Buzz Aldrin's Race Into Space Manual
In Buzz Aldrin's Race Into Space, you are placed in command of your country's space program. As
Mission Director, you'll purchase and develop space hardware, recruit and assign astronauts, plan and
initiate missions into space. The first country to successfully complete a manned lunar landing and return
to Earth wins the game.
This is a strategy-oriented game that requires short and long-term planning. You'll need to determine
what space hardware is needed to complete your objectives. While it is certainly not required, it is
suggested that you read some of the historical material on the space race. The American and Soviet
strategies are quite insightful.
For a quick start, if you would like to dive into the game and experiment, you can begin the game by using
the Help Box: Function One Key <F1> for explanations of each screen, the Function Two Key <F2> for
keyboard commands, and the Function Three Key <F3> gives a list of space mission abbreviations. There
is a Help Box available for every major screen in the game.
The entire game can be played with mouse, keyboard, or by combining the two. The left mouse button
activates all buttons and buildings, the right button acts the same as the <F1> key and gives overviews of
each different location at the spaceport and surrounding environs.
After the introduction, select a new game or continue a previously saved game. You can also view the
game credits or exit the game.
Preferences
Determine which country and features you desire to play by. Options include: U.S. Human vs. Soviet
Human, U.S. Human vs. Soviet Computer, U.S. Computer vs. Soviet Human. Player one takes the first
turn.
The game defaults to a Level One U.S. Human player vs. a Soviet Computer opponent. If you desire any
different configuration before playing, now is your chance to select it.
Model and Roster Type
Select which type of game you wish to play. The Basic Model starts both countries with equal
circumstances and costs. The Historical Model builds in the historical advantages and relative costs for
each country. Generally, American hardware has a higher cost and better reliablity and Soviet hardware is
less expensive and has worse reliablity. Each model also has a customized astronaut roster option to
select. This roster must be first customized in Preferences.
Difficulty Level
Three levels of difficulty can be chosen for each side. Level 1 is the easiest and 3 is the hardest. For
handicapping either opponent, switch them to a higher level. The variations give you a nine different
levels to play. The computer opponent operates under the same conditions as you so don't feel too bad
when things go wrong. It's happening to the other side, you just won't always hear about it. There is an
exception: do badly enough on Level 2 or 3 and you can get fired which loses the game.
Astronaut Difficulty
There are three levels of astronaut personnel data. By selecting the lowest level, you are provided with the
most data on your astronaut. The higher the level, the less information is provided.
Music/Sound/Animation
These features can be toggled on or off. If you toggle Animation off, you will get still photos instead.
Astronaut Roster
This list of all astro/cosmonauts lets you alter the existing roster to create your own custom roster.
The custom roster can be revised at the start of every new game. You can change your historical
astronaut's skills, type in a new name, or both. However the cumulative skill points cannot be exceeded:
you can only add points to a skill if you first take some away from another.
First decide which country's roster you wish to alter by selecting the flag. Move the cursor over an
astronaut's name and click on it to activate it. A box will appear where a new name can be typed in or
default to the supplied name by hitting <Enter>. You can select a skill you wish to change by selecting the
+ or � buttons to increase or decrease the value. Any of the skills can be changed. You can change or alter
as many astro/cosmonauts as you wish. This updated roster is saved by selecting Continue. You can only
save one custom roster.
Turn Announcement
This informs you which country's turn is about to begin. Each turn, or season, is six months in length. The
game begins in Spring 1957.
You have until Spring 1977 to complete your victory conditions: Successfully landing astronauts on the
moon, and returning them safely to the Earth.
Network News
A series of news briefs will inform you on Space News, Astronaut News and World Events. Select the
arrow keys to scroll up or down, and Continue to move on to the Spaceport.
Spaceports
Each country has its own unique space facility. The United States' facility is called the Cape (Cape
Canaveral). The Soviet's port into space is known as Baikonour.
At the beginning of the game, your Spaceport will appear small, with only a few key buildings. As you
purchase more programs and obtain more prestige, more buildings will appear along with general
improvements in the overall appearance.
As Director or Designer, you'll need to visit key buildings in order to properly run your space program.
This can be accomplished by moving the cursor over the desired building or area and clicking the left
mouse button.
At the bottom of the screen the building name appears as you move the cursor around. Your current
budget is listed at the bottom right-hand side. Spaceport building identification diagrams (Beginning and
Advanced Phase) have been included for each side.
The Administration Building
These offices are located in this building:
Budget Office
The upper left box provides you with comparative past space prestige information vs. your opponent's. The
lower left box has selectable data on your expenditures by category: Satellites, Manned Spacecraft, Rocket
and Miscellaneous Hardware (see Figure 1.) By clicking on each category, you'll observe your past
expenditures. The last box offers a history of your space budget along with your intelligence agency's
estimate of your opponent's space budget.
Hardware Purchase
The purchasing office is where you purchase new hardware programs or restock your hardware inventory.
Your budget starts at 60 MB. All of the programs are useful in winning the game, but not all are needed at
one time or possibly at all in each game. Budget, price, what your opponent is doing, and your overall
strategy all become factors on what programs you should develop. There is a built-in advantage
(technology transfer), for developing similar programs in progressive order. If you develop the Atlas
rocket and R&D it up to 75% or greater, and then purchase the Titan Program, the Titan's initial safety
factor will start at a higher level (25%). If you had purchased the Titan program first, it would start at an
initial safety of 5%. (See the Player's Aid Card for technology transfer figures).
Developing programs in sequence is helpful but again not always necessary. Some players may devise
unique strategies by skipping some programs and adapting to current and future needs.
You select your hardware by clicking on one of the four boxes near the top of the screen. By selecting one
of these categories, you can cycle to a specific type of hardware with the arrows at the lower left side of the
screen. On the right side is pertinent data on the specific hardware.
Program Name
Mercury, Vostok, Kicker-B, Proton, etc.
Quantity
The number of units in your inventory. You can have no more than 6 of any type of hardware.
Initial Cost
The start-up cost of developing a new program.
Unit Cost
The cost of each additional unit.
Safety Factor
The current safety reliability of the program.
R&D Cost per Team
The cost per engineer team (total of five teams available) for improving the program's safety factor
through R&D.
Weight
The weight of the hardware unit (payload). This does not apply to launch vehicles.
Maximum Payload
The total payload weight that a launch vehicle can lift into space.
Max R&D
The maximum level of safety that the program can achieve by R&D.
Max Safety
The maximum level of safety for a program. To obtain a higher safety factor than Max R&D, the
hardware must used and tested on actual space missions. The hardware must successfully complete at least
one step of that particular piece's use during a space mission. When successful, the program safety is
increased by 1%. It can never exceed the Max Safety level. The mission can be manned or unmanned
(dummy tests) and all components used successfully during the space mission will improve. (Note: the
mission does not have to be successful, just the hardware.)
Research and Development
This short-cut "tunnel" button, takes you to the Research Park, for researching and developing the
hardware to a higher safety factor.
Future Missions Office
Before sending spacecraft, satellites and astro/cosmonauts into space you must first schedule launches. All
space missions must be planned one season in advance. If it is Spring you will be scheduling space
missions for the Fall season. On the first turn of the game, Spring 1957, it would be impossible to launch
any missions until the Fall 1957.
After selecting Future Missions, you will be presented with a view of the spaceport's launch pads. You
start the game with one available pad, and may purchase up to two more on this screen, one mission per
pad. Pads damaged by errant rockets or adverse conditions must be repaired here before it becomes
available again for missions.
Select which launch facility that you wish to use. With a minimum of two launch facilities, joint launches
can be scheduled. Joint launches are missions that use two pads and involve separate launch vehicles. The
payloads rendezvous and dock in Earth orbit, lunar orbit or on lunar landings. If you do not wish to
schedule any future launches, purchase or repair launch facilities, you can exit by clicking the cursor on
the black area outside the launch pad boxes or the exit box.
Each space mission must be scheduled for each launch facility (see the Future Missions screen.) The main
features here are the Earth and moon. Most of your missions will be close to the Earth. Later in the game
you'll send missions to the moon. It is also possible to send satellite fly-bys to every planet on the screen.
Due to orbital mechanics some planets are not available each season.
Near the upper left is text, displaying which pad is being assigned and the mission name and number.
(There is also a quick reference of all of the possible space missions on the Player's Aid Card.) To the
right of the mission text is the mission penalty box. This displays the loss of safety percentage that will be
applied to every step on all hardware during the space mission (see Milestones). The mission penalty box
is based on current circumstances. This penalty value is really the worst case scenario in safety loss.
Missions scheduled and launched this season and the following season could alter this percentage. The
penalties on a particular launch could include steps skipped in mission milestones and missed duration
steps. The lower left border has mission selection arrows that can cycle through all fifty-seven types of
space missions. By clicking once on the top arrow, the Orbital Satellite mission appears first. Between the
mission selection arrows is a small button for displaying all the sequences of the current mission. On more
complex space missions this is of great assistance in determining the correct sequence order of the mission
steps. Try moving the mouse over the steps of the missions (letters A, B, C,) and you will see a text
description of the Orbital Satellite mission at the bottom of the screen.
Move the cursor over to the Reset button and select it. You will notice that the Orbital Satellite mission
has been canceled and reset to zero. By holding the left mouse button down on the mission selection
arrow, you can cycle through the mission selection at a quicker rate. (Note: If you have only one active
launch facility joint missions will not appear.)
By scheduling one launch for next season, it would launch on the fifth month of the next season. Two
independent single launches would launch on the fourth and sixth month of the next season. See Figure 2
for the entire list of launch scheduling. Don't panic! This is all kept track of automatically by the game.
Joint missions must be scheduled on pad combinations: 1:2 or 2:3 respectively (never Pads 1:3).
Custom Mission Selection
Another way to select missions is with the mission icon buttons. Similar to playing chords on a piano, this
feature assists you in selecting custom missions. There are five icons with small lock buttons. This lock
feature (red button) activates the icon. When you select the mission selection arrows, this initiates a search
for all missions with this type of feature. The icons can be toggled on/off and then locked (see the icon
descriptions below). After selecting the icons with locks activated, cycle through the mission selection
arrows. You'll notice that only mission combinations that comply with the lock button appear. For
example, click on the Docking icon, lock it, and when using the mission selection arrows, only missions
that involve docking will be displayed. By locking the Docking icon when it is not highlighted, you will
skip all missions that involve docking. These icons make it much easier to narrow down the type of
mission you are looking for. To change the icon the lock must be deactivated. Click the lock again to
deactivate it. Select Reset if you wish to clear, restart or cancel your mission selection. See Figure 3 for
feature descriptions.
Note: Mission Descriptions that include docking require that you place a docking module in orbit in the
previous mission or season. Docking modules have a life span of two seasons in space.
Dummy Tests are unmanned missions that you can schedule for capsules, mini-shuttles and rockets (sub-
orbital, orbital and unmanned docking.) Prestige points are not gained or lost on dummy tests, but if the
hardware is successful on one mission step, the safety factor improves 1%. This also occurs on all manned
missions but has greater consequences for failure.
Once you have the mission you want displayed, select continue. After selecting a manned mission you will
be requested to choose a spacecraft program. After selecting a it, you must assign a primary flight crew
and backup crew. These crews must have already been trained with the spacecraft a season earlier.
Once all your missions have been assigned, you should only revisit Future Missions if you wish to change
or cancel a mission.
Astronaut Recruiting Office
Every two to three years in the administration astronauts will appear in the box. This means a new group
is available for recruiting. By clicking on the Astronaut Recruitment Box a screen appears, asking you if
you wish to recruit astronauts. During the course of the game, up to five astronaut groups may be selected
(from a total of 106 astronauts for each side.) Random events determine whether a player receives an
additional three military pilots and the availability of female astronauts. (This would make the selection
63 out of 109).
In astronaut recruiting, on the right side, there is a list of names of potential recruits to select from. By
moving the arrows up or down, you can cycle through the list.
Above the list is data on the featured recruit's skills. Not all of skills are known until after they are
selected and sent to basic training. Each skill point of an astronaut are additional percentages that can be
added to corresponding safety factor during a space mission. The higher the number, the higher the safety
percentage increase. It is advised to select recruits with the higher skills. The maximum level in each skill
category is 4. See Figure 4 for skills.
On the left hand side, you can remove nauts from your picked list and choose new recruits on the right
side. You cannot leave this screen until you select a full astronaut group.
Preferences Office
During game play you can only change music, sound and animation.
Time Capsule Office
This is where you save and load games or quit entirely.
Space Museum
The museum offers information that can assist you with data and statistics in the current game and
compare records and firsts with previous games.
Director's Rating Chart
You can compare your progress as Mission Director. The country listed at the top is the declared victor.
Your total points will vary depending on game level.
Space History Display
A calendar history of your current game, with all your country's successful and failed missions. Each type
of capsule or mission description is listed. By clicking on the spacecraft, text description displays the
mission, crew and total prestige points gained. You may replay any mission by clicking the replay button.
Mission Records
From previous completed games, the best and worst mission records and individual records are listed for
review. Examples: earliest successful lunar landing; the earliest space walk; the astronaut with the most
space flights in a game, etc. Reset will clear the records for that particular category only.
Prestige Summary
This chart displays which country is ahead on the Prestige List of the game. Each major space first and
milestone is listed with a flag displaying which country was first and the cumulative prestige points in
each category. This can also advise you of milestones not reached, valuable for planning future missions.
Hardware Efficiency
All of your hardware programs in the current game are displayed with mission success ratio's and
hardware prestige points. Click on the flag for cycling through Prestige and Efficiency comparison. These
two charts are useful determining reliable hardware, and hardware that assisted in earning prestige.
Astronaut History
A record of each astronaut's accomplishments in the current game. Number of missions flown, mission
patches, years of experience, etc.
The Pentagon/KGB Headquarters
This is the location for intelligence briefings on your opponent. As in real life, not all intelligence data is
accurate. Even photographs can be altered for deception. Sometimes early mockups of space proposals
were misinterpreted by rival intelligence agencies as primary programs.
Library
Top secret data is provided on your opponent's hardware or upcoming space missions. Unfortunately this
may not always be accurate.
CIA/KGB Statistics
An inventory of your space hardware compared against your opponent's known hardware. See Space
Hardware for hardware descriptions and Appendix A for hardware artwork.
Capitol/Politburo
Once a year, your country's leader reviews your performance as head of the space program. A successful
year can bring praise and increases in funding, while failure can cause great disappointment. At Level 1
difficulty, if your performance is extremely poor, the President will suggest you retire. At higher levels
against a computer opponent, a poor performance will result in dismissal and ends the game. Human vs.
Human only suggest dismissal. A chart displays recent your prestige swings. As in real life, public opinion
of the government moves slowly.
VAB/VIB
Payloads and rockets must be assembled for missions that are scheduled in the current season. The left
side displays a description of the planned mission goals. If a manned mission is scheduled, the flight crew
roster is displayed. Carefully select the desired hardware/payload configuration and the correct launch
vehicle. Place the cursor over the launch vehicle or payload box and select it to cycle through them. Each
program has the current safety factor and the number of hardware units available. Carefully compare the
payload weights with rocket lift ratios. VAB will not accept a launch configuration if the payload is
heavier than the capabilities of the rocket. Either select a more powerful rocket and/or booster
combination or scrub the mission. If the payload and launch vehicle is correct, move it to the launch pad
by clicking Assign. If you need to replace hardware or conduct other tasks, select Exit.
Sometimes your programs are not flight-ready for a launch this season. You can cancel launches by
selecting Scrub. (You will be penalized three Prestige points for scrubbing a mission.)
The Auto Purchase button conveniently purchases the current hardware displayed in VAB/VIB, but you
must of course already have the program developed.
Launch Pad A, B and C
You start with one operational launch pad (A) and can purchase two more for a total of three launch
facilities. They will list current missions scheduled for this season. You may also scrub missions from this
location. Damaged launch pads can be repaired at this site.
Research Park
This region starts as a small facility for the research and development of space hardware. It grows to a
cluster of buildings during the game. Each hardware program can be selected as in the Purchasing Office.
No more than five teams of engineers can be assigned to an R&D program, once per season. To improve
the safety factor of a program, compare costs per team. The more teams selected, the better chance of
improvement.
By selecting the R&D button, you will see the team's progress. You may R&D other programs or exit
Research via Continue or by using the "tunnel" button to Purchasing.
The Moon
This view of the moon is a reminder of your overall objective. By clicking on the moon, you are updated
on your current photo reconnaissance of safe landing sites. Photo reconnaissance can only be improved by
sending interplanetary satellites, landing lunar probes, manned lunar passes or manned lunar orbitals. See
Milestone Hurdles for more details.
Mission Control
If you have missions scheduled this season and you have completed all of your other tasks, including
VAB/VIB, you are ready to begin launch countdowns. A screen will appear asking if you wish to rush a
launch (lowering the safety factor by 3% for all hardware on each step), or downgrade a mission (a less
complicated safer mission but you lose 3 prestige). You can only downgrade a mission once. Later on you
will only have the option of Launch or Scrub.
Each mission you have scheduled can be rushed one or two months. This costs additional funds (3MB)
and a loss of safety (-3%) for each month rushed. On joint missions, rushing would move both missions
up and safety would be lowered on both launches. Rushing a mission is dangerous, but can allow you to to
complete a milestone earlier and collect prestige that you opponent may have gotten.
A series of screens will list the launch order and describe the current mission Human opponents may
watch the missions together.
Note: You will only see your computer opponent's mission footage if it has a successful prestige first. The
releasing of this propaganda footage gives your intelligence agency the opportunity to analyze the film
data and provide you information on the their space hardware in Pentagon/KGB Statistics. Your
opponent's nominal missions or failures will be kept in secret.
Before each of your missions, you will have one last opportunity to scrub or continue your launches.
Hardware safety statistics will be displayed for your perusal. It would be highly advisable to scrub
missions with hardware that had just failed catastrophically on previous manned launches! Once you give
the mission this final go, it proceeds on its own. You may be given an option cut the mission short due to
a sequence failure, but otherwise sit back and bite your fingernails!
During space missions, many different animations will run, depending on which country, hardware and
mission event. Moonwalk animations vary between countries and LM type. The four smaller screens
display relevant photos of what also is occuring at that particular mission step. There are over six hundred
photos assigned to specific steps.
On manned launches, orbital satellites and probes to the Moon, animations will appear for all steps of the
missions. For miscellaneous unmanned missions and dummy tests, only a launch animation will appear
and the mission review display the results.
During the animations, each current mission step is displayed on the Mission Control Screen. On U.S.
launches, the mission step is underneath the main screen. Soviet mission step text is displayed above the
main screen.
The status box on the mission control console displays the safety tolerance of the key hardware on each
mission step. The safety range is displayed in blue. Green is the tolerance level and yellow is the astronaut
skill. If green tolerance rises above the blue range, it changes to red and the mission step is a failure mode.
At this point, either a new animation will appear (explosions, etc.) or a Failure Mode screen will appear.
The Failure Mode screen will display which hardware failed the safety range and the consequences.
Sometimes you will have to make a decision to abort or continue a mission. It is advisable to follow a safe
path and get your crew home as fast as possible. After failure mode, either the mission continues or the
mission review screen appears.
Arlington Cemetery/Kremlin Wall
A resting place for your fallen heroes.
Flag
When you have completed your turn, click on the flag. If you have missions scheduled this season, you'll
be directed to go to Mission Control to confirm launches. You can then end your turn by lowering the
flag.
Additional Buildings
Other Buildings appear at the Spaceport after you purchase new Space Hardware Programs and Recruit
Astronauts/ Cosmonauts.
Astronauts and Cosmonauts
After recruiting your first Group of astronauts, several key buildings will appear at the spaceport.
Cosmonaut buildings function the same way.
Astronaut Basic Training
Your new astronauts begin their careers in basic training. You can withdraw an astronaut at any time, but
the longer they stay (up to 3 seasons) in basic training the more their skills will improve. Once removed
from Basic Training, an astronaut cannot return. Upon leaving Basic Training, astronauts are sent to the
Astronaut Complex.
Astronaut Complex /Cosmonaut Center
From here, you assign your astronauts to Advanced Training (capsule training, LM training, etc.) or to
Spacecraft Programs (Mercury, Vostok, XMS-2, etc.) On the upper left, are the skills of the featured
astronaut. The column on the lower left, lists astronauts available for assignments. On the right side of the
screen are ten buttons (Spacecraft Programs and Advanced Training facilities) you can transfer the
individual astronaut. A spacecraft program's button will not be active unless you have purchased it.
When you transfer astronauts to a spacecraft program, you must also assign them as flight crews. You can
visit these spacecraft programs by clicking the specific building on the Spaceport or via a "tunnel" short-
cut. Click the Transfer Astronaut button (a Transfer to Location title will appear) and select which
spacecraft program you wish to send an astronaut to (be sure to send enough astronauts to fill at least one
primary and backup crew). Example, two-man capsule programs will need a primary crew of two
astronauts and a backup crew of two astronauts. Any leftover stray astronauts will be sent back to the
Astronaut Complex. Or you can send astronauts to one of the advanced training centers and improve an
individual skill, or leave them in the
Astronaut Complex.
By clicking the Facility Transfer button (a Visit Location title will appear), you can select which program
or advanced training facility you wish to visit.
It's highly advised to visit the spacecraft program where you just sent your astronauts. Before you end you
turn, they must be assigned to flight crews or else they will default back to the Astronaut Complex.
Astronauts will have to be reassigned to the spacecraft program and will be training for that season. This
will make them unavailable for future missions until the following season!
Medical Center
This hospital is where your astronauts attempt to recover for flight status. One season after you recruited
your Group I astronauts, five advanced training buildings will be constructed at the spaceport. Astronauts
can be assigned to these facilities from the Astronaut Complex.
Advanced Training
Once per career Astronauts can improve one of their skills by completing the full term (2 years) of
advanced training. It costs 3MB per astronaut to be sent to advanced training. See Figure 6.
Spacecraft Programs Buildings
For Mercury, Vostok, etc., provide you with information on the current reliability status of the spacecraft,
the assignment of flight crews and data on their morale and compatibility.
When astronauts are sent to train in a spacecraft program, they must be assigned to flight crews. As flight
crew, astronauts need a full season to become oriented with a spacecraft and fellow crew members before
they can be assigned on space missions. Even if they have been assigned to that program before, they will
have to train.
While in a spacecraft program, you can examine each astronaut's skills: place the cursor over the desired
astronaut, click and hold the mouse down on their names. Carefully compare the skills each astronaut
before assigning them to flight crews, especially spacecraft with multiple crew members. Each spacecraft
program has a specified number of positions required for flight crew. Each position (seat) on a flight crew
has specific responsibilities during the space mission.
Gemini Capsule
1. Capsule Pilot/Docking
2. LM Pilot/EVA Specialist
By assigning an astronaut to a seat, their skill will be utilized during those portions of the mission. The
seat #1 astronaut performs all capsule and docking responsibilities, while seat #2 astronaut is responsible
as LM Pilot and for all EVAs. Not all skills are necessarily utilized on every mission. However, it is
advised to team up a well-rounded flight crew.
All astronauts in a spacecraft program must be assigned to a flight crew or they will be automatically sent
back to the Astronaut Complex.
For every space mission, a primary flight crew and a backup flight crew is required. If you plan two
manned space missions with same type of spacecraft, four different flight crews are required. A flight
crew can be assigned (primary or backup) on a mission once per year.
Morale & Compatibility
When assigning astronauts to flight crews a morale box appears to the left of their names. This box
reflects their overall morale regarding their personal progress and satisfaction within the space program.
Color Mood
Green Thumbs up!
Yellow OK
Red Frustrated
Black Burned-out (will retire)
Astronauts are competitive "fly-boys" who live for flying. If they're not assigned space missions and are
sitting in the Astronaut Complex, they'll become bored and frustrated. Successful (milestone firsts)
missions improve the over-all morale of the corps and of each astronaut. All astronauts that successfully
reach space get their astronaut wings. Being assigned as a primary crew pleases them. Going into space
makes them especially happy. Failures and canceled missions depress them. A death of a fellow astronaut
will deeply affect the Astronaut Corps. Some may even resign!
Compatibility among astronauts in a flight crew is another factor that affects their morale. By clicking on
the morale box (the small color box, left of the astronaut's name once assigned to a flight crew), the
individual astronaut's file will appear. This screen provides you with a psychologist's report on the
astronaut and how they get along astronauts in the flight crew. You can click on each astronaut's morale
box and review their compatibility. The compatibility box features the astronaut your studying, and if a
multi-manned flight crew, color boxes of how they like or dislike the other astronauts. Review the whole
flight crew - just because one astronaut likes another doesn't mean the reverse is true!
Color Compatibility
Green A-OK! An ideal team.
Red Warning! They don't get along!
Some astronauts get along better with other astronauts in the corps. If they dislike each other, they're not
going to be happy that you teamed them up. Their morale will drop as result of this. (Astronauts always
maintain their professionalism during space missions. Incompatibility does not effect their skills during
flight.)
The Astronaut Morale screen will inform you on how well the flight crew gets along. You may want to
reassign flight crews for the best results. Astronauts prefer to be in the most advanced spacecraft program,
and don't enjoy being bounced around from one program to another countless times.
Other Programs
LM Facilities
The LM training facilities give you information on your LM test status and reliability. LM test status is
displayed as points at the bottom of the screen. Each successful Earth orbital LM test is worth one point.
Successful Lunar orbital LM test are worth two points. Before attempting a manned lunar landing, you
must have at least three LM test points or safety is lowered on the LM during Lunar landings. You can
have any combination of LM tests as long as the point total is three or greater. Direct Ascent landings
(Jupiter and Kvartet) do not require any LM tests.
Satellite Building
Data is provided on Orbital satellites, Interplanetary Satellites, Lunar Probes and Docking ability. The
Interplanetary Satellite Box gives data and statistics on each planet that has had successful missions. By
selecting the Moon via the Interplanetary or Probe Boxes, your current level of Photo Reconnaissance for
Lunar landing zones is displayed. (This data is also be found on the Moon in the spaceport screen.)