![]() ![]() Now you have enough science to research Aviation, which gets you all the parts you need to build a "poor man's rover": basically a plane sitting on landing gear, with no wings, and a Juno jet engine to power it. After that you've got enough scientific equipment to cover the rest of the tree with Mun landingsģ. I recently did a Minmus visit with a lightweight lander (not sure how much DV I had, but not a lot) and I was able to cover all biomes with two surface expeditions (and a bunch of hops) which unlocked like the lower half of the tech tree. You don't even need an antenna (or expensive solar cells) for thatįor landing, Minmus needs to be your priority. Send a Mk I into polar orbit, EVA over each biome and let the science flow in. Or at least don't aim for it.ĮVA reports get you an amazing amount of science. Ka-ching! Just don't mix science with income, is my experience. ![]() That unmanned space station you're going to put into Kerbol orbit? It can also collect on that "put a satellite into orbit" mission and on "Put a space station in Kerbin Orbit" as well. Do maximize yield per mission, this is where you can (and should!) go crazy.Also, while contracts my offer juicy science sometimes, pure science is much quicker. Same way, when doing a science mission it's great if you have a contract riding along to pay for it, but don't go crazy. If you can do science on a money-making mission that's great but don't bend over backwards for it. “Sun Orbit, 179° inclination,” etc)Ĭollect funds to do science. Remember that many contracts come from a mod with that name, for a reasonĬonversely, when a contract looks to be good to be true ( That much funds? And I only have to do THIS?) it usually is (e.g. Once you have unlocked patched conics, do Minmus. Better Mun ships, more science instruments, land on various Mun biomes. Now you've pretty much reached critical mass. This gives tons of science (the Mun is much more lucrative than Kerbin, science-wise) and also a lot more cash for World Firsts. If you're a little more ambitious, go straight for a manned land-and-return mission. (Note that you can do this without patched conics- you don't have to upgrade the tracking station yet.) If you're conservative, send an unmanned lander and transmit science so that you can build a better manned ship to follow. It's a bonanza).īy now, funds and tech should be at the point that you can do a simple Mun shot. ![]() Moar science! (For example, once you've gotten EVA, you can go to orbit and do EVA reports from above each of the half-dozen biomes. This should be enough to let you upgrade the astronaut complex so that you can do EVA. You're swimming in cash at this point (not just from contracts, but from all your "world first" accomplishments). This lets you build very nice, cheap, efficient rockets that will take you to orbit. Now you've easily got enough science to get Basic Science (which gives you the thermometer) and Advanced Rocketry (for the 2-ton fuel tank and the Terrier). Each one of them is a separate biome with its own science points. ![]() Build one of those with all the science instruments, and let Bob drive it around KSC to all of the buildings. This gets you more science (upper atmosphere, space-near-Kerbin). This unlocks enough parts (Hammer SRB, Swivel engine, 1-ton fuel tanks, stack decoupler) that you can fly suborbital out of the atmosphere. Putter around gaining the first one or two dozen science points, basically just get crew report + goo for the launch pad, and in flight, and in the water when you splash down then research Science Jr., and get that too, for all those places. Here's my recipe for career mode (I run on Moderate difficulty, with 90% financial rewards so this should work fine for you, as long as you're not playing on Hard.) I never bother with any of the strategies in the admin building. ![]()
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