Completing contracts
🔗Contracts define mission goals. A contract has a prize and a list of conditions that a flight must fulfill. When the conditions are satisfied, the prize is paid at the completion time.
Screenshot placeholder: contract selector showing available mission contracts.
Assign a contract
🔗Contracts are assigned to flights. Open the launch or flight editor, choose a contract, and attach it to the mission before finalizing the plan.
A flight can only complete a contract if its simulated trajectory and events satisfy the listed conditions.
Read the conditions
🔗Typical contract conditions can include:
- Carrying a required number of astronauts.
- Reaching orbit around a specific body.
- Landing on a planet or moon.
- Taking off again.
- Returning safely to the base planet.
- Recovering a capsule or reusable stage.
Treat each condition as a planning constraint. A lunar landing contract, for example, is not just a launch: it needs transfer, capture, landing, ascent, return, and recovery.
Plan backwards
🔗For complex contracts, start from the final requirement and work backwards.
Ask:
- What must return to Earth?
- Which stage performs the final landing or recovery?
- How much propellant must be reserved for return, rendez-vous, or landing burns?
- Which buildings and upgrades are needed before the flight can happen?
Validate the result
🔗After assigning the contract, inspect the simulated flight and any base-level warnings. If a condition is not fulfilled, adjust the burn sequence, staging, vehicle design, or launch schedule.
The contract pays when the game identifies that all conditions are fulfilled, not when the flight is merely scheduled.