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Is there a way to check a mission's profitability?


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Basic profit is simple - write down your balance before the mission, then write down your balance after the mission. But in general case and when you're e.g. using reusable ships, figuring out the cost of the mission may be rather tricky.

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Depends on the definition of profitable...a mission where you loose money but get a metric butt ton of science is profit, even if you lose money. Then, if you use one of the stage recovery mods, the variability of the returned stage adds some more math...

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I've never used a "stage recovery mod", but I design my ships with 2 stages (works for ships out as far as Duna so far); the launch to orbit stage and the "everything else" stage. Each has enough chutes to allow a slow enough descent for an intact recovery after return. The launch to orbit stage requires an RGU pod and power (I add a battery and some solar panels). Usually I need some SRBs to maintain either the proper TWR or dV, but those I do not recover but rather they get jettisoned. They are mostly fuel anyway and so the cost is minimal in comparison to the entire mission cost.

After achieving orbit from launch, I separate the stages, save and then select the launch stage from the control center. Its then a simple matter of deorbiting and recovering the spent stage. Upon return and reentry of the payload stage, its a similar process for recovery. I find that my budget for any one mission tends to be about 10% of my available funds; sometimes 20%.

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Assuming you only run one mission at a time, it ts trivial.

Look at your balance before launch, and after launch.

Income change is the difference.

Subtract any contracts you got advances on but did not fulfill during the mission.

Realistically though... profit is so huge that I ignore it.

By the time i've returned from visiting Mun and Minmus, the balance is usually well over 10 million.

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I don't know how you plan it but I accept all the available missions. Performing the toughest one usually solves half of the others without much effort. So if it is not some tricky deal it is always profitable.

I've spotted that there are some tricky missions like test some parts at certain speed at certain height, which is not so normal and might be expensive.

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i only began playing v24 this weekend, and so far i have had no problems with currency. a couple early missions i was too ambitious and had to scale my craft back a bit, but overall i've stayed well in the black.

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