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Space Is Dangerous, A new career without a single Kerbaled mission


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Here is the premise.

Playing a new career, normal difficulty, stock. My only mod is the space ponies, for giggles.

Not a single Kerbal will fly a plane, rocket or ship.

Got the usual first contracts.

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Get all science from the launch pad and the runway.

Spoiler

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Some astute viewer might say "Hey, you were flying over Kerbin's shores"

Yes. I did. Little known fact. If you jump and time your EVA report just right, you get a flying report.

That works off-world as well.

 

Bought some hardware. But still need 39 sciences to purchase a coveted probe-core.

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So let us get some science caveman style.

Like pushing a science laiden ship to a new biome.

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Running to a new biome for a crew report. (Less painful with physic warp)

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When you walk-run to new places you get to play tourist.

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Still shy one science. So another mystery goo did it.

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Now I own the Probodobodyne Stayputnik.

7EFZMaK.png

ME

Edited by Martian Emigrant
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Our first sounding rocket.

9tBuZTQ.png

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Not quite enough to get a reaction wheel.

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Getting a material study from the launch pad made the difference.

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Now let us get some contracts.

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Next time we will get some science from space.

 

ME

 

Edited by Martian Emigrant
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Hi all.

 

Our first sounding rocket to reach space?

0rKS98U.png

Two of every scientific devices know to Kerbakind.

The plan: Go straight up and gather high altitude science, space science, recover the data intact.

Then spend the science points and money.

Spoiler

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Kaching.

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Now we can afford a proper probe core and better rocket parts.

 

ME

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Hey all.

 

Last time we earned 140 science.

Let us spend it.

Got a proper probe core.

QDWtOTw.png

Better rocket parts and a few facilities upgrade.

Spoiler

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Got to orbit Kerbin.

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More upgrade.

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Escaped Kerbin for a contract.

Spoiler

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I have to remember to revisit that probe for some "Sun science".

Now a few contracts for Roots and send something to the Mun for Science.

 

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Hey all.

 

My escaping-Kerbin-probe got some sun science.

oCUg4fC.png

 

That got spent on research and a VAB upgrade.
 

Spoiler

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Built a mun rocket

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The ship's next to last stage as the science package that will remain in the Mun's orbit. It will from now on be a relay for mision control.

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The very last stage brings the science back to Kerbin.

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Nice science haul.

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Let us spend it on "Research".

 

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A few contracts more to do.

 

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All the satellites will be relay stations. Of course.

 

ME

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Hey all Kerbonuts.

 

Getting back to the game. And trying to make sense of my screenshots.

Last time I reported to have two contract tests at the launchsite and two satelites contracts.

One equatorial one polar.

 

That was easy.

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Easy equatorial contract with some science bonus.

Spoiler

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Easy contracts at the launch site

Spoiler

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Yeah new parts.

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Now let us get back to that polar satellite.

Ready? Launch.

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Spoiler

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Spending roots (Money) on an upgrade.

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Next  I built (Badly) a ship for Minmus.

The idea was to have an orbital relay to leave around Minmus. And a stage to land on Minmus to return the science back to Kerbin.

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The relay half didn't have probe core and was useless. The other half was out of range from Kerbin without the relay.

So science high and low was gathered around Minmus and the whole thing came back.

Spoiler

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Not a total lost. Science was gathered. Learning from mistakes.

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More parts.

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More contracts for things I intend to do anyway.

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Edited by Martian Emigrant
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Hey all.

 

Back in the saddle.

Done one contract.

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Accepted another.

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Now I have 3 contracts for the Mun and one for Minmus.

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Minmus first. As it bested us last time. And we want to see if we built better.

So the plan was to get the probe  to satisfy the contract, leave the relay part in orbit of Minmus, land, leave a science relay on Minmus and return the science.

That was the plan.

Spoiler

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However.

The first stage was lacking a bit on delta-v and the transfer stage was used....A bit.

The landing stage was used to get a capture in Minmus SOI.

The consequence was that the relay part  was left to orbit Kerbin and was not available for the mission.

The landing and return parts were a bit fuel heavy to start with....So on we go.

 

Transferring propellant and oxidizer to assure a landing on Minmus.

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Planning for a suicide burn.

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Successful landing.

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After transferring the remainder of the fuel and oxidizer back to the return ship the takeoff and orbit went well.

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However the return planning was sporadic as the radio coverage was spotty.

We had wait two orbit to get a window.

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Then there was a signal loss at the end of the burn. The burn was a bit long putting the craft in a low Kerbin intercept.

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Nothing to do but wait for the signal to be reacquired.

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The craft probably could survive that entry but there is a bit of delta-v left so the PE was raised a bit.

 

Spoiler

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More parts

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Another upgrade.

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Contracts for next time.

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ME

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Now the landing didn't go so well.

Live and learn.

No F5-F9 here.

 

Fuel management first.

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Committed.

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Almost there.

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Gosh. Golly.

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Getting lemonade out of this.

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So....What have we learned?

Lander as a high CofG.

Puny legs.

Too much of a slope for the mentioned above.

 

Just wait till next time.

 

So got some better parts.

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More contracts.

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Easy peasy.

Spoiler

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Another easy one.

Spoiler

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Contracts as of now for next time.

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ME

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Hi all.

Another day another dollar Root. Funds. \F

 

So on this session.

Redesigned the rocket. More Delta-V per stage.

Better legs, big reaction wheel, forgot to replace the probe core with the better one I purchased last time I played. Sigh.

Worked out anyway.

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It looked OK enough to start the mission but I am not sure why I put so much delta-V in the return stage.

 

We have two contracts for prograde satellites in a mun equatorial orbit.

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(Hand rubbing) Easy money.

 

Let us go then.

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Spoiler

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First.

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Second.

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Do the mun orbit science contract before it is forgotten again.

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Now let us land on the Mun.

Dropping altitude.

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Leaving the relay  behind.

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Committed.

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The lower relay isn't the one orbiting with the probe.

It is the one that toppled on the previous mission.

Spoiler

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Success. F5 quick.

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Science.

Spoiler

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Waited for the orbiting relay to pass overhead.

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On retrospect I should have launched retrograde.

Going prograde makes the Apoapsis opposite from Kerbin.

Going retrograde would have put the AP on nearside.

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Once circularized both the returning vessel and relay are opposite to Kerbin.

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The mission kept contact through another relay from a previous launch.

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Spoiler

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Science and funds.

Spoiler

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Got the LV-N "Nerv" Atomic Rocket Motor, liquid fuel tanks and better solar panels.

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Contracts for next time as of yet.

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Now. Do I do more Mun-Minmus mission and do science?

Or go to Eve?

 

ME

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On 9/3/2023 at 5:58 PM, Martian Emigrant said:

Now. Do I do more Mun-Minmus mission and do science?

Or go to Eve?

 

ME

Well, you can just do what I'm doing rn in my career, accepting EZ contracts, like probe building, part testing, etc while waiting for the transfer window

Also, you could research the klaws to try and catch an asteroid or debris for their respective contracts, which shouldn't be a problem if you happen to be experienced with rendezvousing.

Spoiler

Well, RIP A.R.M I, you got pretty far :( 

gngkQqN.png

Crashed into the potato due to forgetting to pack RCS.

 

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@Jeb x Valentina Hi.

Part of my issue (Not a big one, granted) is that when you do something like go to Eve. Then the game propose missions that involves Eve.

And drops proposing the close easy ones.

Same for asteroids.

Having easy satellites orbit Kerbin, Mun or Minmus contracts are easy and close by.

You can combine getting the easy contract with exploring a new biome for nearly free science points. But a bit boring.

 

I feel that I will get some Sun science first then do a mission to Eve.

Break the Eve mission into a relay-lander followed by a relay-Gilly lander-return.

 

Question-comment. RCS? Personally I never put RCS on ships. To reduce the part count.

I will have RCS only when I want to dock a ship then move it around the station to another port.

 

For close maneuvering with the main engine you can right click the engine and de-rate it to a few percents.

(I like to think that I am doing a software update-patch to the engine computer)

Same for docking. Once close enough you get the relative speed down to zero (With your de-rated engine). Line up to the docking ports, switch ship, line up the ports from that side.

Switch back to the docking ship and give a quick burst forward.

 

ME

 

Edited by Martian Emigrant
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11 hours ago, Martian Emigrant said:

@Jeb x Valentina Hi.

Part of my issue (Not a big one, granted) is that when you do something like go to Eve. Then the game propose missions that involves Eve.

And drops proposing the close easy ones.

Same for asteroids.

 

hmm, ok

 

11 hours ago, Martian Emigrant said:

Question-comment. RCS? Personally I never put RCS on ships. To reduce the part count.

I will have RCS only when I want to dock a ship then move it around the station to another port.

 

For close maneuvering with the main engine you can right click the engine and de-rate it to a few percents.

(I like to think that I am doing a software update-patch to the engine computer)

Same for docking. Once close enough you get the relative speed down to zero (With your de-rated engine). Line up to the docking ports, switch ship, line up the ports from that side.

Switch back to the docking ship and give a quick burst forward.

 

It's a lot easier with RCS, at least personally, ESPECIALLY with asteroids, as you have to approach them at a very low speed, and turning the ship around last second to fire the engine can cause disaster (which is exactly what happened to me), plus my PC can handle a good 150 parts, and my VAB 250, tho I normally only use 50 or less

Edited by Jeb x Valentina
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Hey all Kerbonuts.

 

Got to play some more.

Did an easy contract on the pad.

Spoiler

IbiStkg.png

 

Then built a new ship (well a mod of the previous ones anyway) to gather some sun science before proceeding to Eve.

 

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Boring run of the mill orbit and escape.

Spoiler

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Sun science was gathered.

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The relay was left behind by the science return capsule.

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A quick burn to re-enter Kerbin's SOI.

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Now there was a loss of signals shortly after the burn. And the signal was reacquired halfway between the Mun and Minmus.

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So me think that there will be a big zone without control if the return capsule doesn't have extra antennas.

Hum. No mid-course correction.

I will chance it. Keep the return capsule light and have more antennas on the stay behind relay.

If that fail the we will just have to do it again.

 

Return of the capsule from the Sun.

Spoiler

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Science and funds.

Spoiler

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Easy contract.

Spoiler

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For next time.

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ME

Edited by Martian Emigrant
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