with trial and error you can also find yourself the launch window you need. You need some 2000m/s delta-v to get back to kerbin. You can make sure you get into very low atmosphere (10km or less) by making precision burns far away from duna.

You can use the atmosphere not just to slow down but to land if you've got enough parachutes (although using engines for a soft touchdown is a good idea). You need some 1100m/s delta-v to get there from kerbin orbit.Ģ. Knowing how to calculate delta-v and reading delta-v maps gives you a guideline to design your landers.

Manage your Kerbal crewmembers, including hiring, training, and sending them into space to become heroes.Take full control over your ship’s setup to execute complex flight maneuvers.In Sandbox, you are free to build any spacecraft you can think of, with all parts and technology in the game.

In Career Mode, oversee every aspect of the space program, including construction, strategy, funding, upgrades, and more. In Science Mode, perform space experiments to unlock new technology and advance the knowledge of Kerbalkind.

Kerbal Space Program features three gameplay modes.
