![]() ![]() Popular mods have received support and inclusion in the game by Squad. ![]() Kerbal Space Program has support for user-created mods that add new features. The game was released out of beta on 27 April 2015. The first public version was released digitally on Squad's Kerbal Space Program storefront on 24 June 2011, and joined Steam's early access program on 20 March 2013. The game features a realistic orbital physics engine, allowing for various real-life orbital maneuvers such as Hohmann transfer orbits and orbital rendezvous. In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". So if you want to build a six- or ten-Kerbal lander, just to see if you can, go for it! The tourists are paying for your experiment, after all.Kerbal Space Program ( KSP) is a space flight simulation video game developed by Mexican studio Squad for Linux, OS X, Windows, PlayStation 4, PlayStation 5, Xbox Series X/S and Xbox One. (Of course, you shouldn't let any of the above stop you from building a new craft. It's often the case that one or two tourists is enough to pay for the whole mission cost, so any other contracts you complete are then pure profit. For example, if you have a good three-seat lander (based on Mk2) that needs a pilot, grab one or two easy Mun contracts (e.g., plant a flag, return science from surface), then load up a pilot and two tourists and go. ![]() Therefore, I second the recommendation to use whatever tools you already have, and to look for other contracts you can complete along the way. Each Kerbal pays off the listed reward when that Kerbal returns, and once the last one returns to Kerbin, the contract completes. The only thing that matters is that you get each Kerbal into the situation(s) it wants on the contract (e.g. You can send three on one ship and three on another, or six separate ships with one each, or whatever else. In other words, the six Kerbals from the six-Kerbal contract don't have to go on the same ship. I have two waysĪpologies if you've realized this already: you don't have to complete any of the contracts with a single flight. Okay, I have 3 tourist mission to Mun that Have a total of 10 tourist (2+3+6). I'd then return the orbiters and the landers.Īnd all of this would have been planned in the VAB while building the ship. Then, assuming I'd not done it already, I'd take care of the free-returners making sure they landed safely on Kerbin. Then I'd slow down and land with the ones paying for that privilege. The moment I was, I'd disconnect the ones that want to just get into orbit, and leave them there. Once at periapsis, I'd slow down to get into orbit. I'd do any little burns with them to make sure they hit atmo on the way down, and set up a maneuver node near the 100km mark of their orbit so KAC will tell me when they're getting close. Once at Mun, I'd disconnect the ones who just want the flyby so they'll end up going back home. Then I'd launch and get the ship into a free-return trajectory. Each section can get home from where I expect to drop it (flyby, orbit, landed) Have 3 probe cores on it, one for each of the 3 section. ![]() Were it me, I'd do one big launch that can hold all 10, no pilot. One important question, do they all want to do the same thing? Sometimes they want a flyby. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |