![]() In addition to these minimum requirements for getting a rocket off the launch pad, it’s good to bring along something to do while you’re in the air. You need to bring enough fuel for your engine to burn for long enough to get you to where you want to go. Solid engines provide more thrust, but once they’re lit, they cannot be shut down.Ī fuel supply. Typically, the more powerful the engine is, the less efficient it is. Different engines have different sizes, weights, efficiencies, and maximum levels of thrust. Several different kinds of engines exist in KSP: liquid engines draw their fuel from fuel tanks, while solid boosters have built-in fuel supplies. If your craft runs out of electricity and has no way of generating more, your craft will stop working.Īn engine. Uncrewed command pods (also called probe cores) are much smaller and lighter but typically require electricity to operate. They also don’t require any electricity to operate. Rockets need at least three things in order to fly:Ī command pod, which can be either crewed or uncrewed:Ĭrewed command pods are bigger and heavier but can carry Kerbals on missions. This mode offers a fun challenge, because it gives you a number of constraints to push against. In this chapter, we’ll be playing in Career mode. There are no funds, contracts, or reputation, but you do need to earn science points to unlock parts. Science games are a halfway point between Career mode and Sandbox mode. You will also need to earn reputation points in order to get access to more complex and rewarding contracts. ![]() In addition, your Space Center will begin at a very rudimentary point, and you’ll need to upgrade it to enable your crew and spacecraft to perform certain tasks. In Career games, you must purchase your rocket parts with funds you’ll earn by accepting contracts, and accrue science points to research technologies that unlock new parts. There are no funding restrictions, and all parts start unlocked. You’ll be prompted to choose what type of game you want to play. Launch the game, and you’ll be treated to a view of the main menu, shown in Figure 1-1. Of course with this system, there would have to be a safety measure to prevent accidentally over-throttling, like maybe a small switch next to the throttle meter that is off by default, but can be switched on to enable over-throttling.Let’s begin by starting a new game of Kerbal Space Program. This would be cumulative over the entire life of the engine, so it would incur long-term consequences for over-throttling too many times in a mission, whereas faster heating could be circumvented by spacing the over-throttling times apart. However, if you have spent a large amount of time in a mission past 100% with a certain engine, it might have a fairly high chance of just randomly blowing up. At a damage level of zero, there would be zero chance of failure, as it currently is. Then, there would be a random chance of failure, based on the damage level. My other suggestion would some sort of hidden "damage level" that increases for every increment of time spent past 100%. The trade off of over-heating faster seems logical. I also like your idea of holding shift down to push past 100%, then releasing to throttle back down to 100%. For example, heavy engines for launches, like the Mainsail, should be able to go further past 100% than precision engines like the LV-909. Each engine should have a rated maximum, set at 100%, and a true maximum that depends on the type of engine.
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