Paldium Posted May 20, 2015 Share Posted May 20, 2015 (edited) First of all, a big thank you for the developers and supporters of this awesome game! Started my Kerbal Space Program experience with the demo, and the jump to 1.0.0 was a quite big one. Of course I went straight into career mode to learn everything about the game step-by-step.Then I had to figure out that the first thing the Kerbals would do is going straight into a rocket and start their first manned mission. Without having a clue about anything, that involves too much courage and stupidity for my Kerbals. As I am not into using mods but want to experience everything with the original game, i.e. stock, the idea of this thread was born.GoalThe first vessel that is ever started is unmanned (definition of a vessel: It has any sort of engine). No Kerbal is put at risk, except if the vessel crash lands in the space center later on. RequirementsIn order to start an unmanned vessel, we need an unmanned pod. I chose the Stayputnik Mk.1 as it has the lowest requirements.Technology requirements for Stayputnik Mk. 1:Engineering 101 (5 science) Survivability (15 science) Basic Science (45 science) This means that we have to achieve 65 science points without lifting off the ground. Quite a challenge, but manageable!ExecutionAccept the mission "Gather scientific data from Kerbin." We will gain 6 science for completing it Build a simple manned vessel consisting of just 1 pod and 3 goo canisters Get it on the Launch Pad and Runway, perform science activities there (Crew Report, 2 EVAs [flight, ground], 3 Mystery Goo Containment Units) By now, we have acquired 8 + 6 + 4.7 = 18.7 science points. It's no rocket science so far (pun intended).Unlock Engineering 101 in Research and Development Unlock item SC-9001 Science Jr. We could repeat the previous steps with the Science Jr. device, but we would be still too far away from our required 65 science points. It would be possible if we could reach the other biomes in the space center. Each one can give us 10.35 science points by now, which means that we have to visit 6 biomes. Keep in mind that 2 are already reachable, namely Launch Pad and Runway. So 4 are missing. As we don't want to start any engines, I present you the Science Roller:It consists of:6 x Mk1 Command Pod 1 x SC-9001 Science Jr. 1 x Mystery Goo Containment Unit Remove all the Mono Propellant from the Command Pods to reduce weight. We run only with electric charge, and use the other pods for stability and batteries. Later on, we even store duplicate science experiments in them to reduce required time and starts. With this design, it's possible to reach a few biomes of the space center to repeat the science experiments, gaining enough points to unlock Stayputnik Mk. 1.Get Bob (the scientist) into the vesselStart the Science Roller on Launch Pad Collect science data 3 times in a row and store them in 3 Command Pods so this step doesn't have to be repeated, which is why we need Bob. And that is why we need only one Mystery Goo Containment Unit and only one SC-9001 Science Jr.Roll from Launch Pad to KSC biome and repeat the science gatheringRepeat with Launch Pad to Vehicle Assembly Building Repeat with Launch Pad to Mission Control Repeat with Launch Pad to Tracking StationStart Science Roller on Runway and gather remaining science points Tips:Already lay down the vessel so you don't waste precious electric charge to flip it over Already rotate it in VAB so it directs to the proper biome The vessel will turn to the left when you roll, make short brakes and adjust direction through help with your navball ConclusionWe have successfully gained enough science points (and even in reasonable time and "starts") to unlock the Stayputnik Mk. 1. This means that our actual flights can be done unmanned right from the start, possibly saving many Kerbals from... early retirements! Edited May 20, 2015 by Paldium Link to comment Share on other sites More sharing options...
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