Kerbal Space Program 1.11 Stock Career 01 – Back to Basics, Again



I start a new career in 1.11 to see if the new little RCS ports will be of practical use.

Playlist: https://www.youtube.com/playlist?list=PL3_9DyRP49hCEOxzENnfAHFfyy_W5Hiqb

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36 thoughts on “Kerbal Space Program 1.11 Stock Career 01 – Back to Basics, Again”

  1. Bit of a deviation from what we're used to but I think I'll enjoy this new series, I do have one request though. Could you consider adding some visual mods? Maybe I'm spoiled with my own but seeing the Stock textures isn't a great experience! Thanks for the great content as usual ๐Ÿ˜€

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  2. You never actually have to use heat shields at all when returning from low Kerbin orbit. All the capsules' heat tolerances are high enough that they'll survive reentry completely by themselves.

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  3. Love your content, but have to say that my first thought was "isn't this waste of talent?!" …but maybe computer games is like guitar (that I know a lot about doing) …back to basics open up new doors and give you more skill. This gonna be interesting. Always looking for a good story. Let's have a journey ๐Ÿ™‚

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  4. Anyone else have weird issues in 1.11?My flag just fell over when I planted it, I had a ton of weird jittering when I landed on minimus, and the maneuver node estimated burn times were way off.

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  5. Hey! I just started playing KSP a few weeks ago and watched your entire 1.08 stock campaign to learn the game. I enjoyed it thoroughly and it was a great starting point for my understanding of the game. Very much looking forward to this series! there aren't enough recent stock playthroughs on youtube it seems, or at least not that I can find.

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  6. First mission should include 1 command pod, 1 flea, 1 parachute and 3 x thermometers. Set the flea's fuel so you only have around 400ms and set the thrust so you have a TWR of 1.4. On the launchpad, do a temperature scan, crew report, eva report and a surface sample while still grabbing hold of the ladder. Take and store all the data in command pod. That will free up space for doing your next crew report. Next, launch and turn towards the east and head for the water and keep your nose at 45' to the surface. While flying, do a crew report and a temperature scan. then, just as you're about to clear the beach, your engine will cut out and you should be at about 1000m. Let it slow down a bit and then pop your parachute. The chute will slow you down to about 7m/s. At this speed, and while still in the air, do the second eva report from the ladder. Don't worry, your kerbal won't fall off. Again, collect and store all data in the command pod. Then, when you splash down, in what is a new biome, you do the temp scan, crew report, eva report and strangely enough from the surface of the water, the surface sample. Board your command pod after doing all that and then recover. It gives you the maximum possible science from that first mission. With what you can unlock, mission 2 can be a mun flyby and with the science from that, mission 3 can be a minmus landing. After all that, you can have between a quarter and half the tech tree unlocked. (Assuming you're playing science mode [aka classic career])

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  7. The instant complete will take getting used to as well. When you look at your first Duna mission just few game weeks in you realize that the pacing suddenly feels wrong. Then you start planning the launch vehicle for it several months prior to the launch window and then remember that you don't have to schedule the builds.

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