This is a simple and easy way to build your money in Kerbal Space Program (KSP) Career Mode without having to mod or alter your game and is applicable to the current version (even if it is modded). Please note that while money will help in your builds, it wont help you generate science which you need to advance deeper into space.
In order for this to be effective, you should start with an initial capital of around 500,000 in funds because we're going to use the premise of compounding percentages and a revolving door method. That's fancy speak for "we're going to keep doing the same thing over and over till we get a bazillion spesos!" This is just a recommendation since it will take longer at a lower initial investment to make more than a few 10,000 each time around.
Next you're going to go to the Administration Building on the far left side of your KSP facility map. Inside you'll see four Kerbals that are eager to help you run your program. We want to use the Gus Kerman (Operations) strategy of "Aggressive Negotiations." Click on it and it will bring up a description and effects on the right. Below that is a slider bar that allows you to divert a percentage of commitment into the program. Slide that bar as far to the right as your current progress allows. Once you get further into the game, have more "Reputation" points, and upgraded the Administration Building you can come back and invest more into the program to pay you more funds when you perform the farming method.
Now you can go to one of two places, either the Spaceplane Hanger (SPH) or Vehicle Assembly Building (VAB). Here your going to build the most expensive vehicle that you can afford. Your only limits will be on the level that you've upgraded both the building and corresponding runway/launch pad since the larger (more parts) and heavier (weight in tons) vehicles will net you faster gains. Once you've built the machine that broke the bank, click on the green "Launch" button in the upper right hand corner and send it to the pad or runway.
That's right, just like the title says, you're going to recover the vehicle and not do anything with it. Just slide the mouse cursor over your altimeter in the upper central portion of the screen to bring the drop down menu into view and click on "Recover Vessel."
And just like that, you're a little richer. Keep going back to your vehicle building, add more expensive tinkets, launch to the pad/runway, recover vehicle while its on the pad/runway, and collect your funds.
How does this work you ask? Its all thanks to that "Aggressive Negotiations" strategy. You reap the percentage in savings that you commit to by your initial discount in building costs, but when you recover the vehicle un-used, you recover the funds for the full cost of the parts. Its like buying an item on sale, but being able to return the item for full price later.
It has been mentioned many times by the dev team that "challenge mode" in the game will use different mechanics, as collecting scince points and money through contracts quickly gets repetitive and grinding.
Just 48 hours ago, I would agree with you, @Sea_Kerman, but we have to understand this game is live now...so you have to assume that there are users that don't nerd out on these forums. If I bought a game, and had an issue, I'd go to the official website/forums. I would not expect an entrance exam to ask why this game is KSP 2077.
I would hope that KSP2 gets gamified in a more better/funner way than Career/science mode was in KSP 1. Right off the top of my head I can think of at least three better meta games to play in the KSP sandbox.
I loved saving Kerbols in the Career mode. Those were my favorite missions. I felt like the tech tree, currency and science was a missed opportunity. The science and materials should have been collectables that were found on the various moons and planets. All the sudden there is a reason to build planes, rovers, landers and space stations that facilitated ISRU. Scanning planets would have a point. Etc.
I thought it was called "Adventure Mode", and from what I can tell it's basically career mode but you need resources to build parts instead of money. Hopefully science collection is still there. Probably quite a bit different from career in general, but I like the idea of actually having a use for mining resources.
If that's the case, endgame would probably be much better as well. In KSP1 career you struggle a lot in the beginning, and then once you get past Minmus you get a ton of science and money really quickly and have no 'real' reason to visit other planets. The tech tree in KSP1 is easily exhausted by the time you reach Duna!
The difference is you will be spending and risking specific resources which you have collected rather than currency. For example, you may need to fabricate a ton of metallic hydrogen on Dres so you can 'spend' it on a special colony ark to Laythe.
There will be a campaign/career mode - it's now being referred to as 'Exploration mode'. And yes, "Funds" are being dropped in favour of resources. Science is linked to tech progression, however how resources work and how we collect them - especially when in early game, when we have none - is well and truly anyone's guess at this point.
How I see it working is that we start in a barebones, un-upgraded KSC - which is essentially our starting colony on Kerbin. Whether or not there will be others, or we can build others, is also anyone's guess. Though from Matt Lowne's interview with Nate and the dude whose name escapes me (used to be a modder, now works on KSP2), I get the impression there will be up to 4 KSC-type areas on Kerbin during Multiplayer so potentially, this will be mirrored across the Exploration mode. But I digress.
Our initial tech will likely based on the same tech we start with in KSP1, though I would like to see a "pre-manned rocket" beginning (such as Sounding Rockets) - perhaps as an in-game "hidden tutorial" on managing craft and resources in Exploration mode. I'd also like to see more of a focus on unmanned flight first (mimicking our beginnings of space flight) before we start throwing Kerbals up there.
We will likely be encouraged to explore Kerbin itself initially - to locate basic resources and to conduct basic sciences, allowing us to unlock more advanced technology and upgrade our facilities before the "space race" starts in earnest. I believe there will be a narrative interwoven into Exploration mode, to get us to focus on setting goals for reasons as opposed to "Let's just do this thing because we can" - I believe the easter eggs (such as the Mun arch) will play some part in this narrative. When we get to the Mun, we begin the process of exploration, survey, colony building and resource gathering - not all at once, we'll need to gather science data, acquire the technology and resources to support them first. Getting to the Mun and Minmus are the early game - we break into the mid-game with Duna and Eve... Though because of Eve's unique properties, I would prefer that maybe Eve was left for later. Before finally setting our sights on Dres, Jool and Eeloo - though, as teased in the trailer, I see Jool being a sort of end-game ship production area for interstellar vessels.
I also think a Life Support-esque mechanic will play a part in KSP2 though, from what I've read in the Discord and such, it won't (or at least there'll be an option to) be life and death, but it will affect the Kerbal's performance (however it will work in KSP2) if their life support is low. Due to this, long duration manned missions will, or may, not be advised early - relying on unmanned probes, landers and rovers initially (again, mirroring our own space exploration).
I suspect that, as we explore these planets - whether by orbital satellites, landers or rovers - we will come across unique sites/locations/points/areas we will need to research over time and discover unique resources to extract, necessitating the construction of colonies on each planet and moon we visit to continue these. For example, if the Mun arch does indeed play a role in a narrative in Exploration mode, then our initial "science" at/around/on the site gleans very little progress - yet when we visit with more advanced equipment and/or more often, and/or set up a colony devoted to studying this artifact we gain larger chunks of actionable 'science'.
By the time we have the technology to go interstellar, I believe there will be a narrative reason - in addition to our desire to simply explore - for us to go to Debdeb (confirmed to be the first star system added). By this time, we will also have a number of colonies across the Kerbolar system and be extracting the various resources we need to build the rockets we want. From what I also understand, as we discover these resources we, as players, will initially need to do the heavy lifting to extract these resources however at some point we are able to automate these - though what that looks like I do not know.
We will, eventually, be able to build ships in orbit, or at orbital colonies/space stations - so we'll need significant resources and automation to achieve this - especially given the scale of the interstellar ships we'll need to design and the sheer size of the parts we must attach to them.
I'm like you, OP, I only play the career mode. I do have a sandbox game however I only really use that to test my career mode designs before I commit to launching them and it's what I let my kids play around in - where killing Kerbals and making expensive rockets doesn't affect my career game.
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