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Problem with Career mode


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Hello everyone,

I just got the new version and just started a new career game. I wanted to build my first small rocked to get some science data. But I got no automated probe and I got no decoupler. So the only thing I can build right now are kamikaze rockets? I need to put a kerbal in it, but I cant decouple the parts, so the rocket is always going to explode when it ties to land. Did I just missed something, or is this a bug? Or do I really need to kill some kerbals to get the needed tech to build decouplers for my pods to land secure again? Somehow I just dont like to kill my kerbals ;)

But somehow I just think I'm missing something. decouplers really should be a first technology, or at last automated probes before you send people out with a rocket?

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Welcome to the forums! :)

My advice: Start small. A capsule, parachute, and fuel tank + liquid motor (or just a solid rocket booster) should be able to safely land, even without any decouplers available. Even without probes and decouplers, it's perfectly possible to build a rocket that's safe to use. Take crew and EVA reports close to the peak of your trajectory, then another EVA report and a surface sample after you land to get yourself a nice bit of science right at the start. (You could also get a fair bit of science from the launchpad without ever leaving the ground, but I consider that a little "gamey," personally.)

Hope this helps!

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Under utility are parachutes. They can slow your descent and saver your kerbals' lives.

Also, you can EVA and to EVA reports and collect ground samples. Also, just sittin on the runway you can click on your command pod and do "crew reports" without ever leaving the ground. They can give you enough science to research decouplers if you prefer that before going up.

A transmitter antennae is reccommended for the ability to broadcast multiple results instead of just having 1 per mission.

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1) Science on the pad: You can do a lot of science, crew reports, EVAs, soil samples without ever actually flying anywhere. Just "launch" a pod and do SCIENCE!

2) The starting parachutes are more than enough to land smaller rockets whole.

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thanks for the answeres.

I first made a small rocket just with parachute, pod, fuel and motor. But the parachute couldnt brake the rocket enough to not explode at first contact with kerbal. I was just very confused because decouplers are just so important in building rockets and I think I never built a rocket without them ;)

But now I just made a single pod, just go EVA, take some samples, go into the pod again and end the mission right on the landing pad. That gives enough research to get decouplers. But I still think Decouplers should be a starting tech, specially when you have no automated probes and want your kerbals come back save, without a big rocket under their landing pod waiting to explode ;)

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Careful on those sub-orbital EVA's. Infact.. don't even let go of the craft unless your savy with the kerbal jetpack. I got a good bit of science done with that first launch. And as others have said... You can pick up surface samples from the launch pad. And grass.. grass bought me my first tech node.

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thanks for the answeres.

I first made a small rocket just with parachute, pod, fuel and motor. But the parachute couldnt brake the rocket enough to not explode at first contact with kerbal. I was just very confused because decouplers are just so important in building rockets and I think I never built a rocket without them ;)

But now I just made a single pod, just go EVA, take some samples, go into the pod again and end the mission right on the landing pad. That gives enough research to get decouplers. But I still think Decouplers should be a starting tech, specially when you have no automated probes and want your kerbals come back save, without a big rocket under their landing pod waiting to explode ;)

I find that hard to believe. When do you open the parachute? Cause a single one is MORE than enough to bring my mun landers home safely.

Unles you open parachute at the last moment, there should be no problem

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Careful on those sub-orbital EVA's. Infact.. don't even let go of the craft unless your savy with the kerbal jetpack.

Not that big of a deal, in fact I plan that the 'naut cannot return to the pod when I start using Science Jr on sub-orbitals. It is simply that when you recover outside of the pod, all you recover is what the Kerbal has on him; such as an EVA report and sample. But then you just go to tracking and recover the pod from there. You still get everything.

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Not that big of a deal, in fact I plan that the 'naut cannot return to the pod when I start using Science Jr on sub-orbitals. It is simply that when you recover outside of the pod, all you recover is what the Kerbal has on him; such as an EVA report and sample. But then you just go to tracking and recover the pod from there. You still get everything.

He means getting your Kerbal blown off the lader while going on EVA at 40km hight. They don't tend to survive that

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Not that big of a deal, in fact I plan that the 'naut cannot return to the pod when I start using Science Jr on sub-orbitals. It is simply that when you recover outside of the pod, all you recover is what the Kerbal has on him; such as an EVA report and sample. But then you just go to tracking and recover the pod from there. You still get everything.

That is correct unless you return to the capsule before using recovery mode.

Here is a picture of my capsule with two goo containers mounted on a web girder. The capsule parachute is enough for safe landing. If using the science can, you need to add a pair of radial parachutes or the can will be destroyed upon landing.

SJH0FqM.jpg

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For my first mission, I tend to use a capsule with a parachute on it, 10 fuel tanks, and an engine. That gets to orbit, then to high orbit, then returns. The return is a bit messy because the one parachute isn't enough for that mass, but 10 fuel tanks makes for a perfectly sufficient crumple zone to make the landing safe, though not quiet. On the other hand, that's enough science to pick up the first four techs without having to go crazy with Munar/Minmus/Sun flyby/orbit missions that take a lot longer and tend to be a pain without decouplers.

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Here is the first sub orbiter. It can reach 100+k. If landed in the ocean, nothing is blowing up but all fuel cans do detach. On land, you may blow off the engine and a couple of fuel cans, but the capsule will be intact and laying on its side. It's good enough to unlock enough tech to get the LV-909 and proper decoupler to build the orbiter.

The first suborbiter; Be sure to move the engine down on the staging setup or your parachute will get deployed upon launch.

zlLmY45.jpg

The first good orbiter. Ox Stat panels optional.

I3Swu3d.jpg

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He means getting your Kerbal blown off the lader while going on EVA at 40km hight. They don't tend to survive that

Ah, right. Should have thought of that.

I agree with Specialist290 that a lot of what some of us are doing might be considered a bit gamey. Such as an EVA during ascent, putting nothing but the pod on the pad and then doing an EVA and sample (how does one sample the metal grate I wonder, maybe we gather a few shavings, but strange that the contractor that built the thing knew nothing relevant about the material :)), not to mention straight up and straight down sub-orbitals, etc.

Also, I'm not sure what relevance Kerbin science has to my space program. I didn't know the properties of dirt at KSC or that of water before I got goo pods and took samples, but I'm ready for space flight?

Once I get through the tree once, I'll likely restart and make the progression of research a bit more realistic and bound to the real goal of starting up a space program.

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