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Pacing your Space Program


Rokmonkey

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As I work more on my Science mode Space Program I've started branching out to interplanetary missions. Up until now, I've been content working within the Kerbin system setting up mining outposts and bases (yes, modded) so I never really concerned myself with timing for transfer windows. I've scooped up most of the science I can in the kerbin system, and I'm sitting on day 90 and now have to wait for transfer windows. Timewarping through an entire year just feels really odd, even though I know there isn't much to do in the interim.

I've been restricting myself to 7 day times between launches and I've tried KCT though it made me cringe when I realized I'd have to work within even more increasing restrictions. So, I decided to ask the KSP community, How do YOU pace your space program? KCT, Fixed times between launches, time-warp like crazy? I'm curious if there are other methods out there that others like to do that might be nice to try around with.

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I try to avoid unnecessary time-warping in my serious save. Waiting for transfer windows does not count, even though I' have yet to travel to Duna in that save. In the meantime I'm just building a space station and base on the Mun.

Really, I try to do as much as possible in the least amount of time.

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I'm doing KCT, and with "upgrades," the time constraints are pretty minor, actually. I'm not sure it has ever taken more than maybe 20-somethign days to build a rocket, and usually more like a week at most. I'm not yet ready for Duna (my KCT game is Jumbo32 (3.2X Kerbol system), FAR/DRE/Snacks(altered cfg for dead kerbals)/KIDS, and I'm approaching a decent Duna window on year 4. Normally I'd be ready for Duna long before a launch window, but 4 years is certainly better than 4 weeks. I landed on the Mun in dim light the first landing, resulting in a tipped over lander (sloping crater wall), and it was non-trivial to build a rescue ship in time given life support and lack of parts. That was fun, actually.

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I've never really cared much. If I do a bunch of launches in a row I do a bunch of launches in a row. If I'm waiting for transfer windows I'm waiting for transfer windows.

My previous major save I did have a lot of concurrent missions, and the upshot was it took a long time in the real world to get missions finished, so I think in future I'll try and not have loads of stuff at once.

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As much as I try to play realistically, time and time warping is one aspect where I don't bother. This usually means that my fledgling space program gets from 0 to Mun in less than a month.

But whereas real space agencies would launch multiple missions concurrently thereafter, I pick a contract and use time warp as much as I want to complete it. Need a Duna launch window? No problem. Time warp.

I don't really find it fun to try to juggle concurrent flights.

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I've never really cared much. If I do a bunch of launches in a row I do a bunch of launches in a row. If I'm waiting for transfer windows I'm waiting for transfer windows.

My previous major save I did have a lot of concurrent missions, and the upshot was it took a long time in the real world to get missions finished, so I think in future I'll try and not have loads of stuff at once.

This happens to me. I started a new save when .90 came out. Currently have missions to Duna, Eve and Jool. While waiting for burns and intercepts for these missions i keep doing contracts for Minmus and the Mun. I have 76 Level 2 kerbals just from doing missions within the Kerbin system while waiting for my interplanetary missions to go.

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I dont bother with CCT or any imposed limits on launch times. I figure I'm just going to time warp past them anyway so its just one extra pointless step in my view. Yes its more realistic to require time to build and prep craft between launches but so is waiting for years between launch and mission actualy reaching its destination. As that bit of tedious realism has been sacrificed on the altar of gameplay I see no reason to add another bit just to apply the exact same solution. I figure between FAR DRE and Remote Tech and a revamped tech tree I've made enough concessions to realism. I'm going to have offworld ship building soon anyway and thats already going to have build times (extraplanetary launchpads) I'll just handwave kerbin launches as just abstracting having multiple launch sites and building being done ahead of time at multiple complexes.

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