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So......career mode


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That seemed strange to me. It produces some really weird early-game progression. It's easier to immediately launch manned craft everywhere than it is to do something more reasonable, like send probes to get the hang of things. Probes are nearly impossible until much later in the tree, due to the lack of batteries and solar panels combined with the extremely high power draw of the antennas. That seemed really backwards to me. Manned flight feels like it shouldn't even be present at the first couple of tech levels, let alone actually easier to use.

You can get a Kerbal to the Mun with five research points... but you don't have a probe body until after closer to 100 points, no batteries without another 45, and no solar panels to get your battery life up to a point where you could probe something besides LKO without hundreds more points on top of it.

It would be like if Apollo was the first thing we tried, but it took us two more decades of research to build Sputnik.

The thing is, Kerbals are cheap. All those electronics are expensive, and until you have researched a way to protect them from SPACE EFFECTS, the Government won't let you have them. After all, you can always breed more Kerbals...

:)

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So what your saying is that, I have to send Kerbals up and down from Kerbin, to the Mun and whatnot, have them walk or float around, do the report thing, and I'll level up? Do you have to level up to unlock the R&D Center? When I click transmit data with my EVA or with a Science Part, it transmits the data, but then I get a message saying, It would be helpful if the Research and Development Center was open?

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It's not a historically-driven tech tree, it's a complicatedly-driven tech tree. Simple concepts graduating to complex concepts. And Kerbals come before probes because Crew Reports are your base science-generating ability, before any other science-generating parts become available.

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I dont understand how I am supposed to even launch the initial rocket at the first stage of career mode. I have no capsule or control module and says that I cant control it, I cant put a kerbal on the rocket as far as I can tell. How the heck do I start the career off?!

Check out my early career mode vids on my youtube site (see my signature for the playlist link). It will give you some ideas.

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Don't forget that career mode is still very much a work in progress. When you're at level 0 you're relying on crew reports and EVA reports: rightclick your pod to do some science, or EVA your Kerbal and let him see the surroundings and tell you what he's learned :)

When I get the pilot out I can't report cause he haven't comm. Equipment, it say...?

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When I get the pilot out I can't report cause he haven't comm. Equipment, it say...?

Save your report data (use the little clipboard icon) and then get your pilot back into the capsule. Your report will be stored in the capsule letting you go on another EVA (to a different biome) and collect a new report. With patience you can get a lot of science just by plopping a pod down on the launchpad:

1. Transmit crew report from the capsule.

2. EVA. Make EVA report and collect sample from launchpad. Return to capsule.

3. EVA. Walk off the launchpad, make EVA report from KSC, collect sample from KSC. Return to capsule.

etc. It takes a while but you can walk your kerbal down to the beach and do another EVA report/sample collection from the shallow water (Kerbin's Shores). If you really insist on maxing out your science you could probably do a fourth EVA into deeper water (Kerbin's Waters) and then a 5th by walking far enough west from the KSC that you hit the grasslands or whatever else is there. Once you've taken your final sample and made your last EVA report just Recover your EVAing kerbal and then recover the capsule too.

That would probably be enough to unlock all of Tier 1 and Tier 2 techs. Although you'd be quicker doing an actual launch or two. :)

Oh yes - and as I found out last night you can EVA from the capsule in mid-air (just make sure you don't let go) and get some more EVA reports from sub-orbital flights for more science.

Edited by KSK
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Have installed the updated NovaPunch Mods which automatically integrate into Career Mode and give you an unfair advantage over those not using the mod. However, they will not be accessible in careers started before installing them. And, if you don't want to use those parts and don't know which are what, it is easy to just temporary move the folder out of the program.

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  • 2 months later...
Well I've discovered experiments and started making progress.....however, I've gotta say, some sort of "This is what your objectives are" text box would go a long way to improving the whole career mode experience.

The devs DID say that missions weren't gonna be likely, but contracts and whatnot might happen. But I think this just opens the game. Some people don't like being told what to do. Like me, to an extent. I just launched a rocket, got some science. Unlocked a node. It's simple. Here's a guide:

1. Launch rocket

2. Get science

3. Recover/transmit science

4. Repeat

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Hi All,

First forum post but it pertains to career mode.

I'm a complete newb to KSP, I saw it on sale on Steam and i'd seen loads of my mates playing it so just plumped for the purchase. I went into sandbox mode and felt a bit overwhelmed by all the different parts available and after a few failed launches I went into career mode to have a look. Career mode just seems to be a way of a) making science mean something, and B) Allowing someone to break themselves in gently to all the parts by having them unlock them as they accomplish experiments (the first Kerbin Orbit means a lot more if you can actually progress from it and unlock more things rather than just thinking "oh! I got a ship into orbit!, but I don't get anything for it other than my own sense of satisfaction", unlocking something for doing it makes it feel that little bit more special imo) and I like that idea although it might not appeal to those that just want to put rockets together and shoot them off into space.

I've never been a fan of games that just give you everything right at the start and say 'get on with it then'. I tend to find myself just floundering in those instances, get frustrated when nothing i've put together works and ended up putting the game down and never going back to it. With Career Mode it gives me a chance to look at the research tree, unlock a few new items at a time, then see how they work with what I already have etc.

The tutorials are pretty helpful, I've always been interested in space but never to the degree of detail that this game requires, I had no clue what an apoapsis or periapsis was (and neither does my spell-checker apparently hehe) before playing but now I find myself knowing the terms and using them while i'm playing lol.

Anyway, there was a point to this post, although I can't for the life of me remember what it was but I just wanted to say that I'm really liking KSP and I'm glad I purchased it, can't wait for future updates :D

Peace

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Welcome DelayedReaction!

Glad that career mode is working for you and I'm definitely with you about the amount of detail that KSP needs (and the fun to be had learning about it)! Real-life space missions or reading about historical ones is much more absorbing now that I can follow more of the technicalities. Not to the level where I can bust out a slide rule and calculate a trajectory but enough that I have a mental picture of what's going on.

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  • 3 weeks later...

Hello! Welcome to the Noob-At-KSP party that I am in! I just sent my very first Munar probe as well! however, due to KSP noobness I miscalculated the amount of electric charge the probe would consume during this journey (additionally I left the ASAS on and it drained the power as well.) so i now have a umanned, unsalvagable thing in an escape trajectory in the mun's Sphere of influence. so now im launching my second probe with about 1100 electric charge.

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Hi All,

First forum post but it pertains to career mode.

I'm a complete newb to KSP, I saw it on sale on Steam and i'd seen loads of my mates playing it so just plumped for the purchase. I went into sandbox mode and felt a bit overwhelmed by all the different parts available

Peace

With all the whinging about career mode that's a very overlooked issue. The game IS overwhelming when it throws a few dozen parts at you, many of which look about the same. Career mode guides you through a progression of that which makes sense. Yes, a seasoned player can work through it very easily. They can also get a mod and make it harder. A new player however, won't start themselves on a return mission to Eve because they read someone's log and had all the parts there.

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Maybe popping up the Scenarios Menu the first time (or after you click New Game the first time) would help to get people started on the available tutorials instead of just jumping in. On the other hand that might be intended ...

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Hi,

im pretty new to KSP, my greatest mission yet was a sandbox

manned (1) mun lander and safe return to kerbin. No mj, didnt even try using it yet.

Im happy with the Science System, but i already see

the problem of getting too much sience once i get career missions done

out of Kerbins Orbit.

But...and this may sound a bit arrogant.....imho theres no discussion that

anything regarding electric power is placed way too far in the tech tree.

I agree with people who find it odd that you cant start with probes.......

It takes so much fun out of this game to be forced to do weird things (like

reports from launchpad....sorry...thats an exploit as i see it) to accumulate

enough science to do realistic missions.

Also .....i really cant find any reason on why this design decision seemed more

suitable to the devs than simply give us a battery/solar panel and a probe-core

ealry in the tech-tree. Again....you may find this arrogant but thats a thing i

wouldnt even discuss.

Anyway....KSP is on a great way and im sure the devs will adress this issues

as soon as they are able too.

:-)

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Hi All,

First forum post but it pertains to career mode.

I'm a complete newb to KSP, I saw it on sale on Steam and i'd seen loads of my mates playing it so just plumped for the purchase. I went into sandbox mode and felt a bit overwhelmed by all the different parts available and after a few failed launches I went into career mode to have a look. Career mode just seems to be a way of a) making science mean something, and B) Allowing someone to break themselves in gently to all the parts by having them unlock them as they accomplish experiments (the first Kerbin Orbit means a lot more if you can actually progress from it and unlock more things rather than just thinking "oh! I got a ship into orbit!, but I don't get anything for it other than my own sense of satisfaction", unlocking something for doing it makes it feel that little bit more special imo) and I like that idea although it might not appeal to those that just want to put rockets together and shoot them off into space.

I've never been a fan of games that just give you everything right at the start and say 'get on with it then'. I tend to find myself just floundering in those instances, get frustrated when nothing i've put together works and ended up putting the game down and never going back to it. With Career Mode it gives me a chance to look at the research tree, unlock a few new items at a time, then see how they work with what I already have etc.

The tutorials are pretty helpful, I've always been interested in space but never to the degree of detail that this game requires, I had no clue what an apoapsis or periapsis was (and neither does my spell-checker apparently hehe) before playing but now I find myself knowing the terms and using them while i'm playing lol.

Anyway, there was a point to this post, although I can't for the life of me remember what it was but I just wanted to say that I'm really liking KSP and I'm glad I purchased it, can't wait for future updates :D

Peace

The Apoapsis is the highest point in your orbit Periapsis is the lowest. If you know anything about orbit the real life counterpart is apogee and perigee. Your welcome :D

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I finally picked up KSP during the recent sale on Steam and have been playing the heck out of it.

After doing the tutorials I went straight to Career Mode and have loved it.

The KSP wiki was an enormous help, particularly the two pages Science and Biome.

After figuring out how to get to orbit I did a number of sub-orbital missions to the different biomes once I got the Mystery Gooâ„¢ Containment Unit. I'd parachute down, do the Crew Report and Goo activities, and immediately recover the vessel. You can do this since you're on Kerbin, and you get the full value of the science by returning instead of transmitting. It's slightly grindy but pays off both with the science and the flight experience. Some of the biomes are challenging to reach.

I didn't try doing EVAs/surface samples as I assumed it wasn't possible without a ladder. If you can get out/down on Kerbin without a ladder you'd get science really quickly.

I still haven't gotten the lower atmosphere stuff for most biomes, as I figured I'd wait to get the 2HOT Thermometer and use a spaceplane, which I've only just started messing around with.

In space I did flybys of Mun & Minmus for more science, and then I finally landed on Minmus, did an EVA, and returned to get 500+ science for all the activities there, as well as the first successful completion. This got me 5 of the 90-point techs, making a major dent in that tier.

Tip: Once you have several science components you can put all the activities in one custom action group. Then you can do all your on-board science with a single keypress.

While I agree that figuring out how to make progress through the tech levels is difficult at this point without info from outside the game, the fix should not be a questline of missions. Rather, the opportunities to gather science should be better explained. Ideally the biomes should be displayable on the in-game map with an indication of which ones still offer points for doing science.

With better information it will be possible to figure out what to do while still having complete freedom to do anything your tech level permits. This freedom is an important reason why I like KSP and I'd hate to lose it.

KSP is already very good and isn't even done!

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