Jump to content

Early career games


Anonymous49

Recommended Posts

Now many people wanted to launch. But not me, I wanted to show how I play ksp career normal.YJSw8xj.pngafter accepting the easy contracts, go to vab

from there just pop a mystery goo canister on a random command podtd0uaQS.png

Launch that, I'm serious, launch that.

observe the GU, it should give you 3 science.

Then take a crew report and a eva report.

Then recover vessel.

Now that we completed a contract, we should get almost 9 science, accept the "escape the atmosphere" one.

Go for engineering 101 in the R&D facility.

Keep the GU unit on - we still haven't take all the science yet.

Now plug in the new thermometer we've got.

fBkIIrB.png

Launch it.

Log the temperature with the thermometer and the GU unit. Recover it.

Then go for basic rocketry. Log the GU unit again for 0.2 science.

Do the same in the runway (GU, thermometer, eva report and crew report). Remember to observe the goo unit twice!

Now that we've got all science in the pads, lets launch!

Keep the science things and add a RT-10. Put a TD-12 decoupler (TR-18A  before 1.4). Then put another RT-10. Put a Mk16 parachute on the top.

Then remove half of the solid propellant on a random one. I'll suggest the bottom. Remember to pluck 2 thermometers and gu units!

gWHL8wT.png

Should be something like this.

But just a quick note here: Overheating and velocity. Remove a bit of propellant (75 should be good). Your rocket would be accelerating something like 100m/s which means overheating. Throttle the upper stage down to something like 50%. The first stage burns up fast and doesn't hit MAX q so a TWR of almost 4 should be fine.

Launch it.

Turn on SAS and full throttle (T and Z), press space to takeoff.

Store the data.

Once the speed reaches 75m/s, do your gravity turn.

Once the bottom one finish igniting, stage it, then ignite the upper one. Once it finished burning, check your Ap. If it is under 70km, it means that it is glitched, revert the flight.

Once the red glow finishes, do the science experiments.

Once we reach 70km, take a crew report, it should give you 5 science, log one of the thermometer, and observe a goo unit.

Since we don't have a heat shield, we're going to use the upper stage as a heat shield as it is more heat resistance than the pod.

Point retrograde.

*Please note that if it flips automatically just put 8 modular girder segments on the bottom (of course above the chamber) to lower the CoM,  however for that you need to increase the fuel to maximum and a small third stage with 2 FL-T100 tanks and a swivel but will need to replace the modular girders to the third stage. Shut the engine down after reaching 75km. Only need around 4 for it as it have gimbal. Remove the EVA jetpack and the parachute - It's useless and can safe weight, remove the monopropellant in the pod to save more

Deploy the parachute when you can.

Recover when landing.

Now with 84.3 science, we'll "upgrade our gear".

Go for General rocketry, survivability and general construction. We do need stability but now we have a heat shield we can fly straight up.

Accept a ton of tourism contracts. Make sure it is divisible by 4. 12 is a good number to start. It's okay to decline a few unwanted ones. Usually 2.

Note: Only accept significant ones.

With over 200k in funds, upgrade mission control.

Now, download the Expendable Falcon 0, also known as the suborbital maker/tour suborbital.

but it is relatively advanced and cannot be launched.

1. Replace the tanks with 5 FL-T200 tanks.

2. Replace the wings with the Basic Fins

3. Remove the service bay

Now fill the cabins in with tourists and keep on launching, we need to launch 12 before the next step and also take a crew report in the upper atmosphere for 4.5 science

with only around 11 science (11.8), we need to get more. One of them is to do part tests. They're easy. Only accept trivial, Testing contracts (No hauling), contracts that is staged not run test buttons, location is landed or launch site. Accept 4, if not enough, use ALT+F12 debug menu.

Start of with a KV-1 pod (as it contains a decoupler), then attach all the things u  need on the bottom, 1 each.

For solid rocket boosters remove all the propellant and for liquid engines don't put any fuel tanks

then press w to flip it around

 

Should be like that (for me)

zlIlo1h.png

put everything together in staging sequence

launch it, hit space and recover the pod

there you go! now you got 4 science, some reputation and funds!

Next, we are going to use a presmat barometer in survivability. We didn't use this before because of space problems, but now we don't need the goo unit and the thermometer on the pad, pluck a presmat barometer on a pod and log the pressure for 3.6 science and recover it. Now go for stability - we need wings for sure.

Now we need a vehicle that will explore kerbin underneath the atmosphere. We want to fly with the stage, not ditch it.

First, of course, we're modifying our suborbital vehicle. We're going to use this. It's totally designed to sleek high speed landings so we only need 2 chutes. The modular girder segments have a great tolerance impact of 80m/s. Immediately after liftoff, log one of the presmat barometer and pitch right. Once you are out of the launch pad area, shut your engines and deploy the parachutes. Once you are on the ground, log a presmat barometer, a goo unit and a therometer. Then recover the vessel.

The next place we want to go is grasslands. first, upgrade the astronaut complex. Open the spaceplane hangar and load the vessel.

Before launching, log pressure. 

We do need a bit of experience so go to the lands nearby to do a eva report and a crew report

Then recover vessel.

Now what are we doing with those science?

FK2kaoS.png

this is what we want. Meaning, the stayputink. Also the science Jr is good for science so we will go for that.

This is our ocean capsule. 

Take the modular girder segments out - we'll throw that away.

We are going to the ocean

Immediately after launching, take a crew report and a EVA report, we can do those later after launching tourists

ditch the stage to save weight.

Once landed, do the science experiments.

With almost 50 science, we are going for basic science

For now accept <=7 contracts, one is orbit kerbin, 3-6 significant contrats to ship tourists to space - we'll take a bit  of money later

upgrade the launchpad

put a science jr underneath a pod and conduct material studySu5ol3t.png

should be something like this

recover it

launch it again

recover it again

launch it again

recover it again

after3 times, you should get a total of about 13.9 science, now its time to use this for space missions

in between put a td-12 decoupler, and a mk16 chute

1. cheaper

2. less weight

remove the jetpack though, we don't need it

keep the personal chute though unless you're sure jeb won't accidentally get out and crash

put four av-t1 winglets for stability.

on top put 6 goo units, 2 presmat barometer and a thermometer

immediately after liftoff observe 2 goo units and a thermometer

when you're at ~40km observe 2 goo units, a presmat barometer

when you're above 70km observe 2 goo units, conduct a material study, a presmat barometer and a EVA report

remember to point it straight up!

before seperation right click on the science Jr while holding on the ladder of the capsule, collect the data and bring it inside the capsule, ditch the bottom stage

point retrograde

when it reaches 300m/s deploy your parachute

Touchdown and recovery

now we have 86.5 science go for advanced rocketry - we need better tanks and engines

Now we can ship our 12 eager tourists to space with the almost original falcon 0 - just replace the av-r8's with av-t1's.

But there's a problem.

CoM

Add modular girder segments like before

But... is that really safe???

Isn't that dangerous as one would not be cared?

There's a much easier way

Remove the decoupler and the service bay, make sure all chutes deploy for landing.

Like before, use SAS to point retrograde and deploy the chutes

when all parachutes fully deploy safely and pointing retrograde, EVA your kerbal to do a eva report, above grasslands

it should land softly at around 2-5m/s, depending on the remaining delta v

go for flight control, the new pod is great, we also need AV-R8's, the reaction wheel uses only electricity which is completely free and doesn't have mass

it's like this

KiVEfmJ.png

upgrade the VAB and launch 16 more tourists

Launch all 16 with this falcon 0

If the rocket kept on tipping try adding 3 landing struts

start retracted and click on "G" to deploy it, because we upgraded VAB

for a bit of science we'll take 2 trivial part tests like before

finish them

accept 12 tourism contracts

upgrade tracking station

We're now finishing this tutorial

We're getting into orbit!

The rusty, old, stupid Orbital 0 is too noob, it's in my kerbalx account named orbital craft, it's expensive and unefficient

For me this is great. Test it. I kept on updating it to make it better

Remember to conduct a material study in the upper atmosphere!

Mechjeb flies this great, REMEMBER to do the gravity turn in 52m/s!!!!

Note: I flew this quite a few times, mechjeb flies this into orbit with over 800m/s of excess delta v

The new one is better, 0nly around 100m/s of excess delta v

Btw, we want to land on highlands which is west of grasslands, try targeting for the ocean close to ksc

Take a crew report and EVA report after landing on highlands, we should now have 36.3 science!

Great!

This tutorial is finished! Read it! It took me weeks to do this!

Edited by Anonymous49
finishing up
Link to comment
Share on other sites

 

14 minutes ago, Anonymous49 said:

Now many people wanted to launch. But not me, I wanted to show how I play ksp career normal.YJSw8xj.pngafter accepting the easy contracts, go to vab

from there just pop a mystery goo canister on a random command podtd0uaQS.png

Launch that, I'm serious, launch that.

observe the GU, it should give you 3 science.

Then take a crew report and a eva report.

Then recover vessel.

Now that we completed a contract, we should get almost 9 science, accept the "escape the atmosphere" one.

Go for engineering 101 in the R&D facility.

Keep the GU unit on - we still haven't take all the science yet.

Now plug in the new thermometer we've got.

fBkIIrB.png

Launch it.

Log the temperature with the thermometer and the GU unit. Recover it.

Then go for basic rocketry. Log the GU unit again for 0.2 science.

Do the same in the runway (GU, thermometer, eva report and crew report). Remember to observe the goo unit twice!

Now that we've got all science in the pads, lets launch!

Keep the science things and add a RT-10. Put a TD-12 decoupler (TR-18A  before 1.4). Then put another RT-10. Put a Mk16 parachute on the top.

Then remove half of the solid propellant on a random one. I'll suggest the bottom. Remember to pluck 2 thermometers and gu units!

gWHL8wT.png

Should be something like this.

But just a quick note here: Overheating and velocity. Remove a bit of propellant (75 should be good). Your rocket would be accelerating something like 100m/s which means overheating. Throttle the upper stage down to something like 50%. The first stage burns up fast and doesn't hit MAX q so a TWR of almost 4 should be fine.

Launch it.

Turn on SAS and full throttle (T and Z), press space to takeoff.

Store the data.

Once the speed reaches 75m/s, do your gravity turn.

Once the bottom one finish igniting, stage it, then ignite the upper one. Once it finished burning, check your Ap. If it is under 70km, it means that it is glitched, revert the flight.

Once the red glow finishes, do the science experiments.

Once we reach 70km, take a crew report, log one of the thermometer, and observe a goo unit.

Since we don't have a heat shield, we're going to use the upper stage as a heat shield as it is more heat resistance than the pod.

Point retrograde.

*Please note that if it flips automatically just put 8 modular girder segments on the bottom (of course above the chamber) to lower the CoM,  however for that you need to increase the fuel.

Deploy the parachute when you can. Once you landed take a EVA report.

Please note that it is not finished yet

Note: You can add a small third stage with 2 FL-T100 tanks and a swivel

but will need to replace the modular girders to the third stage. Shut the engine down after reaching 80km. Only need around 4 for it as it have gimbal.

Remove the EVA jetpack and the parachute - It's useless and can safe weight, remove the monopropellant in the pod to save more

Link to comment
Share on other sites

You can get all the science from mystery goos in just one launch, just place three of them and observe them. You won't be able to hold duplicates of the same experiment in the capsule, but you can remedy that by adding two science containers, once unlocked, so you technically bring back three identical experiments. Also works for materials bay.

Why not use fins on the booster stage of your rocket for stability? 

Getting a suborbital hop needs ~2000m/s ASL, actually a bit less I believe. It can also be achieved with the long 1.25m booster+capsule.

Edited by KawaiiLucy
Link to comment
Share on other sites

21 minutes ago, KawaiiLucy said:

You can get all the science from mystery goos in just one launch, just place three of them and observe them. You won't be able to hold duplicates of the same experiment in the capsule, but you can remedy that by adding two science containers, once unlocked, so you technically bring back three identical experiments. Also works for materials bay.

Why not use fins on the booster stage of your rocket for stability? 

Getting a suborbital hop needs ~2000m/s ASL, actually a bit less I believe. It can also be achieved with the long 1.25m booster+capsule.

too heavy for launch, and also i have "oppotunity". Just scared that there's too much GU's and flip the thing over

because i'm not doing gravity turns

i know, that's LITERALLY what I did. A thumper.

Link to comment
Share on other sites

  • 2 weeks later...

Please note that this thing took around 3 weeks in total.

Planning: 7 days

Eliminations: 1 day

Try but fails: 1 day

Writing & doing it at the same time: 11 days

7+1+1+11=2

20 days in total

I seriously don't hope that it will die within a day after 20 days/almost 3 weeks of work.

FULLY original, NO youtubing

Link to comment
Share on other sites

  • 3 weeks later...

Well, thanks for spending the time, it made an interesting read.

 

I will mention that from a cost perspective, solid fuel boosters are much cheaper, though a bit less stable. The main trick to solid boosters is throttling.

 

I've been playing Kerbal for some time now, but I am new to the career mode, I find it pretty constraining.  I don't tend to have any problem keeping missions on budget, but unlocking the tech tree is murder. 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...