We need more Funding!
Since the launch of First Contract (KSP 0.24), I have intended to start a new KSP game, using the new revamped Career mode.
Career in KSP now includes Funds, Contracts, and good old Science. Funds are generated by completing contracts, and recovering bits from vessels that landed successfully. Contracts are taken at the Mission Control building, the small building almost hidden behind the VAB in the Space Center screen.
The first contracts are, by default, to reach 5000m and to launch a rocket, both of which are easily achieved using an RT-10 Solid Fuel Booster. Jeb should be very afraid…
An important step is to double check that the staging is correct – when my brother first did this, his rocket had the parachute launch when the engine was engaged! Forewarned is forearmed… Luckily for his Jebediah, he was using a liquid fuel engine which can be disengaged. For me, the stakes were much higher, as solid fuel boosters stay on when engaged.
The aims for the second mission were to try to test a few bits and pieces, and to try to reach both 10,000 & 70,000m.
My attempts to launch the parachutes at the correct time (to test them) was thwarted – I launched them prematurely. On the other hand, 70,000m was achieved, and much science and money poured in. Jeb looks quite happy to be dropping at ~800m/s!
The aim of the flight was to take Jeb on a short hop to the flag pole, where he could fall out and take some samples. Mission accomplished! I also tested out the Mystery Goo containers and Science Jr.
A pretty boring mission, but good practice to test my testing technique. I should also consider recording how much dV is required to reach each altitude…