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{{:Career/Box}}
The '''career''' mode, available since {{Version|0.22}} is the next mode after the [[sandbox]] mode in the start game menu and is still in development. Currently it makes heavy use of the new [[Research and Development]] (R&D) center which features the [[technology tree]].
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The '''career''' mode, available since {{Version|0.22}}, is still in development and provides an alternative to '''[[Sandbox]]''' mode. The heart of Career mode is performing [[Science#Activities|science activities]]. With [[0.24]] a second type of career mode was added, which adds [[contract]]s, [[funds]] and [[reputation]]. The [[Science mode|Science game mode]] behaves like the career mode prior to 0.24.
  
 
==Overview==
 
==Overview==
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The career game mode has an open [[Research and Development]] facility. The player has to design and complete missions while performing scientific experiments. These yield Science points which can then be used in the Research and Development facility where new parts can be “researched”. This will allow the player to purchase the new parts associated with the researched node. The player can use only parts which are already unlocked, so every game starts with the [[Start]] node unlocked.
  
In Career Mode, the player builds vessels in the [[Vehicle Assembly Building]] or the [[Space Plane Hangar|Spaceplane Hangar]] with only the parts they've unlocked thus far in the [[technology tree]]; you start off with the [[Start]] node unlocked already.
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Since version 0.24 [[Funds|monetary costs]] for each part are used and [[contract]]s are given by [[agencies]] to earn money to fund future missions of the space program. The [[Mission Control]] building is used to manage the available, active and finished contracts. Additionally, [[reputation]] as another measure of success is added.<ref>“[https://www.youtube.com/watch?v=u5UiTqBCNQk First Contract Playthrough]” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.</ref>
  
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Similarly, the player may access the [[Administration Facility]], where there are business [[strategies]] to choose to influence the financial {{nowrap|({{mark|fund}})}}, scientific ({{mark|scp}}) and reputation ({{mark|pres}}) income of the missions.
  
Unlike in [[Sandbox]], the [[Research and Development]] Center is open and [[Science#Science_activities|Science activities]] can be performed, giving results with descriptive "flavor text". Activities also yielding Science points to "research" and unlock currently locked nodes of the tech tree.
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An important feature of this game mode is the [[kerbonaut]]s' specialization and [[experience]] system, based on XPs gained by reaching achievements. These progresses can be observed most comfortably in the [[Astronaut Complex]].
  
===First Mission===
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The buildings of the [[KSC]] starts fairly undeveloped, and have to be upgraded for funds {{nowrap|({{mark|fund}})}} to be useful for further development.
To quickly advance beyond the [[Start]] node in the [[technology tree]], a purely ground-based mission can be done by "launching" a capsule without an engine from the [[Launch pad]]. This is similar to the earliest Apollo missions, though one was the infamous [[w:Apollo 1|Apollo 1 fire]].  
 
  
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In this game mode [[stock craft]] are available when playing on '''''Easy''''' [[Game Difficulty|difficulty level]] or by making them available using custom settings.
  
Three [[Science#Science_activities|science activities]] can be done at this tech level:
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== First missions ==
* [[Science#Crew_Report|Crew Report]]
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The easiest first mission is simply “launching” the [[Command Pod Mk1]]. This is similar to the first Mercury and Vostok missions.
* [[Science#EVA_Report|EVA Report]]
 
* [[Science#Surface_Sample|Surface Sample]]
 
Crew Reports and EVA Reports earn Science only the first time performed in a given situation and biome. Surface Samples can be repeated for fewer points each time, reaching <tt>0.0</tt> after at six times.
 
  
====Poly-Six Pod====
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The first rockets could go anywhere in the vicinity of Kerbin, especially with techniques like [[explosive decoupling]]. However, most early rockets will barely, if even, exit the atmosphere. Even so, landing in a new [[biome]] means a fresh opportunity for science activities.
The highest netting engine-less first mission involves stacking six (five gives nearly the same payout) [[Command Pod Mk1]]s in the [[Vehicle Assembly Building]], turning the stack sideways with the {{key_press|A}} or {{key_press|D}} key, and rolling north off the LaunchPad across the [[Kerbal Space Center]] grounds to the [[Runway]].
 
  
Start by taking and storing one Crew Report from the LaunchPad. Exit the pod to take the "EVA Report from LaunchPad", then take a Surface Sample, right click on a Command Pod to store data, then repeat with just the Surface Sample for each of the other pods. You'll repeat this procedure after rolling off the LaunchPad onto KSC and rolling up onto the Runway. It's possible to get a "Crew Report while flying over Kerbin's Shores" while in mid-air just after rolling off the north side of the LaunchPad.
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It's easy to unlock the first four nodes of the tech tree by performing science activities around the [[Kerbal Space Center]], even with only Start node parts. The KSC contains many special [[Biome#Kerbin|surface-only biomes]]. Regular biomes outside these special biome locations include opportunities for science while the vessel is flying or in space. At first only [[Crew Report]]s can be done without upgrading any building. Crew Reports only yield science points the first time performed in a situation and biome. So, visiting the same biome multiple times without having new science modules on board isn't very productive.
  
Hanging on to a Command Pod for an EVA Report counts as "flying over Kerbin's Shores". However, in certain rare, poorly understood glitches (possibly related to split second timing while jumping on top of a ship), it is possible to get "flying over Kerbin's" EVA Reports for the LaunchPad, KSC, and the Runway.
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=== Science modules ===
  
Once on the KSC grounds, if your kerbonaut manages to be in ragdoll mode (not standing up) while on the ground, you can take an EVA Report and Surface Samples from the Shores biome. Repeat the Surface Samples four more times.
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To accelerate the amount of science returned, it's wise to unlock nodes offering new science modules. With these it is possible to gain even more science to compensate for the fact that technology tree nodes become increasingly expensive. Upgrading the [[Astronaut Complex]] and [[Research and Development]] facility allow taking [[EVA Report]]s and [[Surface Sample]]s.
  
The total net for this is 93 Science Points, oddly rounded down to 92. This is enough to buy [[Basic Rocketry]], [[Survivability]], [[Science Tech]], plus either [[General Rocketry]] or [[Stability]].
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== Middle game ==
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Later nodes will be difficult to unlock without visiting other [[:Category:Celestials|celestial bodies]]. Kerbin's moons [[Mun]] and [[Minmus]] are primary targets for the middle game as they can be reached quickly and easily. Both also feature [[biome]]s, greatly increasing the amount of science that can be collected.
  
====Rocket Surgery to Minmus====
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It will be important to unlock various batteries and solar power generators for transmitting data. Missions will generally be larger and demand greater mastery of the maneuver node system in Map view.  
Alternatively, one can use a more elaborate form of [[Decoupler#Explosive_decoupling|explosive decoupling]] that KSP YouTuber Scott Manley dubs "rocket surgery" with solid rocket boosters to do a mission all the way to [[Minmus]], as seen in his video "[https://www.youtube.com/watch?v=ZNXTFj3ozNY Kerbal Space Program - 0.22! Lets Do Science! Lots Of Science]". The mission depicted netted 351.5 Science.
 
  
It's possible this tech could also reach [[Duna]].
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== Late game ==
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With good strategy and diligent "mining" to exhaust biome+situation combinations, it's possible to finish the tech tree with just Kerbin and its moons; but it's often faster and more exciting to figure out how to intercept with other planets. [[Eve]] and [[Duna]] are certainly reachable with conventional rockets. For manned exploration of distant planets, and the high multipliers for doing any Science on them, acquiring the [[LV-N Atomic Rocket Motor]] will be very helpful.
  
== Possible future features ==
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== See also ==
{{Box|type=warning|The following sections are missing citations to prove their validity.}}
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* [[Tutorial:Start a career game|Tutorials on starting a new career game]]
=== Money and Stock ===
 
* The Career mode will add limited money, with parts costing the amount shown.
 
* There will be a limited amount of parts in stock. It has been said that if the parts land safely, they can be reused.
 
* It is planned that if a part of KSC is damaged, repairing it will cost money.
 
  
=== Discovery ===
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== References ==
During a development chat, one of the devs said that things have to be "discovered" with a telescope or probe to find out information about it. For example, if a craft were going to Jool, and looked in Map View, it would look like a giant green sphere unless a probe had already been send there with cameras and scientific instruments. Cameras will be added to the game in a further update.
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<references />
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[[Category:Game Modes]]
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[[Category:Career-specific features| ]]

Revision as of 18:47, 17 March 2017

Career
Game ModeCareermodeicon.png
Name Career
Contracts available Yes
Strategies available Yes
Parts unlocked with
Science Points
Yes
Parts paid with Funds Yes
Reputation to Kerbals Yes
Since version 0.22

The career mode, available since version 0.22, is still in development and provides an alternative to Sandbox mode. The heart of Career mode is performing science activities. With 0.24 a second type of career mode was added, which adds contracts, funds and reputation. The Science game mode behaves like the career mode prior to 0.24.

Overview

The career game mode has an open Research and Development facility. The player has to design and complete missions while performing scientific experiments. These yield Science points which can then be used in the Research and Development facility where new parts can be “researched”. This will allow the player to purchase the new parts associated with the researched node. The player can use only parts which are already unlocked, so every game starts with the Start node unlocked.

Since version 0.24 monetary costs for each part are used and contracts are given by agencies to earn money to fund future missions of the space program. The Mission Control building is used to manage the available, active and finished contracts. Additionally, reputation as another measure of success is added.[1]

Similarly, the player may access the Administration Facility, where there are business strategies to choose to influence the financial (Funds), scientific (⚛) and reputation (★) income of the missions.

An important feature of this game mode is the kerbonauts' specialization and experience system, based on XPs gained by reaching achievements. These progresses can be observed most comfortably in the Astronaut Complex.

The buildings of the KSC starts fairly undeveloped, and have to be upgraded for funds (Funds) to be useful for further development.

In this game mode stock craft are available when playing on Easy difficulty level or by making them available using custom settings.

First missions

The easiest first mission is simply “launching” the Command Pod Mk1. This is similar to the first Mercury and Vostok missions.

The first rockets could go anywhere in the vicinity of Kerbin, especially with techniques like explosive decoupling. However, most early rockets will barely, if even, exit the atmosphere. Even so, landing in a new biome means a fresh opportunity for science activities.

It's easy to unlock the first four nodes of the tech tree by performing science activities around the Kerbal Space Center, even with only Start node parts. The KSC contains many special surface-only biomes. Regular biomes outside these special biome locations include opportunities for science while the vessel is flying or in space. At first only Crew Reports can be done without upgrading any building. Crew Reports only yield science points the first time performed in a situation and biome. So, visiting the same biome multiple times without having new science modules on board isn't very productive.

Science modules

To accelerate the amount of science returned, it's wise to unlock nodes offering new science modules. With these it is possible to gain even more science to compensate for the fact that technology tree nodes become increasingly expensive. Upgrading the Astronaut Complex and Research and Development facility allow taking EVA Reports and Surface Samples.

Middle game

Later nodes will be difficult to unlock without visiting other celestial bodies. Kerbin's moons Mun and Minmus are primary targets for the middle game as they can be reached quickly and easily. Both also feature biomes, greatly increasing the amount of science that can be collected.

It will be important to unlock various batteries and solar power generators for transmitting data. Missions will generally be larger and demand greater mastery of the maneuver node system in Map view.

Late game

With good strategy and diligent "mining" to exhaust biome+situation combinations, it's possible to finish the tech tree with just Kerbin and its moons; but it's often faster and more exciting to figure out how to intercept with other planets. Eve and Duna are certainly reachable with conventional rockets. For manned exploration of distant planets, and the high multipliers for doing any Science on them, acquiring the LV-N Atomic Rocket Motor will be very helpful.

See also

References

  1. First Contract Playthrough” by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel released on the 11 July.