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Archon's KSP Career Mode
Updated automatically every 5 minutes

Using Mods: Kethane, IonCross, and Mechjeb.

 

Concept

Your funding is largely based on the public perception that you're pushing the boundaries of the known world. Hitting new milestones delivers the biggest payoffs, and manned missions are always much more valuable than unmanned. However, rockets cost money, and blowing them up is expensive.  Even worse, losing Kerbals in crashes strikes fear into the heart of your investors, and leaving them to die on a planet you never intended to rescue them from? Unconscionable.

 

Rule #1 of Archon's Career Mode: Launching a ship is a permanent decision.

Manned launches cannot be reverted after liftoff. They have to be left as-is, terminated from the Space Center, or allowed to crash. Unmanned launches may be reverted after liftoff, but it is considered to be a crashed rocket, and you have to buy a new one.

 

Rule #2 of Archon's Career Mode: Kerbals want to explore!

Unmanned ships should never perform docking maneuvers, cannot land on a planet/moon unless there is a communication satellite in orbit, earn less for missions, and cost more to build.

 

Costs

Ships and fuel cost money, losing Kerbalnauts can be expensive, and cleaning up messy launches can cost quite a bit over time. Reducing costs while running effective missions is the way to succeed!

Getting Paid:

Here's how your program makes money! Most items refer to the number of hops. This uses the following Hop Chart: Number of hops on this chart.  Any 'hop' (except launching from Kerbin) that has a DeltaV cost of more than 1000 is rounded up and counts as 1 hop per 1000. For example, Gilly transfer to Eve low orbit says 1270, this is worth 2 hops.

 

One-Time Milestones

There's a number of milestone missions that pay double the first time as investors get excited about reaching someplace new.  Note, each one pays only once per planet/moon. If you claim the milestone for landing on Duna unmanned then send a second manned mission, that second mission will be a regular mission, not a milestone. 

Unmanned: $1 X Number of hops. (cannot be earned for Kerbin/Mun/Minmus)

Manned: $1.5 X Number of hops, + $1 for each Kerbal on board.

Unmanned: $2 X Number of hops

Manned: $3, X Number of hops, + $3 for each Kerbal on board

Unmanned: $8 X number of hops

Manned: $10 (+$1 per Kerbal), X Number of Hops

Successful Missions

Cash in this category is coming from investors and the public's faith in your program. These missions aren't actually profitable, they inspire funding and investment.

 

Profit Income

Mining and refining Kethane saves companies back on Kerbin loads of cash. Returning it to Kerbin to be sold generates even more. Building platforms for Scientists to work from generates steady income from research.

 

Supplying Kerbals off Kerbin (incomplete)

Generally, each seat on a ship has 300 days worth of mission time for one Kerbal in space. Keep a log of any long term missions/bases/stations you have. Each time they get visited by another ship which was sent from a colony, space station, or Kerbin, consider the supply clock reset.

 

Colonies (incomplete)

A colony is a group of Kerbals that are self-sufficient. Once requirements are met, the group will never starve. Any ship visiting them resets their supplies. This requires the following: