Feel free to check out the Kerbal Space Program Media Page for tutorials, channels, and other videos exploring what you can do in KSP. To create your own tutorial, start with Tutorial:Template. When adding to the Category:Tutorials add the name of the tutorial (like in the template) to sort the pages without the prefix Tutorial: .
Feel free to check out the Kerbal Space Program Media Page for tutorials, channels, and other videos exploring what you can do in KSP. To create your own tutorial, start with Tutorial:Template.
Wait until your periapsis (pe) is above 70km and then cut the throttle (X key). If you go past the apoapsis while doing your Orbital Insertion, use the A key and tilt your ship to the left until the apoapsis is ahead of you. You are now in Kerbin Orbit!
Try to save as much fuel as possible when de-orbiting so you can use it to slow yourself down in Kerbin's atmosphere. Pro Tip: You can aerobrake on all planets with an atmosphere. If you put your periapsis inside the atmosphere of a planet, the atmosphere will help you slow yourself down and save fuel.
Adding a maneuver node Click on the vessel's orbital line and a popup will give the option to add a new maneuver node. Once created, selecting and right-clicking the node gives the option to delete it. If the maneuver node has been passed, selecting it immediately puts it in "delete" mode.
In case of survey missions, selecting one of the marks opens a short check window, clicking on the Activate Navigation activates the navigation system and targets the chosen location. The deactivation of the chosen target goes on same way. There is only one location can be targeted in the same time, naturally.
0:318:20KSP 1.12 Maneuver Tool Tutorial: How to Get from Here to ThereYouTubeStart of suggested clipEnd of suggested clipTool over here select minmus as my destination. And then the create option becomes available. So iMoreTool over here select minmus as my destination. And then the create option becomes available. So i will select create.
Even though Kerbal Space Program is a challenging game to play, it doesn't mean players need to play it in the most difficult setting. So, new players do well in starting the game on a lower difficulty setting since it'll give them leeway if they make a mistake.
Activate Navigation to a Launchsite will target the chosen location and add a navigation mark in the NavBall. Players will be able to activate this feature from the Map View at any time.
The system can be toggled with (by default) the T key and temporarily switched by holding down the F key (for example, if SAS is on, holding F will turn it off, and releasing F will turn it back on). The current state of the SAS system is shown by a blue light on the navball.
1:2016:07How to do your FIRST MUN LANDING! KSP Tutorial (Science Mode)YouTubeStart of suggested clipEnd of suggested clipSo just another stage below the lander of the same fuel tank with the same engine the Terrier. AndMoreSo just another stage below the lander of the same fuel tank with the same engine the Terrier. And then add two of the bigger fuel tanks with a swivel engine.
Gaining XP requires a kerbal to do something new, namely flybys, orbits, landings and planting a flag at a planet or moon, with the latter offering more. Repeat missions do not yield more experience and planting a flag will give all experience for the previous things, you don't get more for doing them separately.
0:029:14How to Rendezvous and Dock in Kerbal Space Program - YouTubeYouTubeStart of suggested clipEnd of suggested clipYou can find the center of mass by pressing this button in the vab. Then you can place the thrustersMoreYou can find the center of mass by pressing this button in the vab. Then you can place the thrusters using quad radial symmetry for perfect rcs.
I recommend KSP to all people who like science and rockets, I think it is best for kids that are 11 and up, just because it takes a while to learn and might be hard for younger kids to understand, but kids that are 11 and up should be able to manage the game if they are really interested in physics and things like that ...
But since Kerbal Space Program is rooted in real physics, things get hard. The game calculates a LOT of stuff all the time when you play. It takes the aerodynamics and air resistance into play when you try to fly. It simulates your rocket's center of mass, and if that is offset it might tilt.
What sets Kerbal Space Program apart is that it's heavily based in science fact rather than science fiction, using a physics simulation that's as realistic as its developers can manage with only the power of a home computer.
The high level of realism in Kerbal Space Program allows to recreate historical, current and future missions of human spaceflight. These missions start simple and become gradually more complex, so they are a great way to learn KSP.
These tutorials aren't completely finished yet. You can help to complete them.
Feel free to check out the Kerbal Space Program Media Page for tutorials, channels, and other videos exploring what you can do in KSP.
To create your own tutorial, start with Tutorial:Template. When adding to the Category:Tutorials add the name of the tutorial (like in the template) to sort the pages without the prefix Tutorial: .
If you're a complete novice to rocket building (as most of us are) then Science Mode might sound intimidating, but it's actually the ideal place to start. This game mode gives you unlimited funds for your missions, meaning you can focus on rocket launches and not running a successful space enterprise.
In both Career and Science Mode, you have to unlock rocket components and upgrades as you progress. That means you'll start out with the most basic items available and those are pretty unlikely to get you to space. Instead, you can work on researching the home planet of Kerbin and creating aircraft to accomplish early missions.
It can be tempting to shoot for the moon as soon as you have the ability to go into space, but there's a lot of things you need to figure out before doing that. First, you need to unlock components capable of getting there without stranding your crews in open space, then you have to figure out the details.
Speaking of flying amongst the stars, if you're planning on visiting the moon or other planets, then you're going to need a way of landing your rocket. Whether it's extending legs or wheels, thinking about your landing gear is almost as important as thinking about your engines. Parachutes only work once after all.
Things can go wrong quickly in space, and when that happens there aren't a lot of chances for you to get things back on track. Fortunately, Kerbal Space Program isn't real life and that means you can make quick saves to recover from disaster. On PC, use Alt+F5 to make an incremental save at each phase of your mission.
Career Mode offers the broadest challenge of any Kerbal Space Program game mode, with players having to balance a variety of financial targets and requirements as they try to make it to the stars. This does mean that it's possible to reach a failure state, unlike in other game modes.
Particularly in the early stages of Kerbal Space Program, many of the contracts you take on won't require you to leave Kerbin's atmosphere. Some contracts will even ask you to test a feature or run a research module while landed, which you can initially do from the launch pad, meaning you don't need to take off at all.
Orbital Insertion. Turn your ship (or use SAS) to face the prograde vector. then, when the timer under the apoapsis (ap) is at T-20s, activate the throttle (Z key). Wait until your periapsis (pe) is above 70km and then cut the throttle (X key).
When you are ready to leave the Mun, you should first quicksave and name it "Mun Departure". Start by activating the throttle and starting to turn eastward to about 70 degrees. Once your apoapsis has reached ~50km from the surface, cut the throttle. Wait until you are close to the apoapsis (about 20 seconds or so) then tilt your ship so it faces the prograde vector on the navball. Activate the throttle and burn until you get into a stable orbit.
The Planetary Alignment does not really matter because you can access it from anywhere in Kerbin Orbit. If you want to go directly from your Orbital Insertion to your Mun Transfer, the Mun should be about 45 degrees to the west of the Launchpad .