Strategies

Which space science should I start with once I get to space?
by ACTingKris As of 0.1.134:

Energy science is a recommended starting point. It is relatively simple to set up, and provides immediate benefits to your bases, such as space solar panels for your space base, and beacons for your base on the surface.

Material science is about as easy to set up as energy science, and should be worked on as soon as you get energy science going, so that you may take advantage of their combined simulation. The main reason to start this after energy science is simply because it lacks benefits as immediately useful.

Astronomic science is straightforward, though it requires significantly more thermofluid infrastructure. Compared to the other sciences, however, it has little that would be useful in the early stages of space.

Biological science is the most complex, as it requires a biosludge loop to maintain properly, which is covered in a separate section of the FAQ. It is recommended to tackle this once you have a decent rocket infrastructure for item and fluid imports.

What is useful to take in the first rocket launch?
by ironic toblerone

For your first rocket launch, you will mainly be setting up scaffolding, and research, as such you will be taking up lots of science. personally, i recommend taking at least 2k of each science you will be using, in addition, you will need to take up space science labs, and 6 times as many of the best productivity module you can as you have space science labs, as to reduce the number of science packs you need. take 6 extra modules if you are going to navuis orbit.

secondly, take up solar panels, about 2-4 stacks, for power, as it is always considered day in space and so you always have solar power, however, the further away from a star you go, the less power the panels make. you may want to take some accumulators so that you can store power for peak usage. thirdly, take up resources such as LDS, heat shields, a small amount of iron, some copper, a lot of steel, plastic, even take up some assembler 2's etc. this is so that you can make the expensive machines in space. you will also need to take up inserters, and a landing pad so that you dont lose your next launches. as well as power poles and roboports, as well as repair packs to clean up the damages from landings. remember that you can take important stuff in your inventory, as to not lose any of it.

- your first rocket launch to a location will always crash, this is because there is no landing pad -in space it is always considered to be day, as such, for balancing, solar panels give half output but produce all the time, additionally, solar panels will get a production boost based on proximity to the closest star. -rockets can loose parts of their inventory along the way, but you will always get at least a tenth of a stack rounded up. you can take important items in your inventory -WEAR A THRUSTER SUIT- you want to be able to breath right? - the space sciences take a lot of resources, you might want to use the signal transmission mod to make a circuit that allows you to call items up to the space station via cargo rockets through circuit signals. -asteroids are still present in space, there are no escaping from these little balls of fun