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A Logical Progression Through Science Mode


Greguardo

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I am a few months into KSP and I was not enjoying Career mode.  I wanted to explore the Kerbol System in a logical way, but without the extra restrictions of Career mode.  Science mode seemed like the answer, if I could do it without having to grind, or to do missions that were more science focused than exploration/progression focused.

So here you have my “Logical Progression” Science Mode guide.  There is minimal non-destination science or biome hopping, and each mission gets you progressively further into the Kerbol system.

Part 1 – Kerbin and it’s Moons

Mission 1 – Learn to Science!
Mission 2 – Go to Space!
Mission 3 – Orbit Kerbin!
Mission 4 – Fly by the Mun!
Mission 5 – Land a Probe on the Mun!
Mission 6 – Land a Kerbal on Minmus! (and Return)

Part 2 – Interplanetary Travel

To be continued…

*Note  - This guide does not teach you how to play KSP.  Use the in-game tutorials and/or watch Scott Manley videos on YouTube.

Mission 1 – Learn to Science!

-         We don’t have the technology to get to space yet, so we’ll just learn how to science

-         In the VAB, build a ship with

o   Mk1 Command Pod

o   Mystery Goo Containment Unit

-         Name/Save the ship and Launch

-         From LaunchPad

o   Crew Report (1.5)

o   EVA Report (2.4)

o   Take Surface Sample (9.0)

o   Observe Mystery Goo (3.0)

-         Recover Vessel (Mission 15.9/15.9 Total Science)

-         In the R&D Facility unlock

o   Basic Rocketry (5)

o   Engineering 101 (5)

o   5.9 remaining

-         The liquid fueled engines and decouplers should help get us to space and back

 

Mission 2 – Go to Space!

-         We should be able to use the liquid fueled engines to escape the atmosphere

-         In the VAB, build a ship with

o   Mk1 Command Pod

o   Mk16 Parachute (Stage 0)

o   2x Mystery Goo Containment Unit

o   2x 2HOT Thermometer

o   TD-12 Decoupler (Stage 1)

o   5x FL-T100 Fuel Tank

o   4x Basic Fin

o   LV-45 “Swivel” Liquid Fuel Engine (Stage 2)

-         Name/Save the ship and Launch

-         Launch!

-         In Space Near Kerbin

o   Crew Report (5.0)

o   EVA Report (8.0)

o   Observe Mystery Goo (10.0)

o   Log Temperature (8.0)

-         Decouple and Parachute down

-         From wherever you landed (try to save Kerbin’s Water for later missions)

o   EVA Report (2.4)

o   Take Surface Sample (9.0)

o   Observe Mystery Goo (3.0)

o   Log Temperature (2.4)

-         Recover Vessel (8.0) (Mission 55.8/61.7 Total Science)

-         In the R&D Facility unlock

o   General Rocketry (20)

o   Stability (18)

o   Survivability (15)

o   8.7 Remaining

-         Larger fuel tanks and radial decouplers should get us an orbit-worthy ship

 

Mission 3 – Orbit Kerbin!

-         We don’t have an efficient enough engine to get to the Mun so we’ll settle for high orbit

-         In the VAB, build a ship with

o   Mk1 Command Pod

o   Mk16 Parachute (Stage 0)

o   2x Mystery Goo Containment Unit

o   2x 2HOT Thermometer

o   2x PresMat Barometer

o   Heat Shield (1.25m)

o   TD-12 Decoupler (Stage 1)

o   5x FL-T200 Fuel Tank

o   4x AV-T1 Winglet

o   LV-45 “Swivel” Liquid Fuel Engine (Stage 2)

o   2x TT-38K Radial Decoupler (Stage 2)

o   2x RT-10 “Hammer” Solid Fuel Booster (Stage 3)

o   2x Aerodynamic Nose Cone

-         Name/Save the ship and Launch

-         In Space High Over Kerbin (250KM)

o   Crew Report (7.5)

o   EVA Report (12.0)

o   Observe Mystery Goo (15.0)

o   Log Pressure Data (18.0)

o   Log Temperature (12.0)

-         De-Orbit, Decouple and Parachute down

-         From wherever you landed, as long as it’s not the same place as before (Water gives more)

o   EVA Report (2.4)

o   Take Surface Sample (9.0)

o   Observe Mystery Goo (3.0)

o   Log Pressure Data (3.6)

o   Log Temperature (2.4)

-         Recover Vessel (10.0) (Mission 94.9/103.6 Total Science)

-         In the R&D Facility unlock

o   Advanced Rocketry (45)

o   Basic Science (45)

o   13.6 Remaining

-         The LV-909 “Terrier” is our ticket to the Mun

 

Mission 4 – Mun Flyby!

-         Let’s try to get a closer look before trying to land (and some science for a nice probe)

-         In the VAB, build a ship with

o   Mk1 Command Pod

o   Mk16 Parachute (Stage 0)

o   2x Mystery Goo Containment Unit

o   2x 2HOT Thermometer

o   2x PresMat Barometer

o   SC-9001 Science Jr.

o   Heat Shield (1.25m)

o   TD-12 Decoupler (Stage 1)

o   FL-T400 Fuel Tank

o   LV-909 “Terrier” Liquid Fuel Engine (Stage 2)

o   TD-12 Decoupler (Stage 3)

o   3x FL-T400 Fuel Tank

o   4x AV-T1 Winglet

o   LV-45 “Swivel” Liquid Fuel Engine (Stage 4)

o   2x TT-38K Radial Decoupler (Stage 4)

o   2x BACC “Thumper” Solid Fuel Booster (Stage 5)

o   2x Aerodynamic Nose Cone

-         Name/Save the ship and Launch

-         For an extra challenge, go for a free return trajectory

-         In Space High Over The Mun

o   Crew Report (10.0)

o   EVA Report (16.0)

o   Observe Materials Bay (50.0)

o   Observe Mystery Goo (20.0)

o   Log Pressure Data (24.0)

o   Log Temperature (16.0)

-         De-Orbit, Decouple and Parachute down

-         If you happen to land somewhere new, grab some extra science

-         Recover Vessel (12.0) (Mission 148.0/161.6 Total Science)

-         In the R&D Facility unlock

o   Flight Control (45)

o   Electrics (90) (26.6 Remaining)

-         The OKTO, Photovoltic Panels, and Reaction Wheel will be essential to our probes

 

Mission 5 – Land a probe on The Mun!

-         Time to try a landing…without putting any Kerbals at risk

-         In the VAB, build a ship with

o   Probodobodyne OKTO

o   4x OX-SAT Photovoltic Panels

o   4x Z-100 Rechargeable Battery Pack

o   Small Inline Reaction Wheel

o   Communotron 16

o   2x 2HOT Thermometer

o   2x PresMat Barometer

o   SC-9001 Science Jr.

o   2x Mystery Goo Containment Unit

o   FL-T200 Fuel Tank

o   4x LT-05 Micro Landing Strut

o   LV-909 “Terrier” Liquid Fuel Engine (Stage 0)

o   TD-12 Decoupler (Stage 1)

o   4x FL-T400 Fuel Tank

o   4x AV-T1 Winglet

o   LV-45 “Swivel” Liquid Fuel Engine (Stage 2)

o   2x TT-38K Radial Decoupler (Stage 4)

o   2x BACC “Thumper” Solid Fuel Booster (Stage 5)

o   2x Aerodynamic Nose Cone

-         Name/Save the ship and Launch

-         In Space Near The Mun

o   Observe Mystery Goo (12.2)

o   Log Pressure Data (25.2)

o   Log Temperature (16.8)

-         Landed on The Mun

o   Observe Materials Bay (49.0)

o   Observe Mystery Goo (16.8)

o   Log Pressure Data (33.6)

o   Log Temperature (22.4)

-         Return to KSC (Mission 176.0/202.6 Total Science)

-         In the R&D Facility unlock

o   Fuel Systems (90)

o   Landing (90) (22.6 Remaining)

-         The external fuel duct will help us design a return vehicle for a Minmus mission

 

Mission 6 – Land a Kerbal on Minmus! (and Return)

-         Finally it’s time to go where no Kerbal has gone before

-         In the VAB, build a ship with

o   Mk1 Command Pod

o   Mk16 Parachute (Stage 0)

o   2x Mystery Goo Containment Unit

o   2x 2HOT Thermometer

o   2x PresMat Barometer

o   Heat Shield (1.25m)

o   TD-12 Decoupler (Stage 1)

o   FL-T100 Fuel Tank

o   LV-909 “Terrier” Liquid Fuel Engine (Stage 2)

o   TD-12 Decoupler (Stage 3)

o   SC-9001 Science Jr.

o   2x FL-T200 Fuel Tank (Beside the Science Jr.)

o   4x Aerodynamic Nose Cone (Top and Bottom)

o   2x FTX-2 External Fuel Duct (Fuel tanks to Terrier)

o   LV-909 “Terrier” Liquid Fuel Engine (Stage 4)

o   4x LT-1 Landing Struts

o   TD-12 Decoupler (Stage 5)

o   3x FL-T800 Fuel Tank

o   4x AV-T1 Winglet

o   LV-45 “Swivel” Liquid Fuel Engine (Stage 6)

o   4x TT-38K Radial Decoupler (Stage 6)

o   4x BACC “Thumper” Solid Fuel Booster (Stage 7)

o   4x Aerodynamic Nose Cone

-         Name/Save the ship and Launch

-         In Space Near Minmus

o   EVA Report (32.0)

o   Observe Mystery Goo (40.0)

o   Log Pressure Data (48.0)

o   Log Temperature (32.0)

-         Landed on Minmus

o   Crew Report (25.0)

o   EVA Report (40.0)

o   Take Surface Sample (150.0)

o   Observe Materials Bay (125.0)

o   Observe Mystery Goo (50.0)

o   Log Pressure Data (60.0)

o   Log Temperature (40.0)

-         Retreive Data from the Science Jr.

-         Decouple and Launch back to Kerbin

-         De-Orbit, Decouple and Parachute down

-         If you happen to land somewhere new, grab some extra science

-         Recover Vessel (37.5) (Mission 679.5/702.1 Total Science)

This should be more than enough science to escape Kerbin’s SOI and go interplanetary!

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Can you write one for 10% science returns as well? :D

If not, some observations.

  • Harvesting the KSC is no longer optional if you want to reach the Mun with anything other than an ultra-minmaxed craft beyond the skills of a beginner player to design. Consider getting KEI; I've done without it, but it's really tedious and doing a land-and-return mission to the Mun without a Terrier is so touch-and-go in terms of fuel usage that I'd rather not have to do it again.
  • Focus on unlocking the bottom-most nodes at the beginning. That's where new science instruments are, which in turn will help you unlock topmost nodes. Being able to fly further is nice, but not if you get deadlocked by having exhausted all science options but not having the points to get more science.
  • Three goo canisters are generally enough to not have to land in the same biome again. The Science Jr. is a bit harder nut to crack, as I've found (in LKO) it requires as much as four measurements before it stops giving any more science, but returning that many Science Jr.s through reentry is difficult. Two is optimal, as it means you can finish both low and high orbit in 2-2 flights.
    • However, don't bother putting more than one of each instrument on a probe not meant to return to Kerbin. Transmission loss means you won't benefit from sending more than one package. Of course, you do need LOS or a relay to transmit, so keep that in mind. Speaking of which, three Communotrons (not the surface-mount ones!) or two High-Gains are required for Minmus with a level 1 DSN, if you go with direct connectivity; for relays, the lander only needs one Communotron to reach a relay with the above antenna configuration in munar geosynchronous orbit, and even then the signal is going to be weak.
  • Invest in the first aircraft node early and harvest Kerbin bare. It will return the investment with interest, trust me. Later nodes are unnecessary until after you have a working interplanetary ship design.
  • Probes are optional but highly recommended. Spending 90 points on the OKTO will just barely return the investment to unlock one more node from the Mun, yes, but it will help in building a better lander. Once you've got the OKTO, you can now take a scientist in the lander, allowing you to both transmit and return science in the same flight for maximum yield.
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