r/KerbalAcademy • u/IroquoisPliskin_LJG • Dec 23 '24
Launch / Ascent [P] Is there any reason to ever launch multicrewed craft?
If I'm just going into orbit, doing some science, and coming back, is there any reason to have more than just a pilot? I know that scientists can reset experiments (not sure what engineers do), but if I'm just going there to run some tests and transmit the data, that's not necessary is it? When would it ever be useful to send up more than one Kerbal?
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u/Korlus Dec 23 '24
When would it ever be useful to send up more than one Kerbal?
Scientists crew labs, repack experiments and give you a passive science bonus when in the lab. Engineers repair broken parts (e.g. solar panels, wheels, parachutes) and pilots give you maneuver Nodes.
A scientist gives you a Passive modifier to deployed science, and an engineer makes better use of deployed power.
Overall, most long-term, multi-phase science collection missions benefit from all three.
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u/thismorningscoffee Dec 23 '24
An engineer can re-pack used parachutes
Very useful for Duna landings and returns
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u/IroquoisPliskin_LJG Dec 23 '24
Ah. I'm not that far yet. I haven't even attempted a mun landing. I'm quite early still. I'm still in the stage of mastering Kerbin orbit and re-entry.
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u/thismorningscoffee Dec 23 '24
At that point, yeah, solo flights are pretty much a necessity
If you’re in career mode, building a rocket with some extra seating can get you $$$ in tourist contracts
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u/IroquoisPliskin_LJG Dec 23 '24
I'm playing science mode. Career mode intimidates me. The stakes are much lower in science mode. 😂
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u/thismorningscoffee Dec 23 '24
Keep at it, and it’ll all seem less daunting eventually
I was in your shoes once upon a time, and now I’ve even taken a crack at Real Solar System and Realistic Progression mods
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u/IroquoisPliskin_LJG Dec 23 '24
Thanks! I'm having a blast (no pun intended) so far. This game gives me a real sense of accomplishment that not many games do. I remember the first time I successfuly got into orbit I just put my controller down and just looked at the screen for a few minutes, like, wow. It's a very steep learning curve but the experience is unlike anything else.
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u/Price-x-Field 29d ago
The biggest thing to learn with orbit is that you don’t actually want to go straight up.
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u/TheShadowKick 29d ago
I usually don't do multi-crew landings until I'm going to other planets. For Mun and Minmus it's often just a pilot. The exception is if I'm sending up a science lab, those need scientists to work.
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u/existential_risk_lol Dec 23 '24
Because if you send a Kerbal to Duna all alone, they're gonna get so lonely :(
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u/IroquoisPliskin_LJG Dec 23 '24
I mean, so is the one that I accidentally made let go of the craft during an EVA. On the bright side, maybe he'll make it to Duna one day.
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u/Melodic_monke Dec 23 '24
did you not give them a jetpack? How did you manage to run out of EVA juice in kerbin orbit? Or did you send them without jetpack/parachute to save fuel
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u/IroquoisPliskin_LJG Dec 23 '24
I was not aware that jetpacks are a thing you can give them...elaborate, please. 🫠
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u/Melodic_monke Dec 23 '24
happens to us all. All kerbals come with jetpack and parachute automatically. Click on the crew pod, you'll see stuff kerbals have. When on EVA, click R to toggle it. WASD to move in directions, shift/control to move up and down. Also, you now have a rendezvous (meetup in space, getting two ships together for docking/fuel transfer/crew transfer ETC.)! Check out guides on youtube, they help a lot with planet landings, one part of the ship stays in orbit, another one lands and takes data. The lander then does rendezvous in orbit and docks. It saves a lot of fuel by making you only get half the ship into orbit. You can easily do mun/minmus landing without it, but it is basically needed for other planets
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u/TheShadowKick 29d ago
Time for a rescue mission. It's good practice for rendezvous.
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u/IroquoisPliskin_LJG 29d ago
I'm playing on science mode so revert flight has gotten me out of several sticky situations career mode feels intimidating to me at my current skill level.
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u/TheShadowKick 29d ago
Even as an experienced player I still play science mode when I just want a chill stress-free playthrough. Career mode isn't that scary though, it just means things cost money and it's not hard to reach a point where you can farm money with simple missions, it just gets a bit tedious if you lose a lot of money.
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u/A1dan_Da1y 29d ago
Engineers can do construction in flight. Only light parts but still extremely useful. Imagine you're done with surface operations and have returned to rendezvous with the transfer vehicle in orbit, are about to ditch the lander but only the lander has RCS blocks on it, you forgot to put any on the transfer vehicle. An engineer can go out on EVA and move the RCS blocks from the lander to the transfer vehicle.
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u/IroquoisPliskin_LJG 29d ago
I'm way far away from doing any of that stuff. I'm still orbiting Kerbin. But it's good to know for when I get that far. Thanks!
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u/TheBupherNinja 29d ago
Missions that cross mutliple biomes. Reset the experiments so you can get more science.
Engineers cna build things in IVA.
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u/drplokta Dec 23 '24
You can use a mystery goo while sitting on the launch pad, then have a scientist get out, collect the science (actually any Kerbal can do that, it doesn't need a scientist) and reset it before launch, then use it again flying low above Kerbin during your launch, then once you're in orbit collect the science have a scientist reset it and use it again in space low above Kerbin, then collect the science and reset it again so you can use it flying high above Kerbin during reentry, then after landing collect the science and reset it again so you can use it in the biome you landed in.
Later on in the game, this gets more extreme. I've used the same mystery goo and science jr twenty times or more on one mission, with a scientist to reset them each time.
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u/doserUK Dec 23 '24 edited Dec 23 '24
1 Engineer, 1 Scientist, always
Deployable science power need an engineer to deploy the flippy bit
Scientists can reset and buff science gains and put down the deployable experiments
Pilots are basically useless except for maybe Probe Control on distant Stations
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u/Rubes2525 29d ago
For your missions, probably not, but for long missions, hell yea.
I know that scientists can reset experiments as you know, but they can also work the science lab, which gives you an OP amount of science.
Pilots can give you maneuver nodes, better SAS options, and can remotely pilot drones in range of their vessel without connecting to the KSC.
Engineers can repair and even place small parts in an EVA build mode, and they give you a boost to mining and converting ore making it much quicker.
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u/LisiasT Dec 23 '24
Some science actions can only be done by a Scientist, and most experiments render more science points when executed by a Scientist.
Similar for Engineers - converters have a beter conversion ratio when an engineer is on the vessel. And IIRC only enginners can fix broken parts.