https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Bvoice360&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-29T12:08:10ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Orbit&diff=97947Orbit2020-03-09T03:27:58Z<p>Bvoice360: Corrected very outdated information</p>
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<div>[[File:MohoSmall.png|thumb|right|A spacecraft in orbit around [[Moho]].]]<br />
<br />
An '''orbit''' is an [[w:ellipse|elliptical]] path around a [[celestial body]]. The point on an orbit which is closest to the orbited body is called the ''periapsis'' and the furthest point is the ''apoapsis''. These points are indicated on the [[map view]] as "Pe" and "Ap", respectively.<br />
<br />
An orbit is considered “stable” if all points in the orbit are above the terrain and atmosphere of the orbited body, which applies if the periapsis is above the terrain and atmosphere as this is the lowest point of the orbit. A spacecraft in such an orbit will not lose velocity due to atmospheric drag and won't collide with terrain.<br />
<br />
To achieve an orbit, a spacecraft must reach a sufficient altitude and orbital velocity. During ascent, a [[gravity turn]] helps to achieve both of these goals in a fuel-efficient way. With [[basic maneuvers]] it is possible to change the orbital shape.<br />
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== Properties ==<br />
Each orbit has some basic properties which characterize them. This list contains multiple values which can be calculated using other properties of the list.<br />
<br />
=== Apoapsis and periapsis ===<br />
{{See also||{{Wikipedia|Apsis}}}}<br />
The apsides are the nearest and farthest points of the orbit. The periapsis is the lowest point of the orbit and is helpful to determine if the orbit is high enough to avoid collisions with the surface or interaction with an atmosphere. The apoapsis is on the other side of the orbit and the furthest point away from the orbited celestial body. The periapsis is not shown if it lies under the surface. There might be confusion about from which point the apsides are measured. In game they are shown from the surface, while for orbital mechanics usually the values from the center of the body are relevant. A craft after the most recent apoapsis and before the periapsis is falling towards the surface while a craft after the most recent periapsis and before the apoapsis is rising.<br />
<br />
For parabolic and hyperbolic trajectories, there is no apoapsis as it the curve it describes is open. Apoapsides in other spheres of influence are possible. The periapsis of such a trajectory is only shown if it is in the future, and as soon as the craft passes through the periapsis and is rising it vanishes. Like apoapsides, periapsides in other spheres of influence are possible.<br />
<br />
In perfect circular orbits it is not possible to determine the apsides. The altitude, which is always the same for the orbit, is used for the apsides if required. They are identical to the semi-major axis when measured from the center. Elliptical orbits have usually both apsides and only no periapsis if it is below the surface. If an orbit is almost circular it is usually treated as perfectly circular where both apsides and the semi-major axis are identical if measured from the body's center.<br />
<br />
Sometimes there are special words used for the different bodies. Apokee or apokerb for the apoapsis of an orbit around [[Kerbin]] and similar perikee or perikerb for the periapsis around Kerbin.<br />
<br />
In Kerbal Space Program the apsides are usually abbreviated to “Ap” and “Pe” which corresponds with the two markers on the orbit. In real world science an uppercase <tt>Q</tt> is used for apoapsides and a lowercase <tt>q</tt> for periapsides because variables usually only contain one letter. Using <tt>a</tt> for the apoapsis is not recommended as it can generate confusion with the semi-major axis which usually uses that variable name.<br />
<br />
=== Eccentricity ===<br />
[[File:KerbalEccentricity.jpg|thumb|Eccentric orbits (white) and a non-eccentric orbit (blue)]]<br />
{{See also||{{Wikipedia|Orbital eccentricity}}}}<br />
The eccentricity gives how circular the orbit is. There are different eccentricities, although usually the orbital eccentricity is used for orbital mechanics. It can categorised in four categories:<br />
* In a circular orbit the eccentricity is exactly 0<br />
* In an elliptical orbit the eccentricity is between 0 and 1<br />
* In a parabolic orbit the eccentricity is exactly 1<br />
* In a hyperbolic orbit the eccentricity is above 1<br />
If the eccentricity is above or equal to 1 the orbit is escaping the body. Circular and parabolic orbits are not common if not impossible, as the maneuvers have to be extremely precise. It is possible, however, to get the eccentricity very close to 0 or 1 which can then be considered as circular or parabolic respectively. Some planets and moons in Kerbal Space Program have a perfectly circular orbit because they move on “rails”; no physical interaction can change the properties.<br />
<br />
However, an orbit with an eccentricity below 1 can also escape the [[sphere of influence]] because the eccentricity is based on the ratio of the apsides; It doesn't take account of the remaining distance between the apoapsis and the body's SOI. A circular orbit close to the edge of the sphere of influence has an eccentricity of 0, but as soon as the apoapsis is marginally increased the orbit leaves the sphere of influence, disregarding the fact that the eccentricity is still close to zero.<br />
<br />
The eccentricity is usually abbreviated by a lowercase <tt>e</tt>. It can be calculated in-game by (Ap - Pe)/(2R + Ap + Pe), where Ap is the apoapsis, Pe is the periapsis, and R is the radius of the parent body.<br />
<br />
=== Orbital speed ===<br />
{{Main article||{{Wikipedia|Orbital speed}}}}<br />
<br />
The orbital speed of a celestial body, craft or object is the speed of the object relative to the barycenter (center of mass) of the two-body system. The game considers the barycenter to always coincide with the center of the orbited body. Orbital speed is dependent upon the mass of the orbited body and the semi-major axis of the orbit. For circular orbits, orbital speed is constant throughout the orbit, while elliptical or hyperbolic orbits will have a maximum speed and periapsis and minimum speed at apoapsis or sphere of influence entry/exit respectively.<br />
<br />
{{See also|List of orbital velocities for low orbit}}<br />
<br />
=== Inclination ===<br />
[[File:Kerbalinclinedorbit.jpg|thumb|The blue orbit has an inclination of 20° while the grey has none.]]<br />
{{Main article||{{Wikipedia|Orbital inclination}}}}<br />
The tilt of the orbit is given by the inclination. Usually the value is given in degrees where the value is given between –90° and 270°. An inclination of 0° or 180° is equatorial, so the craft is always above the equator. An inclination of 90° is characteristic for polar orbits. When the inclination is below 90° the orbit is prograde, meaning the rotation around the body is the same as the rotation of the body. An inclination above 90° and below 270° determines a retrograde orbit which orbits the other way around. As all bodies in the [[Kerbol System]] are rotate counter-clockwise, seen from the North pole, all prograde orbits are counter-clockwise and all retrograde orbits are clockwise.<br />
<br />
Depending from the starting location the directly available lowest inclination is limited to the latitude. A polar orbit is always possible, while for equatorial orbits the craft has to start from the equator. As the [[Kerbal Space Center]] is near the equator it is possible to launch into almost all inclinations without additional orbital maneuvers.<br />
<br />
While a polar orbit, and depending on the altitude and coverage also near polar inclinations, covers a complete body, rendezvous with an object in an equatorial orbit is usually easier. The inclination is exactly the range of latitudes the craft will pass over in both (North and South) direction.<br />
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Current orbital inclination is visible on the "Advanced Orbital Info" tab in "Maneuver Mode" on the bottom left panel.<br />
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The inclination is given in most cases relative to the parent's equator, but especially the inclination of the [[planet]]s can be given relative to the ecliptic. The ecliptic is the orbital plane of Kerbin because the inclination relative to Kerbol's equator is 0°, meaning that there is no difference between the inclination relative to Kerbol's equator and the ecliptic.<br />
<br />
=== Semi-major axis ===<br />
{{See also||{{Wikipedia|Semi-major axis}}}}<br />
<!-- commenting out as currently broken <math class="float-left">a = \frac{Q+q}{2}</math> -- I used the one letter versions as (la)tex treats multiletter variables as multiplication. E.g. sma is shown with little whitespaces which might be interpreted as s·m·a --><br />
The semi-major axis is the average of the apsides and usually measured from the body's center. The semi-major axis cannot be directly measured in game without mods, but it is easy to calculate by dividing the sums of the apsides by two. The semi-major axis defines the orbital period, so no matter how elongated the orbit is, as long as the semi-major axis stays the same, the orbital period doesn't change. This makes [[synchronous orbit]]s easier to achieve, as the circularity is only important for stationary orbits.<br />
<br />
If the apsides are given from the body's surface the same formula can be used but the resulting value has to be added by the radius of the body. The semi-major axis may be used as the average distance, but it depends on the definition of which average distance is meant. In formula the semi-major axis is usually abbreviated by a lowercase <tt>a</tt> which shouldn't be confused with the apoapsis.<br />
<br />
== Types of orbits ==<br />
<span id="LKO"></span><br />
=== Low Kerbin orbit (LKO) ===<br />
In analogy to the real world ''low Earth orbit (LEO)'' a LKO describes a stable low orbit around [[Kerbin]] that can be achieved with relatively low cost of [[Delta-V]]. The lowest point of an LKO must not be lower than 70&nbsp;km in order to stay clear of [[atmosphere|atmospheric]] drag. The altitude of a LKO typically does not exceed about 200&nbsp;km.<br />
<br />
Tons of [[payload]] delivered to LKO is often used to compare performance and size of launch vehicles.<br />
<br />
In optimal circumstances LKO can be achieved with 3,200-3,400&nbsp;m/s Delta-V.<ref>[https://i.imgur.com/yO0bQax.png Kerbin delta-V chart]</ref><br />
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Due to the [[w:Oberth effect|Oberth effect]] a low orbit is a suitable starting point for transferring to other celestial bodies. {{cn}}<br />
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<span id="HKO"></span><br />
=== High Kerbin orbit (HKO) ===<br />
In analogy to the real world ''high Earth orbit (HEO)'' a HKO describes a stable high orbit around [[Kerbin]]. The altitude of a HKO typically is higher than the KEO (2863.33&nbsp;km).<br />
<br />
=== Stationary orbit and synchronous orbit ===<br />
{{Main article|Synchronous orbit}}<br />
An orbit with the same orbital period as the rotational period of the orbited body is called a synchronous orbit. If the inclination is also 0° and there is no eccentricity it is called a stationary orbit. A satellite in this orbit doesn't appear to move when viewed from the body's surface.<br />
<br />
<span id="KEO"></span><br />
=== Kerbisynchronous equatorial orbit (KEO) ===<br />
{{Main article|KEO}}<br />
The stationary orbit around Kerbin, where the orbiting craft appears to stand still at a point above Kerbin's equator. The name was chosen to abbreviate it similar to ''GEO'' the abbreviation for ''geostationary orbit'', which is the real world equivalent on the Earth.<br />
<br />
=== Other ===<br />
Various other orbits can be defined. The [[w:List of orbits|list of orbits]] on Wikipedia contain many common ones in the real world. They can be recreated by modifying the core features of the orbit to match the smaller universe. Some kind of orbits, like a sun-synchronous orbit around Earth, are not possible, because they require Kerbin's gravity to be not perfect. Also the Lagrange points do not exist so orbits near/around a Lagrange point are impossible. But it is possible to imitate L<sub>4</sub> and L<sub>5</sub>, although every orbit with the same semi-major axis has the same orbital period, so L<sub>4</sub> and L<sub>5</sub> aren't special positions then.<br />
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=== Suborbital ===<br />
An orbit is suborbital if the periapsis is below the surface and/or [[atmosphere]](if the orbited body has one). A craft on a suborbital trajectory will most likely crash into the surface or land on it without finishing a complete orbit. Lifting surfaces like [[wing]]s and parachutes might delay this.<br />
<br />
== Orbits in the save file ==<br />
The save files (and scenarios) in KSP are plain text and human readable with the information on the orbit of every craft currently in the game. Most text editors allow to search for <code>name = [Name of craft]</code> via {{Key press|Ctrl|F}} ({{Key press|⌘Cmnd|F}} for Mac). This locates the craft quickly in the file. The orbit section of the persistent.sfs should looks something like this:<br />
<br />
ORBIT<br />
{<br />
SMA = 76875.4600066045<br />
ECC = 0.136808532664149<br />
INC = 32.6082297441138<br />
LPE = 91.4665699628126<br />
LAN = 305.802690796769<br />
MNA = 0.556028537338098<br />
EPH = 19189976.1161395<br />
REF = 3<br />
OBJ = 0<br />
}<br />
<br />
Each of these terms has a physical meaning and together they define an orbit. Changing them (and then re-loading the save game) will change the orbit of the vessel in question.<br />
<br />
The first five parameters uniquely define a Keplerian trajectory:<br />
* '''Eccentricity''' (ECC) and '''semimajor axis''' (SMA) specify, respectively, the shape of the trajectory (0 = circular, < 1 = elliptic, 1 = parabolic, > 1 = hyperbolic) and its size (half the distance between apsides, or equivalently, average of apsides as measured from the centre of the body). Hyperbolic orbits have a negative "semimajor axis" which relates to the mathematical definition of a hyperbola as a mirrored pair of curves, of which the orbit is one branch. However due to KSP's system of spheres of influence, an object can have an elliptic orbit (positive semimajor axis and eccentricity below 1) and still be escaping.<br />
* '''Inclination''' (INC) and '''longitude of ascending node''' (LAN) specify the tilt of the orbital plane (anticlockwise from the ecliptic at the ascending node) and its orientation (anticlockwise from the vernal point to the ascending node). On Earth, the vernal point is the point on the celestial sphere where the sun is at the vernal equinox in the northern hemisphere (the ascending node of the ecliptic relative to the celestial equator). Since Kerbin has no axial tilt, the vernal point is arbitrary.<br />
* '''Longitude of periapsis''' (LPE) specifies the orientation of the orbit within its plane (angle anticlockwise from the ascending node to the periapsis).<br />
Then the object's position on the orbit at a given time is extrapolated from<br />
* '''Epoch''' (EPH), a reference time, and<br />
* '''Mean anomaly at epoch''' (MNA), a pseudo-angle (up to 2π) expressing the proportion of the orbital period that has passed since last periapsis. It's the angle of the corresponding position on a circular orbit. For hyperbolic orbits, this is negative if approaching periapsis, positive if receding from it.<br />
These numbers are put into context by:<br />
* REF : a reference number giving the celestial body that the object is orbiting. See below for a table.<br />
* OBJ : Some sort of object reference (I wouldn't change this number). Possibly a code for the icon displayed - it appears that 0 corresponds to probes, and 1 corresponds to debris.<br />
<br />
Angles are in radians, distances in meters.<br />
<br />
By altering these values in the save file, one can easily "slew" vehicles into any position desired. This is very useful for setting up scenarios.<br />
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=== Reference code ===<br />
This is a table contain the reference codes for all bodies of the [[Kerbol System]]:<br />
{| class="wikitable"<br />
! colspan="2" | Planets/Stars<br />
! colspan="2" | Moons<br />
|-<br />
! Code<br />
! Name<br />
! Code<br />
! Name<br />
|-<br />
| 0<br />
| [[Kerbol]]<br />
|-<br />
| 4<br />
| [[Moho]]<br />
|-<br />
| 5<br />
| [[Eve]]<br />
| 13<br />
| [[Gilly]]<br />
|-<br />
| rowspan="2" valign="top" | 1<br />
| rowspan="2" valign="top" | [[Kerbin]]<br />
| 2<br />
| [[Mun]]<br />
|-<br />
| 3<br />
| [[Minmus]]<br />
|-<br />
| 6<br />
| [[Duna]]<br />
| 7<br />
| [[Ike]]<br />
|-<br />
| 15<br />
| [[Dres]]<br />
|-<br />
| rowspan="5" valign="top" | 8<br />
| rowspan="5" valign="top" | [[Jool]]<br />
| 9<br />
| [[Laythe]]<br />
|-<br />
| 10<br />
| [[Vall]]<br />
|-<br />
| 12<br />
| [[Tylo]]<br />
|-<br />
| 11<br />
| [[Bop]]<br />
|-<br />
| 14<br />
| [[Pol]]<br />
|-<br />
| 16<br />
| [[Eeloo]]<br />
|}<br />
<br />
== Notes ==<br />
<references /><br />
<br />
== External links ==<br />
* {{Wikipedia}}<br />
* {{Wikipedia|Apsis}}<br />
* {{Wikipedia|Low Earth orbit}}<br />
* Kraft, D and Townsend, G. (1963). ''NASA Orbital Flight Handbook, Part 1 - Basic Techniques and Data''. Space Flight Handbooks, Vol. 1. http://ntrs.nasa.gov/search.jsp?R=19630011221<br />
** For an enormous table of Keplerian element equations, see pdf page 126/document page III-16.</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=List_of_easter_eggs&diff=81654List of easter eggs2018-04-21T20:50:54Z<p>Bvoice360: KerbalMaps note</p>
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<div>{{TOC|align=right}}<br />
{{spoiler|article}}<br />
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{{Quote|An Easter Egg is an intentional inside joke, hidden message, or feature in a work such as a computer program, video game, movie, book, or crossword.|{{Wikipedia|Easter egg (media)}}}}<br />
<br />
<br />
In Kerbal Space Program, this corresponds to any anomaly that has been hidden in the game on the surfaces of bodies in the [[Kerbol System]] the Main Menu, in IVAs, and any other applicable area by the developers. This does not include bugs like [[terrain glitch|terrain glitches]].<br />
<br />
<br />
'''This page contains spoilers, as you have already been warned. For any who wish to preserve the sense of exploration, please [[Main Page|do not continue.]]'''<br />
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<br />
''Note: Kerbal Maps no longer exists, and thus the Kerbal Maps links contained on this page no longer work. Coordinates can be looked up on [http://ksp.deringenieur.net/ an alternative site] instead.''<br />
<br />
== Celestial Bodies ==<br />
<br />
=== [[Moho]] ===<br />
* Although originally a [[terrain glitch]], the [[Mohole]] (a large, steep vertical "tunnel" at [[Moho]]'s north pole) is often considered an Easter egg, and indeed was later "canonized" by the developers, being given its own biome (the "Northern Sinkhole") and [[KerbNet]] anomaly marker.<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Eve]] ===<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
<gallery>Green_Monolith.png|The aforementioned Monolith.</gallery><br />
=== [[Gilly]] ===<br />
<!-- The "slot" is 100% just a bug, not an easter egg --><br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Kerbin]] ===<br />
* Five [[Monolith]]s: one visible from [[KSC]], one by the tracking station at the [[Inland Kerbal Space Center]] ({{Kerbalmaps|20.6709|-146.4968|text=C}}), one at {{Kerbalmaps|35.5705|-74.9773|text=C}}, one at {{Kerbalmaps|-0.6403|-80.7669|text=C}}, and one at {{Kerbalmaps|-28.8084|-13.4401|text=C}}<br />
* A destructible memorial to the old [[Command Pod Mk1|Mk. 1 Pod]] outside the level 3 [[VAB]].<br />
* A temple in the desert ({{Kerbalmaps|-6.4966|-141.6676|text=C}}) known as Tut-Un Jeb-Ahn, although this name can only be seen when a vessel crashes into it.<br />
* A crashed flying saucer can be found can be found embedded in the northern tundra. ({{Kerbalmaps|81.9552|-128.5139|text=C}})<br />
* The [[Island Airfield]] ({{Kerbalmaps|-1.5288|-71.9023|text=C}}) has a hangar containing the old, pre-artpass versions of the [[Command Pod Mk1|Mk. 1 Pod]] (rusted and oversized), the [[FL-T400 Fuel Tank]], and the [[LV-T45 Liquid Fuel Engine]].<br />
* The level 3 [[flagpole]] at the [[Kerbal Space Center]] can be climbed by Kerbals.<br />
* When the level 3 [[Astronaut Complex]] is destroyed, a large toilet can be found in the rubble.<br />
* In the ocean just south of the KSC, about midway between land and the southern ice cap (about {{Kerbalmaps|-30|-80|text=C}}), there is a giant smiley face carved into the ocean floor.<br />
* The inland space center at {{Kerbalmaps|20.6709|-146.4968|text=C}} has its own biomes, just like the equatorial space center.<br />
* One Commnet station is called "Nye Island," named for science communicator [[w:Bill Nye|Bill Nye]].<br />
<br />
<gallery>Kermmunist_Launch_Site.png | The second space center, or "KSC2".<br />
Crashed Polar UFO.png | The crashed flying saucer.<br />
Toilet KSC.png | The toilet found in the rubble of the Astronaut Complex<br />
File:Kerbin_ISA_Topo_0_21.jpg|The smiley face on the seafloor can be seen faintly in the left half of this map, just south of the equator.<br />
File:KSPHappyFaceB+W.png|The smiley face with enhanced contrast.</gallery><br />
=== [[Mun]] ===<br />
* Three [[Monolith]]s (or Munoliths) at {{Kerbalmaps|-9.8314|25.9177|Mun|text=C}}, {{Kerbalmaps|57.6602|9.1423|Mun|text=C}}, and {{Kerbalmaps|-82.2062|102.9287|Mun|text=C}}<br />
* Three giant rock arches can be found at {{Kerbalmaps|12.4508|39.1959|Mun|text=C}}, {{Kerbalmaps|-12.4717|-140.9612|Mun|text=C}}, and {{Kerbalmaps|2.4633|81.5310|Mun|text=C}}<br />
* A memorial to [[w:Neil Armstrong|Neil Armstrong]], added shortly after his death in August 2012 ({{Kerbalmaps|0.7017|22.7460|Mun|text=C}})<br />
* A crashed flying saucer, identical to the one on Kerbin ({{Kerbalmaps|-70.9572|-68.1388|Mun|text=C}})<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
<gallery>File:Monolith.jpg|A Monolith (or Munolith) on the Mun.</gallery><br />
=== [[Minmus]] ===<br />
* One [[Monolith]] ({{Kerbalmaps|23.777|60.046|Minmus|text=C}})<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
<gallery>Minmus_Monolith.png|The only Minmus monolith.</gallery><br />
=== [[Duna]] ===<br />
* Giant Kerbal face, a reference to the infamous [[w:Face on Mars|"Face on Mars"]] ({{Kerbalmaps|17.0571|-85.4587|Duna|text=C}})<br />
* A camera mast based on that of the [[w:Curiosity (rover)|Curiosity]] rover<!--see comparison pictures of discussion page before you change it to Spirit or Opportunity--> can be found sticking out of a boulder. Originally it was embedded in the terrain itself before later being moved to the boulder, likely to prevent different terrain settings causing it to appear floating or underground. ({{Kerbalmaps|-30.3419|-28.8103|Duna|text=C}})<br />
* On the southern ice cap, there is a pyramidal hill that emits an SSTV signal. The source of the signal was several hundred meters beneath the hill as of [[0.22]], but as of [[1.2]], the signal is back at the surface. ({{Kerbalmaps|-66.0536|-160.8941|Duna|text=C}})<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
<gallery>Kerbal face.jpg|The Face on Duna</gallery><br />
=== [[Ike]] ===<br />
* The Magic Boulder - '''Missing since [[0.18]]''' - The magic boulder used to orbit Ike at an altitude of 15 km with zero eccentricity and an inclination of 80 degrees. The mesh (physical surface) for the magic boulder did not match its texture (visible surface) which could result in ships apparently digging into the surface with no ill effect. It would also cause ships to explode seemingly spontaneously, sometimes metres away from the surface, displaying "''vesselname'' crashed into Magic Boulder" in the Flight Log. It also seemed to glow green as if radioactive, and there was a [[Monolith]] on its leading edge. The boulder had no gravity, did not appear in the map view and could not be targeted, much like any other Easter egg, except in orbit. [[List of easter eggs#Asteroids|A successor to the magic boulder]] was later added.<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Dres]] ===<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Jool]] ===<br />
* Even though the "surface" of Jool is inaccessible (since it is a gas giant and parts are destroyed due to the pressure), there are still science logs for having landed on Jool: "You're not sure how you even landed on the surface of a gas giant. But it's probably best not to think about it for too long."<br />
<br />
=== [[Laythe]] ===<br />
* There are two biomes on Laythe named for famous popular science figures - the Sagan Sea and the Degrasse Sea, named for [[w:Carl Sagan|Carl Sagan]] and [[w:Neil deGrasse Tyson|Neil deGrasse Tyson]] respectively.<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Vall]] ===<br />
* Stonehenge formation, sometimes known as Vallhenge ({{Kerbalmaps|-60.0862|83.7801|Vall|text=C}})<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
<gallery>Vall Henge.png|The Vallhenge</gallery><br />
=== [[Tylo]] ===<br />
* A Cave-like formation can be found at {{Kerbalmaps|40.1996|174.0016|Tylo|text=C}}. Between [[0.23]] and [[1.1.2]] the cave was inadvertently placed hundreds of metres below the ground, but after [[1.1.3]] it has been fixed, and is once again on the surface.<br />
* Although since removed, there was once a crater with a faint image of Carl Sagan's face coloring the terrain.<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Bop]] ===<br />
* Dead [[Deep Space Kraken]] ({{Kerbalmaps|68.43|117.03|Bop|text=C}})<br />
* Large Orange Circle ({{Kerbalmaps|-4.74|-72.77|Bop|text=C}})<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
<gallery>Bop_Deep_Space_Kraken.png|The dead Kraken.</gallery><br />
=== [[Pol]] ===<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Eeloo]] ===<br />
* One [[Green Monolith]] (Randomly spawns for each game)<br />
<br />
=== [[Asteroid|Asteroids]] ===<br />
* Rarely, asteroids can be discovered with a texture featuring glowing cracks in a variety of colors, very similar to the original Magic Boulder orbiting Ike.<br />
<br />
<!--ALTHOUGH I LOATHE STILL SEEING THIS I respect your right to talk about it, so I will leave it be. -Nova --><br />
=== Easter Egg Narrative ===<br />
In a forum post from late 2013,<ref>[http://forum.kerbalspaceprogram.com/index.php?/topic/54893-duna-sstv-transmission/&page=3#comment-854276 Kerbal Space Program forum post dated 23 December, 2013]</ref> [[Squad]] member Jeff C.(NovaSilisko) described an idea he had for connecting many easter eggs into a story concerning a civilization which predated the Kerbals. Experiments with interstellar travel resulted in the homeworld of this "precursor civilization" being flung out into an extremely distant orbit. Before they froze to death, they launched monoliths and other messages onto many planets and moons in hopes of seeding intelligent life. Instead, they created Kerbals, not-so-intelligent life.<br />
<br />
The planet would not show up in any map and would be too distant to be observed with a telescope, making locating it by chance nearly impossible. However, players would be able to find transmitters beaming out SSTV signals on various bodies, each one of which would provide part of the orbital parameters necessary to locate it. The planet would be a bit smaller than [[Kerbin]], covered in ruined cities and frozen oceans, and perpetually in twilight due to being so far from [[Kerbol]].<br />
<br />
The only element of this narrative which made it into the game is the SSTV transmitter on [[Duna]], which transmits an image originally intended to depict 4 members of the precursor civilization standing on their homeworld, with the logo of their government. Had the narrative story been completed, it would also have contained part of the orbital parameters. Because the story was never implemented into the game, this explanation for the SSTV signal's imagery is arguably non-canon.<ref>http://pastebin.com/3vvjushy</ref><br />
<br />
<br />
== Miscellaneous ==<br />
<!-- Terrain glitches were already mentioned at the top as not being easter eggs - no need to put them here too--><br />
=== [[Kerbal]]s ===<br />
* The color of the Kerbals' skin is close to is <tt>#BADA55</tt> ({{ColorBox|#BADA55}}) in hexadecimal but does not match it exactly. The hexadecimal RGB value spells like “badass” in leetspeak. Some say <tt>#84D455</tt> ({{ColorBox|#84D455}}) is the color of a Kerbal which is even further away than <tt>#BADA55</tt>. This connection is rumored, because Kerbals can have a BadS flag, which is usually interpreted as ''badass''.<br />
<br />
<gallery>Skin color comparison.svg|An average of the skin color in Kerbal arm textures compared to the rumored colors</gallery><br />
=== [[IVA]] ===<br />
* Some of the cockpits have post-it notes and other humorous writings inside them. The writing is somewhat blurry on normal settings and hard to read, but still legible. For transcripts of the notes, see the respective part pages.<br />
* When double-clicked on the screen which says "docking mode" in the mk1 cockpit, the IVA view changes to show upwards through the window on the top-back of the cockpit with a flight console. This suggests Kerbals can leave (or rotate?) their seats to make it easier to dock. It should be designed to be used with [[Inline Clamp-O-Tron]].<br />
<br />
=== [[Parts]] ===<br />
* On the [[Z-100 Rechargable Battery Pack|Z-100]] and [[Z-400 Rechargable Battery]], the logo claims the batteries are Batt Man Batteries. This is a reference to [[w:Batman|Batman]].<br />
* On the [[Communotron 88-88]] is the hexadecimal number 0x62656570. When 0x62656570 is converted to ASCII it spells "beep".<br />
* Also on the [[Communotron 88-88]], is the serial number 04101957, which is the launch date of [[w:Sputnik 1|Sputnik 1]], 4 October 1957.<br />
* When the [[Mystery Goo™ Containment Unit]] is opened, revealing the holes, if one looks very closely in them, a faint smiley face can be seen. There is also "Containment Vessel" sign inside of it<br />
* When the [[SC-9001 Science Jr.]] is open, a message can be seen printed on the rear of the bay reading "Danger! Science Stuff" and [[w:Biological_hazard|Biohazard]] sign.<br />
* The [[w:COSPAR designation|COSPAR designation]]s and names of both the [[w:International Space Station|International Space Station]] and [[w:Mir|Mir]] (in [[w:Cyrillic script|Cyrillic script]]) are printed on the [[Mobile Processing Lab MPL-LG-2]] hull.<br />
* The [[FL-T200 Fuel Tank]] has a very faint drawing on it which can just about be observed when fully zoomed in. The drawing becomes more visible during re-entry and appears to depict a failed re-entry procedure which has then been crossed out.<br />
* The [[Mk3 to Mk2 Adapter]] has the word "Kurvy" written on it, most likely a reference to its shape.<br />
* The [[EAS-4 Strut Connector]] has a cost of 42 an obvious reference to The Hitchhiker's guide to the galaxy's answer to the ultimate question.<br />
* The Telus Mobility Enhancer is similar to the ladder on the A-10 "Warthog" Close Ground Support Plane.<br />
* The LY series landing gear is a dual reference to Akron, Ohio based "Goodyear Tire & Rubber Company" and Buzz Lightyear from the Toy Story Franchise. On the tires,"Lightyear" is written.<br />
* The Kerbodyne Launch escape system has the designation A-004, a reference to [[w:A-004|A-004]], the final test of the Apollo launch escape system<br />
<br />
<gallery>LadderWarthogComparison.jpg|A comparison between the ladder in-game and the ladder on the A-10.</gallery><br />
=== Loading Screen ===<br />
* While not that much of an Easter Egg instead of a reference, the loading screen makes a reference to [[w:The_Hitchhiker's_Guide_to_the_Galaxy|The Hitchhiker's Guide To The Galaxy]], stating "[[w:Answer_to_Life,_the_Universe,_and_Everything#Answer_to_the_Ultimate_Question_of_Life.2C_the_Universe.2C_and_Everything_.2842.29|Answering Ultimate Question]]" one of the well known phrases from the book.<br />
* As of 1.2, there are many more 'witty loading hints'.<br />
* One of the loading hints is "Falling With Style...", which may be a reference to Toy Story when Woody says, "That's not flying, that's falling with style!"<br />
<br />
== Main Menu ==<br />
* One of the two main menu images is that of a [[Kerbal]] standing on the Mun's surface, with Kerbin in the background. There is a 1 in 40 chance that a sand castle made of [[Mun]] dust can be seen near his feet.<br />
<br />
<gallery><br />
File:Menu easter egg.png|The Mun dust castle.<br />
</gallery><br />
== Scenarios ==<br />
* During the Space Station One scenario, by zooming out far enough to show the planetary map, a ship by the name of '[[Kerbal XX]]' can be seen orbiting around Duna in a near-equatorial orbit (as of 0.23)<br />
<br />
<gallery><br />
File:Kerbal XX.png|Kerbal XX from the Station 1 scenario.<br />
</gallery><br />
== Patcher ==<br />
*If you look into the patcher log, before updating, the log says "HOLD ON TO YOUR BUTTS!"<br />
<br />
== References ==<br />
<references /><br />
<br />
== See also ==<br />
* “[http://www.youtube.com/watch?v=WJBSea-3DHs Visiting the Magic Boulder In Kerbal Space Program]” video by Scott Manley<br />
* “[http://www.kerbalmaps.com/ KerbalMaps.com]” Map with all anomalies and locations.</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=J-20_%22Juno%22_Basic_Jet_Engine/Box&diff=81622J-20 "Juno" Basic Jet Engine/Box2018-04-20T11:42:36Z<p>Bvoice360: Fixed tech</p>
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<div><noinclude>{{Data template used}}</noinclude><br />
{{Infobox/Part<br />
|file=J90JunoBasicJetEngine.png<br />
|type=je<br />
|size=<br />
|manufacturer=C7<br />
|costs=450<br />
|mass=0.25<br />
|drag=0.2<br />
|temp=2000<br />
|tolerance=7<br />
|research=Aviation<br />
|unlock cost=2000<br />
|since=1.0.5<br />
|part=miniJet<br />
|filename=SmallJetEngine.cfg<br />
|physics insignificant=N<br />
|more={{Infobox/Part/jet engine<br />
|isp=6400<br />
|thrust=20<br />
|vectoring=<br />
}}<br />
}}</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=File_talk:Uk_space_agency.png&diff=79726File talk:Uk space agency.png2017-11-24T21:05:55Z<p>Bvoice360: </p>
<hr />
<div>== Copyright? ==<br />
<br />
The copyright notice states that the UKSA logo is Squad's copyright, but this is not the case - it is Crown Copyright, so I assume they licensed it. The same goes for the B612 Foundation logo. Should it be replaced with an alternative version of the copyright tag? [[User:Bvoice360|Bvoice360]] ([[User talk:Bvoice360|talk]]) 21:05, 24 November 2017 (UTC)</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=File_talk:Uk_space_agency.png&diff=79725File talk:Uk space agency.png2017-11-24T21:05:05Z<p>Bvoice360: Created page with "== Copyright? == The copyright notice states that the UKSA logo is Squad's copyright, but this is not the case - it is Crown Copyright, so I assume they licensed it. Should i..."</p>
<hr />
<div>== Copyright? ==<br />
<br />
The copyright notice states that the UKSA logo is Squad's copyright, but this is not the case - it is Crown Copyright, so I assume they licensed it. Should it be replaced with an alternative version of the copyright tag? [[User:Bvoice360|Bvoice360]] ([[User talk:Bvoice360|talk]]) 21:05, 24 November 2017 (UTC)</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=User_talk:ArnePeirs&diff=79264User talk:ArnePeirs2017-08-05T20:53:03Z<p>Bvoice360: Forgot to sign</p>
<hr />
<div>== Nice job on part updating ==<br />
You did a nice job with that, it would take me a while to finish it myself. [[User:PlanetBuster2246|PlanetBuster2246]] ([[User talk:PlanetBuster2246|talk]]) 17:41, 19 October 2016 (UTC)<br />
<br />
I already did the [[Parts|part lists]], that took me some days to do and then begun to the parts themselfes. Only did a Science, Utility and communication though, still some to do.<br />
<br />
== Italics in quoteboxes ==<br />
<br />
A (very) little heads-up; when you put line breaks in quoteboxes be sure to add to apostrophes to the end of each line else it breaks the italics. IFTFY. [[User:Bvoice360|Bvoice360]] ([[User talk:Bvoice360|talk]]) 20:53, 5 August 2017 (UTC)</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=User_talk:ArnePeirs&diff=79263User talk:ArnePeirs2017-08-05T20:52:44Z<p>Bvoice360: /* Italics in quoteboxes */ new section</p>
<hr />
<div>== Nice job on part updating ==<br />
You did a nice job with that, it would take me a while to finish it myself. [[User:PlanetBuster2246|PlanetBuster2246]] ([[User talk:PlanetBuster2246|talk]]) 17:41, 19 October 2016 (UTC)<br />
<br />
I already did the [[Parts|part lists]], that took me some days to do and then begun to the parts themselfes. Only did a Science, Utility and communication though, still some to do.<br />
<br />
== Italics in quoteboxes ==<br />
<br />
A (very) little heads-up; when you put line breaks in quoteboxes be sure to add to apostrophes to the end of each line else it breaks the italics. IFTFY.</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Pol&diff=79262Pol2017-08-05T20:41:25Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Pol''' is the smallest of the five [[w:Natural satellite|natural satellites]] of [[Jool]]. The terrain is proportionally quite rough, with large ridges that make it resemble a pollen grain. <br />
<br />
Pol has the second-lowest surface gravity in the [[Kerbol]] system: only [[Eve]]'s moon [[Gilly]] is less massive. This makes bipropellant engines on a lander somewhat unnecessary, as landing can be completed with [[RCS]] thrusters only. Landing on Pol may still be difficult for inexperienced pilots due to the hazardous terrain with mountains, canyons, 45° slopes and jagged rocks, as well as its tiny sphere of influence. <br />
<br />
Pol was added in 0.18. It was not part of the original Joolian system when it was released, along with all the other planets, except the Kerbin system, in 0.17.<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|This moon was especially hard to spot, as it looks just like a pollen grain, particularly when observed through telescopes based near dusty fields.<br /><br />
<br /><br />
''Pol was finally discovered when someone decided to write down the location of the pollen, after having given up on yet another failed attempt to be rid of the smudge.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Orbit ==<br />
Pol is in a large orbit around Jool with moderate eccentricity and inclination, which indicates it may be a captured asteroid like [[Gilly]] and [[Bop]]. Pol is [[w:Tidal locking|tidally locked]] to [[Jool]]. <br />
<br />
== Topography ==<br />
[[File:Pol with Jool and moons.png|thumbnail|left|Pol's uneven surface with Jool and Laythe in the background.]]<br />
Pol has many unique characteristics. The surface is wrinkled and uneven. It has many spiked mountains and very large cliffs that can reach up to 4&nbsp;km high, and many kilometers wide. Many mountain ranges are circular and form bowl-shaped valleys. Its surface color ranges from brown over pale yellow to pale green. It appears to be composed of various phosphoric or sulfuric compounds and is covered in peculiar spire-shaped rocks. <br />
<br />
Although very uneven, the surface of Pol is still not as irregular as that of [[Bop]], despite its lower gravity. This suggests volcanic activity that re-paved the surface, or that Pol was formed via low-velocity accretion at relatively low temperatures. <br />
<br />
A rover is difficult to drive on the surface of Pol because of the uneven terrain and low gravity.<br />
<br />
The terrain scatter on Pol looks a bit like spiky, twisted rocks. <br />
<br />
<div style="clear:left;"></div><!-- Place Reference Frames below image of Topography --><br />
<br />
== Biomes ==<br />
Pol has 4 [[biome]]s.<br />
<br />
=== Biome list ===<br />
{|<br />
| style="vertical-align:middle; text-align:center;" |<br />
[[File:Pol Biome Map 1.2.1.png|thumb|left|Pol biome map as of 1.2.1]]<br />
|<br />
* Poles<br />
* Lowlands<br />
* Midlands<br />
* Highlands<br />
|}<br />
<br />
== Reference Frames ==<br />
{{:Pol/RefFrame}}<br />
<br />
An orbit under 3000 meters is unwise, as it will almost always result in colliding with a mountain, spire, or plateau.<br />
<br />
== Trivia ==<br />
* According to its ingame description it was a long time before Pol was officially discovered, as astronomers kept trying to wipe it off their telescopes, thinking that it was a grain of pollen. Pol's name may refer to this uncanny resemblance, even though the kerbal word for pollen would actually be "Nelop".<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Pol Landing.png | A successful landing of a user created RCS Lander on Pol.<br />
File:Pol Landing2.png | A map view of Pol contrasted to Jool.<br />
File:Pol Adventure.png | A motion image of a Kerbal astronaut enjoying Pol's outrageously low gravity.<br />
File:Pol_800_map.gif | A topographic height map of Pol as of Version 0.18.1 made with the ISA MapSat plugin.<br />
File:Small lander on Pol.png | A successful landing on Pol.<br />
File:Sun from lander on Pol.png | A probe lander looking into a dark, sinister looking mountain spire.<br />
File:Lander on Pol's cliff.png | Spiky rocks on Pol's surface.<br />
File:PolOrbit.png | Jebediah Kerman floating in front of a large spacecraft while orbiting Pol. In the background you can see Jool.<br />
File:Landing On Pol.png | Two Kerbals and a lander on Pol.<br />
</gallery><br />
<br />
== Changes ==<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.18.2]]<br />
* Mass increased by ~3.16x, semi-major axis increased.<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Tylo&diff=79261Tylo2017-08-05T20:40:44Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Tylo''' is the largest moon of [[Jool]] and the [[Kerbol System]], and the largest celestial body without an [[atmosphere]]. It is the analog for [[w:Ganymede (moon)|Ganymede]]. It is the third moon from Jool, is the same diameter as [[Kerbin]], and is tidally locked. Tylo orbits Jool in roughly nine days. Synchronous orbits around Tylo are impossible, as they would lie far outside of its SOI at a radius of 14,758,067 meters.<br />
<br />
Tylo is a relatively difficult target to visit. Its gravity is similar to Kerbin's, but without an atmosphere, there is no way to [[aerobrake]], and a large amount of fuel must be used to land and take off. However, due to its large gravity well, Tylo is ideal for a [[Tutorial: Gravity Assist|gravity assist]] to enter or leave the Jool system with minimal fuel consumption.<br />
<br />
According to former developer NovaSilisko, Tylo was planned to be made into a high-contrasting body like [[w:Saturn|Saturn]]'s moon [[w:Iapetus (moon)|Iapetus]].<ref name="nova june">[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post in the forum] by NovaSilisko</ref><br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|Tylo was the first moon of Jool to be discovered by the Kerbal Astronomical Society. After many failed attempts to take a flawless picture of Jool to hang on the office walls, it was finally discovered that the wandering white smear was indeed a moon.<br /><br />
<br /><br />
''Scientists speculate that the view from the surface with Laythe, Vall and Jool overhead must be “quite something”.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
Tylo has a rocky surface. It has a varying elevation between 0 meters (Tylo baseline height) and peaks of more than 11290 meters. Tylo's surface looks similar to that of [[Mün]], but has much fewer impact craters (especially on the side facing away from Jool) and is more uneven.<br />
<br />
Due to the coloring of the surface of Tylo, it is likely that it is covered in a rhyolite layer of rock, nickel, a little cobalt, and some sort of ice and dust spread by meteorite impacts but as there is no official way to determine the composition of the moon this is only hypothetical. This explains why Tylo has a rather bright and white surface.<br />
<br />
Because it is very large in comparison to other moons, it is unlikely that it is a captured planet. For a planet of this size, Jool would have to be much larger and denser to produce a large and strong enough gravitational well. It is unknown why Tylo hasn't formed an atmosphere.<br />
<br />
Because of its high gravity and lack of an atmosphere, Tylo is very hard to land on and reach orbit from. However, low altitude orbits at high speeds can be achieved for these same reasons.<br />
<br />
== Biomes ==<br />
Tylo has 9 [[Biome]]s. It mostly consists of generic Low-, Mid- and Highlands with some Mara and Minor Craters scattered in between. There are four distinct Craters. Previously three of these Craters were simply named Major Crater, the reason for this oddity not being known.<br />
<br />
=== Biome list ===<br />
{{Biome list|<br />
* Highlands<br />
* Midlands<br />
* Lowlands<br />
* Mara<br />
* Minor Craters<br />
* Gagarin Crater<br />
* Grissom Crater<br />
* Galileio Crater<br />
* Tycho Crater}}<br />
<br />
== Science ==<br />
<br />
Tylo has the second-highest [[science]] multipliers in the game. The only orbit with a higher multiplier is the [[sun]] and the only surface with a better multiplier is that of [[Eve]]. Unfortunately Tylo has no atmosphere, which means that there is one less zone to conduct experiments in and that some experiments do not work at all. That means that it is only the second most science-rich Joolian moon after [[Laythe]].<br />
<br />
== Reference Frames ==<br />
{{:Tylo/RefFrame}}<br />
<br />
== Trivia ==<br />
*Kerbin has the same equatorial radius as Tylo (600,000m) yet Tylo's surface gravity is much lower than Kerbin. This is most likely because Tylo is composed of lower density matter.<br />
* Tylo is one of the few bodies in the solar system with almost totally manually-created colors (i.e., it uses a color map instead of procedural coloration). It only has a tenuous coat of a height-based darkening, and some simple noise. The only other manually-colored objects in the game are the Mun and Jool.<br />
* The Gagarin crater on Tylo was most likely named after Yuri Gagarin, the first man in space.<br />
* The Grissom crater on Tylo was most likely named after Virgil "Gus" Grissom, the second American in space.<br />
* The Galileo crater on Tylo was most likely named after Galileo Galilei who is widely considered to be the inventor of the telescope.<br />
* There are two known Easter eggs on Tylo.<br />
{{SpoilerBox<br />
|description=<br />
|content=One is Carl Sagan's face (which is now broken) on a mountain and the other is a cave-like underground formation. The cave-like formation used to be on the surface.}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Gui_Tylo_ISA_Topo.png | Topographical map of Tylo.<br />
File:Gui_Tylo_Polars_Topo.png<br />
File: Tylo_map_800.gif | A topographic height map of Tylo made with the ISA MapSat plugin<br />
File:TyloFromLaythe.png | Picture of Tylo as seen from Laythe<br />
File:Joolrise.png | A Joolrise with a Laythe transit seen from a very low orbit around Tylo<br />
File:Tylocrater.png | A small crater on Tylo as seen from the surface<br />
File:Tylo_Partay.jpeg | Three kerbonauts boldly going where no kerbal has gone before.<br />
</gallery><br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Updated biomes<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.17]]<br />
* Initial release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Laythe&diff=79260Laythe2017-08-05T20:40:01Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Laythe''' is the innermost of the five [[w:Natural satellite|natural satellites]] of [[Jool]]. Although mostly covered in seas, Laythe has numerous rocky, sandy islands. Laythe is tidally locked to Jool. Synchronous orbits around Laythe are not possible, as they would lie outside of its SOI, at a radius of 5,186,399 meters. A circular [[w:archipelago|archipelago]] prominent in surface maps of the moon suggests that Laythe suffered a massive impact in its distant past.<br />
<br />
Achieving a stable orbit around Laythe from sea level requires a [[delta-V]] of ≈2800&nbsp;m/s.<br />
<br />
Laythe has no real-world analogue. In the real-world [[w:Jupiter|Jupiter system]], the moons [[w:Ganymede (moon)|Ganymede]], [[w:Europa (moon)|Europa]] and [[w:Io (moon)|Io]] form a group with an [[w:Orbital Resonance|orbital resonance]] just like KSP's [[Tylo]], [[Vall]] and Laythe. But while Tylo and Vall have a certain resemblance to their real-life counterparts, Laythe is very unlike Io, which is dry, volcanic, and only has a tenuous atmosphere. Instead, the presence of a liquid ocean - plus a dense atmosphere - makes Laythe more similar to the [[w:Saturn|Saturnian]] moon, [[w:Titan (moon)|Titan]]. Laythe also seems very similar to what happened to Europa in [[w:2010: Odyssey Two|2010: Odyssey Two]].<br />
<br />
Although Laythe has liquid water on its surface, its polar regions have temperatures below zero degrees Celsius even outside its ice caps. This means Laythe's oceans must contain another compound which reduces its freezing point, most likely ionic, such as salt. Surface samples indicate that much salt is present on Laythe's surface. Unlike that of [[Kerbin]], the air cannot be breathed by [[Kerbal]]s (according to EVA reports). It is therefore possible that there are also high concentrations of salt in the air, as well as on the surface, assuming that the salt is sodium chloride. The apparent toxicity of Laythe's atmosphere, despite being similar in composition to Kerbin's, may also be a reference to the film [[w:Avatar (2009 film)|Avatar]] - the moon Pandora is very similar to Earth, but its atmosphere is too toxic for humans to inhale, and the moon also orbits a gas giant, like Laythe. Laythe may also be a reference to the planet Damogran from the radio/tv/book/movie series The Hitchhiker's Guide to the Galaxy, as they are almost, but not quite, entirely not unlike one another. <br />
<br />
According to former developer NovaSilisko, Laythe was planned to have volcanic activity and high radiation levels in later versions, making it a much more hostile moon than in 1.3<ref>[http://forum.kerbalspaceprogram.com/showthread.php/28451-Could-Laythe-actually-exist-with-real-physics?p=349683&viewfull=1#post349683 Forumpost from NovaSilisko]</ref><ref>[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post from NovaSilisko]</ref><br />
<br />
== In-game description ==<br />
<br />
{{Quote<br />
|When Laythe was first discovered, it was not entered in the records because the scientist in charge thought he was looking at Kerbin.<br /><br />
<br /><br />
''Luckily this error was corrected when a plucky intern informed him that “telescopes don’t work that way”.''<br /><br />
<br /><br />
''The intern was shortly afterwards “promoted” and moved to the experimental rocket testing program.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Biomes ==<br />
Laythe has 10 [[biome]]s. Laythe consists primarily of a huge ocean, called The Sagen Sea, with another ocean called the DeGrasse Sea and some small Peaks, Dunes and Shores biomes. It also has a Poles biome. The aforementioned seas are likely to be named after Neil DeGrasse Tyson and Carl Sagan, two famous physicists.<br />
<br />
=== Biome list ===<br />
{{Biome list|<br />
* Poles<br />
* Shores<br />
* Dunes<br />
* Crescent Bay<br />
* The Sagen Sea<br />
* Crater Island<br />
* Shallows<br />
* Crater Bay<br />
* DeGrasse Sea<br />
* Peaks}}<br />
<br />
== Atmosphere ==<br />
[[File:Laythe_Atmosphere_T&P.png|thumbnail|left|Temperature and pressure of Laythe's atmosphere as a function of altitude.]]<br />
<br />
Laythe has an [[atmosphere]] thick enough and warm enough to support liquid water on its surface. The atmosphere has a mass of approximately 2.4×10<sup>16</sup> kilograms, a sea level pressure of 60.795 kilopascals (0.6 atmospheres), and a depth of 50,000 meters. Compared to the atmosphere of [[Kerbin]], Laythe's atmosphere has 1/2 the mass and 3/5<sup>ths</sup> the surface pressure. The sea level pressure on Laythe is equivalent to that at an altitude of 3,287 m on Kerbin. The atmosphere contains oxygen and can support combustion; however, it is unbreathable by Kerbals. Laythe is the only moon in the game that has an atmosphere.<br />
<br />
The average [[w:Molecular_mass|molecular weight]] of Laythe air is 28.9644 g/mol, and its [[w:Heat_capacity_ratio|adiabatic index]] is 1.40. These values suggest a compostion very similar to Kerbin, and to [[w:Atmosphere_of_Earth|Earth]] — likely nitrogen and oxygen.<br />
<br />
Like all other atmospheres in the game, Laythe's atmosphere fades exponentially as altitude increases. The [[w:Scale_height|scale height]] varies with altitude, which is a change from pre-1.0 [[Version_history|versions]] of the game. The pressure-altitude profile is globally constant and independent of temperature. The following table gives the atmospheric pressure at various altitudes above sea level. <br />
<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Pressure (Pa) !! Pressure (atm)<br />
|-<br />
| 0 || 60 795 || 0.600<br />
|-<br />
| 2 500 || 47 153 || 0.465<br />
|-<br />
| 5 000 || 34 495 || 0.340<br />
|-<br />
| 7 500 || 24 914 || 0.246<br />
|-<br />
| 10 000 || 17 786 || 0.176<br />
|-<br />
| 15 000 || 9 351 || 0.092<br />
|-<br />
| 20 000 || 4 782 || 0.047<br />
|-<br />
| 25 000 || 2 671 || 0.026<br />
|-<br />
| 30 000 || 1 507 || 0.015<br />
|-<br />
| 40 000 || 363.5 || 0.004<br />
|-<br />
| 50 000 || 0 || 0.000<br />
|}<br />
<br />
The variation of temperature with height suggests the presence of an earthlike [[w:Troposphere|troposphere]], [[w:Stratosphere|stratosphere]] and [[w:Mesosphere|mesosphere]]. The warm surface temperatures rapidly decrease as the alitude increases to 5 km. The stratospheric region, where temperature rises as altitude increases, spans the region between the altitudes of 10 km and 22 km.<br />
<br />
Air temperatures vary with latitude and time of day. At the equator, sea level temperatures vary between a nighttime low of 9 °C and a daytime high of 15 °C. Mid-latitudes are only slightly cooler than the equatorial zone — at latitudes below 63°, the sea level temperature never drops below 0 °C. At the poles, the temperature varies between -26 °C and -24 °C. The globally averaged sea level temperature is approximately 9 °C. Since Laythe has no axial tilt, there are no seasonal temperature variations.<br />
<br />
Laythe's surface temperatures are warmer than would be expected based on its distance from the sun. This suggests the possibility that Laythe generates its own heat, likely [[w:Tidal_heating|tidal heating]].<br />
<br />
=== Atmospheric flight ===<br />
The thickness of Laythe's atmosphere makes it suitable for [[aerobraking]] and the use of [[parachute]]s. <br />
<br />
With proper aerobraking near Laythe and Jool, reaching Laythe may require the least Δv of all of Jool's moons. Another way is to approach Laythe directly, utilizing proper timing and making orbital adjustments on the way to Jool. Laythe's orbital period makes it an easy target to time and will have required less Δv on arrival (only 2000 m/s). As such, aerobraking on Laythe is less extreme than on Jool. <br />
<br />
Landing on higher points of Laythe's surface has to be done with the help of retro-burns, as parachutes alone will not suffice to sufficiently lower a craft's velocity for landing. <br />
<br />
[[Jet engine]]s work in Laythe's atmosphere due to the presence of oxygen. However, the air-intake efficiency is lower there.<br />
<br />
===Oxygen===<br />
As previously mentioned, Laythe's atmosphere contains [[w:Oxygen|oxygen]] enabling jet engines to function. Even though there is a lower concentration of oxygen than on Kerbin, plus an unknown toxic trace gas, most likely ozone, this oxygen almost surely has to be generated somewhere on Laythe. Molecular oxygen is extremely unstable compared to other atmospheric gases, and is even capable of reacting with itself to form ozone under certain conditions. Because of this unstable molecular oxygen must constantly be replaced for it to remain in any meaningful quantity in an atmosphere. This fact, combined with Laythe's extremely high concentration of liquid water, make it tempting to declare the presence of life on the moon. While it is possible that this is the case, it is also possible that the moon has a self-sustaining chemical process that constantly replenishes its oxygen reserves.<br />
<br />
== Science ==<br />
<br />
Laythe is the most [[science]]-rich body in the Joolian moon system. Even though [[Tylo]] has a slightly higher science multiplier for both surface and orbit, Laythe's atmosphere and oceans allow a lot more experiments to be performed, which means the total science output is higher.<br />
<br />
== Reference frames ==<br />
{{:Laythe/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
Mechjeb Laythe.png | A large user-created probe in low orbit around Laythe.<br />
ProbeonLaythe.png | A probe on the surface of Laythe.<br />
Laythe Topo compressed.png | A topographic map of Laythe made with ISA MapSat.<br />
Laythe bump gray.jpg | A grayscale bump map normalized at sea level.<br />
File:KSP.EXE 0x69D82224.png| A color map of Laythe<br />
VallFromLaythe.png | Vall as seen on Laythe<br />
TyloFromLaythe.png | Tylo as seen on Laythe<br />
BopFromLaythe.png | Bop as seen on Laythe<br />
Laythetransen.svg | Laythe transfer plan<br />
Laythe_map_800.gif | A topographic height map of Laythe as at Version 0.18.2 made with the ISA MapSat plugin<br />
Laythe_Ice_Cap.png | Laythe's northern ice cap, with the Sun, Vall, and Tylo.<br />
Jet_on_Laythe.png | User-created jet flying in Laythe's atmosphere.<br />
TogsSpaceplace1.jpg | User-created jet space plane on re-entry to Laythe.<br />
Direct_Laythe_approach.jpg | A direct approach to Laythe.<br />
Laythe Base grautbakken.jpg | A modular, mobile base being set up at Laythe<br />
</gallery><br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Added biomes<br />
;[[1.0]]<br />
*Atmosphere reduced<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.17]]<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Jool&diff=79259Jool2017-08-05T20:37:03Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Jool''' is a [[w:Gas giant|gas giant]] and the sixth planet of the [[Kerbol]] star system. It is the [[w:Jupiter|Jupiter]] analog for Kerbal Space Program. Aside from Kerbol, Jool has the largest diameter and greatest mass of all celestial bodies. While its distance from [[Kerbin]] makes it difficult to reach, it is one of the most appealing targets for missions due to its large and complex system of five moons: '''[[Laythe]]''', '''[[Vall]]''', '''[[Tylo]]''', '''[[Bop]]''', and '''[[Pol]]'''. It was possible to land and plant flags on Jool<ref>“[http://www.youtube.com/watch?v=WriMi5R72Pc Kerbal Space Program: Planting a Flag on Jool]” by Dahud Lefthanded in version 0.20<!--end flight button was removed in 0.21 , flag planting was added in 0.20--></ref> before v0.23. In versions following 0.23, the craft won't stop at an altitude of -100&nbsp;m, instead it will continue descending until it gets to -250&nbsp;m. At this point, anything that hits this altitude at any speed will be completely destroyed.<br />
<br />
== In-game description ==<br />
<br />
{{Quote<br />
|Jool is particularly known for being a rather large, predominantly green planet. Kerbalkind has longed to visit it since it was first spotted in the sky. Philosophers reason that the swirling green planet must be a really nice place to visit, on account of its wholesome coloration.<br /><br />
<br /><br />
''If you look at Jool through a telescope, it is fuzzy.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Atmosphere ==<br />
[[File:Jool_Atmosphere_T&P.png|thumbnail|left|Temperature and pressure of Jool's atmosphere as a function of altitude.]]<br />
<br />
Jool has an extremely dense, cold [[atmosphere]] with a mass of approximately 8.8×10<sup>19</sup> kilograms, a datum level pressure of 1519.875 kilopascals (15 atmospheres), and a depth of 200,000 meters. Compared to the atmosphere of [[Kerbin]], Jool's atmosphere has 1875 times the mass, 15 times the surface pressure, and nearly 3 times the depth. At an altitude of 91,554 m on Jool, the atmospheric pressure is the same as at sea level on Kerbin (1 atm).<br />
<br />
The average [[w:Molecular_mass|molecular weight]] of Jool air is 2.2 g/mol, and its [[w:Heat_capacity_ratio|adiabatic index]] is 1.43. Although the composition of Jool's atmosphere is unknown, these values suggest that it consists mostly of hydrogen and helium. The molar mass of Jool's atmosphere is comparable to the real life planet [[w:Jupiter|Jupiter]]. Because of the low molar weight, Jool air at the datum level is only about 2 times as dense as Kerbin air at sea level.<br />
<br />
Like all other atmospheres in the game, Jool's atmosphere fades exponentially as altitude increases. The [[w:Scale_height|scale height]] varies with altitude, which is a change from pre-1.0 [[Version_history|versions]] of the game. The pressure-altitude profile is globally constant and independent of temperature. The following table gives the atmospheric pressure at various altitudes above the datum level.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Pressure (Pa) !! Pressure (atm)<br />
|-<br />
| 0 || 1 519 875 || 15.000<br />
|-<br />
| 10 000 || 1 060 650 || 10.468<br />
|-<br />
| 20 000 || 783 625 || 7.734<br />
|-<br />
| 30 000 || 613 670 || 6.056<br />
|-<br />
| 40 000 || 482 628 || 4.763<br />
|-<br />
| 50 000 || 373 138 || 3.683<br />
|-<br />
| 60 000 || 283 031 || 2.793<br />
|-<br />
| 70 000 || 210 136 || 2.074<br />
|-<br />
| 80 000 || 152 282 || 1.503<br />
|-<br />
| 90 000 || 107 299 || 1.059<br />
|-<br />
| 100 000 || 73 016 || 0.721<br />
|-<br />
| 110 000 || 47 263 || 0.466<br />
|-<br />
| 120 000 || 27 869 || 0.275<br />
|-<br />
| 130 000 || 13 529 || 0.134<br />
|-<br />
| 140 000 || 5 319 || 0.052<br />
|-<br />
| 150 000 || 2 000 || 0.020<br />
|-<br />
| 160 000 || 734.7 || 0.007<br />
|-<br />
| 170 000 || 100.0 || 0.001<br />
|-<br />
| 180 000 || 29.57 || 0.000<br />
|-<br />
| 190 000 || 3.675 || 0.000<br />
|-<br />
| 200 000 || 0 || 0.000<br />
|}<br />
<br />
Air temperatures decrease as altitude increases up to an elevation of about 123 km, were the coldest atmospheric temperatures are found. A gradual warming begins above 123 km. At an altitude of 194 km there begins a very rapid increase in temperature, suggesting the presence of a [[w:Thermosphere|thermosphere]].<br />
<br />
Air temperatures vary with latitude and time of day. At the datum level (elevation = 0) the temperature is a globally constant -73 °C. As the altitude increases, latitudinal and diurnal temperature variations are observed, becoming more pronounced with increasing altitude. At an altitude of 123.45 km, temperatures at the equator vary between a nighttime low of -129 °C and a daytime high of -122 °C. At this same altitude over the poles, the temperature varies between -185 °C and -181 °C. Since Jool has no axial tilt, there are no seasonal temperature variations.<br />
<br />
=== Atmospheric flight ===<br />
<br />
Since version [[1.0.5]], Jool's atmosphere is well suited for [[aerobraking|aerocapture]] from a high-speed interplanetary intercept. The [[periapsis]] altitude required for a successful aerocapture depends on the spacecraft's drag characteristics, its approach velocity, and the desired apoapsis of the resulting orbit. The most effective periapsis for aerocapture is best determined experimentally; however, for a Hohmann transfer originating from [[Kerbin]], it is found that the median value is about 155 km. A [[Heat shield]] is required to prevent destructive [[overheating]].<br />
<br />
[[Parachute]]s work very effectively in Jool's dense atmosphere. However, even without parachutes, a craft can reach a relatively low speed, depending on<br />
the shape of the ship, as well as its mass.<br />
<br />
Jool has no solid surface to land on; descending spacecraft will explode when they reach the altitude of -250 m. The message "... collided with Cloud" will be displayed in the mission summary. The game may glitch out and corrupt the save. Prior to version 0.23, it was possible to land on a solid surface, though spacecraft were inevitably and invariably devoured by the [[Kraken]]. <br />
<br />
If a [[kerbonaut]] is put on [[EVA]], they will not be destroyed immediately, making one-way sacrificial "landings" possible. However this [[Kerbal]] will definitely die, and other glitches may occur, such as the Hell Kraken.<br />
<br />
== Reference frames ==<br />
{{:Jool/RefFrame}}<br />
<br />
== Natural satellites ==<br />
{|<br />
|<br />
[[File:JoolLaythe.png|thumb|right|The ocean moon [[Laythe]], about to transit Jool.]]<br />
<br />
Jool has five natural satellites, each with an orbit well-aligned with Jool's orbital plane:<br />
* '''[[Laythe]]''', an ocean moon with many sandy islands, is the only moon with an atmosphere. It is the closest to Jool and second largest of its moons. Due to its high orbital speed, it is somewhat challenging to reach. Next to [[Eve]], its size and composition make it the most similar celestial body to [[Kerbin]].<br />
* '''[[Vall]]''', an ice moon, is the third largest and second closest of Jool's moons. Its orbital path and velocity sit almost exactly between Laythe and Tylo.<br />
* '''[[Tylo]]''', a rocky moon, has gravity similar to [[Kerbin]] and terrain similar to Kerbin's [[Mun]]. It has the largest SOI of Jool's moons, making it easy to encounter, but achieving orbit and landing are exceptionally difficult due to its large gravity well and lack of atmosphere.<br />
* '''[[Bop]]''', a captured asteroid, is the second smallest of Jool's moons. Due to its distant, erratic orbit and low gravity, it is also challenging to reach.<br />
* '''[[Pol]]''', named after its resemblance to a grain of pollen, is Jool's smallest and most distant moon. It is yellow and green, and its terrain is rocky and uneven, with tall, spiky mountains.<br />
<br />
Laythe, Vall, and Tylo are in what appears to be a [[w:Laplace resonance|Laplace resonance]], with orbital periods of 1:2:4 respectively. Actual lineup is not the same, resulting in what would be a highly unstable resonance if the moons were not on rails. Despite the fact that the moons can easily eclipse both each other and Jool, they do not.<br />
<br />
Synchronous Orbits around any of the Joolian moons are impossible, as they all lie outside the Sphere of Influence of the moons, as is common with tidally locked bodies.<br />
|}<br />
<br />
== Gallery ==<br />
{{See also||{{Images}}}}<br />
<gallery><br />
Jool_Descent.png | A probe deep within Jool's atmosphere which is eventually crushed by the extreme pressure.<br />
Jool.png | Jool in 0.17.<br />
jool_and_moons.jpg | Jool and its moons in 0.17.<br />
Jool low orbit.png | Low orbit over Jool.<br />
Winged probe around Jool.png | A Probe with winglets to steer. Note that as you descend deeper into the atmosphere, it gets harder to move at all, rendering RCS and winglets useless.<br />
Jool aerobraking with moons.png | A view of Laythe, Vall, and Tylo during an aerobraking on Jool.<br />
19Aerobrake.jpg | A Probe aerobraking in Jool's atmosphere as of 0.19, With Laythe, Tylo, and Vall in the background. The aerobraking elapsed 15 minutes before the probe was destroyed.<br />
Joolstation.png | A small space station orbiting Jool in 0.20.<br />
</gallery><br />
<br />
== Trivia ==<br />
* Jool has roughly the same equatorial radius as the planets [[w:Earth|Earth]] and [[w:Venus|Venus]].<br />
* The sunsets and sunrises on Jool are purple, and are roughly the same color as Eve's atmosphere.<br />
* Like Jool's moons, Jupiter's three nearest moons, Io, Europa, and Ganymede, have relative orbital periods of 1:2:4. Unlike Jool's, Jupiters have differing arguments that result in a true Laplace resonance.<br />
* Interestingly, if you use an N-Body simulation, the Jool system is very unstable and will rapidly collapse into a radically different system. Vall gets thrown out into interplanetary space, as do Pol and Bop, and Laythe and Tylo become closer together. In order to solve this problem, the moons must be broken out of resonance, or Jool's mass must be drastically increased.<br />
* Jool, Laythe and Tylo all have a surface gravity of 7.85&nbsp;m/s² (≃ 0.8 g)<br />
* The green gas which composes Jool could be chlorine.<br />
* Despite not having a surface, the game files that contain what the Kerbals say in the different reports/observations (ScienceDefs.cfg) also contains some reports while landed on the surface of Jool.<br />
{{SpoilerBox<br />
|description=Jool surface report/observations <br />
|content=*'''EVA Report:''' You're not sure how you even landed on the surface of a gas giant. But it's probably best not to think about it for too long..<br />
*'''Materials Study:''' You're not sure where the container stops and the samples start anymore...<br />
*'''Atmospheric Pressure Scan:''' Either the pressure is really high, or the instrument just melted. It's hard to tell what happened first.<br />
*'''Seismic Scan 1:''' The sensor doesn't even know what to do with itself here.<br />
*'''Seismic Scan 2:''' The sensor has informed you that the warranty has just been voided. No refunds.<br />
*'''Gravity Scan:''' The instrument has been crushed by the massive gravitational forces. Science!<br />
*'''Atmosphere Analysis:''' The instrument has mostly compressed into an unrecognizable mass of metal.<br />
}}<br />
* Jool is the only planetary body that cannot be "destroyed" by a planet-busting glitch.<br />
* According to a post by former KSP developer NovaSilisko <ref name="Nova October 2015">[http://forum.kerbalspaceprogram.com/index.php?/topic/123271-if-you-could-redesignimprove-the-kerbol-system-what-would-you-do/&do=findComment&comment=2235122 Post in the forum] by NovaSilisko</ref>, he regrets making Jool intensely green, and speculates that the green color might be algae.<br />
* Even if you can land on jool, it would be harder to enter orbit around Eve because of the very dense atmosphere, and that it it much bigger, and needs more delta-V. Also its atmosphere is 200k Km , over 2x the depth. of Eve's.<br />
* Jool is the only completely manually colored planet (i.e. it uses a color map instead of procedural height-based coloration) in the stock solar system. This is because it has no terrain, and thus no procedural noise can color it, and it only exists as a ScaledSpace mesh. Mun and Tylo are, however, *mostly* manually colored.<br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;[[1.0]]<br />
* New atmosphere model, beginning at 200 km instead of 138 km altitude.<br />
;[[0.18]]<br />
* Added a new, more distant moon named Pol.<br />
;[[0.17]]<br />
* Initial Release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Dres&diff=79258Dres2017-08-05T20:36:35Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Dres''' is the fifth planet in the [[Kerbol]] star system. It is located between [[Duna]] and [[Jool]] in a somewhat eccentric and inclined orbit. It is considered to be the [[w:Ceres_(dwarf_planet)|Ceres]] analog for the game. It is similar to [[Moho]] and [[Eeloo]] in that it has no [[atmosphere]] and no natural satellites (aside from a ring system of asteroids). Dres has the least gravity of any planet in the Kerbol system. Dres is considered a dwarf planet by the game because it has not "cleared its neighborhood"; in other terms, it has asteroids in close proximity.<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|Dres is a very small planet. It was the first planet considered to be a dwarf. It’s orbit is highly irregular and together with it’s size it took a long time to discover since half the time it was not where scientists expected to find a planet.<br /><br />
<br /><br />
''Due to its nature of frequenting the bad parts of space. This dwarf planet was officially labeled as “Not to be trusted” by the scientific community.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Geography ==<br />
The surface of Dres appears light grey and is rocky and uneven, similar to that of [[Mun]], with a surface covered in [[w:Regolith|regolith]] rubble. Unlike Mün, Dres has large patches of what appears to be ice. The highest points are just under 5.7&nbsp;km in altitude. One notable geographic feature is a canyon just south of the equator, which is several kilometers deep.<br />
<br />
===Cratering===<br />
The surface of Dres has several craters. However, unlike other planetary bodies, none are very prominent, the largest being slightly under 13&nbsp;km in diameter.<br />
<br />
In total, 42 craters have been positively identified. Another 5 are still waiting for confirmation. The spreading of the craters is biased to the western, particularly the northwestern, hemisphere of Dres.<br />
{| class="wikitable"<br />
|-<br />
! Quadrant !! No. of craters (%) !! No. of Craters<br />
|-<br />
| North-East || 19.0% || 8<br />
|-<br />
| South-East || 7.5% || 4<br />
|-<br />
| North-West || 42.9% || 18<br />
|-<br />
| South-West || 28.6% || 12<br />
|-<br />
| Total || 100% || 42<br />
|}<br />
<br />
== Biomes ==<br />
Dres has 8 [[biome]]s.<br />
<br />
==== Biome list ====<br />
{{Biome list|<br />
* Poles<br />
* Highlands<br />
* Midlands<br />
* Lowlands<br />
* Ridges<br />
* Impact [[w:Ejecta|Ejecta]]<br />
* Impact Craters<br />
* Canyons}}<br />
<br />
== Interplanetary travel ==<br />
<br />
From a 12 km Dres escape trajectory, the requirements for attaining an intercept trajectory of other celestials are:<br />
<br />
{| class="wikitable sortable"<br />
!Body<br />
!Delta-V<ref>[http://www.dcl.hpi.uni-potsdam.de/home/feinbube/web/stealth/KSPDeltaVMap/ KSP Delta V Planner]</ref><br />
!Phase Angle<ref>[http://ksp.olex.biz/ Transfer calculator]</ref><br />
|-<br />
| [[Kerbol]]<ref group="n">610 km orbit</ref><br />
|align="right"| ~5730&nbsp;m/s<br />
|align="right"| N/A<br />
|-<br />
| [[Moho]]<br />
|align="right"| ~1510&nbsp;m/s<br />
|align="right"| -30º<br />
|-<br />
| [[Eve]]<br />
|align="right"| ~770&nbsp;m/s<br />
|align="right"| -205º<br />
|-<br />
| [[Kerbin]]<br />
|align="right"| ~670&nbsp;m/s<br />
|align="right"| -330º<br />
|-<br />
| [[Duna]]<br />
|align="right"| ~530&nbsp;m/s<br />
|align="right"| -146º<br />
|-<br />
| [[Jool]]<br />
|align="right"| ~410&nbsp;m/s<br />
|align="right"| 52º<br />
|-<br />
| [[Eeloo]]<br />
|align="right"| ~580&nbsp;m/s<br />
|align="right"| 69º<br />
|}<br />
{{clear|left}}<br />
<references group="n"/><br />
== Reference Frames ==<br />
{{:Dres/RefFrame}}<br />
<br />
== Gallery ==<br />
{{Main article|Category:Images of Dres}}<br />
<gallery><br />
Dres surface.png | A lander with three kerbonauts landed at Dres.<br />
Dres_Topo_0-5669.4m.jpg | A topographical projection map of Dres; accurate as of [[0.18]].<br />
Dres_map_800.gif | A topographical height map of Dres as of {{version|0.18.1}}; made with the ISA MapSat plugin.<br />
Bob_in_dres_canyon.png | Bob Kerman at the bottom of the big canyon roughly 3 kilometers below the actual lander.<br />
Sunrise_over_dres_canyon.png | A beautiful sunrise over the big canyon.<br />
</gallery><br />
<br />
== Changes ==<br />
;[[1.0]]<br />
*Added "Dres-teroid" belt (will appear randomly after achieving a flyby)<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
== Trivia ==<br />
*Dres was the subject of a Kerbal meme referring to the status of Dres as an interesting place or a boring place.<br />
**KSP Youtuber Felsmak created a [https://www.youtube.com/watch?v=5GXFzMnCWBs youtube video] about how Dres is boring.<br />
**Felsmak later made a video about how [https://www.youtube.com/watch?v=2n1l8_a-gU0 Dres is a hoax]. This was a parody of the Bielefeld Conspiracy, not a serious video.<br />
**This had led some forumers to start the Dres Appreciation thread, and others to fight back.<br />
**That led to a flame war which essentially bled into unrelated forum posts.<br />
**Felsmak closed the thread on his Dres Hoax video, stating that "This Dres meme has gotten kinda spammy now, it seems, and I don't really want to encourage it any further."<br />
*According to the International Astronautical Union, Dres would be considered a planet as it does not share an orbit with any other objects.<br />
**Actually if we're being technical, Dres would be considered an exoplanet, since it does not orbit our Sun.<br />
*The Dres-teroid belt is not an analogue of the asteroid belt, but rather a diffuse ring of debris orbiting Dres. This means that Dres actually has an unknown and variable amount of natural satellites.<br />
**This technically means that Dres has the most moons in the solar system.<br />
*Dres, Vall, Eeloo, and Moho are the only bodies in the solar system that are colored completely using a PQSMod_HeightColorMap. (Colors are based purely on the terrain height)<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]<br />
[[Category:Dwarf planets]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Minmus&diff=79257Minmus2017-08-05T20:35:38Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Minmus''' is the smallest [[moon]] of [[Kerbin]]. From the surface of [[Kerbin]] or the [[Mun]], it is a cyan speck one or two pixels wide which appears to slightly oscillate vertically. This is a result of viewing its rotation from afar. Up close, it is off white in appearance with what seem to be icy buttes, large hills, and frozen lakes. The highest areas are over 5.7&nbsp;km in altitude. It requires somewhat more delta-v to reach Minmus orbit than Mun orbit; however, it requires much less to land on the surface and return.<br />
<br />
There is a [[tutorial]] about [[Tutorial:How to get to Minmus|traveling to Minmus]].<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|Minmus is the smallest moon orbiting Kerbin. From the surface of Kerbin, it can be seen on clear days as a tiny blue speck in the sky. <br /><br />
<br /><br />
''It is often mistaken as dirt on telescope lenses or dead pixels, but the top minds at the Kerbal Astronomical Society assure us it is a real moon nevertheless.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Orbital characteristics ==<br />
Minmus orbits Kerbin at a continuous altitude of 46,400,000 meters and takes approximately 920&nbsp;m/s Δv to transfer to from low Kerbin orbit. The [[w:Synodic period|synodic period]] from Kerbin's surface is 14 days, 3 hours and 1 second (1,220,401 seconds). A synchronous orbit around Minmus is possible at an altitude of {{OrbitAltitude|b=Minmus|f=k}}. The orbital speed around Minmus for an object with an altitude of 0&nbsp;m is 171.5&nbsp;m/s.<br />
<br />
It is important to be careful when attempting to return to Kerbin from Minmus, as Minmus' high orbit makes it very easy to escape Kerbin's sphere of influence entirely. However, this means that a base on or in orbit around Minmus would make a convenient refueling station for vessels leaving the Kerbin system.<br />
<br />
An efficient way to return to a lower Kerbin orbit from Minmus is to use a gravity assist around [[Mun]]. Plan the maneuver carefully, though, as one gravity assist will send a vessel into a lower energy orbit around Kerbin, but another can send the vessel along an escape trajectory!<br />
<br />
== Surface Temperature ==<br />
<br />
Calculation of the expected surface temperature for Minmus, using received energy from [[Kerbol]], with the [[w:Stefan–Boltzmann law|Stefan-Boltzmann Law]] for the radiated power gives a temperature of -50 degrees Celsius. Whilst this is lower than the measured value, it lends support to the theory that Minmus is a captured comet. It could not have formed at its present location but has an albedo high enough to prevent catastrophic [[w:Sublimation (phase transition)|sublimation]] of its icy composition. A high salt content, if present, would also slow the sublimation process. <br />
<br />
This value of temperature was calculated using: An emissivity of 0.9 (close to but lower than compacted ice), an albedo of 0.6 (close to but lower than the real ice moon [[w:Europa|Europa]]), and the luminosity of 3 yottawatts for Kerbol. If the same calculation is performed for Kerbin with typical Earth values of emissivity and albedo, a temperature of positive 15 degrees Celsius is obtained.<br />
<br />
== Topography ==<br />
Minmus has very divergent elevations. Plateaus at around 5&nbsp;km high are matched by "Flats" at datum altitude (0&nbsp;m). Much of the surface is transitional lowlands and highlands. <!--[[Link is broken]] The vast majority of the surface is rolling hills, with lakes of a solid substance (such as ice or salt) concentrated near the equator.<ref>http://kerbalspaceprogram.com/forum/index.php?topic=13530.msg219016#msg219016</ref> --> With {{version|0.23}}, there are now 9 [[biome]]s.<br />
<br />
The various "Flats" are almost perfectly flat and believed to have once been the site of liquid lakes. Minmus also has some mesas, one of which is near Minmus's north pole, that are so high compared to Minmus' [[sphere of influence]] that they count as "in orbit" according to the navigation tools. Unless the player manually switches the [[navball]] to Surface mode, this makes landing on these plateaus challenging, as the direction marker and speed will not automatically correct for the rotation of the surface.<br />
<br />
For most landings which are not on a plateau or in a lake, the touchdown altitude is usually between 2000&nbsp;m and 2500&nbsp;m.<br />
<br />
Jumping on this moon will make the [[kerbonaut]] ascend 10.4&nbsp;m from the ground.<br />
<br />
Taking a [[Surface Sample]] from Minmus says that it is a "crystalline substance, definitely not edible".<br />
<br />
== Biomes ==<br />
[[File:Minmusbiome.png|thumb|right|Minmus biome map]]<br />
Minmus has a total of 9 [[biome]]s. The most distinctive quality of Minmus's biomes is the variety of Flats, which in-game text describe as “lake beds”. They are almost perfectly flat and may represent [[w:Salt_pan_(geology)|salt flats]]. Roughly two-thirds of the surface area is irregular terrain transitioning between Highlands, Midlands, and Lowlands with Slopes in-between.<br />
<br />
=== Biome list ===<br />
{{Biome list|<br />
* Poles<br />
* Lowlands<br />
* Midlands<br />
* Highlands<br />
* Slopes<br />
* Flats<br />
* Lesser Flats<br />
* Great Flats<br />
* Greater Flats}}<br />
<br />
== Science ==<br />
<br />
Although the [[science]]-multipliers of Minmus's surface and orbit are quite low compared to that of other planets and moons (but a little higher than [[Mun]]), Minmus is comparably easy to reach and to return from and has a very large number of biomes which all yield different science results. This makes it &ndash; together with [[Mun]] &ndash; the main source of science points during the midgame.<br />
<br />
== Reference Frames ==<br />
{{:Minmus/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Min_color.png|A full projection map of Minmus as of version 0.15 and above<br />
File:Minmus Topo mercator 400x400.png|A topographic map of Minmus made with the ISA MapSat plugin<br />
File:MunAndKerbinFromMinmus.png | Mun and Kerbin as seen from the surface of Minmus<br />
File:MinmusLander.png|A lander escaping Minmus<br />
File:Jebminmus.jpg | Jeb hopping along the surface of Minmus<br />
File:Minmus-bobdab.png | Minmus, the small, cyan speck..<br />
File:Minmus_from_south_pole.jpg | Due to Minmus' inclined orbital plane, It can be seen from Kerbin's south pole for a time.<br />
File:Minmus Humvee.png | A 2 seater Humvee on Minmus.<br />
File:Screenshot94.png | A Minmus landing party partying after landing.<br />
</gallery><br />
{{SpoilerBox<br />
|description=Spoiler image<br />
|content=<gallery><br />
Minmus Monolith.png | The only monolith on Minmus.<br />
<br />
</gallery>}}<br />
<br />
== Trivia ==<br />
* The name "Minmus" may be derived from the Latin word “[[wiktionary:minimus|minimus]]”, which denotes the smallest member of a group of beings or creatures, and is also the medical name for the smallest digit on the hand or foot. Minmus is the smallest member of the Kerbin system.<br />
* It's also possible that Minmus is named after Saturn's moon [[w:Mimas (moon)|Mimas]].<br />
* It's been speculated that Minmus was inspired by Haruki Murakami's book [[w:1Q84|1Q84]], in which the protagonist discovers she is in an alternate-reality in part by noticing a tiny, moss-green moon in the sky next to the moon she knows.<ref>http://forum.kerbalspaceprogram.com/threads/96074</ref><ref>http://www.nytimes.com/2011/11/10/books/1q84-by-haruki-murakami-review.html</ref><br />
* It is possible to deorbit, land and ascend back into orbit around Minmus with the EVA jetpack starting at 100% fuel.<br />
* If [[2HOT Thermometer]] is used on surface, it shows a temperature of -0.007, which is just enough for water to freeze.<br />
* If [[SC-9001 Science Jr.]] is used near or on Minmus in career mode, it will state that its test samples start to glow due to radiation. This might cause Minmus to have a higher temperature than Mun.<br />
* Most, if not all, crew reports and EVA reports along with other experiments, may mention something about Minmus looking like a minty dessert. This may be a reference to the colour “Magic Mint” made by the [[w:Crayola|Crayola]] company in 1990, and the [[w:Spring green (color)#Magic mint|colour]] itself looks almost exactly like that of Minmus's surface. This relation may be intentional; however, it may just be a coincidence.<br />
* Minmus is large enough that, if it orbited the Sun, it would be considered a planet or a dwarf planet. If you make Minmus 10 times larger but with the same surface gravity (i.e. you make it Real Solar System sized) Minmus is both larger and denser than the Saturnian moon Mimas, which is the smallest object in the solar system known to be spherical due to hydrostatic equilibrium (its gravity makes it spherical). The criteria for an object being a planet is 1) it must orbit the sun, 2) it must have cleared its orbit, 3) it must be in hydrostatic equilibrium. Dwarf planets disregard the second criterion. If Minmus orbited the sun, it would satisfy at least two of those criteria.<br />
* Minmus, Gilly, and Pol are the only bodies in the solar system that are completely procedurally generated.<br />
* Solar System creator NovaSilisko had suggested that Minmus was an ancient comet that had become captured into Kerbin orbit.<br />
<br />
== Changes ==<br />
;[[0.23]]<br />
* Biomes added.<br />
;[[0.17]]<br />
* Minmus is no longer tidally locked to Kerbin.<ref>http://www.reddit.com/r/KerbalSpaceProgram/comments/10q9z2/minmus_lost_its_tidal_lock_to_kerbin_in_v017/</ref><br />
* Minmus' mass reduced.<ref>http://kerbalspaceprogram.com/forum/showthread.php/24156-Is-Minmus-on-a-weight-loss-program</ref><br />
* Synchronous orbit is now possible. Previously, it would have required an altitude of {{OrbitAltitude | period=(299.25*60*60) | mass=4.233e19 | radius=60000 | factor=k }}, outside Minmus' sphere of influence.<br />
;[[0.15]]<br />
* Initial release<br />
<br />
== See also ==<br />
* [[Tutorial:How to get to Minmus|Tutorial on travelling from Kerbin to Minmus]]<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mun&diff=79256Mun2017-08-05T20:35:10Z<p>Bvoice360: Fixed formatting</p>
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<div>{{Infobox/Body}}<br />
<br />
'''Mun''', also known as '''the Mun''' and sometimes written as '''Mün''', is a relatively large [[:Category:Moons|moon]] orbiting [[Kerbin]]. It can be thought of as an analogue to Earth's own moon, which frequently is simply called “[[w:Moon|the Moon]]” (Latin: ''Luna'').<br />
<br />
It is gray in appearance with [[w:Impact crater|craters]] of various sizes and [[w:Mountain|mountains]] exceeding 5029 m in height. The gravitational pull on the surface is 1.63&nbsp;m/s², approximately 1/6 and 8.18&nbsp;m/s² lower than that of Kerbin and about the surface gravity of Earth's Moon (1.624&nbsp;m/s²). It is possible to [[Tutorial:Mun Landing|land on the Mun]] or use it for [[Tutorial: Gravity Assist|gravity assist]] (gravitational slingshots) to outer bodies such as [[Minmus]] or into [[Kerbol]] orbit, though such maneuvers do not save very much fuel and are more imprecise. It is, however, useful for plane changes with proper timing. <br />
<br />
New players should note that Mun (like the majority of celestial bodies in the game) has no [[atmosphere]]. That means [[parachute]]s do not work when descending to the surface.<br />
<br />
There are anomalous geological formations that can be found on the surface of the Mun.<br />
<br />
Synchronous orbit around the Mun is not possible, since it would have to occur at an altitude of {{OrbitAltitude | period=138984.376574476 | mass=9.76002360215472e20 | radius=200000 |factor=k}}, beyond the Mun's sphere of influence. However, putting your spacecraft just outside Mun's SOI and having the same semi-major axis would make it appear stationary. A normal 25&nbsp;km orbit can be achieved using around 800&nbsp;m/s delta V. A semi-synchronous orbit with half the rotation period of the Mun is possible at approximately 1797.41 kilometers.<br />
<br />
There is a [[tutorial]] about [[Tutorial:Mun Landing|traveling to the Mun]].<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|The Mun, is a large satellite orbiting Kerbin. It is mostly gray in appearance, with craters of various sizes dotting its otherwise smooth surface.<br /><br />
<br /><br />
''The Mun’s discovery is widely regarded as one of the more important breakthroughs of Kerbal evolution. Granted, it didn’t happen all that long ago, but it’s still fair to say Kerbals are wiser and more evolved now than they were back then.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Terrain ==<br />
[[File:Mun heights.svg|thumb|left|The minimum height for the different inclinations]]<br />
The Mun's terrain is rough, grey, and scarred by craters. Its low-lying areas tend to be darker in colour. The Mun also features canyons which can be hundreds of meters deep and a few kilometers long.<br />
<br />
The Mun's highest points reach a maximum altitude of more than 7061&nbsp;m near the south pole at 152.33° W and 82.52° S. This altitude permits 10× [[Time warp|warp]], allowing crashes with terrain while being in a seemingly stable orbit. Its lowest point, below -247&nbsp;m, is on the northern hemisphere south-west of the large northern crater at 76.63° W and 35.32° N.<br />
<br />
When terrain scatter is activated in the graphics settings, the Mun has rocks scattered on its surface. Like all terrain scatters, these rocks are strictly cosmetic and do not collide with ships or Kerbals.<br />
<br />
As of 0.21 the Mun is peppered with procedural impact craters making Mun landing more difficult. Previously the lowest point with an altitude of 0 m was on the east side of a large crater, at 35.42° E, 8.27° N.<br />
<br />
The Hell Kraken has been encountered on the Mun, with objects being thrown out of Kerbin's sphere of influence upon reloading the craft.<br />
<br />
The Mun also has several hidden surprises for explorers to find:<br />
{{SpoilerBox<br />
|description= [[Easter egg]]s<br />
|content=<br />
* There are three large stone arches. Due to their size they can be spotted easily from a low (<10km) orbit near the equator.<br />
* There is a memorial honouring Neil Armstrong, the first man on the moon. It can be found inside one of the largest craters, near the south wall. It is at nearly the same coordinates where Apollo 11 first landed on the moon. It appears as a tiny white dot from low orbit. <br />
* There are three monoliths ("Munoliths"). These are very hard to find because of their small size. One is partially underground, one is on top of a steep hill and is at the bottom of a deep, steep-sided valley.<br />
}}<br />
<br />
== Biomes ==<br />
[[File:MunBiomeMap.png|left|thumb|The biomes on Mun]]<br />
Before 0.90 the Mun was one of the few bodies with multiple [[biomes]] and has, with a total of 17, the most biomes of any celestial body. Each major crater is a distinct biome, which gives them somewhat official names; however, like all biome names, they are fairly generic. The Midlands and Highlands biomes each have a biome applied to any of the nameless large craters within them. The polar regions also have three different biomes. There are seven distinct craters and two basins.{{clear|left}}<br />
<br />
=== Biome list ===<br />
{{Biome list|<br />
* Poles<br />
* Polar Lowlands<br />
* Polar Crater<br />
* Highlands<br />
* Highland Craters<br />
* Midlands<br />
* Midland Craters<br />
* Lowlands<br />
* Northern Basin<br />
* Farside Basin<br />
* Northwest Crater<br />
* East Farside Crater<br />
* Canyons<br />
* Farside Crater<br />
* East Crater<br />
* Twin Craters<br />
* Southwest Crater}}<br />
<br />
== Observation from Kerbin ==<br />
<br />
The Mun's orbit keeps it directly above Kerbin's equator. Because the Mun is tidally locked to Kerbin with a perfectly circular, non-inclined orbit, exactly 50% of the Mun's surface (excluding areas on the edge obscured by the Mun's mountains) is ever visible from Kerbin. <br />
<br />
Due to the Mun's non-inclined orbit, [[Light|solar eclipses]] occur every time the Mun goes between the Sun and Kerbin. Due to graphic engine limitations, these solar eclipses currently do not make the sky black, or darken the land. However, [[solar panel]]s will become blocked by the Mun in an eclipse and become useless for a short period of time.<br />
<br />
Although the game graphics depict Mun as totally covering the solar disk during an eclipse, based on the given diameters of Sun and Mun and their distances from Kerbin, Sun has a larger apparent size. For observers on and near Kerbin, solar eclipses would be annular.<br />
<br />
== Observation of Kerbin ==<br />
<br />
Because Mun is tidally locked to Kerbin, Kerbin is only visible from 50% of the Mun's surface, and Kerbin never sets or rises as seen from the Mun. The Mun longitude for which Kerbin remains directly above in the sky (at the [[w:Zenith|zenith]]) is about 47 degrees east. The Mun's equator is coplanar with Kerbin's, so any location on the Mun's equator that faces Kerbin will also face Kerbin's equator. Kerbin is not tidally locked to the Mun, so any point on the Mun where Kerbin is not obscured by the Mun's landscape will be able to observe every point on Kerbin as Kerbin rotates. Kerbin's [[w:Synodic period|synodic rotational period]] with the Mun is 25617.909 seconds, or 1.18323 Kerbin solar days.<br />
<br />
== Science ==<br />
<br />
Although the [[science]]-multipliers of Mun's surface and orbit are quite low compared to that of other planets and moons, Mun is comparably easy to reach and has a very large number of biomes which all yield different science results. This makes it - together with [[Minmus]] - the main source of science points during the midgame.<br />
<br />
== Reference Frames ==<br />
{{:Mun/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Mun_color.png|A full projection map of the Mun as of version 0.14.2 through 0.20.2<br />
File:Isa_mapsat_mun_map800.gif|A topographic height map of the Mun made with the ISA MapSat plugin<br />
File:Large lander on Mun.png | A successful landing on the Mun with a two-kerbal capsule. This is often a milestone for new players.<br />
File:0.21 Kerbal Staring Sun From Moon --Copyright by Squad--.jpg| A kerbal watching the sunrise on the moon.<br />
File:MoonRoverNight.png | A rover driving across a Mun crater in the night.<br />
File:Solar Eclipse.jpg | A solar eclipse caused by the Mun. The vehicle has run out of electric charge because the sun is blocked. <br />
File:Åsgård_Mun_base.jpg | Four kerbals manning a Mun base<br />
[[File:MunCrashLanding.png|thumbnail|A Kerbal standing next to his crashed Mun lander.]]<br />
File:Arrived_at_mun.png| A vessel has just entered Munar orbit and is getting ready to initiate a landing.<br />
File:Screenshot37.png|A proud little probe recharges its [[battery|batteries]] after landing on the Mun, prior to sending back precious [[science]] data.<br />
File:Screenshot85.png|A victorious landing party celebrates a safe trip with a Munar selfie.<br />
File:Screenshot87.png|A lander returns to orbit to dock with its mothership and offload crew and data.<br />
</gallery><br />
{{SpoilerBox<br />
|description=Screenshots of easter eggs<br />
|content=<br />
<gallery><br />
File:Mun_arch.jpg|A Mun arch<br />
File:Munar_Arch.png|Another Mun Arch as seen on version 0.20.2<br />
File:Arch_on_Mun.png|The arch on the north rim of the large crater facing Kerbin.<br />
File:Monolith.jpg|A Monolith<br />
File:Armstrong.png|Neil Armstrong memorial on the Mun<br />
File:Crashed UFO.png|The crashed UFO on the Mun.</gallery><br />
}}<br />
<br />
== Trivia ==<br />
[[File:StartGameMenu.0.21.1.png|thumb|''Mün or Bust'' in the game menu]]<br />
* After its implementation, many fans began calling the body '''Mün''', pronounced the same as "moon", believing the original spelling to be a mistake. However, several of the game's developers have been heard referring to it as '''Mun''', pronounced "muhn". In the "Surface of the Mün" title screen, a crashed lander resembling a [[Kerbal X]] has the words "Mün or Bust" scrawled on the side. Both spellings are generally accepted, however the spelling in-game is '''The Mun''', despite the fact that planets can have non-english letters in them.<br />
* Mun was Kerbin's, and indeed the game's, very first moon.<br />
* Mun's orbit is perfectly circular and has zero orbital inclination. Such an orbit in reality would be very unlikely since this would require precise positioning of any dust/bodies that created it during the planetary system's formation, as well as the absence of a central star or other planets.<br />
** This was likely done to make it easier to reach for new players.<br />
** This also makes it an excellent guideline to use for placing satellites into exact inclinations around Kerbin. By setting Mun as target, the relative inclination described by the maneuver tool also represents the inclination of the satellite's orbit to Kerbin<br />
* Prior to {{version|0.14.2}}, the tallest points on the munar surface were no higher than roughly 600m.<br />
* Before introduction of procedural terrain the Mun's highest point was within 45° latitude of the equator, had an altitude of 2967 m and was located at 129.64° W, 0.97° N, on the north side of a canyon which was on the east edge of a large crater.<br />
* Prior to {{version|0.14.3}} a KSC could be found on the Mün.<br />
* The Mun is considerably larger than 1/10 the size of the real world Moon.<br />
* The Mun is one of the few bodies in the solar system that is almost completely manually colored (i.e., it uses a color map). Most other planets and moons are colored procedurally or with a lot of procedural colors doing the work. The only procedural colors on the Mun are associated with the procedural craters and a basic noise. The other planets which are manually colored are Tylo (Aside from a tenuous coat of height color map) and Jool (As a gas giant, it must be manually colored)<br />
<br />
== Changes ==<br />
;[[1.3]]<br />
* Changed displayName to The Mun, removed useTheInName feature.<br />
;[[1.2]]<br />
* Added biomes.<br />
;[[0.21]]<br />
* New Procedurally generated craters. <br />
;[[0.20.1]]<br />
* Height values reverted<br />
;[[0.20]]<br />
* Terrain overhaul<br />
;[[0.18]]<br />
* [[List of easter eggs|Easter Eggs]] added (one fixed, one added)<br />
* New small art pass.<br />
;[[0.17]]<br />
* Texture Improvements<br />
;[[0.16]]<br />
* Easter Eggs added<br />
;[[0.15]]<br />
* Texture Improvements<br />
;[[0.14.3]]<br />
* Removed KSC on it.(don't ask)<br />
;[[0.14.2]]<br />
* Terrain overhaul <br />
;[[0.12]]<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Kerbin&diff=79255Kerbin2017-08-05T20:34:40Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Kerbin''' is the home planet of the [[Kerbal]]s, the location of the [[Kerbal Space Center|Space Center]], and the main focus of [[Kerbal Space Program]]. It is also the [[w:Earth|Earth]] analog for the game and has two [[moon]]s named '''[[Mun]]''' and '''[[Minmus]]'''.<br />
<br />
Kerbin is the third planet in [[orbit]] around the star [[Kerbol]]. It is the third largest [[celestial body]] that orbits Kerbol, following [[Jool]] and [[Eve]]. Jool's moon [[Tylo]] has the same radius of Kerbin, though it may be classified as larger, as the highest point on Tylo is about 5&nbsp;km higher than the highest point on Kerbin. However, Tylo has only 80% of Kerbin's mass.<br />
<br />
Reaching a stable orbit around Kerbin is one of the first milestones a player might achieve in the game. With the introduction of version [[1.0.3]], attaining low Kerbin orbit requires a [[delta-v|Δv]] of approximately 3400 m/s (vacuum), though the exact amount depends on the efficiency of the ascent profile and the aerodynamics of the launch vehicle and payload. The only planet that requires a higher Δv to attain orbit is [[Eve]]. Many interplanetary missions expend over half of their Δv in reaching Kerbin orbit. The energy required to escape a body from a given altitude is always exactly the square root of two times the kinetic energy of a circular orbit around the body at that height, leading one observer to remark:<br />
{{Quote|If you can get your ship into orbit, you're halfway to anywhere.|Robert Heinlein|quoted on page 194 of ''A Step Farther Out'' by Jerry Pournelle}}<br />
<br />
== In-game description ==<br />
<br />
{{Quote<br />
|A unique world, Kerbin has flat plains, soaring mountains and wide, blue oceans. Home to the Kerbals, it has just the right conditions to support a vast, seemingly undepletable population of the eager green creatures.<br /><br />
<br /><br />
''Reaching a stable orbit around Kerbin is one of the first things budding space programs strive for. It is said that those who can get their ship into orbit are halfway to anywhere.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
[[File:Kerbin heightmap.jpg|thumb|left|Topographical representation of Kerbin's surface as of 0.18.2. Click for high resolution. by Zeroignite]]<br />
[[File:TallestMountain_small.png|thumb|left|Kerbal at Kerbin's highest peak]]<br />
Kerbin has a roughly equal distribution of surface liquid water and solid land, with polar icecaps and scattered deserts. Some of its mountains exceed 6&nbsp;km in height, with the tallest peak being 6764.1&nbsp;m in altitude at the coordinates 46°20'17" E 61°35'53" N. The lowest point is almost 1.4&nbsp;km deep and about 313° south-west of the Kerbal Space Center.<br />
<br />
=== Craters ===<br />
<br />
[[File:KerbinCraterElevation.jpg|thumb|left|Terrain model centered on Kerbin's most pronounced craters]]<br />
Unlike other bodies in its system, Kerbin has few visible craters because its environment would erode craters from the few meteors that avoid the gravity or surface of its large moon and survive entry. Nevertheless, some geological formations indicate that bodies have violently collided with Kerbin: a planetary feature appears to be an impact crater, while a secondary rupture lies on the other side of the planet (made by the intense [http://files.mundos-fantasticos.com/200000857-6eb2d6fab1/waves.jpg longitudinal], or P-wave [http://tpsearthspace12student.wikispaces.com/file/view/PwavesSwaves.jpg/113267379/PwavesSwaves.jpg earthquakes] that ensue.) Both are in excess of 100&nbsp;km diameter, and the main crater lies along the far-western coastline. The uplift is easily visible as a series of islands, and the feature has a central peak that pokes up through the water (also known as a rebound peak.) The other, and smaller of the two, is near the prime meridian in the northern hemisphere and is more easily missed, but its uplift rims are visible, and it also has a central rebound peak.<br />
<br />
== Biomes ==<br />
[[File:KerbinBiomeMap.png|left|thumb|The biomes on Kerbin as of 0.90]]<br />
Before 0.90 Kerbin was one of the few bodies with multiple [[Biome]]s, Kerbin was second only to the Mun in number of biomes it has. Following the 0.90 update all celestial bodies have biomes. [[Science]] [[Science#Activities|experiments]] can be performed at all biomes, though Kerbin's low multipliers result in less impressive results than more distant worlds. Kerbin's biomes show a loose correlation with Earth's biomes and geographic features. Uniquely, Kerbin has 33 location biomes at KSC, these are comprised of each building and their props, the crawlerway, the flag, and KSC itself; these give a jumpstart to gathering Science points in [[Career]] mode. With 1.2 Kerbin had destinct Northern and Southern Ice Shelf added<br />
<br />
[[File:Kerbin biome 1800x900.png|thumb|left|Kerbin biome map as of 1.2]]<br />
{|<br />
|<br />
<span id="Planetary biome list"></span><br />
=== List of biomes ===<br />
* Ice Caps<br />
* Northern Ice Shelf<br />
* Southern Ice Shelf<br />
* Tundra<br />
* Highlands<br />
* Mountains<br />
* Grasslands<br />
* Deserts<br />
* Badlands<br />
* Shores<br />
* Water<br />
<span id="KSC location biome list"></span><br />
{{FlipBox|style=word-wrap: normal;margin: 0em 0em 0.5em; border-style: solid solid solid solid; padding: 0px; background-color: #FFFFFF; border-color:#aaaaaa; border-width:1px; width: 24em;<br />
|title=KSC location biome list<br />
|content=<br />
* [[KSC]]<br />
** [[Administration Facility|Administration]]<br />
** [[Astronaut Complex]]<br />
** Crawlerway<br />
** [[Flag Pole]]<br />
** [[Launch Pad|LaunchPad]]<br />
** [[Mission Control]]<br />
** [[Research and Development|R&D]]<br />
*** R&D Central Building<br />
*** R&D Corner Lab<br />
*** R&D Main Building<br />
*** R&D Observatory<br />
*** R&D Side Lab<br />
*** R&D Small Lab<br />
*** R&D Tanks<br />
*** R&D Wind Tunnel<br />
** [[Runway]]<br />
** [[Spaceplane Hangar|SPH]]<br />
*** SPH Main Building<br />
*** SPH Round Tank<br />
*** SPH Tanks<br />
*** SPH Water Tower<br />
** [[Tracking Station]]<br />
*** Tracking Station Dish East<br />
*** Tracking Station Dish North<br />
*** Tracking Station Dish South<br />
*** Tracking Station Hub<br />
** [[Vehicle Assembly Building|VAB]]<br />
*** VAB Main Building<br />
*** VAB Pod Memorial<br />
*** VAB Round Tank<br />
*** VAB SouthComplex(only exist when VAB is Level 2)<br />
*** VAB Tanks<br />
}}<br />
|}<br />
<br />
== Atmosphere ==<br />
[[File:Kerbin_Atmosphere_T&P.png|thumbnail|left|Temperature and pressure of Kerbin's atmosphere as a function of altitude.]]<br />
[[File:Kerbin_atmospheric_density.png|thumbnail|left|Drag force is proportionate to atmospheric density.]]<br />
<br />
<!-- SPECULATION: Kerbin has an atmosphere of unknown composition, though Kerbin's plants and animals would not survive without O<sub>2</sub>, N<sub>2</sub>, and CO<sub>2</sub>. --><br />
Kerbin has a thick, warm [[atmosphere]] with a mass of approximately 4.7×10<sup>16</sup> kilograms, a sea level pressure of 101.325 kilopascals (1 atmosphere), and a depth of 70,000 meters. The atmosphere contains oxygen and can support combustion. Kerbin is the only planet or moon with a breathable atmosphere.<br />
<br />
The average [[w:Molecular_mass|molecular weight]] of Kerbin air is 28.9644 g/mol, and its [[w:Heat_capacity_ratio|adiabatic index]] is 1.40. This suggests that Kerbin likely has an earthlike nitrogen-oxygen atmosphere. The air-fuel ratio of jet engines operating in Kerbin's atmosphere suggests that the percentage of oxygen is similar to that of [[w:Atmosphere_of_Earth|Earth's atmosphere]] (about 21%).<br />
<br />
Like all other atmospheres in the game, Kerbin's atmosphere fades exponentially as altitude increases. The [[w:Scale_height|scale height]] varies with altitude, which is a change from pre-1.0 [[Version_history|versions]] of the game. The pressure-altitude profile is globally constant and independent of temperature. The following table gives the atmospheric pressure and density at various altitudes above sea level. Temperature-altitude profile is not globally constant, therefore neither is the density-altitude profile, however variance is slight.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Pressure (Pa) !! Pressure (atm) !! Density (kg/m^3)<br />
|-<br />
| 0 || 101 325 || 1.000 || 1.225<br />
|-<br />
| 2 500 || 69 015 || 0.681 || 0.898<br />
|-<br />
| 5 000 || 45 625 || 0.450 || 0.642<br />
|-<br />
| 7 500 || 29 126 || 0.287 || 0.446<br />
|-<br />
| 10 000 || 17 934 || 0.177 || 0.288<br />
|-<br />
| 15 000 || 6 726 || 0.066 || 0.108<br />
|-<br />
| 20 000 || 2 549 || 0.025 || 0.040<br />
|-<br />
| 25 000 || 993.6 || 0.010 || 0.015<br />
|-<br />
| 30 000 || 404.1 || 0.004 || 0.006<br />
|-<br />
| 40 000 || 79.77 || 0.001 || 0.001<br />
|-<br />
| 50 000 || 15.56 || 0.000 || 0.000<br />
|-<br />
| 60 000 || 2.387 || 0.000 || 0.000<br />
|-<br />
| 70 000 || 0.000 || 0.000 || 0.000<br />
|}<br />
<br />
Kerbin's atmosphere can be divided into three major layers, comparable to Earth's [[w:Troposphere|troposphere]], [[w:Stratosphere|stratosphere]] and [[w:Mesosphere|mesosphere]]. In the lower and upper layers, temperature decreases as altitude increases, while the middle layer spans of a region of increasing temperature. The boundary between the lower and middle layers occurs at an altitude of about 16 km at low latitudes, and about 9 km at high latitudes. The boundary between the middle and upper layer occurs at an altitude of about 38 km.<br />
<br />
Air temperatures vary with latitude and time of day. At the equator, sea level temperatures vary between a nighttime low of 32 °C and a daytime high of 41 °C. At the poles, the temperature varies between -35 °C and -30 °C. The globally averaged sea level temperature is approximately 13.5 °C. Since Kerbin has no axial tilt, there are no seasonal temperature variations.<br />
<br />
The atmosphere of Kerbin is patterned after Earth's [[w:U.S._Standard_Atmosphere|U.S. Standard Atmosphere]] (USSA), though with the vertical height scale reduced by 20%. Kerbin's "base" temperature and atmospheric pressure can be very closely approximated using the [http://www.braeunig.us/space/atmmodel.htm#table4 equations of the USSA], where Kerbin's geometric altitude, z, is converted to Earth's geopotential altitude, h, using the following equation:<br />
<br />
:h = 7963.75·z / (6371 + 1.25·z)<br />
<br />
The base temperature is the temperature less latitudinal and diurnal adjustments; it is roughly equal to the global mean temperature.<br />
<br />
=== Atmospheric flight ===<br />
The thickness of Kerbin's atmosphere makes it well suited for [[aerobraking]] from a high-speed interplanetary intercept. The periapsis altitude required for a successful aerocapture depends on the spacecraft's drag characteristics, its approach velocity, and the desired apoapsis of the resulting orbit. For most conditions, a periapsis altitude of about 30 km should result in an aerocapture.<br />
<br />
[[Parachute]]s perform well in Kerbin's dense air, allowing landings on both land and water to be accomplished without the aid of propulsion.<br />
<br />
Because of the presence of oxygen, [[jet engine]]s can operate in Kerbin's atmosphere. And, together with it's thickness, Kerbin's atmosphere is ideally suited for [[aircraft]] flight.<br />
<br />
[[File:StationDocking.png|thumbnail|A modified Orbiter 1A prepares to dock with a space station.]]<br />
<br />
== Orbits ==<br />
[[File:Sputnik in Kerbin's orbit.png|thumbnail|left|A Stayputnik MK2 satellite]]<br />
A [[synchronous orbit]] is achieved with a semi-major axis of {{OrbitAltitude|b=Kerbin|f=k|3=0}}. [[KEO|Kerbisynchronous Equatorial Orbit (KEO)]] has a circularly uniform altitude of {{OrbitAltitude|b=Kerbin|f=k}} and a speed of {{OrbitVelocity|b=Kerbin}}. From a 70&nbsp;km low equatorial orbit, the periapsis maneuver requires 676.5&nbsp;m/s and the apoapsis maneuver requires 434.9&nbsp;m/s. A syncronous [[w:Tundra orbit|Tundra orbit]] with eccentricity of 0.2864 and inclination of 63 degrees is achieved at 3799.7/1937.7 km. Inclination correlates with eccentricity: higher inclined orbits need to be more eccentric, while equatorial orbit may be circular, essentially KEO.<br />
<br />
A [[w:semi-synchronous orbit|semi-synchronous orbit]] with an orbital period of ½ of Kerbin's rotation period (2 h 59 m 34.7 s or 10774.7 seconds) is achieved at an altitude of {{OrbitAltitude|b=Kerbin|f=k|pf=1/2}} with an orbital velocity of {{OrbitVelocity|b=Kerbin|pf=1/2}}. A semi-syncronous [[w:Molniya orbit|Molniya orbit]] with eccentricity of 0.742<ref>“[http://www.uwgb.edu/dutchs/AstronNotes/Orbits0.HTM Some Major Orbit Types]” uses that, [[w:Molniya orbit#References|the Wikipedia article]] mentions 0.74105, and “[http://www.eumetcal.org/euromet/english/satmet/s3220/s3220332.htm Orbital Parameters of a Molniya Orbit]” uses 0.72.</ref> and inclination of 63 degrees can not be achieved, because the periapsis would be 36&nbsp;km below the ground. The highest eccentricity of a semi-synchronous orbit with a periapsis of 70&nbsp;km is 0.693<!---389102957193457747187874683092468355009655955115825698569= (1585.18 + 600-670)/(1585.18 + 600)--> with an apoapsis of 3100.36<!-- (1585.18+600)*2-670-600 -->&nbsp;km.<br />
<br />
The [[w:Hill sphere|Hill sphere]] (the radius around the planet at which moons are gravitationally stable) of Kerbin is 136 185&nbsp;km, or roughly 227 Kerbin radii.<br />
<div style="clear:left;"></div><br />
<br />
== Delta-V Requirements ==<br />
<br />
From the lowest stable orbit around Kerbin (70&nbsp;km), the nominal amount of delta-V needed to reach other destinations is:<br />
<br />
{| class="wikitable"<br />
!Body<br />
!Δv<br />
|-<br />
| [[Mun]]<br />
| ~860&nbsp;m/s<br />
|-<br />
| [[Minmus]]<br />
| ~930&nbsp;m/s<br />
|-<br />
| [[Eve]]<br />
| ~1033&nbsp;m/s<br />
|-<br />
| [[Duna]]<br />
| ~1060&nbsp;m/s<br />
|-<br />
| [[KEO|Geostationary Orbit]]<br />
| ~1120&nbsp;m/s<br />
|-<br />
| [[Moho]]<br />
| ~1676&nbsp;m/s<br />
|-<br />
| [[Jool]]<br />
| ~1915&nbsp;m/s<br />
|-<br />
| [[Eeloo]]<br />
| ~2100&nbsp;m/s<br />
|-<br />
| [[Kerbol]] escape<br />
| ~2740&nbsp;m/s<br />
|}<br />
<br />
== Reference frames ==<br />
{{:Kerbin/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
Kerbin ISA Topo 0 21.jpg |Topographical map of Kerbin as of {{version|0.21}}<br />
Kerbin map from 0.14.jpg | A projection map of Kerbin, as of [[0.14.1]] and before (including the old demo).<br />
Kerbin color.png | An accurate full-colour projection map of Kerbin as of [[0.14.2]] to [[0.17.1]]<br />
KerbinDeltaVMap.png | A map displaying the delta V needed from/to Kerbin<br />
Kerbin_mun_minmus.jpg | Kerbin, Mun and Minmus.<br />
Kerbin,_Mun,_and_Minmus.jpeg | Kerbin with its two natural satellites, the Mun and Minmus, seen from KEO. Minmus can be seen just above the horizon of Kerbin on the left side of the picture.<br />
kerbin map 800.gif | A topographic heightmap of Kerbin made with the ISA MapSat plugin<br />
Kerbinmun500550km.png | Kerbin and the Mun, barely visible from ~500,550,000m<br />
Kerbin ISA Topo.png | Topographical image of Kerbin '''from 0.17.1'''. The terrain is slightly different in the latest version.<ref>http://forum.kerbalspaceprogram.com/entry.php/247-A-Brave-New-World</ref><br />
Kerbin r0 1.png | An unmanned probe on escape trajectory, flying past Kerbin, Mun and Minmus<br />
KerbalPolar1.png | Kerbin's North Pole<br />
Solar eclipse in LKO.jpg | A solar eclipse from low Kerbin orbit (LKO).<br />
<br />
</gallery><br />
{{SpoilerBox<br />
|description=Easter Eggs Are Shown<br />
|content=<gallery><br />
Kermmunist_Launch_Site.png | The second launch site (currently unused).<br />
KEasterEgg.png | Kerbin from above with the Runway Easter Egg<br />
File:Crashed Polar UFO.png| A Crashed UFO on Kerbin's northern ice cap.<br />
<br />
</gallery>}}<br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Added biomes.<br />
* Mass reduced to compensate for g0 and G changes.<br />
;[[1.0.5]]<br />
* Kerbin actually spun up to have a 6 h synodic day.<br />
;[[0.90]]<br />
* Updated biomes.<br />
;[[0.22]]<br />
*Biomes added.<br />
;[[0.21]]<br />
*Terrain revised to produce more detailed and interesting landforms.<br />
;[[0.19.1]]<br />
*Fixed ladders on the fuel tanks near the launchpad.<br />
;[[0.19]]<br />
*New mesh for the launchpad and area (no launchtower anymore).<br />
*New mesh for the runway, with lights and sloping edges for rovers.<br />
;[[0.18]]<br />
*Terrain overhaul: Entire planet redo. Deserts, darker and greener grass, islands, darker ocean/water, snow capped mountains. Looks more realistic.<br />
*Several [[List of easter eggs|Easter Eggs]] added.<br />
*Airport added to island off of KSC coastline. (Not a launching point)<br />
;[[0.17]]<br />
* Improved atmosphere visuals. <br />
;[[0.15]]<br />
* [[Minmus]] added.<br />
;[[0.14.2]]<br />
* Much more varied and taller terrain added. Prior to this, some mountain ranges exceeded 600 m in height, but the tallest point was at an altitude of approximately 900 m.<br />
;[[0.12]]<br />
* [[Mun]] added.<br />
;[[0.11]]<br />
* Terrain overhaul, oceans became wet.<br />
;[[0.10.1]]<br />
* Atmosphere extended from ~34,500 m to ~69,000 m.<br />
;[[0.7.3]]<br />
* Initial Release<br />
<br />
== Trivia ==<br />
Kerbin's continents are derived from libnoise,<ref>http://libnoise.sourceforge.net/examples/complexplanet/</ref> a coherent noise generating library, though they have been increasingly modified with time.<br />
=== Real-world comparison ===<br />
Kerbin has approximately 1/113<sup>th</sup> the mass and a 1/10<sup>th</sup> the radius of Earth.<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Gilly&diff=79254Gilly2017-08-05T20:33:55Z<p>Bvoice360: Fixed formatting</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Gilly''' is a tiny asteroid, the only [[w:natural satellite|natural satellite]] of [[Eve]], and the smallest celestial body in the [[Kerbol]] system.<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|Gilly is a lumpy rock wandering around the orbit of Eve. It’s by far the smallest natural satellite that the Kerbal Astronomical Society has discovered.<br /><br />
<br /><br />
''Due to the large amount of squinting and eye strain associated with its discovery, wearing glasses has now become synonymous with being an accomplished Astronomer.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
[[File:Gilly ISA Topo.png|thumb|left|A topographic map of Gilly.]]The surface of Gilly is extremely dynamic and uneven, with many steep slopes and smooth areas. This moon is considered a [[captured asteroid]]. Gilly has the lowest mass and gravitational force of any body in the [[Kerbol]] system. Due to its minuscule mass and gravitational force, it does not have an atmosphere. <br />
<br />
Gilly's color might come from a high content of solid carbon. When terrain scatters are enabled in the settings menu, small rocks show up on the surface.<br />
<br />
== Biomes ==<br />
With only 3 [[biome]]s, Gilly has the fewest number of biomes in the [[Kerbol System]].<br />
<br />
=== Biome list ===<br />
{|<br />
| style="vertical-align:middle; text-align:center;" |<br />
[[File:Gilly Biome Map 1.2.1.png|thumb|left|Gilly biome map as of 1.2.1]]<br />
|<br />
* Lowlands<br />
* Midlands<br />
* Highlands<br />
|}<br />
<br />
== Gravity ==<br />
Gilly has the least gravity of all bodies in the [[Kerbol]] system at only 0.5% of [[Kerbin]]'s surface gravity, which is half that of Jool's moon [[Pol]]. It is very impractical to walk on Gilly; each step will launch a Kerbal several meters into the air. A Kerbal can jump over 1000 meters on this moon and will usually take around 200 seconds to return to the surface. This makes jetpacks a necessity to move around the moon practically. <br />
<br />
The low gravity also makes it very difficult to get into an encounter since it makes the sphere of influence so minuscule. An unplanned encounter with Gilly is unlikely when approaching Eve, even if the craft's trajectory is near the plane of Gilly's orbit. Gilly's mass is very small relative to Eve's mass, resulting in a very small sphere of influence compared to the semi-major axis of its orbit. In fact, no other moon in the game has a smaller mass ratio.<!-- soi-sma ratio is basically the same as the mass ratio: soi/sma = (sma*(m/M)^(2/5))/sma = (m/M)^(2/5) --><br />
<br />
Gilly's gravity makes it ideal for very low fuel interplanetary missions; however, its eccentric and inclined orbit may make encounters more difficult and fuel-costly.<br />
<br />
== Landing ==<br />
Landing on Gilly is challenging due to its very low mass, steep slopes, and highly eccentric orbit, making it very easy to overthrust engines or send a spacecraft tumbling. Gilly's odd shape and fast rotation give the surface near the peaks an apparent velocity near 5&nbsp;m/s. Some players advise to keep the prograde on the [[navball]] tilted a little bit sideways to counter the [[w:Coriolis effect|Coriolis effect]] if you are landing close to the equator. To prevent tumbling upon landing, the final velocity trim may need to be performed by eye. It is advised to be adept in manually using RCS thrusters and to have SAS active on the lander. Time Warp can also be used to stabilize a lander, as vessels tip over so slowly on Gilly the game considers them stable enough to allow time warp.<br />
<br />
Gilly was once even more dangerous to land on due to a clipping bug with the [[w:polygon mesh|collision mesh]]. This problem was fixed in {{version|0.17.1}}.<br />
<br />
Escaping Gilly is much easier &mdash; the [[EVA]] jetpack can easily put a lone Kerbal into orbit or set him on an escape trajectory. In fact, it's possible to deploy a Kerbal from a spacecraft in orbit around Gilly, send him down to the surface, and land him without using any other fuel source. The Kerbal can even return to orbit, rendezvous with the spacecraft, and still have up to 3.5 units of EVA fuel left.<br />
<br />
== Reference Frames ==<br />
{{:Gilly/RefFrames}}<br />
<br />
== Gallery ==<br />
<gallery><br />
GillyLanding.png | An unsuccessful touchdown attempt in 0.17. Notice the landing legs clipping through the terrain.<br />
Gilly ISA Topo.png | Topographical image of Gilly.<br />
Kerbal on Gilly's surface.png | A successful [[EVA]] landing.<br />
Gilly_map_800.gif | A topographic height map of Gilly as of Version 0.18.2. Made with the ISA MapSat plugin.<br />
Gilly_Probe.png | A successful probe landing. Small rocks are visible on the surface in the background.<br />
Landed on gilly.png| A successful scientific, electrically powered probe landed on Gilly. The probe's small mass combined with Gilly's low gravity makes ionic engines feasible, as shown here.<br />
</gallery><br />
<br />
== Changes ==<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.17.1]]<br />
* Fixed terrain collision detection issues.<br />
;[[0.17]]<br />
* Initial Release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Eve&diff=79253Eve2017-08-05T20:32:56Z<p>Bvoice360: Fixed formatting and culled a few poor/superfluous pics</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Eve''' is the second [[planet]] from [[Kerbol]], the closest planet to [[Kerbin]], and KSP's analogue for the planet [[w:Venus|Venus]]. It has one small moon: a captured asteroid called '''[[Gilly]]'''. It is especially notable for its extremely thick, dense atmosphere, which makes aerobraking and returning two of the most dangerous activities in the game. Additionally, Eve has the greatest surface gravity of all the planets, and the second highest escape velocity, second only to [[Jool]].<br />
<br />
==In-game description ==<br />
<br />
{{Quote<br />
|Eve is certainly the purplest object in the solar system. It’s one of the larger, most visible objects, mainly because of its very, very purple tint.<br /><br />
<br /><br />
''It is considered by some to be almost a sister planet to Kerbin. Well, despite the purple, and the toxic atmosphere, and the extreme press- ures and temperatures. Actually, it’s not very similar at all is it? Who are those people?''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
<!-- This image is old. Please update it with a version from 0.18.<br />
[[File:Eve_isa_mapsat.png|thumb|right|A topographic map of Eve made with the ISA MapSat plugin]]<br />
--><br />
The surface of Eve looks not unlike that of Saturn's largest moon, Titan. It has several oceans, among which lie large, flat continents. The terrain has a few mountain peaks but mostly consists of rolling hills that resemble purple sand dunes. These are speckled with small boulders, no doubt worn down by Eve's pressure, temperature, and winds. Eve's surface is covered with craters. Eve's highest mountain range has a peak of 7526 m.<br />
<br />
== Atmosphere ==<br />
[[File:Eve_Atmosphere_T&P.png|thumbnail|left|Temperature and pressure of Eve's atmosphere as a function of altitude.]]<br />
[[File:Atmosphere kerbin eve.png|thumb|left|A comparison of the atmospheres of Eve and Kerbin]]<br />
<br />
Eve has an extremely dense [[atmosphere]] with a mass of approximately 1.9×10<sup>17</sup> kilograms, a sea level pressure of 506.625 kilopascals (5 atmospheres), and a depth of 90,000 meters. Compared to the atmosphere of [[Kerbin]], Eve's atmosphere has 4 times the mass and 5 times the sea level pressure. At an altitude of 10,577 m on Eve, the atmospheric pressure is the same as at sea level on Kerbin (1 atm). The pressure at the top of Eve's highest mountain peak is 1.5 atm.<br />
<br />
The average [[w:Molecular_mass|molecular weight]] of Eve air is 43 g/mol, and its [[w:Heat_capacity_ratio|adiabatic index]] is 1.20. Although the composition of Eve's atmosphere is unknown these values suggest that it may consist largely of [[w:Carbon_dioxide|carbon dioxide]]. Another possibility is that the atmosphere is filled with ethane gas (C<sub>2</sub>H<sub>6</sub>, with a heat capacity of 1.2 and a molecular weight of 30 g/mol) and other compounds. If we assume LiquidFuel is kerosene, the joke that the lakes of Eve are LiquidFuel is strengthened by the purple colour since it is often mixed with a purple dye prior to sale. With a thick atmosphere filled with hydrocarbons, it's easy to imagine reactions that would yield compounds such as RP-1, the grade of kerosene used as rocket fuel. An atmosphere of 90% CO<sub>2</sub> and 10% C<sub>2</sub>H<sub>6</sub> would have molecular weights and adiabatic indexes close to what is seen on Eve, though there are other combinations of gases that would work as well.<br />
<br />
Like all other atmospheres in the game, Eve's atmosphere fades exponentially as altitude increases. The [[w:Scale_height|scale height]] varies with altitude, which is a change from pre-1.0 [[Version_history|versions]] of the game. The pressure-altitude profile is globally constant and independent of temperature. The following table gives the atmospheric pressure at various altitudes above sea level.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Pressure (Pa) !! Pressure (atm)<br />
|-<br />
| 0 || 506 625 || 5.000<br />
|-<br />
| 2 500 || 329 212 || 3.249<br />
|-<br />
| 5 000 || 217 760 || 2.149<br />
|-<br />
| 7 500 || 151 432 || 1.495<br />
|-<br />
| 10 000 || 109 422 || 1.080<br />
|-<br />
| 12 500 || 77 912 || 0.769<br />
|-<br />
| 15 000 || 54 946 || 0.542<br />
|-<br />
| 20 000 || 29 097 || 0.287<br />
|-<br />
| 25 000 || 16 457 || 0.162<br />
|-<br />
| 30 000 || 8 327 || 0.082<br />
|-<br />
| 35 000 || 3 688 || 0.036<br />
|-<br />
| 40 000 || 1 526 || 0.015<br />
|-<br />
| 50 000 || 543.2 || 0.005<br />
|-<br />
| 60 000 || 192.6 || 0.002<br />
|-<br />
| 70 000 || 40.41 || 0.000<br />
|-<br />
| 80 000 || 3.500 || 0.000<br />
|-<br />
| 90 000 || 0 || 0.000<br />
|}<br />
<br />
The surface of Eve is very hot, with a globally averaged sea level temperature of approximately 135 °C. Except for a small inversion layer between 50-60 km at low latitudes, air temperatures decrease with increasing altitude up to an altitude of 70 km. Above 70 km, the rarified atmosphere warms as altitude increases. Despite the hot surface temperatures, the lack of a [[w:Stratosphere|stratosphere]] means that Eve's atmosphere is cooler than Kerbin's at altitudes above ≈26.5 km. The temperature rise above 70 km suggests the presence of a [[w:Thermosphere|thermosphere]].<br />
<br />
Air temperatures vary with latitude and time of day. At the equator, sea level temperatures vary between a nighttime low of 147 °C and a daytime high of 156 °C. At the poles, the temperature varies between 87 °C and 95 °C. Since Eve has no axial tilt, there are no seasonal temperature variations.<br />
<br />
From within Eve's atmosphere, the sky appears indigo during nighttime and a violet-purple color during the daytime. During dawn and dusk, the sky is green. The color of Eve's sky is likely due to wind-borne dust from Eve's purple surface, though it has also been suggested that iodine gas could be an atmospheric constituent.<br />
<br />
=== Atmospheric flight ===<br />
<br />
The thickness of Eve's atmosphere makes it well suited for [[aerobraking|aerocapture]] from a high-speed interplanetary intercept. The periapsis altitude required for a successful aerocapture depends on the spacecraft's drag characteristics, its approach velocity, and the desired apoapsis of the resulting orbit. The most effective periapsis for aerocapture is best determined experimentally; however, for a Hohmann transfer originating from Kerbin, it is found that the median value is about 62 km. Heat shields are required to prevent destructive overheating.<br />
<br />
[[Parachute]]s work very effectively in Eve's dense atmosphere. A vehicle in Kerbin's atmosphere would require 3 times as much parachute area to attain the same descent rate on Eve.<br />
<br />
Landing legs on Eve can easily break because of Eve's high gravity and, surprisingly enough, atmospheric pressure.<br />
<br />
Because of Eve's high atmospheric pressure, rocket engines perform poorly at low altitudes. The engines best suited for low altitude use on Eve are the [[T-1 Toroidal "Aerospike" Liquid Fuel Engine|Aerospike]], [[S3 KS-25 "Vector" Liquid Fuel Engine|Vector]], and [[S3 KS-25x4 "Mammoth" Liquid Fuel Engine|Mammoth]].<br />
<br />
Jet engines do not function in Eve's atmosphere since it contains no oxygen — they make noise and consume fuel, but they produce no thrust. Planes with other propulsion methods do, however, work very well, and are a great way to explore the planet. They work best between 35 km and 25 km where the atmosphere generates enough lift to glide and steer, but not enough drag to slow the aircraft excessively.<br />
<br />
==Oceans==<br />
<br />
A large portion of Eve is covered in oceans of "Explodium",<ref>The oceans are referred to as "Explodium Seas" by science experiments</ref> a liquid with a density of 1.5 tonnes per cubic metre<ref>[http://forum.kerbalspaceprogram.com/content/358-KSP-1-0-5-is-live! As of 1.0.5], oceans now have explicit density values: Eve's oceans now have a density of 1.5 tonnes/m<sup>3</sup> while water has a density of 1.0 tonnes/m<sup>3</sup>.</ref> that is heavily implied to be a form of rocket fuel. A real-world liquid that closely fits the properties of explodium is hydrogen peroxide (H<sub>2</sub>O<sub>2</sub>), which has a density of 1.450 tonnes per cubic metre and can be used as a monopropellant.<br />
<br />
Eve is one of only three celestial bodies with oceans, alongside Kerbin and [[Laythe]].<br />
<br />
== Science ==<br />
<br />
Eve's orbit and atmosphere have a science multiplier of 7, which is rather average. But the surface has a multiplier of 12, which is the third highest science multiplier in the [[Kerbol System]]. Eve has 15 [[Biome]]s with their own science to be collected. It's main features are a large Explodium Sea with some scattered Islands and Shallow areas as well as a Main Continent and Poles. Within the Continent lie three large bodies of liquid, one being a Crater Lake. There are also areas covered with Impact Ejecta.<br />
<br />
=== Biome list === <br />
{{Biome list|list=<br />
* Poles<br />
* Lowlands<br />
* Midlands<br />
* Highlands<br />
* Foothills<br />
* Peaks<br />
* Impact Ejecta<br />
* Explodium Sea<br />
* Akatsuki Lake<br />
* Shallows<br />
* Crater Lake<br />
* Western Sea<br />
* Olympus<br />
* Craters<br />
* Eastern Sea}}<br />
<br />
== Natural satellites ==<br />
Eve's only natural satellite is the tiny captured asteroid [[Gilly]] in a highly eccentric and inclined orbit. Gilly is the smallest celestial body in the [[Kerbol]] system.<br />
<br />
== Orbital statistics ==<br />
<br />
Visiting Eve potentially requires the least [[delta-v]] of any planet because its huge gravity well and dense atmosphere mitigate the difficulties that its slight relative inclination poses and greatly ease aero-captures, transfers, and landings; unfortunately, takeoff and escape therefore require the most delta-v of any celestial body with a solid surface.<br />
<br />
The combination of high gravity and thick atmosphere makes return missions from the sea level of Eve very difficult. It requires about 7,000-7,500 m/s of delta-v to get into orbit from sea level. Driving to and launching from the peak of one of Eve's mountains can drastically reduce the amount of delta-V required (thus allowing successful launches with significantly lighter rockets). The highest peak on Eve since {{version|0.21.1}} is 7540&nbsp;m high, found near (25° S, 158.5° W)<br />
<!-- Delta-V table outdated with 1.0 release.<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Delta-V Required (m/s)<br />
|-<br />
| 0 || 11,282<br />
|-<br />
| 1000 || 10,731<br />
|-<br />
| 2000 || 10,219<br />
|-<br />
| 3000 || 9,743<br />
|-<br />
| 4000 || 9,300<br />
|-<br />
| 5000 || 8,888<br />
|-<br />
| 6000 || 8,507<br />
|-<br />
| 7000 || 8,150<br />
|-<br />
| 7540 || 7,968<br />
|}--><br />
<br />
A [[w:Geosynchronous orbit|synchronous orbit]] of Eve requires an altitude of 10373.195&nbsp;km and a velocity of 858.95&nbsp;m/s.<br />
For a semi-synchronous orbit of ½ an Eve day (11.25 hours or 40500 seconds) an orbit of 6275.676&nbsp;km above Eve is needed with a velocity of 1082.2&nbsp;m/s.<br />
<br />
== Reference frames ==<br />
{{:Eve/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:eve_map_800.gif|A topographic height map of Eve made with the ISA MapSat plugin. (Pre 0.18)<br />
File:Eve_landed_1.png|Eve landscape shot.<br />
File:Kerbal flying in Eve's atmosphere.png | A Kerbal dropped from space.<br />
File:Eve-sunrise.png | Sunrises and sunsets on Eve can be really beautiful, with colors ranging from green to yellow to pink.<br />
File:Eve-plane.png| An unmanned plane in Eve's atmosphere.<br />
File:Eve_r0_1.png|A manned rover landing on the surface of Eve.<br />
File:EveAerobraking.png|A large spacecraft aerobraking in Eve's upper atmosphere.<br />
File:evenight.jpg | A probe on the surface of Eve at twilight <br />
File:EveKerbonaut.png|A Kerbal floating in front of a large interplanetary Eve ship.<br />
File:Eve-from-afar.PNG|Eve from over 10 million Kilometres.<br />
</gallery><br />
<br />
== Bugs ==<br />
<br />
* Eve has higher gravity than [[Kerbin]], restricting a Kerbal's jump to only half a meter and making EVA jets useless. This being said, if a [[Kerbal]] falls from more than 4 m, they will hit the ground much harder than on Kerbin, which may cause a glitch to happen in which they will clip into the terrain and accelerate away from Eve at phenomenal speed, sometimes faster than the speed of light itself, usually sending the unlucky Kerbal on an escape trajectory from [[Kerbol]] if they are not killed by the fall. They may bring something into interstellar space with them if they hit an object instead of the ground.<br />
* [[Solar panel]]s will probably break off in flight, even with very low velocity. It's best to wait to extend them till stable on the surface, however, they can break on the surface of Eve even when retracted. This may be due to Eve's high gravity.<br />
* Rovers can be challenging to drive on Eve due to its gravity, as the rover's wheels will easily break, but on the upside, since the gravity pulls them lower on their shocks and thus lower the centre of mass, they will be harder to flip over. Although not a glitch, it could cause clipping issues with a Kerbal sitting in [[EAS-1 External Command Seat]]s<br />
<br />
*When landing fast, a craft will sometimes sink into the surface of Eve. This can be fixed by using landing legs or engines to lift the ship up.<br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Added biomes<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.21]]<br />
* Terrain Tweaks &mdash; more land mass to the surface<br />
;[[0.18]]<br />
* Art pass.<br />
* Terrain tweaks &mdash; the tallest points are now about 6&nbsp;km in altitude, compared to 11&nbsp;km before.<br />
;[[0.17]]<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Eeloo&diff=79252Eeloo2017-08-05T20:24:51Z<p>Bvoice360: Not a mod wiki</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Eeloo''' is a [[w:dwarf planet|dwarf planet]] that was released in {{version|0.18.2}} as a Christmas gift to the KSP community. It is the seventh and farthest planet from [[Kerbol]] most of the time, though its orbit intersects [[Jool]]'s, passing in front of it for a minority of its revolution period. The two planets are locked in a 3:2 resonance, which, coupled with their different inclinations, ensures they cannot collide.<br />
<br />
Eeloo has just 3.5% more gravity than the [[Mun]] and is very similar in size. Like the Mun, it has no atmosphere. The physical characteristics of Eeloo are most likely an analogue of the ice moon [[w:Europa (moon)|Europa]], and its orbit is similar to that of [[w:Pluto (dwarf planet)|Pluto]], though both bodies are known to have a tenuous atmosphere.<br />
<br />
Eeloo's relatively large distance from Kerbol reduces [[Electricity#Solar panels|solar power]] to approximately 4% at Eeloo periapsis and 1.4% at Eeloo apoapsis of the values seen at [[Kerbin]]. Bringing additional panels, or an alternate powersource (e.g.: [[PB-NUK Radioisotope Thermoelectric Generator|RTG]]s) is recommended.<br />
<br />
There is a [[tutorial]] about [[Tutorial:Traveling to Eeloo|How to get to Eeloo]].<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|There’s been a considerable amount of controversy around the status of Eeloo as being a proper planet or a just “lump of ice going around the Sun”. The debate is still ongoing, since most academic summits held to address the issue have devolved into, on good days, petty name calling, and on worse ones, all-out brawls.<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
The surface of Eeloo is relatively smooth and covered in gray-white ice, with deep canyons exposing the brownish rock below. A few craters are visible, but not nearly as one might expect for a body without an atmosphere. Its highest points are near the equator and are almost 3.9&nbsp;km high, while the lower areas can go lower than sea level. <br />
<br />
Eeloo's surface lacks ground scatter, suggesting the ice on the surface is subject to erosion of some sort.<br />
<br />
It originally had an atmosphere, but it has been removed because the renderer for it doesn't work on [[Celestial body|bodies]] smaller than about Duna's size.<ref>http://www.reddit.com/r/KerbalSpaceProgram/comments/150d8j/ksp_new_planet_for_182_devs_christmas_gift_eeloo/c7icr7o?context=3 by NovaSilisko</ref><br />
<br />
== Biomes ==<br />
Eeloo has a total of 11 [[biome]]s. <br />
<br />
=== Biome list ===<br />
{{Biome list|<br />
* Poles<br />
* Northern Glaciers<br />
* Midlands<br />
* Lowlands<br />
* Ice Canyons<br />
* Highlands<br />
* Craters<br />
* Fragipan<br />
* Babbage Patch<br />
* Southern Glaciers<br />
* Mu Glacier}}<br />
<br />
== Orbits ==<br />
Eeloo's distant, eccentric and inclined orbit, in addition to its low gravity, make encounters challenging. Its distance from [[Kerbin]] also tends to make missions very lengthy.<br />
<br />
A synchronous orbit around Eeloo is possible, at an altitude of ~683.9&nbsp;km. <br />
<br />
== Future ==<br />
There were plans for Eeloo to become the moon of a [[Gas planet 2|second gas planet]] and have an active surface, with ''cryovolcanic'' phenomena.<ref>http://forum.kerbalspaceprogram.com/showthread.php/35829-Eeloo-Discussion!?p=398040&viewfull=1#post398040 {{Broken link}}</ref><ref name="nova june">[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post in the forum] by NovaSilisko</ref> It is unknown what Eeloo's parent planet was intended to look like, but according to former developer NovaSilisko Eeloo was to be the innermost moon of three other major moons.<ref name="nova june"/> <br />
<br />
== Easter egg ==<br />
{{SpoilerBox<br />
|description=Easter egg about the atmosphere<br />
|content=<br />
Actually, there's a very thin atmosphere around Pluto in real world. In the ScienceDefs.cfg file, it says for the [[Gravity Scan]]:<br />
{ <br />
EelooSrfLanded = There appears to be a teneous atmospheric coating around the planet. But it is too thin to affect any spacecraft landing here. <br />
}<br />
So it seemed like there's a very thin but otherwise non-measurable atmosphere out there.<br />
}}<br />
<br />
== Reference Frames ==<br />
{{:Eeloo/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
ProbeEeloo.jpg | A small probe on Eeloo.<br />
Sunset Eeloo.png | Sunset on Eeloo.<br />
Eeloo_map_800.gif | A topographic height map of Eeloo as of {{version|0.18.2}}, made with the ISA MapSat plugin.<br />
Small lander on Eeloo.png | A probe on Eeloo near midday.<br />
File:Eeloo_Landing_Party.jpeg | A successful landing party on Eeloo.<br />
Lander and rover on Eeloo.jpg | A crew of very brave kerbonauts and a rover on the surface of Eeloo at sunset.<br />
EelooOrbit.png | A mid-size interplanetary spaceship orbiting Eeloo at a distance of around 250&nbsp;km.<br />
EelooOverlook.png | Note the relatively flat topography and complete lack of ground scatter.<br />
</gallery><br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Added biomes<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.18.2]]<br />
* Initial release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]<br />
[[Category:Dwarf planets]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=KerbNet&diff=79243KerbNet2017-08-03T16:36:47Z<p>Bvoice360: Not a a stub any more.</p>
<hr />
<div>'''KerbNet''' is an orbital scanning and mapping system introduced in 1.2. When accessed from a KerbNet-capable part, a window will appear, displaying topographic, biome or resource maps for the area under the craft depending on the selected mode and the technical capabilities of the part. The information given in the lower half of the window will change dependent on the mode, and is for the area covered by the target reticule, which can be moved by clicking anywhere on the map. Below the information is the FOV slider, the waypoint naming box and the buttons "waypoint," which places a waypoint under the reticule, and "refresh," which performs another scan, updating the display with the craft's current location. Along the top are four additional buttons-(from left to right) the button to toggle between modes, a button to toggle the grid lines and reticule, the button to change auto-update frequency and the exit button.<br />
<br />
== Usage ==<br />
=== Modes ===<br />
{| class="wikitable"<br />
|-<br />
| [[File:KerbNet Terrain Mode.jpg|300px|Terrain Mode|center]] <br />
|| [[File:KerbNet Biome Mode.jpg|300px|Biome Mode|center]] <br />
|| [[File:KerbNet Ore Mode.jpg|300px|Resource Mode|center]]<br />
|-<br />
| Terrain Mode is the most basic of the three modes, displaying a simple monochrome elevation map of the surface directly under the craft-lighter areas are at a higher elevation, darker areas are lower. While not particularly useful on its own, Terrain Mode can be used to assess flat landing sites for craft, pick out areas at a high elevation for potential ΔV savings on subsequent takeoffs from atmospheric planets (notably [[Eve]]), place waypoints for future reference and scan for anomalies without the clutter of Biome Mode.<br />
|| Biome Mode is significantly different from Terrain Mode in that it presents you with a false-colour map of the [[Biome|biomes]] under the craft. This provides information pertaining to which biomes you are passing over, greatly easing the task of conducting biome-specific [[Science#Activities|science experiments]] by informing you which biome you are currently over and which others are nearby or will be under the craft soon (assuming they are covered by the FOV) and highlighting where one ends and another begins (which is not always obvious).<br />
|| Resource Mode (also known as Ore Mode) is a special function unique to the [[M4435 Narrow-Band Scanner]]. It displays the relative resource ([[Ore|ore]]) concentrations in a fashion similar to that of Biome Mode except that each biome is instead shaded according to its ore concentration. By default, a higher ore concentration is signified by a darker shade of purple, though there are three other colour schemes available-(brighter green=more ore), (green=low, yellow=medium low, orange=medium high, red=high) and (blue=low, pink=medium low, purple=medium high, red=high). This mode is useful for telling where to maximise the efficiency of mining operations by landing them in places with the most ore, sometimes in conjunction with the [[Surface Scanning Module]].<br />
|}<br />
<br />
=== Anomaly Detection ===<br />
An additional feature of most KerbNet modules is the ability to detect anomalies (marked as a "?" on the map). Features marked as 'anomalies' can be [[List_of_easter_eggs|easter eggs]], monoliths or even the Space Program's own [[CommNet|DSN]] groundstations. The detection rate for these anomalies is dependent on the 'anomaly detection' stat for each module-for example, the [[Probodobodyne RoveMate]] will always immediately detect nearby anomalies while the [[M4435 Narrow-Band Scanner]] cannot detect them at all.<br />
<br />
== List of KerbNet Modules ==<br />
There are a total of twelve KerbNet-capable parts, including all ten unmanned command modules. All of these modules require a [[CommNet]] link to Kerbin in order to be able to use KerbNet. Each module has a set of capabilities determining which KerbNet modes it can access, and a minimum and maximum FOV that dictates how narrow or wide the scanner's view can be configured. <br />
<br />
{{Stats Table KerbNet Modules}}<br />
<br />
==Gallery==<br />
<gallery><br />
20170405 munar survey.png|KerbNet unlocks Munar secrets. Or just biomes.<br />
</gallery><br />
<br />
[[Category:Game interface]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Fuel_cell&diff=79242Fuel cell2017-08-03T11:47:37Z<p>Bvoice360: Grammar and link</p>
<hr />
<div>{{Stub}}<br />
{{About|the generic part|specific part|Fuel Cell}}<br />
<br />
A '''fuel cell''' converts [[liquid fuel]] and [[oxidizer]] into [[electric charge]]. While the fuel cell is a simple way to generate electricity, its consumption of valuable fuel makes it a poor choice for long-duration flights that are dependent on specific fuel levels. The fuel cell is best used for short flights that require a recharge of energy about halfway through the flight when other means of electricity generation are not available. It can also be used when the fuel is replenished by an [[ISRU Converter|Converter]].<br />
<br />
== Usage ==<br />
The fuel cells can be activated by clicking on the button by the '''''Start Fuel Cell''''' label appearing in the popping up menu by clicking on the part. Deactivation goes same way, just the label shows '''''Stop Fuel Cell''''' as the cell is activated. Naturally, these actions can be fulfilled using the [[action group]]s too. Leaving the fuel cells in activated mode is not so dangerous as it seems - they will suspend the conversion as the [[battery|batteries]] are filled up to 95%.<br />
<br />
The available fuel cells on the game:<br />
<br />
{{Stats Table Generators|fuel=yes}}<br />
<br />
[[Category:Parts]]<br />
[[Category:Fuel cells| ]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Moho&diff=79241Moho2017-08-03T11:45:14Z<p>Bvoice360: Fixed formatting and added stuff.</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Moho''' is the third-smallest planet and the one closest to [[Kerbol]], with an orbital period of 102 days, the shortest in the [[Kerbol System|Kerbol system]], and an orbital velocity ranging from 12-18km/s, is also the fastest [[celestial body]] in [[Kerbal Space Program]]. It is the [[w:Mercury (planet)|Mercury]] analogue. Moho lacks an [[atmosphere]] and natural satellites. The planet gets its name from the [[w:Mohorovičić discontinuity|''Moho''rovičić discontinuity]], the boundary between the [[w:Earth|Earth]]'s crust and mantle.<br />
<br />
Moho's inclined, low, and eccentric [[orbit]] and lack of atmosphere or moons (for [[aerobraking]] and [[Tutorial: Gravity Assist|gravity assist]]s, respectively) make [[encountering]] the planet relatively difficult. Without an atmosphere to retain or block heat, Moho's daytime surface temperatures can exceed 300°C, making [[radiator]]s an absolute necessity if any [[part]] (such as drills or engines) must be cool to operate both safely and effectively. Although Moho's close proximity to the sun increases solar panel output to 10.4x that of Kerbin's at periapsis, excessive heat can cause cooling issues for mining operations and the extremely long nights will necessitate bringing an alternative power source ([[PB-NUK Radioisotope Thermoelectric Generator|RTGs]] or [[Fuel cell|fuel cells]]) for extended surface operations.<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|Moho figures in Kerbal mythology as a fiery place with oceans of flowing lava. In reality however, it’s much less interesting. <br /><br />
<br /><br />
''Scientists speculate about possible ways to make it “awesome like in the stories”. Some of those ideas have led to new breakthroughs in aerospace technology''.<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
Moho's surface ranges from light brown highlands to dark brown basaltic basins and a large depression called the Northern Sinkhole near the North pole (not to be confused with the [[Mohole]])-these features, together with surface reports, strongly evidence the presence of past [[w:volcanism|volcanism]]. Its highest point is in its northern hemisphere at an altitude of 6817 m. Moho's heavily eroded surface and lack of ground scatter despite there being no atmosphere suggest active [[w:space weathering|space weathering]] processes.<br />
<br />
Moho has a very deep well at its geographic north pole, called the [[Mohole]]. The Mohole is about 4.6 kilometers deep, and has a descending angle of 80 degrees. <ref>“[[thread:48006|Moho's Secrets Revealed]]” </ref> The hole is a glitch in the procedural generation of terrain; many other bodies with land at the north pole have similar bugs.<ref>https://www.youtube.com/watch?v=-e5SGynBJ4Y</ref> Despite the appearance of another hole at the geographic south pole in [[Map View]], one does not exist.<br />
<br />
The Mohole can destroy craft and kill Kerbals that fall into it.<br />
<br />
== Biomes ==<br />
Moho has 12 [[biome]]s. It is one of three bodies (the other being [[Kerbin]] and [[Ike]]) that have their own North and South Pole biomes. It is dotted with Minor Craters and features four distinct Lowland Biomes. The [[Mohole]] is registered as part of the South pole despite being at the North pole.<br />
<br />
=== Biome list ===<br />
{{Biome list|list=<br />
* North Pole<br />
* Northern Sinkhole Ridge<br />
* Northern Sinkhole<br />
* Highlands<br />
* Midlands<br />
* Minor Craters<br />
* Central Lowlands<br />
* Western Lowlands<br />
* South Western Lowlands<br />
* South Eastern Lowlands<br />
* Canyon<br />
* South Pole}}<br />
<br />
== Orbital Statistics ==<br />
Mohosynchronous and semi-synchronous orbits are impossible — they would require altitudes of {{OrbitAltitude | period=1210000 | mass=2.53e21 | radius=250000 | factor=k }} and {{OrbitAltitude | period=605000 | mass=2.53e21 | radius=250000 | factor=k }} respectively, both of which are beyond Moho's [[sphere of influence]].<br />
<br />
== Reference Frames ==<br />
{{:Moho/RefFrame}}<br />
<br />
== Solar System Counterpart ==<br />
Moho is the apparent [[Kerbol System]] analog of the planet Mercury. Both share a similar cratered landscape, like most bodies with little to no atmosphere. Due to the lack of an atmosphere to retain heat, Moho and Mercury are freezing on the night side and, relative to Earth, extremely hot on the day side. Both planets are also the closest to their respective stars, share a similar orbital eccentricity and lack natural satellites. <br />
<br />
However, Moho has a brown surface, while Mercury has a dark grey surface. In addition, Mercury has a tenuous atmosphere of about 10⁻¹³ kPa while Moho has no atmosphere; although, a pressure of 10⁻¹³ kPa (≃ 10⁻¹⁵ atm) would be rendered "unmeasurable" by the [[PresMat Barometer]] and register in KSP as a vacuum. However, Moho did have a super-heated atmosphere up until 0.18<br />
<br />
== Gallery ==<br />
<gallery><br />
Moho_800_map.gif | A topographic height map of Moho as at Version 0.18.2 made with the ISA MapSat plugin.<br />
Moho_landing.png | A successful landing at Moho pre-0.18. Note the engines still overheating.<br />
Moho Landing 0.23.5.png | A successful landing in 0.23.5, after Moho's color was changed and its superheated atmosphere was removed. The walls of the basins are quite steep.<br />
Probewedge.jpg | A probe wedged in the 5&nbsp;km deep lava well at the north pole.<br />
Moho_flyby.png | A probe performing a Moho flyby.<br />
HannyNMohole.png | Hanny Kerman wedged in the Northern [[Mohole]] sideways. Lots of orientation jittering was observed.<br />
</gallery><br />
<br />
== Changes ==<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.21]]<br />
*New, procedurally generated, textures added, with higher detail craters.<br />
;[[0.18]]<br />
* Entirely changed more cratered surface.<br />
* Color changed from red to brown.<br />
* No more superheated atmosphere. <br />
* No longer tidally locked. <br />
* Mass reduced.<br />
;[[0.17]]<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=LV-N_%22Nerv%22_Atomic_Rocket_Motor&diff=79073LV-N "Nerv" Atomic Rocket Motor2017-07-05T20:55:54Z<p>Bvoice360: Removed reference to a fixed bug</p>
<hr />
<div>{{:LV-N Atomic Rocket Motor/Box}}<br />
<br />
The '''LV-N "Nerv" Atomic Rocket Motor''' is a low-thrust, high-efficiency [[rocket engine]]. It is modeled after the real-world theoretical [[wikipedia:nuclear thermal rocket|nuclear thermal rocket]], which uses a fission reactor to heat its propellant and force it out of the rocket nozzle to generate thrust (as opposed to a normal rocket, which ignites the propellant and uses the energy released by the resulting chemical reaction for that purpose).<br />
<br />
== Usage ==<br />
The LV-N has low thrust and a very high mass, giving it the worst [[thrust-to-weight ratio]] of all liquid engines. For this reason, it is a very poor choice for propulsion in skycranes, despite its high vacuum specific impulse. Its [[Isp|I<sub>sp</sub>]] while in atmosphere is also quite poor, making it not recommended for operation within atmospheres or for landings on larger bodies.<br />
<br />
However, when outside the atmosphere, its efficiency becomes superb with a vacuum [[Specific impulse|I<sub>sp</sub>]] of 800 s, by far the highest of any [[liquid engine|liquid fuel engine]]. This remarkable efficiency makes it quite popular for upper stages as it is ideal for interplanetary travel. With the 1.0 update, this engine '''consumes only liquid fuel.''' As such, it is much more mass-efficient to build your craft with tanks that only contain liquid fuel and no oxidizer.<br />
<br />
It will [[Overheating|overheat]] when run at full throttle for the long burns typical of nuclear-powered craft, but will usually stabilize before completely filling the overheat bar. It is also quite long, being almost exactly the same length as a Mainsail engine. LV-N engines on a landing stage require some interesting structure designs to get the landing gear low enough to clear the bottom of the engine.<br />
<br />
== Product description ==<br />
{{Quote<br />
|Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly. Note that the LV-N is the only LV series engine to run solely on Liquid Fuel - the future is glowing bright!<br />
}}<br />
<br />
{{Quote|Yes, I know this is wrong. NTRs don't actually burn fuel and oxidizer, but we don't want to jump into making separate tanks for the two yet.|Excerpt from the part.cfg pre-[[1.0]]}}<br />
<br />
== Trivia ==<br />
* The description of this part contains a reference to Douglas Adams' ''Hitchhiker's Guide to the Galaxy'' series, in which the human race is described as "Mostly harmless".<br />
* Before [[1.0]], the LV-N consumed both [[liquid fuel]] and [[oxidizer]], unlike real-world nuclear thermal rockets. This due to programming constraints, as stated in its parts.cfg file, and [[Squad]]'s unwillingness to add another tank type. Real NTRs run on liquid hydrogen, but are capable of using other propellants at lower efficiencies. With the addition of liquid-fuel-only tanks for spaceplanes, this constraint vanished.<br />
* Interestingly, the LV-N has two shrouds, one for each half of the engine. Both are toggleable in the editor.<br />
* The "Nerv" nickname is likely a reference to [[w:NERVA|NERVA]], or "Nuclear Engine for Rocket Vehicle Application", a NASA program to create a nuclear thermal rocket.<br />
<br />
<br />
== Changes ==<br />
;[[1.0]]<br />
* LV-N “Nerv” Engine now runs solely on Liquid Fuel.<br />
* No longer has a gimbal.<br />
* Cost increased to 10000.<br />
* Mass increased from 2.25 to 3.<br />
* Isp curve extended past 1 atmosphere; Isp drops to 0.001 at 2 atm.<br />
;[[0.24]]<br />
* Cost increased from 1700 to 8700 (and made meaningful)<br />
;[[0.22]]<br />
* Alternator added; engine now generates 5.0 electric charge per second.<br />
;[[0.17]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel engines]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=CommNet&diff=78712CommNet2017-04-30T19:01:25Z<p>Bvoice360: Bonus info</p>
<hr />
<div>'''CommNet''' is a relay and control communication system implemented first in KSP 1.2 pre-release. Probes now have limited altitude and thrust control if they are not linked back to Kerbin or a control point via a relay [[antenna]]. <ref name="commnet">https://docs.google.com/document/d/1Tu3KnB1alOMn_VXqF31BPDbAu24HdHLiYP2V1I6b6pU/edit</ref> Antennae have limited range from which control and transmission of science data is possible.<br />
<br />
{| class="wikitable"<br />
! colspan="2" rowspan="2" | '''Antenna Type'''<br />
! colspan="3" | [[Tracking Station]] Level (Rating)<br />
|-<br />
! '''1''' (2G) !! '''2''' (50G) !! '''3''' (250G)<br />
|-<br />
| <center>'''5k'''</center> || <center>'''Command pods (Built-in)'''</center> || <center>3.16Mm (25% way to Mun)</center> || <center>15.81Mm (Mun)</center> || <center>35.36Mm (75% way to Minmus)</center> <br />
|-<br />
| <center>'''500k'''</center> || <center>'''[[Communotron 16]] / [[Communotron 16-S|16-S]]'''</center> || <center>31.62Mm (67% way to Minmus)</center> || <center>158.11Mm (Kerbin SOI)</center> || <center>353.55Mm (Kerbin SOI)</center><br />
|-<br />
| <center>'''5M'''</center> || <center>'''[[HG-5 High Gain Antenna|HG-5 High Gain]]'''</center> || <center>100Mm (Minmus)</center> || <center>500Mm (Interplanetary around Kerbin)</center> || <center>1.12Gm (Interplanetary around Kerbin)</center><br />
|-<br />
| <center>'''2G'''</center> || <center>'''[[Communotron DTS-M1|DTS-M1]] / [[RA-2 Relay Antenna|RA-2]]'''</center> || <center>2Gm (Interplanetary around Kerbin)</center> || <center>10Gm (Moho, Eve & Duna when close)</center> || <center>22.36Gm (Moho always, Eve, Duna & Dres (barely) if close)</center><br />
|-<br />
| <center>'''15G'''</center> || <center>'''[[Communotron HG-55|HG-55]] / [[RA-15 Relay Antenna|RA-15]]'''</center> || <center>5.48Gm (Eve when close)</center> || <center>27.39Gm (Always Moho & Eve, Duna & Dres if close)</center> || <center>61.24Gm (Dres, Jool & Eeloo if close, other planets always)</center><br />
|-<br />
| <center>'''100G'''</center> || <center>'''[[Communotron 88-88]] / [[RA-100 Relay Antenna|RA-100]]'''</center> || <center>14.14Gm (Moho, Eve & Duna when close)</center> || <center>70.71Gm (Jool & Eeloo if close, other planets always)</center> || <center>158.11Gm (all bodies always)</center><br />
|}<br />
<br />
Please Note: The above table presumes only 1 antenna/relay is used on a vessel signalling back to Kerbin's DSN.<br />
<br /><br /><br />
<br />
== Range Calculation ==<br />
Each antenna has a "power rating" (measured in unitless number). It ranges from '''5k''' for the integrated Command-Module antenna available in every spacecraft, to '''100G''' for the largest dishes.<br />
A connection can be established between two stations (craft to ground, or craft to relay) when the square root of the product of the strength ratings is greater than the distance between the two objects.<br />
When a craft has multiple, combinable antennas, the antenna's power ratings stack in a way that provides a diminished return using the following formula:<br />
<br />
* Vessel Antenna Power = Strongest Antenna Power * ( Sum of Antenna's Powers / Strongest Antenna Power ) ^ ( Average Weighted Combinability Exponent for Vessel )<br />
<br />
The range can then be calculated as stated above by taking the square root of the product of the two Antenna Strength ratings<br />
<br />
* Range = SQRT ( Antenna Strength 1 * Antenna Strength 2 )<br />
<br />
The Average Weighted Combinability Exponent for the Vessel can be thought of as the average of the sum of the combinability exponents of all combinable antennas on the vessel when weighted proportionally against their respective power level. This can be shown in the following way:<br />
<br />
* SUM (( Antenna 'n' Power * Antenna 'n' Exponent ) : ( Antenna 'n+1' Power * Antenna 'n+1' Exponent )) / SUM ( Antenna 'n' Power ) : ( Antenna 'n+1' Power )<br />
<br />
i.e. A vessel with a Comm 88-88 (100e9 @ 0.75) and also a Comm 16 (500e3 @ 1.00) would have the following:<br />
<br />
* (( 100e9 * 0.75 ) + ( 500e3 * 1.00 )) / ( 100e9 + 500e3 ) = 0.75000125 ... being the Weighted Average Combinability Exponent for the Vessel.<br />
<br />
Please Note: All Antennas and Relays have a Combinability Exponent value of 0.75 except for the Communotron 16 having a value of 1 and the Communotron 16S having a value of 0. These values can be found in the part config files.<br />
<br />
== Signal Strength ==<br />
<br />
To obtain your signal strength for a link at any given distance between the two points it is mostly the relative distance between the two points. The true calculation requires plotting the relative distance on a Bezier curve with they keys '0 0 0 0' and '1 1 0 0' to obtain the true Signal Strength. This can be calculated as follows:<br />
<br />
* 1 - ( Distance away from 'Link Point' / Max Range of Antenna Link ) = 0 < x < 1 (as a fractional percentage)<br />
<br />
* Substitute the result above into the Bezier Curve equation (Cubic derivation) of y = -2x³ + 3x² = (3-2x)x²<br />
<br />
This will give you the Signal Strength between the link at your specified distance.<br />
<br />
=== Example ===<br />
Calculating the Signal Strength between a Level 3 DSN Tracking Center and a probe around Jool at a distance of 73.4Gm from Kerbin with two Communotron 88-88 antennas.<br />
<br />
* Max Power of Lvl 3 DSN connection: 250,000,000,000<br />
<br />
* Max Power of Probe: 100,000,000,000 * (200,000,000,000 / 100,000,000,000)^0.75 = 168,179,283,051<br />
<br />
* Max Range of Connection: SQRT( 2.5E11 * 1.68E11 ) = 205,048,337,625m<br />
<br />
* Relative distance between Link Points: 1 - ( 73.4 / 205 ) = 0.642<br />
<br />
* Signal Strength: y = (3-2x)x² = (3-2(0.642))*(0.642)² = 0.707 = 71%<br />
<br />
Therefore the Signal Strength for this connection would be 71%.<br />
<br />
== Connections through Relays ==<br />
<br />
When considering the antenna power of your vessel, Direct Antennas and Relay Antennas combine to give you a 'Power' to calculate Signal Strength back to the KSC, however, if a different vessel is connecting through you to communicate with the KSC the Direct Antennas are disregarded in any calculations made.<br />
<br />
=== Example ===<br />
* A vessel with a Communotron 88-88 Direct Antenna and a RA-100 Relay Antenna orbiting around Eeloo at a distance of 105Gm from the KSC, with a Level 3 DSN, will connect back to the KSC with a Signal Strength of 48% as both antennas combine to give an increased antenna 'Power' for its own direct connection.<br />
<br />
* A vessel rendezvoused with the above craft with a measly Communotron 16 will have to communicate back to the KSC through the relay as its antenna is not strong enough to communicate with the KSC directly. As this small, probe craft will only consider the RA-100 Relay Antenna on the relay craft when calculating its connection back to the KSC, the power rating of the relay vessel drops and therefore the Signal Strength will drop to 26% (please note the calculations for these numbers have been obfuscated from the example for easy understanding of the concept).<br />
<br />
Please keep the above in mind when creating relay vessels for you other craft to connect through in the depth of space.<br />
<br />
== DSN Strength ==<br />
Each upgrade of the tracking center improves the strength of Kerbin's terrestrial-based Deep Space Network (DSN). Based on the provided figures, the Level 1 tracking station has an antenna strength of 2G, Level 2 is 50G, and Level 3 is 250G.<br />
<br />
== Science Transmission ==<br />
Signal strength has no bearing on transmitting [[Science|science]] directly to the KSC, but vessels transmitting through a relay will gain a 40% bonus to the data transmitted (to a maximum of 100% value). For example, a Gravity Scan from low Jool orbit would give 90*0.4=35 Science if transmitted directly, but if bounced through a relay with an overall strength of 100% would give 90*0.4*1.4=50.4 Science. This bonus decreases non-linearly with signal strength.<br />
<br />
== Difficulty Settings ==<br />
<br />
Range Modifier = The value of this slider is a multiplier value that is applied to the power levels of all Antenna and Relay parts.<br />
<br />
DSN Modifier = The value of this slider is a multiplier value that is applied to the power level of the DSN Network.<br />
<br />
== Tutorials, Calculators and Examples ==<br />
A Google Sheets document that can help calculate Signal Strength and Ranges for you can be found here: [http://forum.kerbalspaceprogram.com/index.php?/topic/149099-commnet-signal-strength-calculator-antenna-selector/ CommNet Signal Strength Calculator & Antenna Selector]<br />
<br />
Example orbits for setting up a planetary network can be found at: [[Tutorial:Ideal Orbits for Communication Satellites]]<br />
<br />
One method of setting up a full-system network can be found at [[Tutorial:Setting up a CommNet system]].<br />
<br />
== References ==<br />
<references /></div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Debug_Toolbar&diff=78656Debug Toolbar2017-04-07T16:33:29Z<p>Bvoice360: Needs updating</p>
<hr />
<div>{{Outdated|<br />
* Redesigned in 1.2<br />
}}<br />
[[File:Debug Toolbar.png|thumb|The debug toolbar open with the tab “Cheats”]]<br />
The '''Debug Toolbar''' is a window designed for testing and debugging purposes. It can however also be used by the average player to ease gameplay, cheat or “goof off”.<br />
<br />
With {{Key press|[[Mod]]|F12}} the toolbar can be opened. It has four sections: Cheats, Debug, Database and Progress.<br />
<br />
== Cheats ==<br />
This section contains multiple checkboxes and buttons used to ease gameplay or debugging in cheaty ways.<br />
<br />
=== Always available ===<br />
These options are available at any time, however they may not always have an effect.<br />
* '''Show/Hide Input Lock Stack:''' Shows or hides a list showing if a certain type of input is locked and why, for example when staging has been locked with Mod+L.<br />
* '''Pause on vessel unpack:''' Currently does not have any effect.<br />
* '''Unbreakable Joints:''' When active, connections between parts cannot break.<br />
* '''No Crash Damage:''' When active, parts cannot be destroyed by crashing into each other or anything else. They can however still be destroyed by other means, such as overheating and splashing down '''hard'''.<br />
* '''Infinite Fuel:''' When active, parts that require [[liquid fuel]], [[oxidizer]], [[solid fuel]], [[xenon gas]] or [[intake air]] will run without consuming and requiring the resource.<br />
* '''Infinite RCS:''' When active, parts that require [[monopropellant]] will run without consuming and requiring the resource.<br />
* '''Infinite EVA Fuel:''' When active, the jetpack of a [[kerbonaut]] on [[EVA]] will work without consuming and requiring the resource.<br />
* '''Allow Part Clipping in Editors:''' When active, the editor will not check if a newly placed part would collide with existing ones, hence allowing intersecting parts ("clipping").<br />
* '''Biomes visble in map:''' When active, the [[biome]]s are indicated with various colors in [[map view]] and in the GUI of the [[Tracking Station]].<br />
<br />
=== Only available during flight ===<br />
These options are only shown during a flight.<br />
* '''Show/Hide Flight Debug Stats:''' Shows or hides some stats in the top right corner of the game.<br />
** ''UT:'' Internal game time.<br />
** ''Physics Time Ratio:'' Internal [[time warp]] speed.<br />
** ''Lat:'' Latitude relative to currently orbited body.<br />
** ''Lon:'' Longitude relative to currently orbited body.''<br />
** ''Ref Body:'' The body in whose [[sphere of influence]] the craft currently is. The mapping is the same as in [[Orbit#Reference code|ORBIT]] definition.<br />
** ''Frame of Reference:'' Meaning unknown.<br />
** ''Vfrm:'' Meaning unknown.<br />
** ''Ext Temp:'' Exterior temperature at the craft's position. Equal to the reading of a [[2HOT Thermometer]].<br />
* '''Hack/Unhack Gravity:''' When enabled, reduces the gravity of all [[celestials]] greatly.<br />
* '''Show/Hide Whack A Kerbal:''' Shows or hides a second window which can be used to create abstract bodies. When the third mouse button (usually the middle mouse button or scroll wheel) is pressed, a body with the selected properties will be created at the position of the mouse cursor.<br />
** ''Object Type:'' The kind of body that will be created. Available options: Sphere, Capsule, Cylinder, Cube, and Plane; default Sphere.<br />
** ''Object Mass:'' The body's mass. Can be any number between 1.0 and 100.0, default 15.0.<br />
** ''Object Size:'' The body's size. Can be any number between 0.1 and 10.0, default 0.6.<br />
** ''Speed:'' The body's initial velocity. Can be any number between 1.0 and 100.0, default 30.0.<br />
:: Setting all these to max will destroy anything and spamming them will create lag and possibly crash the game. It can be used for testing the strength of a vessel.<br />
<br />
== "Hidden" Cheats ==<br />
To access, when on the cheats menu, holding {{Key press|[[Mod]]}} for 5 seconds will bring up some extra options inside the current cheat menu (This works in the [[KSP]] menu (where the player can access the buildings)). These options can be used to give funds, science, reputation, etc.<br />
<br />
== Gameplay Tweaks == <!-- using capitalisation from Squad --><br />
With version [[0.24]] the Debug Toolbar gets a new tab ''Gameplay Tweaks''. With the options there it is possible to disable features which decrease the difficulty and were available before. Those features include [[stock craft]] in [[career]] mode, respawning of lost crew member, reverting, quicksaves and quickloads.<br />
<br />
It is also possible to ignore agency mindsets on [[contract]]s.<!-- what does that mean? --><ref>“[https://www.youtube.com/watch?v=OtX3DljOKaI Kerbal Space Program - 0.24 Early Access - Even More Updates]” by Scott Manley released on July 14, 2014</ref><br />
<br />
== References ==<br />
<references /></div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Circular_Intake/Box&diff=76210Circular Intake/Box2017-02-17T22:23:01Z<p>Bvoice360: Fix area/speed</p>
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<div><noinclude>{{Data template used}}</noinclude><br />
{{Infobox/Part<br />
|file=Circular_Intake.png<br />
|type=int<br />
|size=s<br />
|manufacturer=C7<br />
|costs=680<br />
|mass=0.04<br />
|ia=0.850<br />
|drag=0.3<br />
|temp=1900<br />
|tolerance=7<br />
|research=Aerodynamics<br />
|unlock cost=8800<br />
|since=0.15<br />
|filename=circularIntake.cfg<br />
|part=circularIntake<br />
|more={{Infobox/Part/air intake<br />
|area=0.6<br />
|max=0.85<br />
|speed=15<br />
}}<br />
}}</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Shock_Cone_Intake/Box&diff=76209Shock Cone Intake/Box2017-02-17T22:20:40Z<p>Bvoice360: Fix speed/area/mass</p>
<hr />
<div><noinclude>{{Data template used}}</noinclude><br />
{{Infobox/Part<br />
|file=Shock Cone Intake.png<br />
|type=int<br />
|manufacturer=C7<br />
|costs=3050<br />
|mass=0.12<br />
|ia=2<br />
|drag=0.3<br />
|temp=2400<br />
|tolerance=7<br />
|research=Hypersonic Flight<br />
|unlock cost=21000<br />
|since=0.25<br />
|filename=intakeShockCone.cfg<br />
|part=circularIntake<br />
|more={{Infobox/Part/air intake<br />
|area=0.75<br />
|max=0.9<br />
|speed=5<br />
}}<br />
}}</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Small_Circular_Intake/Box&diff=76208Small Circular Intake/Box2017-02-17T22:14:49Z<p>Bvoice360: Fixed area</p>
<hr />
<div><noinclude>{{Data template used}}</noinclude><br />
{{Infobox/Part<br />
|file=SmallCircularIntake.png<br />
|type=int<br />
|manufacturer=C7<br />
|costs=250<br />
|mass=0.007<br />
|drag=0.3<br />
|temp=1200<br />
|tolerance=7<br />
|research=aviation<br />
|unlock cost=3000<br />
|since=1.0.5<br />
|filename=SmallIntake.cfg<br />
|part=miniIntake<br />
|more={{Infobox/Part/air intake<br />
|speed=15<br />
|area=0.1<br />
|max=0.5<br />
}}<br />
}}</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Ram_Air_Intake/Box&diff=76207Ram Air Intake/Box2017-02-17T19:33:46Z<p>Bvoice360: Area and mass correction</p>
<hr />
<div><noinclude>{{Data template used}}</noinclude><br />
{{Infobox/Part<br />
|file=RamIntakePJ.png<br />
|type=int<br />
|size=s<br />
|manufacturer=C7<br />
|costs=2680<br />
|mass=0.06<br />
|ia=1.000<br />
|drag=0.3<br />
|temp=2400<br />
|tolerance=7<br />
|research=Supersonic Flight<br />
|unlock cost=14000<br />
|since=0.15.0<br />
|filename=ramAirIntake.cfg<br />
|part=ramAirIntake<br />
|more={{Infobox/Part/air intake<br />
|area=0.74<br />
|max=1.0<br />
|speed=10<br />
}}<br />
}}</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=FL-T800_Fuel_Tank&diff=76190FL-T800 Fuel Tank2017-02-12T22:05:33Z<p>Bvoice360: Added manufacturer tag and moved pics</p>
<hr />
<div>{{:FL-T800 Fuel Tank/Box}}<br />
<br />
The '''FL-T800''' is the largest size 1 (1.25 m diameter) [[liquid fuel tank]], at 3.05 m tall. Along with the [[FL-T400 Fuel Tank]], they are the only fuel tanks in the demo. As per the name, it contains 800 units of propellant for [[liquid fuel engine]]s. Aside from the different dimensions and weaker connections, this tank is identical to the [[Rockomax X200-8 Fuel Tank|X200-8]]. It is slightly cheaper to use a an FL-T800 in place of the equivalent mass of FL-T100/200/400 tanks, though performance is identical.<br />
<br />
There are two labels on the fuel tank that read "BC 0003" and "KB 6551".<br />
== Product description ==<br />
{{Quote|A stretched variant of the FL-T400, the FL-T800 holds twice the fuel in a slightly stronger container. The black stripes along the side make the rocket go faster, our engineers tell us.|manufacturer=JKJSP}}<br />
== Issues ==<br />
There is a bug in the [[demo]] version where the FL-T800 cannot be attached to the [[TT-38K Radial Decoupler]]. However, the [[FL-T400]] does not have this problem.<br />
<br />
== Changes ==<br />
<br />
;[[0.18]]<br />
* Initial release<br />
== References ==<br />
[[File:T-800 Mark A.png|100x100px|left|thumb|One of the marks (KB=Kerbal?)]]<br />
[[File:T-800 Mark B.png|100x100px|center|thumb|The other mark. Meaning unknown.]]<br />
<references /><br />
{{Parts}}<br />
{{Demo parts}}<br />
[[Category:Liquid fuel tanks]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=FL-T400_Fuel_Tank&diff=76189FL-T400 Fuel Tank2017-02-12T21:47:00Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:FL-T400 Fuel Tank/Box}}<br />
<br />
The '''FL-T400 Fuel Tank''' provides fuel to liquid fuel engines, like the [[LV-T30 Liquid Fuel Engine|LV-T30]], attached beneath it.<br />
<br />
== Usage ==<br />
Since 0.13 it can be attached to radial decouplers and the sides of other fuel tanks.<br />
<br />
With a fuel reserve of 400 liters, one tank can power a single [[LV-T30]] engine for up to 33.76 seconds at full thrust.<br />
<br />
Unlike the [[RT-10 Solid Fuel Booster]], the amount of thrust can be dictated by the user, with varying severity in and out of the atmosphere of [[Kerbin]]. One can use full thrust, with a higher chance of overheat during atmospheric burning, and optimal thrust during low orbit, and minimal thrust for course corrections during high orbit.<br />
<br />
Used correctly, an inordinate amount of fuel tanks are not necessary for orbit, as you cannot generate enough thrust in atmosphere with the liquid engine to make up for their weight.<br />
<br />
== Product description ==<br />
{{Quote|The FL series was received as a substantial upgrade over previous fuel containers used in the Space Program, generally due to its ability to keep the fuel unexploded more often than not. Fuel tanks are useless if there isn't a Liquid Engine attached under it. They can also be stacked with other fuel tanks to increase the amount of fuel for the engine below.|manufacturer=JKJSP}}<br />
<br />
== Changes ==<br />
[[File:FL-T500 Fuel Tank.png|thumb|The FL-T500 prior to the redesign in 0.18]]<br />
<br />
;[[0.18]]<br />
* New model and texture<br />
;[[0.16]]<br />
* (Part rebalancing) Part renamed (FL-T500 to FL-T400), cost increased from 550 to 850, fuel capacity reduced from 500 to 400, full mass reduced from 2.5 to 2.25, empty mass reduced from 0.3 to 0.25<br />
;[[0.15]]<br />
* (Undocumented) Part can now be right clicked on to show fuel units remaining and enable/disable fuel flow<br />
;[[0.13]]<br />
* (Undocumented) Allowed radial stacking/connections<br />
;[[0.8.5]]<br />
* (Bug fix) Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug)<br />
;[[0.8.4]]<br />
* (Bug fix) Fixed a small but incredibly disruptive bug which prevented engines from being connected to fuel tanks<br />
;[[0.8]]<br />
* Fuel tanks are now stackable to increase fuel amount (and weight)<br />
* (Bug fix) VAB placement bug with tricouplers, fuel tanks, and decouplers<br />
;[[0.7.3]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel tanks]]<br />
[[Category:Demo parts]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=FL-T200_Fuel_Tank&diff=76188FL-T200 Fuel Tank2017-02-12T21:44:45Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:FL-T200 Fuel Tank/Box}}<br />
<br />
The '''FL-T200 Fuel Tank''' provides fuel to liquid fuel engines, like the [[LV-909 Liquid Fuel Engine|LV-909]], attached beneath it.<br />
<br />
== Usage ==<br />
The FL-T200 Fuel Tank is a [[liquid fuel tank]] available only in the paid version. Like the [[FL-T400 Fuel Tank|FL-T400]], it can power [[liquid fuel engine]]s. It provides thrust for a short duration that may be extended by stacking multiple fuel tanks on top of each other. It can be attached to radial decouplers and the sides of other fuel tanks.<br />
<br />
With a propellant reserve of 200 liters, one tank can power a single [[LV-909 Liquid Fuel Engine|LV-909 engine]] for up to 196.2 seconds at full thrust.<br />
Unlike the [[FL-T400 Fuel Tank|FL-T400]], the FL-T200 is best used for Mun lander/return stages, and low energy orbital maneuvers. While it no longer offers inferior performance, the simplicity and reduced wobble risk from using fewer larger tanks is quite helpful.<br />
<br />
== Product description ==<br />
{{Quote|The T200 tank had some difficulty being accepted in the spacecraft engineering world, because most rocket builders had trouble overcoming their urges to squee at the "cute little fuel tank". This initial reaction was only put aside when the amount of fiery explosions in assembly areas became so high, strict guidelines were put in place to prohibit "teasing the fuel containers". The T200 Tank now is widely used in several space programs and does a remarkably good job, if assembled politely.|manufacturer=JKJSP}}<br />
<br />
== Changes ==<br />
[[File:FL-T200 Fuel Tank.png|thumb|Texture prior to version 0.18]]<br />
;[[0.18]]<br />
* New model and texture<br />
;[[0.16]]<br />
* (part rebalancing) Name changed from FL-T250 to FL-T200, fuel capacity reduced from 250 to 200, full mass reduced from 1.25 to 1.125, empty mass reduced from 0.2 to 0.125<br />
;[[0.15]]<br />
* (Undocumented) Part can now be right clicked on to show fuel units remaining and enable/disable fuel flow<br />
;[[0.14]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel tanks]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=FL-T100_Fuel_Tank&diff=76187FL-T100 Fuel Tank2017-02-12T21:43:18Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:FL-T100 Fuel Tank/Box}}<br />
<br />
The '''FL-T100 Fuel Tank''' provides fuel to [[liquid fuel engine]]s, and is the smallest size 1 (1.25 m diameter) tank. It is derived from a KSPX part with the same name.<br />
<br />
== Usage ==<br />
The FL-T100 Fuel Tank is a [[liquid fuel tank]] available only in the paid version. Like the [[FL-T400 Fuel Tank|FL-T400]], it can power liquid fuel engines. It provides thrust for a short duration that may be extended by stacking multiple fuel tanks on top of each other. It can be attached to radial decouplers and the sides of other fuel tanks.<br />
<br />
With a propellant reserve of 100 liters, one tank can power a single [[LV-909 Liquid Fuel Engine|LV-909 engine]] for up to 98.1 seconds at full thrust.<br />
Like the [[Oscar-B Fuel Tank|Oscar-B]] and [[ROUND-8 Toroidal Fuel Tank|ROUND-8]], the FL-T100 is best used for probes, and low energy orbital maneuvers.<br />
<br />
== Product description ==<br />
{{Quote|The T100 is a miniature fuel tank made to be even more adorable than its bigger brother, the T200. Handle stoically and with care.|manufacturer=JKJSP}}<br />
<br />
== Changes ==<br />
;[[0.21]]<br />
* Initial release<br />
<br />
==Trivia==<br />
<br />
* The FL T100 is the first liquid fuel tank unlocked in science or career modes.<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel tanks]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Oscar-B_Fuel_Tank&diff=76186Oscar-B Fuel Tank2017-02-12T21:40:27Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:Oscar-B Fuel Tank/Box}}<br />
<br />
The '''Oscar-B Fuel Tank''' provides fuel to attached [[liquid fuel engine]]s. <br />
<br />
It is currently the smallest liquid fuel tank in the game, containing enough fuel to run the tiny [[LV-1 Liquid Fuel Engine|LV-1]] at full throttle for 309 seconds. It carries 67% of the capacity of the next largest fuel tank (the [[ROUND-8 Toroidal Fuel Tank]]) and 20% of the capacity of the [[FL-T200 Fuel Tank]].<br />
<br />
Despite its vastly smaller size, the Oscar-B has the same mass ratio and attachment properties as the FL-T, Rockomax, and Kerbodyne tanks, making it suitable in most-any case where marginally more propellant is required.<br />
<br />
== Product description ==<br />
{{Quote|The Oscar-B Fuel Tank from Probodobodyne is a compact fuel container for small space probes, or a backup tank for other small spacecraft. Do not wash in cold water, or feed after midnight.|manufacturer=P}}<br />
<br />
== Changes ==<br />
;[[1.0]]<br />
* Cost decreased from 180 to 70, dry mass increased from 0.015 to 0.025, total propellant increased from 12.735 to 40.<br />
* OSCAR-B tank can now be surface attached<br />
;[[0.18.2]]<br />
* Description changed<br />
;[[0.18]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel tanks]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=ROUND-8_Toroidal_Fuel_Tank&diff=76185ROUND-8 Toroidal Fuel Tank2017-02-12T21:39:11Z<p>Bvoice360: Added manufacturer tag and shuffled</p>
<hr />
<div>{{:ROUND-8 Toroidal Fuel Tank/Box}}<br />
<br />
The '''ROUND-8 Toroidal Fuel Tank''' provides fuel to attached [[liquid fuel engine]]s. Like the name said it's the only [[w:Torus|toroidal]] fuel tank currently available.<br />
<br />
== Usage ==<br />
It is currently the second smallest liquid fuel tank in the game, after the [[Oscar-B Fuel Tank]]. It carries 150% of the fuel capacity of the Oscar-B Fuel Tank, despite having a smaller apparent size. This and its ability to stack very compactly make it is very useful for probes and small vehicles, but cannot have parts attached radially to it and it is wider than other parts of the tiny diameter. It is designed to fit in with the 0.65 meter form factor, or the 1.25m one, depending on the inner or outer radius.<br />
<br />
Given the ROUND-8 is one of the few parts in Kerbal Space Program that is covered in orange [[w:Multi-layer insulation|multi-layer insulation]] and its round shape, it is often seen in the roles of wheels, life preservers, and warp coils in more artistic craft-although its functionality in such roles is doubtful.<br />
<br />
== Product description ==<br />
<br />
{{Quote|An unconventionally shaped (but undoubtedly handy) fuel tank.|manufacturer=P}}<br />
<br />
== Changes ==<br />
;[[1.0]]<br />
* Cost decreased from 360 to 175, dry mass increased from 0.025 to 0.0375, total propellant increased from 22.2 to 60.<br />
;[[0.18]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel tanks]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=RC-L01_Remote_Guidance_Unit&diff=76184RC-L01 Remote Guidance Unit2017-02-12T21:29:54Z<p>Bvoice360: Added manufacturer tag and replaced old info</p>
<hr />
<div>{{:RC-L01 Remote Guidance Unit/Box}}<br />
<br />
The '''RC-L01 Remote Guidance Unit''' is a [[command module]] built for unmanned [[:Category:Rockomax Conglomerate|Rockomax]]/[[radial size|Size 2]] rockets.<br />
<br />
== Usage ==<br />
Designed to be placed anywhere in a large-diameter stack, the RC-L01 Remote Guidance Unit provides full command module functionality.<br />
<br />
It consumes almost twice as much [[electricity]] as most other [[probe]] cores but provides three times as much torque and, like its larger sibling the [[RC-001S Remote Guidance Unit]], stores significantly more electric charge than most, as well as lasting for >80 hours in hibernation from a full charge with no power input<br />
<br />
Weighing half a ton, it is the heaviest probe core, but it is still lighter than the lightest manned command pod.<br />
<br />
== Product description ==<br />
{{Quote|A larger version of the popular RGU system, developed in partnership with the Rockomax conglomerate.|manufacturer=SEC}}<br />
<br />
== Changes ==<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=RC-001S_Remote_Guidance_Unit&diff=76183RC-001S Remote Guidance Unit2017-02-12T21:27:00Z<p>Bvoice360: Added manufacturer tag and changed old info</p>
<hr />
<div>{{:RC-001S Remote Guidance Unit/Box}}<br />
The '''RC-001S Remote Guidance Unit''' is a [[command module]] built for unmanned [[radial size|Size 1]] rockets.<br />
<br />
== Usage ==<br />
Designed to be placed anywhere in a small-diameter stack, the RC-001S Remote Guidance Unit provides full command module functionality and SAS torque.<br />
<br />
It consumes twice times as much [[electricity]] as most other [[probe]] cores but, like its larger sibling the [[RC-L01 Remote Guidance Unit]], stores significantly more electric charge that most, as well as lasting for >20 hours in hibernation from a full charge with no power input.<br />
<br />
== Product description ==<br />
{{Quote|The STEADLER RGU core is one of the most complete command units available to date, featuring all the latest guidance systems, plus its own internal set of Reaction Wheels. STEADLER claims this is the closest one can get to a fully self-contained spacecraft. (Some assembly required. Spacecraft sold separately)|manufacturer=SEC}}<br />
<br />
== Changes ==<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_Stayputnik&diff=76182Probodobodyne Stayputnik2017-02-12T21:12:37Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:Stayputnik Mk. 1/Box}}<br />
<br />
The '''Probodobodyne Stayputnik''' is an unmanned [[command module]] that runs on [[Electricity]]. It seems to be based upon the main body of the USSR satellite [[w:Sputnik|Sputnik]].<br />
<br />
== Usage ==<br />
Generally placed at the top of the rocket, the Probodobodyne Stayputnik provides full command module functionality but no [[SAS]]. Due to the lack of internal torque, rockets using a Probodobodyne Stayputnik module tend to require vectored thrust, [[RCS]] thrusters or [[reaction wheel]]s. <br />
<br />
The Probodobodyne Stayputnik features one tiny-size node on its bottom. Until the release of the [[Probodobodyne OKTO2]] in version 0.19, it was the lightest command pod.<br />
<br />
If you are looking to complete near-or-at-KSC part testing or hauling [[contracts]], this unit can help you maximimize profit since it is less expensive and lighter than any other control source. (The difference is measured in hundreds of {{mark|fund}}, which in the grand scheme of things might be seen as insignificant, but anything worth doing (like saving money) is worth over-doing.)<br />
<br />
== Product description ==<br />
{{Quote|The Stayputnik offers the ultimate solution in crew safety. A lightweight sphere equipped with remote receivers and relay control input from the ground to the craft, it carries no crew at all, thus keeping them perfectly safe from all harm. This device does require electricity to operate however, and will cease to function if the power runs out. The built-in batteries should keep it going for about 10 minutes.|manufacturer=P}}<br />
<br />
== Naming ==<br />
The name might come from the module's resemblance to the USSR satellite Sputnik. It could also be a reference to the first US satellite launch of the [[w:Vanguard TV3|Vanguard TV3]]. Upon its catastrophic failure on the launchpad, foreign press made fun of the Vanguard, calling the satellite, among other things, a “Stayputnik”.<br />
<br />
== Changes ==<br />
;[[0.90]]{{cn}}<br />
* Renamed from ''Stayputnik Mk1.'' to ''Probodobodyne Stayputnik''.<br />
;[[0.22]]<br />
* Renamed from ''Stayputnik Mk. 2'' to ''Stayputnik Mk1.'' The texture still reads "Mk. 2", though.<br />
;[[0.18]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_OKTO2&diff=76181Probodobodyne OKTO22017-02-12T21:10:55Z<p>Bvoice360: Desc</p>
<hr />
<div>{{:Probodobodyne OKTO2/Box}}<br />
<br />
The '''Probodobodyne OKTO2''' is an unmanned [[command module]] that runs on [[electricity]].<br />
<br />
== Usage ==<br />
Generally placed at the top of the rocket, the Probodobodyne OKTO2 provides full command module functionality. The smaller height decreases the area where other parts could placed on radially. As of 1.0.5, it is the lightest probe core.<br />
<br />
The Probodobodyne OKTO2 features a size-0 node on top and bottom.<br />
<br />
Along with the [[QBE]], it is one of the few command modules without [[reaction wheel]]s.<br />
<br />
== Product description ==<br />
{{Quote|The OKTO2 is far more than a flatter variant of the original OKTO. This new iteration of the ubiquitous 8-sided probe core features a much more advanced guidance system. This new model however, does not feature built-in reaction wheels and does requires more power to run, even on standby. Its internal battery supply is also very limited, being intended mainly to keep the Standby LEDs lit.|Probodobodyne Inc}}<br />
<br />
{{Quote|A flatter variant of the OKTO, OKTO2 was most certainly not conceived<ref group="N">In the official part description this word contains a spelling mistake: ''conc'''ie'''ved''</ref> when one of our engineers sat on a standard OKTO.|Description before 0.90}}<br />
<br />
== Changes ==<br />
;[[0.90]]<br />
* On-board ElectricCharge reduced from 10 to 2, rate usage increased from 1/36 seconds to 1/20 seconds.<br />
* Reaction wheels removed.<br />
* Description updated.<br />
* Cost increased from 480 to 1480, entryCost increased from 5000 to 7500.<br />
<br />
;[[0.22]]<br />
* Reaction wheel torque increased from 0.15 to 0.5<br />
* On-board ElectricCharge increased from 5 to 10.<br />
<br />
;[[0.19]]<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references group="N" /><br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_OKTO&diff=76180Probodobodyne OKTO2017-02-12T21:09:18Z<p>Bvoice360: Added manufacturer tag and shuffled</p>
<hr />
<div>{{:Probodobodyne OKTO/Box}}<br />
<br />
The '''Probodobodyne OKTO''' is an unmanned [[command module]] that runs on [[electricity]]. The OKTO is one of the few parts in Kerbal Space Program that is covered in [[w:Multi-layer insulation|multi-layer insulation]].<br />
<br />
== Usage ==<br />
Generally placed at the top of the rocket, the Probodobodyne OKTO provides full command module functionality and features a size-0 node on top and bottom. The low mass and cost, SAS functionality and integrated [[reaction wheel]] makes it mainly useful for basic, lightweight satellites and space probes.<br />
<br />
== Product description ==<br />
<br />
{{Quote|The OKTO is the next step in unmanned control technology. This small unit can not only receive and relay control, it also provides automatic stabilization assistance, just as a live pilot would. Also, its 8-sided stylistic design features lots of flat surfaces for attaching equipment.|manufacturer=P}}<br />
<br />
== Changes ==<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_HECS&diff=76179Probodobodyne HECS2017-02-12T21:04:40Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:Probodobodyne HECS/Box}}<br />
<br />
The '''Probodobodyne HECS''' is an unmanned [[command module]] that runs on [[electricity]].<br />
<br />
== Usage ==<br />
Generally placed at the top of the rocket, the Probodobodyne HECS provides full command module functionality with a [[radial size|tiny]] connector on the top and bottom. This is a hexagonal command module available allowing three and six times symmetry instead of four and eight times.<br />
<br />
== Product description ==<br />
<br />
The HECS is one of the few parts in Kerbal Space Program that is covered in [[w:Multi-layer insulation|multi-layer insulation]].<br />
<br />
{{Quote|The HECS core capabilities go far beyond its sleek, 6-sided futuristic casing. This probe core provides advanced guidance assistance technology, and comes fitted with internal reaction wheels and decently-sized batteries. Despite concerns that one day, autonomous spacecraft cores could become self-aware and turn against their creators, or even become very stubborn against opening pod bay doors, Probodobodyne insists that these unmanned AI-driven devices are the way of the future.|manufacturer=P}}<br />
<br />
== Changes ==<br />
;[[0.21]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_QBE&diff=76178Probodobodyne QBE2017-02-12T21:04:04Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:Probodobodyne QBE/Box}}<br />
<br />
The '''Probodobodyne QBE''' is an unmanned [[command module]] that runs on [[electricity]].<br />
<br />
== Usage ==<br />
Generally placed at the top of the rocket, the Probodobodyne QBE provides full command module functionality. It has a much higher impact tolerance than the other robotic pods. The QBE is currently (1.0.5) the third lightest command pod, behind only the [[Probodobodyne OKTO2]] and the [[Stayputnik Mk. 1]].<br />
<br />
The Probodobodyne QBE features a tiny size node on top and bottom.<br />
<br />
== Product description ==<br />
<br />
The QBE is one of the few parts in Kerbal Space Program that is covered in [[w:Multi-layer insulation|multi-layer insulation]].<br />
<br />
{{Quote|QBE is Probodobodyne's latest development in probe miniaturization. Despite it's diminutive size, the QBE is a fully-functional and incredibly lightweight command unit. All this goodness comes at a price however: The QBE's tiny enclosure means there is no room for internal reaction wheels, and battery capacity is pitiful at best. Despite all this, or perhaps because of it, many engineers have found it to be ideally suited for those 'optional return' missions.|manufacturer=P}}<br />
<br />
== Changes ==<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Probodobodyne_RoveMate&diff=76177Probodobodyne RoveMate2017-02-12T21:03:28Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:Probodobodyne RoveMate/Box}}<br />
<br />
The '''Probodobodyne RoveMate''' is a part intended for use as a rover body. It can hold an [[electric charge]] of 120 units and offers large flat surfaces for easy attachment of other parts.<br />
<br />
This part might be considered as some sort of [[battery]] although the [[w:specific energy|specific energy]] is rather low with only 0.8&nbsp;{{mark|echu}}/kg. Because of the electric storage and base module function it acts like a [[command module]] with the actual controlling capabilities. Although it is intended to use for [[rover]]s, the forward of its command module looks towards the top of the body by the navball. It provides no torque.<br />
<br />
To resolve the orientation issue, an additional control, such as a properly oriented probe core or clamp-o-dock, needs to be attached to the front-end of rovemate.<br />
<br />
== Product description ==<br />
{{quote|A sturdy housing for a robust probe and battery system - no assembly required! Though intended as the body for surface rovers, we've been told by our most day-dreaming of engineers that the possibilities are endless! While it has a Stability Assistance System, the RoveMate lacks reaction wheels so bring some along if you want to hold that attitude.|manufacturer=P}}<br />
<br />
== Changes ==<br />
<br />
;[[1.0]]<br />
* RoveMate rover body is now a probe body as well.<br />
<br />
;[[0.19]]<br />
* Initial release<br />
<br />
{{Parts}}</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=EAS-1_External_Command_Seat&diff=76176EAS-1 External Command Seat2017-02-12T21:02:21Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:EAS-1 External Command Seat/Box}}<br />
<br />
[[File:EAS-1 External Command Seat on rocket.jpg|205px|thumb|A Kerbal pilots a ship while seated in the EAS-1.]]<br />
<br />
The '''EAS-1 External Command Seat''' is a [[Command Module]] for one [[Kerbal]] crew member during their mission. Unlike all others, this module is not a capsule, but a seat that can, for example, be attached to rovers. Thus it has no interior, integrated SAS module, or electrical storage capabilities, and can not have a pilot in it when the mission starts.<br />
<br />
A seated Kerbal adds 0.09375 tons of mass to a vessel and may cause problems when steering small rockets or rovers.<br />
<br />
== Usage ==<br />
This module is designed for rovers but can also be used to control any other kind of vessel. It is also a convenient way for robotic vessels to ferry kerbonauts around.<br />
<br />
To prepare it to control a vessel, move a Kerbal from a manned command pod into the seat by putting him on EVA, moving him close to the seat, and right-clicking it. As long as a Kerbal is sitting in the seat, it provides full command-module functionality, with the exception of doing crew reports (an EVA report can be conducted, however).<br />
<br />
Vessels that are solely controlled by a seat must get a pilot from somewhere. Two ways to get one exist:<br />
<br />
# Launching just a manned command pod, putting the pilot on an EVA, walking him out of the launchpad area, and then launching the vessel with the seat.<br />
# Adding a crewed, detachable command pod to the vessel.<br />
<br />
== Product description ==<br />
{{Quote|The EAS-1 External Command Seat provides all the controls needed to fully operate a spacecraft, just like a command pod, but without such needless frivolities as "pressurized interiors", or "seat belts". It's bare-bones, pedal-to-the-metal efficiency at its finest.|manufacturer=KMRPP}}<br />
<br />
== Trivia ==<br />
* Despite being a Command Pod, it cannot be a craft's central part because it can only be attached radially.<br />
* Unlike other Command Pods, boarding the seat with a Kerbal will not refill the Pack Fuel of the Kerbal's EVA suit.<br />
* Unlike other Command Pods, the seat can not store the results of science activities. All experiments carried by a kerbonaut remain with the kerbonaut.<br />
* Moderate torques, such as the pilot's helmet colliding with another object, can be enough to unseat the pilot.<br />
* High airspeeds (650 m/s or more at sea level on Kerbin) are not a problem for a kerbonaut in a seat -- but the kerbonaut adds a noticeable amount of drag to the craft.<br />
* If a Kerbal is on the seat while the ship impacts, if this impact is not too rough, he can "die" but can be brought back to life by recovering ship.<br />
<br />
== Changes ==<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=PPD-12_Cupola_Module&diff=76175PPD-12 Cupola Module2017-02-12T21:01:13Z<p>Bvoice360: Added manufacturer tag and moved statement</p>
<hr />
<div>{{:PPD-12 Cupola Module/Box}}<br />
The '''PPD-12 Cupola Module''' is a [[Command Module]] housing one [[Kerbal]] crew member during its mission. It is inspired by the [[w:Cupola (ISS module)|Cupola module]] of the International Space Station. <br />
<br />
== Usage ==<br />
[[File:Cupola panorama.jpg|thumb|left|Inside panorama view on [[Kerbin]]]] The Cupola Module's main purpose is to provide a good outside view from space stations or bases. It is heavier and larger than the other command pods and cockpits which have a crew capacity of one, while still being lighter than parts with higher crew capacities. It is also quite fragile, has higher [[drag]] than most other parts, and has a relatively high energy capacity.<br />
<br />
== Product description ==<br />
<br />
{{Quote|The PPD-12 was developed to provide a high visibility control room for orbital stations, and a place for thoughtful Kerbals to contemplate the beauty of the cosmos.|manufacturer=JKJSP}}<br />
<br />
== Trivia ==<br />
*The PPD-12 is one of the few parts in Kerbal Space Program that is covered in [[w:Multi-layer insulation|multi-layer insulation]].<br />
* There is a photo of two [[Kerbal|Kerbonauts]] on the right side of the cockpit.<br />
* A few sticky notes can be found as well:<br />
{{Quote<br />
|Left the emergency slide rule in the bottom right cabinet.<br>B.K.<br>P.S. I ate all the snacks<br />
|On the roll indicator}}<br />
<br />
{{Quote<br />
|Stop using bits of metal as fuses<br>YOU HAVE <u>SPARES!</u><br />
|On the fuse box}}<br />
<br />
== Changes ==<br />
;[[0.25]]<br />
* Mass reduced to 1.76 (dry) or 1.8 (with monopropellant)<br />
;[[0.24]]<br />
* Cost increased from 2000 to 3200 (12 of which is monoprop cost)<br />
;[[0.23]]<br />
* Added 10 units of monopropellant storage, increasing total mass from 4.5 to 4.54<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mk2_Lander_Can&diff=76174Mk2 Lander Can2017-02-12T20:59:44Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{:Mk2 Lander-can/Box}}<br />
The '''Mk2 Lander Can''' is a [[Command Module]] housing two [[Kerbal]] crew members during their mission. Inexplicably, the [[agency]] description for its manufacturer, Sean's Cannery, calls this the “Lander Can Mk1 Cockpit”.<br />
<br />
== Usage ==<br />
<br />
[[File:Mk2can panorama.jpg|thumb|left|Inside panorama view on Launch Pad]]<br />
[[File:Mk2can_backseat_panorama.jpg|thumb|left|Inside panorama view from backseat]]<br />
<br />
<br />
Generally placed at the top of the rocket as part of a lander, the Mk2 Lander-can provides full command module functionality. Unusually, it features a [[Radial size|size 1]] node on top and a “Rockomax” size 2 on bottom.<br />
<br />
Like its smaller counterpart the [[Mk1 Lander Can]], the Mk2 Lander-can is well-suited to perform [[IVA]] landings given its superior downward visibility versus other pods. However, the lander cans are also the most fragile class of all command pods with an impact tolerance of merely 8&nbsp;m/s. Direct contact with the ground should be avoided; a landing strut or at least a more durable part should be used to protect it.<br />
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Despite the manufacturer's description, the Mk2 Lander-can has the same thermal tolerance as other manned command modules and is able to survive atmospheric re-entry, but requires more than one [[parachute]] to land safely.<br />
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== Product description ==<br />
{{Quote|This cozy capsule seats two, and is very lightweight. However, don't expect it to survive atmospheric entry or even a sneeze.|manufacturer=SC}}<br />
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== Changes ==<br />
;[[0.24]]<br />
* Cost increased from 950 to 3250 (48 of which is monoprop cost)<br />
;[[0.23]]<br />
* Added 40 units of monopropellant storage<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mk1_Lander_Can&diff=76173Mk1 Lander Can2017-02-12T20:59:06Z<p>Bvoice360: Added manufacturer tag</p>
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<div>{{:Mk1 Lander Can/Box}}<br />
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The '''Mk1 Lander Can''' is a [[Command Module]] housing one [[Kerbal]] crew member during its mission. It is designed for landing, and has a "down" looking window to facilitate such activities.<br />
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== Usage ==<br />
[[File:Mk1can panorama.jpg|thumb|left|Inside panorama view on [[Kerbin]]]]<br />
This is the smaller version of the [[Mk2 Lander-can]] which fits only a single Kerbal. Like the name suggests, it is useful for landers, because of the large window that allows a view to the outside and ground. The flat octagonal surfaces on the outside allow easy attachment of radial engines and/or landing gear. It is however very fragile, which makes landings after the potential loss of landing gear very risky. It also has the lowest mass of any command pod in the game and as such is useful in situations where a lot of delta v is required. <br />
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{{clear|left}}<br />
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== Product description ==<br />
{{Quote|This capsule was designed for lightweight non-atmospheric landers, and seats a single occupant. Features a novel full-body crumple-zone technology.|manufacturer=JKJSP}}<br />
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== Trivia ==<br />
* There's a photo of [[Kerbin]] hanging above the pilot.<br />
* There are two sticky notes in the cabin:<br />
{{Quote<br />
|Reminder:<br><br />
<u>Close the hatch!</u><br><br />
And don't forget the snacks<br />
|Over the control panel above you}}<br />
{{Quote<br />
|Software glitch<br><br />
Update before flight<br><br />
DONT FORGET<br />
|On the left side under some switches}}<br />
<br />
*A pre-flight checklist is hanging on the right side of the cabin.<br />
{{Quote<br />
|PRE-FLIGHT CHECKLIST<br><br />
☐ Get permission to use ship<br><br />
☐ Turn off oxygen<br><br />
☐ Check for missing parts<br><br />
☐ Tighten loose screws<br><br />
☐ Sit in chair<br><br />
☐ Turn on ship systems<br><br />
☐ Check fuel reserves<br><br />
☐ Check snack levels<br><br />
☐ Run system diagnostics<br><br />
☐ Check radio contact<br><br />
☐ Engage SAS<br><br />
☐ Remember EVA Helmet<br><br />
☐ Close Airlock Hatch<br><br />
|Pre-flight checklist}}<br />
<br />
== Changes ==<br />
;[[0.20]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mk1-2_Command_Pod&diff=76172Mk1-2 Command Pod2017-02-12T20:56:19Z<p>Bvoice360: Added manufacturer tag</p>
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<div>{{:Mk1-2 Command Pod/Box}}<br />
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The '''Mk1-2 Command Pod''' is a [[Command Module]] housing three [[Kerbal]] crew members during their mission. It is a durable,<ref name="Durability through statistics">[http://wiki.kerbalspaceprogram.com/wiki/Command_module#List_of_command_modules]</ref>, rounded command pod. Currently, it is the second most expensive pod available in [[Career]] or [[Science mode]], and boasts the highest mass of any other capsule in the game.<br />
== Usage ==<br />
Generally placed at the top of the rocket, the Mk1-2 Pod provides full command module functionality. It has twice the torque of most other manned cockpits. For small or medium-sized rockets, this is often sufficient.<br />
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The Mk1-2 Command Pod features a small [[radial size]] node on top, typically used for parts like the [[Mk16-XL Parachute]], proper sized [[Docking|docking ports]], [[SAS]] modules, [[RCS]] tanks or a [[Launch Escape System]]. It also has a large radial node on the bottom. The Pod is outfitted with several steps under the crew hatch as well as two windows facing upwards and two more sideways windows the crew can look through during [[IVA]]s.<br />
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[[File:Command Pod Mk1-2 Interior View.png|thumb|left|Interior View from upper-right seat of Mk1-2 Command Pod on the Launch Pad]]<br />
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This command pod has a high impact tolerance of 45&nbsp;m/s which makes it much more stable than most other parts. The result is that the pod is often the only part of a ship which survives a crash. That's good for the crew when the crash happened on [[Kerbin]], but not so good when on another body, because it usually means the crew is stranded without a way to get home. But note that when it comes to pure impact tolerance, the Mk3 Cockpit intended for spaceplanes has an even higher rating.<br />
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This pod has a decent capacity of resources in comparison to other capsules. 150 units of [[electric charge]] and 30 units of [[monopropellant]] gives the ability to execute some missions without extra batteries or [[Monopropellant tank|monopropellant tanks]] being completely necessary. As mentioned before, along with the ability to attach a docking port to the upper node of the capsule, the onboard resources also mean the pod may be ideal for [[docking]].<br />
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The extremely high density of the pod makes it useful for shifting the center of mass and orientating ships during aerobraking/reentry, additionally the high mass and temperature tolerance makes the pod useful for absorbing heat flux and it makes a moderately effective heat shield in and of itself.<br />
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== Product description ==<br />
{{Quote|This modern cockpit is designed to be fully re-useable. Its spacious cabin can hold a maximum of 3 crew.|manufacturer=Kerlington Model Rockets and Paper Products Inc.}}<br />
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== Changes ==<br />
;[[0.23]]<br />
*Added monopropellant storage<br />
;[[0.17]]<br />
* Added interior view<br />
;[[0.16]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mk1_Command_Pod&diff=76171Mk1 Command Pod2017-02-12T20:53:46Z<p>Bvoice360: Added manufacturer tag</p>
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<div>{{:Command Pod Mk1/Box}}<br />
<br />
The '''Command Pod Mk1''' is a [[command module]] capable of housing a single [[Kerbal]] during a mission. It closely resembles a [http://www.museumofflight.org/files/TMOF_MercuryCapsule1_P1.jpg Mercury capsule.]<br />
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== Internal View ==<br />
[[File:Mk1 Pod Interior View.png|left|thumb|Interior View of the Mk1 Pod. Kerbin can be seen through the window.]]<br />
The [[IVA]] design of the Mk1 is simplistic and functional. There is a [[Navball]] in the center with the three altitude displays on the right: Ascent/Descent rate, Sea-Level altitude, and radar altitude (listed top to bottom). To the right of that is a functional throttle that can be moved with the mouse, and on the left side of the Navball is a series of functioning indicator lights. Behind the panel you can see the hatch with a small window. The window appears shiny-blue from the outside due to game limitations, but you can look out it when in internal view.<br />
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== Usage ==<br />
Usually placed at the top of the rocket, the Command Pod Mk1 provides all functionality of a command module. It has half the torque power of most other manned command modules. This is often sufficient for smaller rockets, though larger ones will require additional control systems. It can also be used for shuttles and landers due to its small size.<br />
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The Mk1 Command Pod features a tiny [[radial size]] node on top, typically used for attaching a [[Mk16 Parachute]], and a small radial size node on the bottom.<br />
The pod's crew hatch is outfitted with a small window through which an occupying Kerbal can look out during [[IVA]]. On the outside there are two rungs of ladders below the hatch.<br />
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The Mk1 Command Pod is also the first command module available in the [[Career|career mode]].<br />
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== Product description ==<br />
{{Quote|Originally built as a placeholder for a demonstration mock-up of a rocket, the Mk1 Command Pod was heralded as a far safer and more reliable option than its predecessors by rocket scientists throughout the world. It is now commonly seen in active service.|manufacturer=Kerlinton Model Rockets and Paper Products Inc.}}<br />
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== Trivia ==<br />
* The model for this parts was replaced in {{Version|0.16}}, there is a memorial to the original located at the [[Kerbal Space Center]].<ref>http://kerbaldevteam.tumblr.com/post/28557698420/obituary-mk1-pod</ref>, and another at the [[Old Airfield]].<br />
* Apparently, the bottom side is a hump,which is also an [[https://en.wikipedia.org/wiki/Atmospheric_entry#Ablative]] which does not bode well for many parts attached to the bottom. The [[TR-18A Stack Decoupler]] works particularly well hiding the hump. There is a good side: the hump looks nice when attaching "tiny" parts to the bottom, and it appears similar to a heat shield.<br />
*There was a planned feature where the current model of the part could upgrade to the revamped rocket parts that was intended for 1.2, however the feature was cut and published in a separate download.<br />
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== Gallery ==<br />
<gallery><br />
Command_Pod_Mk1.jpg|The original model from versions before 0.16. Back then it could hold three kerbals. It used to have the name:"Mk1 Pod"<br />
CommandPodMk1Memorial.png|The memorial for the pre 0.16 model outside of KSC.<br />
</gallery><br />
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== Changes ==<br />
;[[0.23]]<br />
*Added Monopropellant<br />
;[[0.18]]<br />
*Added ElectricCharge<br />
;[[0.16]]<br />
*Part rebalancing: Mass reduced from 1.0 to 0.8, and crew capacity reduced from 3 to 1.<br />
*New part model.<br />
;[[0.8.5]]<br />
*Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules<br />
;[[0.8.2]]<br />
*(Bug fix) Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached<br />
;[[0.7.3]]<br />
* Initial release<br />
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== References ==<br />
<references/><br />
<br />
{{Parts}}<br />
{{Demo parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mk3_Cockpit&diff=76170Mk3 Cockpit2017-02-12T20:49:16Z<p>Bvoice360: Added manufacturer tag</p>
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<div>{{:Mk3 Cockpit/Box}}<br />
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The '''Mk3 Cockpit''' is a big and expensive space shuttle-style [[Command Module]] for a crew of four [[Kerbal]]s. It is designed to have Mk3-sized parts attached to its back. It has the highest impact tolerance of any crew module in the game.<br />
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It received a model and texture overhaul in the 0.90 update, when Mk3 parts were overhauled and resized and new ones were added.<br />
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== Usage ==<br />
The Mk3 cockpit is generally placed at the front of the craft. On the front, it has a small [[radial size]] attachment point, where parts such as [[RCS]] tanks, [[SAS]] modules, nose cones or the [[Clamp-O-Tron Shielded Docking Port]] can be attached. Its back has a Mk3 shape and size, making it useful for [[Mk3 Fuselage]]s to be attached.<br />
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Although the Mk3 Cockpit is larger, supports a crew of 4 Kerbals and carries more monopropellant than the [[Mk1-2 Command Pod]], it has only a mass of 3.9&nbsp;t compared to 4.12&nbsp;t.<br />
The properties of this cockpit fit its role well. Its powerful [[reaction wheel]]s are useful for big [[spaceplane]]s. It can hold 500 units of [[electric charge]] and 100 units of [[monopropellant]], enough for a experienced pilot to do the procedures of take off-[[docking]]-landing of the typical [[SSTO]] missions.<br />
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This cockpit has some [[tweakable]]s:<br />
*'''ToggleFlag''' - removes-adds the [[Flag (Image)|flag of the mission]]. (VAB/SPH only)<br />
*'''Lights On/Lights Off''' - switches the cockpit internal light.<br />
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== Product description ==<br />
{{Quote|A cockpit for those die hard explorers. Especially useful when transporting extra crew to a remote rock to save the day.|manufacturer=C7}}<br />
[[File:Mk3 Cockpit IVA Empty.png|300px|thumb|left|Mk3 Cockpit IVA view from the left rear seat]]<br />
== Trivia ==<br />
* The IVA model has two back seats, but they are disabled by the game. It's possible to assign Kerbals to them by editing the configuration file of the part directly or by using a mod.<br />
* The description is a nod to Bruce Willis, who starred in the action/adventure movies ''Die Hard'' and ''Armageddon'' (among many others). In the latter, he and other heroes fly to a killer asteroid in a modified Space Shuttle, in order to destroy it.<br />
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== Changes ==<br />
;[[1.0.5]]<br />
* Description updated (IVA is no longer in shipping and customs)<br />
;[[1.0]]<br />
* New IVA added<br />
;[[0.90]]<br />
* New model and texture (Blank IVA)<br />
;[[0.25]]<br />
* Texture changed<br />
;[[0.18]]<br />
* Mass increased from 1 to 3.5<br />
* Added Electrical power<br />
;[[0.17]]<br />
* IVA added<br />
;[[0.15]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360https://wiki.kerbalspaceprogram.com/index.php?title=Mk2_Cockpit&diff=76169Mk2 Cockpit2017-02-12T20:48:10Z<p>Bvoice360: Added manufacturer tag</p>
<hr />
<div>{{Stub}}<br />
{{About|the cockpit added in [[0.25]]|part named Mk2 Cockpit prior to 0.25|Mk1 Inline Cockpit}}<br />
{{:Mk2 Cockpit/Box}}<br />
<br />
'''Mk2 Cockpit''' is a [[radial size|Mk2 sized]] [[cockpit]] adopted from the "Spaceplane Plus"(SPP) mod by PorkJet.<br />
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== Usage ==<br />
[[file:mk2standard panorama.jpg|thumb|left|Panorama view from captain's seat(left)]]<br />
It is best used in [[spaceplane]]s because the Mk2 shape generates decent lift. It has one attachment node at aft, thus it conventionally is placed at the front of a set of Mk2 parts. Otherwise it is alike with the standard [[Mk2 Inline Cockpit]], featuring the same [[IVA]] and crew capacity of two. One crew is enough to control the vehicle so this cockpit gives a limited “crew transport” capability to the [[craft]]. The [[Mk2 Crew Cabin]] is ideal for adding crew capacity.<br />
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This cockpit has the following adjustable [[resource]]s and other [[tweakable]]s:<br />
*'''[[Crew]] Capacity''' - 2 seats<br />
*'''[[Monopropellant]]''' - 25 units<br />
*'''[[Electric Charge]]''' - 150 units<br />
*'''ToggleFlag''' - removes-adds the [[Flag (Image)|flag of the mission]]. (VAB/SPH only)<br />
*'''Lights On/Lights Off''' - switches the cockpit internal light. (doesn't consume electricity)<br />
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{{clear|left}}<br />
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== Product description ==<br />
{{Quote|Fits not one, but two Kerbals! This spearhead-shaped new Mk2 design from the lovable folks over at the C7 Aerospace Division should help you pierce the great blue yonder known as the Sky.|manufacturer=C7}}<br />
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== Changes ==<br />
;[[0.25]]<br />
*Initial release<br />
<br />
== Trivia ==<br />
* One of the displays has a k-OS crash screen on it, which is almost identical to one shown by Microsoft Windows 95.<br />
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{{Parts}}<br />
[[Category:Command modules]]</div>Bvoice360