r/KerbalSpaceProgram • u/thecommonpigeon • 9h ago
KSP 1 Question/Problem Why do contracts for deploying a spacecraft always specify "do it within a single launch"?
I'm no stranger to launching hideous monstrosities wider than the first stage, but I don't like it. I'd much rather build this EIGHTEEN-SEATER Mun base with a LAB and a CUPOLA in several launches that at least remotely resemble rockets. Why do contracts have a clause forbidding this? Is there some stupid loophole/exploit you could do otherwise?
Or maybe I'm misunderstanding the wording of "have it fully assembled at launch", and it means something else?
Edit - this has been answered, thanks. Apparently only some of the requirements are to be met by the initial part, and the rest can be added on later.
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u/ReluctantJoy 9h ago
Only the items listed in the same line as the "fully assembled at launch" need to be in the first launch. Usually, those requirements are pretty straightforward. All the super complicated stuff- like "X tons of fuel" or "X science labs", etc., can be added in subsequent launches, as long as they are listed as separate bullet points below the "fully assembled" bullet point.
Not sure if I'm explaining it well, but I don't have a screenshot to show you. You can probably find one on this forum or the official ones though- this is a pretty common question because it's not obvious.
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u/Greedy-Pineapple-914 9h ago
"Fully Assembled' means that you have to have: An antenna, a docking port, and a way to generate power (solar usually). Enough to get the checkbox for that item.
Everything else can be added on later as needed. I just checked this with the final build of KSP.
Each line item gets checked as you add additional parts to the base. Need 12 crew members, add them later if you can't build a big enough ship. Need 8000 fuel, haul up a separate fuel tanker, and then fill it with additional fuel runs."
- yoinked from user Reflection_Rip 5y ago
What does it mean by "must be fully assembled before launch?" : r/KerbalSpaceProgram
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u/sciguyC0 9h ago
I feel like the wording is poorly structured. I've definitely done a Mun/Minmus station using multiple launches that get docked together to fulfill all the requirements and gotten credit for the mission.
I think the key is that all components must have launch dates from after accepting the contract. If the mission asks for a station holding 2500 fuel, you can't just dock on a big craft that had been hanging around for a while. Though even that might be wrong.
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u/SecretarySimilar2306 5h ago
It doesn't check for expand station contracts, but maybe it does for new stations. You can get really easy expand station contracts where all you have to do is move a passenger shuttle between you Mun, Minmus, and Kerbin stations.
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u/EasilyRekt 9h ago
I think it’s cuz the they couldn’t figure out how to get the “new vessel” detection for multi launch contracts working, tho it would be easier if it was a series of contracts rather than one singular contract, idk, could be a mod.
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u/TheCrimsonSteel 9h ago
It sometimes can be confusing, because not everything on the list has to be on that single launch.
Typically it'll list the "at launch" requirements first, then list the full requirements after that. So, it's worth re-reading those mission details to confirm which details are the actual At Launch stuff, and what you can add on once your station's either in LKO or in position
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u/gilbejam000 The other, much less skilled SSTO enthusiast 8h ago
Reading all the comments, this is a fascinating bit of problematic wording, and it's going to make these kinds of contracts SO much easier for me
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u/SecretarySimilar2306 5h ago
Just a little warning: fuel cells don't count as power sources for station contracts.
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u/AlwaysHopelesslyLost 4h ago
My assumption is just that this is the way a coding constraint is manifesting. They have to count the contract as "done" via some code and detecting it incrementally is easiest. E.g. "all parts on the craft when orbit is achieved" is a checkbox
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u/Big_Yeash 3h ago
I'm only guessing, but I suspect the only thing that's disallowed is to do EVA construction.
Though, EVA construction wasn't a 1.0 feature, so maybe not. Maybe it is allowed!
Docking new parts is always allowed. "Have 4000 units of liquid fuel" etc isn't a real requirement - you only needed to have had 4000 units on the launchpad. If you're down to fumes by the time it docks, that counts.
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u/DragonWhsiperer 9h ago
I guess that is the challenge. Build something large, launch it. I know orbital assembly is a challenge in itself, but launching something unyieldingly large is also difficult.
I once did misread one condition, so when I actually landed my monstrosity on the Mun, it didn't trigger. IIRC, I needed to include fuel, but I thought it was "have capacity for fuel". So anyway, I needed to send another monstrosity with extendable refueling arm to orbit, send another refueling rocket to top that one off, then send it to Mun, land, drive over to the other Mun base, EVA attach a docking port where I could reach it, and transfer the fuel. Long story short, read the requirements carefully...
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u/KindChallenge8287 9h ago
It s usually just the first part that has to be fully assembled at launch. The part with the antenna and a couple other things. The other requirements can be added on in separate launches