Post by Bill Mueller on Mar 23, 2007 19:29:55 GMT -5
We updated some of Hayoo's suggestions and added info from the game. The new update will include a tips button that will have this information and suggestions.
Adding Nodes One, Two and Three can keep your station compact. Your astronauts will not have to travel too far to eat, sleep and do their jobs. Nodes also give you design options when expanding in different directions and come with handy rack spaces.
Laboratory modules like Destiny, the Jem modules, the Esa module and the gravitation lab provide facilities for experiments that can allow your crew to earn flags.
Earn flags to purchase more modules and components.
To keep your astronauts healthy and productive, pay close attention to your atmosphere quality.
Be sure to pay close attention to your altitude and attitude. If your station falls too close to the earth, it may burn up and you will lose the game! Send astronauts to the toru often to boost the station.
Don’t launch too many astronauts before you have sufficient space and atmospheric equipment to maintain a healthy environment for them.
The configure button in module builder turns your module around. This is useful to ensure that the solar arrays are pointed in the right direction on destiny.
Solar arrays give your station the power it needs to support additional modules. Most of the russian modules have their own solar panels and can help the early stages of construction. Add a destiny module to attach the main solar panel truss assembly.
Be sure to leave some docking ports open to add a Soyuz, CEV or X-38 or you won't be able to expand your crew.
When creating your astronauts, if you give them a high personal needs attribute, they will take better care of themselves, but may not pay as much attention to their other duties.
When creating your astronauts, if you give them a high courage attribute, they will be less stressed under poor atmosphere and low supplies conditions.
When creating your astronauts, if you give them a high social attribute, they will respond more maturely to both compliments and insults.
When creating your astronauts, if you give them a high leadership attribute, they will raise the ability of any other astronaut in a module with them by two levels.
When creating your astronauts, if you give them a high work ethic attribute, they will search out equipment to operate and maintain before looking to their personal stats.
Nasa micromanages every astronaut’s entire mission schedule literally to the second. Rookie astronauts must consult with mission control to do just about everything, and sometimes need to be told to go to the bathroom. Don't think of managing their bathroom activities as a flaw.
As they become more experienced, even astronauts with a low personal care attribute will take better care of themselves and go to the bathroom on their own.
The primary reason astronauts abandon ship is stress over atmosphere quality, short supplies, low spirit and imminent de-orbit conditions.
Air quality can be maintained by operating the appropriate oxygen generators and carbon-dioxide scrubbers. Your astronauts will turn these on and off automatically, but how well they do this depends on their personal attributes and experience.
You still need to keep air quality conditions in the green. Too many scrubbers and too much oxygen generation is just as bad as too much carbon-dioxide.
Order an astronaut to exercise and the CO2 they pump out will be added to the air. This can be much faster than sending them to a far-away module to turn off a scrubber. Animal experiments (hamsters and parrots) will increase CO2 in the air, while plant experiments will add O2 and food.
Achieving a balance within the plant and animal (astronauts included) community can eventually lead to a functioning biosphere, where no external life support systems are needed.
Managing short supplies is easy. Just launch regular supply missions when the supply stats bars drop to yellow. Progress vehicles become available more often than arianne rockets, but carry fewer supplies.
Astronauts with low job satisfaction will complain that they are unproductive, even if you have them constantly repairing equipment. To give them something interesting to do, send them to the toru console to practice docking, or to operate entertainment equipment.
When astronauts spend too much time apart from the group, they get lonely. Astronauts are gregarious, so you'll want to have them chat or compliment their ship-mates. You can also assign them to talk to capcom or watch a movie.
To boost their social health, send all your astronauts to work in the same module together. Not only will they do their work better, but they'll become very happy.
Pay attention to the difficulty level of a component that needs repair. If an astrotec’s experience is two levels below the device requirement, they can damage it or injure themselves and their physical health will be immediately affected. All other astronauts can only repair non-dangerous euqipment without injury.
If an injury occurs, send that astronaut to the exercise bike, sleeping quarters, the shower or checs system right away to restore their health.
On your first visit to zvezda, have sergei turn on the O2 generator, CO2 scrubber and contaminant removal system. Then send him to eat, use the bathroom and shower, and take a nap.
After you launch each astronaut, assign them to use the bathroom, eat, sleep and exercise. After they are acclimated to space, you can start assigning duties to them.
Launch exercise equipment to be able to keep your astronauts healthy.
Launch the checs system to be able to quickly cure a sick astronaut.
Launch entertainment equipment to be able to keep the space tourist away from your life support components!
Launch the quest airlock to be able to perform extra vehicular activities and, um… entertain the space tourist.
A Soyuz escape vehicle can support up to three astronauts, including the space tourist.
An X-38 can support up to five astronauts, including the space tourist.
The Crew Exploration Vehicle can support up to four astronauts, including the space tourist.
An excellent source of images and information about the international space station is at: spaceflight.nasa.gov/station/
Here are some game play suggestions from Bill.
We all play the game a bit differently, but to build a NASA final build ISS, I go through some usual steps at the beginning of most games.
1. First visit to Zvezda. Have Sergei turn on the O2 generator, CO2 scrubber, Contaminant removal system. Then go eat, use the bathroom and shower, take a nap.
2. I then go back to Mission Control and send a Zarya.
3. I then immediately go back to Mission Control and send another astronaut. Do this immediately or Clyde Carryon will steal your Soyuz and make your life miserable!
4. When I get back to the station, I assign my new astronaut lots of personal care duties. Go to the bathroom, eat, sleep, etc.
5. Next for me is exercise equipment like the bike or treadmill.
6. Sergei then can boost the station and talk to Mission Control.
7. Keep your eye on the CO2 levels, but they should still be ok. If they are starting to creep up, I turn on the CO2 Scrubber in Zarya.
8. My next move will be an SPP and then a Node one off the front of Zarya. Depending on your launch vehicle availability you may want to launch the Node one first and then the SPP.
9. By this time I need to do a resupply mission.
10. Around this time, the tourist has shown up and starts to mess with me, so I send a keyboard to the Node to keep him busy. Sergei should be assigned to repair the things Clyde breaks, which by the way is necessary for Sergei to level up and become more autonomous.
11. I like to send a Quest Airlock at this time. Clyde either leaves with the shuttle that brings the Quest, or in a few minutes shoots himself out the Airlock. Either way, it's all good.
12. Next is a Destiny module, complete with a Dehumidifier which I have somebody turn on right away. Be sure and turn the Destiny around by clicking on the Configure button in the Module builder, to get the Solar panels facing the right way.
13. After this, you can build and build to your hearts content. As Hayoo says the Z1 will keep you station stable and reduce propellent use.
I hope you find this helpful!
Adding Nodes One, Two and Three can keep your station compact. Your astronauts will not have to travel too far to eat, sleep and do their jobs. Nodes also give you design options when expanding in different directions and come with handy rack spaces.
Laboratory modules like Destiny, the Jem modules, the Esa module and the gravitation lab provide facilities for experiments that can allow your crew to earn flags.
Earn flags to purchase more modules and components.
To keep your astronauts healthy and productive, pay close attention to your atmosphere quality.
Be sure to pay close attention to your altitude and attitude. If your station falls too close to the earth, it may burn up and you will lose the game! Send astronauts to the toru often to boost the station.
Don’t launch too many astronauts before you have sufficient space and atmospheric equipment to maintain a healthy environment for them.
The configure button in module builder turns your module around. This is useful to ensure that the solar arrays are pointed in the right direction on destiny.
Solar arrays give your station the power it needs to support additional modules. Most of the russian modules have their own solar panels and can help the early stages of construction. Add a destiny module to attach the main solar panel truss assembly.
Be sure to leave some docking ports open to add a Soyuz, CEV or X-38 or you won't be able to expand your crew.
When creating your astronauts, if you give them a high personal needs attribute, they will take better care of themselves, but may not pay as much attention to their other duties.
When creating your astronauts, if you give them a high courage attribute, they will be less stressed under poor atmosphere and low supplies conditions.
When creating your astronauts, if you give them a high social attribute, they will respond more maturely to both compliments and insults.
When creating your astronauts, if you give them a high leadership attribute, they will raise the ability of any other astronaut in a module with them by two levels.
When creating your astronauts, if you give them a high work ethic attribute, they will search out equipment to operate and maintain before looking to their personal stats.
Nasa micromanages every astronaut’s entire mission schedule literally to the second. Rookie astronauts must consult with mission control to do just about everything, and sometimes need to be told to go to the bathroom. Don't think of managing their bathroom activities as a flaw.
As they become more experienced, even astronauts with a low personal care attribute will take better care of themselves and go to the bathroom on their own.
The primary reason astronauts abandon ship is stress over atmosphere quality, short supplies, low spirit and imminent de-orbit conditions.
Air quality can be maintained by operating the appropriate oxygen generators and carbon-dioxide scrubbers. Your astronauts will turn these on and off automatically, but how well they do this depends on their personal attributes and experience.
You still need to keep air quality conditions in the green. Too many scrubbers and too much oxygen generation is just as bad as too much carbon-dioxide.
Order an astronaut to exercise and the CO2 they pump out will be added to the air. This can be much faster than sending them to a far-away module to turn off a scrubber. Animal experiments (hamsters and parrots) will increase CO2 in the air, while plant experiments will add O2 and food.
Achieving a balance within the plant and animal (astronauts included) community can eventually lead to a functioning biosphere, where no external life support systems are needed.
Managing short supplies is easy. Just launch regular supply missions when the supply stats bars drop to yellow. Progress vehicles become available more often than arianne rockets, but carry fewer supplies.
Astronauts with low job satisfaction will complain that they are unproductive, even if you have them constantly repairing equipment. To give them something interesting to do, send them to the toru console to practice docking, or to operate entertainment equipment.
When astronauts spend too much time apart from the group, they get lonely. Astronauts are gregarious, so you'll want to have them chat or compliment their ship-mates. You can also assign them to talk to capcom or watch a movie.
To boost their social health, send all your astronauts to work in the same module together. Not only will they do their work better, but they'll become very happy.
Pay attention to the difficulty level of a component that needs repair. If an astrotec’s experience is two levels below the device requirement, they can damage it or injure themselves and their physical health will be immediately affected. All other astronauts can only repair non-dangerous euqipment without injury.
If an injury occurs, send that astronaut to the exercise bike, sleeping quarters, the shower or checs system right away to restore their health.
On your first visit to zvezda, have sergei turn on the O2 generator, CO2 scrubber and contaminant removal system. Then send him to eat, use the bathroom and shower, and take a nap.
After you launch each astronaut, assign them to use the bathroom, eat, sleep and exercise. After they are acclimated to space, you can start assigning duties to them.
Launch exercise equipment to be able to keep your astronauts healthy.
Launch the checs system to be able to quickly cure a sick astronaut.
Launch entertainment equipment to be able to keep the space tourist away from your life support components!
Launch the quest airlock to be able to perform extra vehicular activities and, um… entertain the space tourist.
A Soyuz escape vehicle can support up to three astronauts, including the space tourist.
An X-38 can support up to five astronauts, including the space tourist.
The Crew Exploration Vehicle can support up to four astronauts, including the space tourist.
An excellent source of images and information about the international space station is at: spaceflight.nasa.gov/station/
Here are some game play suggestions from Bill.
We all play the game a bit differently, but to build a NASA final build ISS, I go through some usual steps at the beginning of most games.
1. First visit to Zvezda. Have Sergei turn on the O2 generator, CO2 scrubber, Contaminant removal system. Then go eat, use the bathroom and shower, take a nap.
2. I then go back to Mission Control and send a Zarya.
3. I then immediately go back to Mission Control and send another astronaut. Do this immediately or Clyde Carryon will steal your Soyuz and make your life miserable!
4. When I get back to the station, I assign my new astronaut lots of personal care duties. Go to the bathroom, eat, sleep, etc.
5. Next for me is exercise equipment like the bike or treadmill.
6. Sergei then can boost the station and talk to Mission Control.
7. Keep your eye on the CO2 levels, but they should still be ok. If they are starting to creep up, I turn on the CO2 Scrubber in Zarya.
8. My next move will be an SPP and then a Node one off the front of Zarya. Depending on your launch vehicle availability you may want to launch the Node one first and then the SPP.
9. By this time I need to do a resupply mission.
10. Around this time, the tourist has shown up and starts to mess with me, so I send a keyboard to the Node to keep him busy. Sergei should be assigned to repair the things Clyde breaks, which by the way is necessary for Sergei to level up and become more autonomous.
11. I like to send a Quest Airlock at this time. Clyde either leaves with the shuttle that brings the Quest, or in a few minutes shoots himself out the Airlock. Either way, it's all good.
12. Next is a Destiny module, complete with a Dehumidifier which I have somebody turn on right away. Be sure and turn the Destiny around by clicking on the Configure button in the Module builder, to get the Solar panels facing the right way.
13. After this, you can build and build to your hearts content. As Hayoo says the Z1 will keep you station stable and reduce propellent use.
I hope you find this helpful!