Episode 1:
I downloaded a fresh install of KSP 1.0.4, and installed all of the mods required by the Mission Based R&D contract pack: Contract Configurator and Module Manager, as well as the contract pack itself.
I'm going to do things a little differently this time around: I'm going to spoiler all of the inline images, so that the thread isn't such a resource burden. I'm also not going to include the .craft files, since I'm not sure how much utility that is providing. You should be able to build similar crafts by following along.
Starting a game in Normal mode looks the same until I get to Mission Control. Sitting there is a single mission: First Launch. We have to get a rocket up to 3000m. That ought to be pretty easy.
Getting to the VAB, the initial parts loadout is different. We start with a remote control unit, and no pods for live kerbals. That's nice--it means that I won't have to kill Jeb on my first flight. There aren't any parachutes available yet.
My first rocket is pretty basic--RCU and a small solid booster. I put a nose cone and fins on it, since these things matter in the KSP 1.0X atmosphere. They shouldn't make the thing too heavy, and should actually get me higher into the atmosphere. It's a cute little rocket.
Out on the launchpad, I am gratified to find that the RCU has SAS, so I turn it on and launch the vehicle. The feisty little craft makes it to 8520m before falling back to Kerbin. Contract complete.
Kerbin didn't really rotate much while I was going up. I was terribly afraid that I'd smash some buildings on my way back down, but I only just missed them. Good thing. I can't afford to repair anything right now.
This was a short launch, so lets do the next mission: Stratospheric launch. I have to build a ship that'll get to 18km. Should be easy enough. I do better than this with my first rockets in stock KSP.
In the VAB, I see some more rocket components have shown up, like magic. Neat. An RCU, 6 fuel tanks, a Reliant engine, a nosecone and fins ought to do the trick.
Immediately after launch I pull the ship to a very slight angle, so that when I come down, it won't be so close to the KSP complex. I hit 18km long before I run out of fuel.
The ship tips over and spins like crazy at 30km, but who cares? It served it's purpose. However, that does seem to indicate that they've tweaked the atmospheric effects between 1.0.2 and 1.0.4. In 1.0.2, the atmosphere was thin enough that it was nearly impossible for drag to flip a rocket above 30km.
I escape the atmosphere with a 139km apoapsis before the thing starts coming back down. Maybe my rocket was a bit of overkill. No matter...contract complete.
It safely crash lands into the mountains.
I have to say that my initial impressions of this set of mods is pretty positive. I like the more game-like feel of completing missions to unlock tech nodes, rather than spending science points. The new tech tree provided is a little different, and I'm interested in seeing how they handle getting to the various branches.
It occurs to me that there won't be much replay value in this mod pack. The missions will be the same every time. Once you get good at building the ships required for completing them, all of the challenge will be lost.
I downloaded a fresh install of KSP 1.0.4, and installed all of the mods required by the Mission Based R&D contract pack: Contract Configurator and Module Manager, as well as the contract pack itself.
I'm going to do things a little differently this time around: I'm going to spoiler all of the inline images, so that the thread isn't such a resource burden. I'm also not going to include the .craft files, since I'm not sure how much utility that is providing. You should be able to build similar crafts by following along.
Starting a game in Normal mode looks the same until I get to Mission Control. Sitting there is a single mission: First Launch. We have to get a rocket up to 3000m. That ought to be pretty easy.
Getting to the VAB, the initial parts loadout is different. We start with a remote control unit, and no pods for live kerbals. That's nice--it means that I won't have to kill Jeb on my first flight. There aren't any parachutes available yet.
My first rocket is pretty basic--RCU and a small solid booster. I put a nose cone and fins on it, since these things matter in the KSP 1.0X atmosphere. They shouldn't make the thing too heavy, and should actually get me higher into the atmosphere. It's a cute little rocket.
Out on the launchpad, I am gratified to find that the RCU has SAS, so I turn it on and launch the vehicle. The feisty little craft makes it to 8520m before falling back to Kerbin. Contract complete.
Kerbin didn't really rotate much while I was going up. I was terribly afraid that I'd smash some buildings on my way back down, but I only just missed them. Good thing. I can't afford to repair anything right now.
This was a short launch, so lets do the next mission: Stratospheric launch. I have to build a ship that'll get to 18km. Should be easy enough. I do better than this with my first rockets in stock KSP.
In the VAB, I see some more rocket components have shown up, like magic. Neat. An RCU, 6 fuel tanks, a Reliant engine, a nosecone and fins ought to do the trick.
Immediately after launch I pull the ship to a very slight angle, so that when I come down, it won't be so close to the KSP complex. I hit 18km long before I run out of fuel.
The ship tips over and spins like crazy at 30km, but who cares? It served it's purpose. However, that does seem to indicate that they've tweaked the atmospheric effects between 1.0.2 and 1.0.4. In 1.0.2, the atmosphere was thin enough that it was nearly impossible for drag to flip a rocket above 30km.
I escape the atmosphere with a 139km apoapsis before the thing starts coming back down. Maybe my rocket was a bit of overkill. No matter...contract complete.
It safely crash lands into the mountains.
I have to say that my initial impressions of this set of mods is pretty positive. I like the more game-like feel of completing missions to unlock tech nodes, rather than spending science points. The new tech tree provided is a little different, and I'm interested in seeing how they handle getting to the various branches.
It occurs to me that there won't be much replay value in this mod pack. The missions will be the same every time. Once you get good at building the ships required for completing them, all of the challenge will be lost.
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