https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Duxwing&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-28T08:59:29ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Spaceplane&diff=32449Spaceplane2014-02-15T02:16:14Z<p>Duxwing: Copy Edit</p>
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<div>[[File:Aeris 4A in orbit 2.png|thumb|A spaceplane, the [[Aeris 4A]], in orbit]]<br />
A '''spaceplane''' is a hybrid of a [[plane]] and a [[rocket]] capable of atmospheric flight with [[wing]]s and spaceflight with [[reaction engine]]s.<br />
<br />
== Construction ==<br />
Spaceplanes are usually built in the [[Space Plane Hangar]] and launched from the [[runway]], and some are launched from the [[launchpad]]--often with a rocket reaching space.<br />
<br />
Various pre-built [[stock craft|stock spaceplanes]] are available, although only the [[Aeris 4A]] has the means to reach space.<br />
<br />
=== Propulsion ===<br />
[[Jet engine]]s often efficiently propel in [[Kerbin]] and [[Laythe]]'s [[atmosphere]]s. In space or oxygen-free atmospheres, reaction engine is used. Reaction engines sometimes replace jet engines to simplify construction without restricting the craft to oxygenated atmosphere. A plane with only [[jet engine]]s cannot reach a stable orbit because its engines will shutdown beyond the atmosphere. Atmospheric acceleration can achieve high [[apoapsis]].<br />
<br />
=== Maneuvering ===<br />
[[Winglet]]s, [[control surface]]s, or [[reaction wheel]]s enable atmospheric maneuvering, with [[RCS]] sometimes used in extreme situations. Winglets are useless in space. [[SAS]] is commonly maintains attitude while in atmosphere lest the spaceplane tilt if its [[center of mass]] is not at its [[center of lift]].<br />
<br />
== Landing ==<br />
Landing is most often done with only landing gear, which was also used during takeoff. [[Parachute]]s, rocket engines, and the gear's built-in brakes can slow the craft. During emergencies or beyond good landing spots, separating the [[command module]] and landing it with parachutes can save the crew in dense atmospheres.<br />
<br />
=== Runway ===<br />
Kerbin has two runways whereupon spaceplanes can land. The first is at [[KSC]], where most spaceplanes are also launched. It is long and wide. If an approach fails, landing is still possible on the flat surrounding area. The second runway, at the [[Insular Airfield]], is a grass landing strip, much shorter and narrower than the KSC runway, impeding landing.<br />
<br />
=== Elsewhere ===<br />
Any sufficiently flat terrain can be landed on. Most celestial bodies have among occasional mountain ranges, cliffs, or craters some flats. Smaller bodies' terrain, especially [[Mun]]'s, is usually rougher than larger ones', there impeding landing.<br />
<br />
=== Without an atmosphere ===<br />
Landing a spaceplane without an atmosphere is more difficult than landing within one. The plane's wings' mass increase inertia and can break. Normal landing gears cannot be vertically landed on because they face 90 degrees off retrograde. Landing difficult increases with gravity, usually requiring small vertical rockets or tail-mounted landing legs. A plane's cockpit can be a lander that returns to orbit and docks with its ship's winged part.<br />
<br />
== Purposes ==<br />
* Refueling [[space station]]s in orbit around Kerbin<br />
* Landing on Kerbin with the possibility of reuse<br />
* Landing on and ascending from such atmospheric bodies as [[Laythe]], [[Duna]] or [[Eve]]<br />
<br />
== See also ==<br />
* {{Wikipedia}}<br />
<br />
[[Category:Craft]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Stock_craft&diff=32448Stock craft2014-02-15T01:59:05Z<p>Duxwing: Copy Edit</p>
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<div>{{Stub}}<br />
<br />
[[File:Stock VAB.png|thumb|List of stock craft available in the [[VAB]]]]<br />
[[File:Kerbal x launchpad.png|thumb|upright|Kerbal X on the [[launch pad]]]]<br />
<br />
A '''stock craft''' is a pre-built craft that comes with KSP. Stock craft cannot be overwritten or added in-game and are shared across save games. Stock craft outside the game. Some mods add additional craft that also have the ''(Stock)'' suffix and most likely use mod parts. Stock craft are not available in [[career]] mode.<br />
<br />
All crafts' readiness should be checked. For example the Aeris 3A and Ravenspear Mk1's [[ladder]]s are useless because they are obstructed or too far from the command module. Other craft lack ladders. The Aeris 4A also had an incomplete action group setting ere {{Version|0.21}}.<br />
<br />
{{Stats Table Stock Craft}}<br />
<br />
== See also ==<br />
* [[Spaceplane]]<br />
<br />
[[Category:Stock craft| ]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Radial_size&diff=29791Radial size2013-12-16T23:19:43Z<p>Duxwing: Copy Edit</p>
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<div>[[File:Radial size comparison.png|thumb|A comparison between the radial sizes. From top to bottom: Tiny, small and large]]<br />
The '''radial size''' is the diameter or mounting position for most parts. If the mounting position is not radial, then the part is either round or one of two special forms. Such rectangular parts as the [[M-1x1 Structural Panel]] lack a radial size or its a size to the next bigger diameter like the [[Probodobodyne QBE]]. Three radial sizes exist with varying names. The size scale looks like the internal definition as the [[Mk2 to size 1 Adapter]] uses this term and starts with <tt>0</tt> and many values in computer programming are starting from 0 rather than 1.<br />
<br />
Any stackable part can be connected to any other stackable part. Matching radial sizes only serves to give a rocket a cleaner visual appearance, and several adapter parts exist to allow transitions between radial sizes while maintaining an unbroken surface.<br />
<br />
{| class="wikitable center"<br />
|+ Conversion table between the different definitions<br />
! Name<br />
! Size scale<br />
! Meter scale<br />
! Actual size<br />
! Example<br />
|-<br />
| {{Radial Size|t}}<br />
| 0<br />
| 0.5&nbsp;m<br />
| 0.625&nbsp;m<br />
| [[Clamp-O-Tron Jr.]]<br />
|-<br />
| {{Radial Size|s}}<br />
| 1<br />
| 1&nbsp;m<br />
| 1.25&nbsp;m<br />
| [[LV-T30 Liquid Fuel Engine]]<br />
|-<br />
| {{Radial Size|l}}<br />
| 2<br />
| 2&nbsp;m<br />
| 2.5&nbsp;m<br />
| [[Rockomax "Mainsail" Liquid Engine]]<br />
|}<br />
<br />
<br />
As a special radial size ''{{Radial Size|r}}'' appears. Parts like [[Rockomax 24-77]] so lack general metric counterparts as to eliminate confusion.<br />
<br />
Non-cylindrical sizes named "Mk1", “Mk2”, and “Mk3” exist and are used by fuselage parts intended for [[spaceplane]]s.</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Extra-Vehicular_Activity&diff=28185Extra-Vehicular Activity2013-11-03T00:26:06Z<p>Duxwing: Copy Edit</p>
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<div>[[Image:EVAdev1.jpg|right|thumb|A dev picture of a Kerbal performing E.V.A.]]<br />
An '''Extra Vehicular Activity''' or '''EVA''' is an activity outside the craft: [[Kerbal|Kerbals]] can leave the [[Command Module|capsule]]. <br />
<br />
To start an EVA, open the exterior (default) view of a manned spacecraft and then either left click on the capsule door or mouse over the images in the lower right corner and click the EVA button. To re-enter the capsule, approach the door and press F. The Kerbals can navigate outside their spacecraft by climbing [[ladder]]s, walking, or using their personal [[RCS]] jetpacks, which have 600m/s of RCS fuel that is completely restored upon entering a [[command pod]].<br />
<br />
==Uses==<br />
EVAs are useful for exploring the proximity of a craft; Kerbals on EVA can perform several useful actions by standing near certain objects. For example of these tasks consider:<br />
*Repack a previously deployed parachute for another deployment ''(Right-click on parachute → Repack Chute)''.<br />
*Fix broken [[rover]] wheels ''(Right-click on wheel → Repair Wheel)''. This of course only works as long as the wheel is not completely destroyed.<br />
*Extend or retract solar panels ''(Right-click on panel → Extend Panel/Retract Panel)'', even panels on otherwise uncontrollable vessels, e.g. a probe that ran out of power.<br />
*Plant a [[Extend-o-matic Series A1 Deployable Flag]] (commonly called ''flag'') at their current position ''(Right-click on Kerbal → Plant Flag)''. This is only possible when the kerbal stands on the ground. Each kerbal is equipped with a single flag at the start of every EVA.<br />
*Remove a previously planted flag ''(Right-click on flag → Remove Flag)''. The flag goes into their inventory and may be replanted at a new location.<br />
*Read the plaque on a flag. While flags are listed in the [[Tracking Station]] and can be controlled and seen up close at any time, having a Kerbal in the vicinity is the only way to read the contents of their plaques.<br />
*Board unoccupied [[command module]]s or [[EAS-1 External Command Seat]]s on any nearby craft, not necessarily the one they launched on.<br />
<br />
==Controls==<br />
<br />
===Ground===<br />
<br />
When a Kerbal on EVA is standing on a solid surface, the W, S, A, and D keys move him forward, backwards, left, or right respectively. Note that this is relative to the camera, not to the Kerbal himself- he will turn to move in the requested direction. Space will make him jump, and holding down Shift will allow him to run.<br />
<br />
===Space===<br />
<br />
When a kerbonaut loses his footing, jumps, or releases his grip on a vehicle in zero gravity, he enters freefall. The controls function somewhat differently in this situation.<br />
<br />
Pressing R will activate the Kerbonaut's [[RCS]] jetpack. If he is in midair, he will attempt to automatically reorient himself to face in the same direction as the camera. The jetpack can also be activated while standing on the ground, and on bodies with sufficiently low gravity can launch Kerbals into the air for one-man VTOL flight.<br />
<br />
When a Kerbonaut with an active jetpack is freefalling, W, S, A, and D still move him, but rather than face the direction of his travel he rotates to face away from the camera whenever a key is pressed. Shift and Control will move him up and down. Space will also rotate him to match the camera direction.<br />
<br />
===Ladders===<br />
<br />
Press F to grab onto nearby ladders or board [[command module]]s. While on a ladder, use W and S to climb up or down them. Pressing Space while on a ladder will release the kerbonaut's grip, causing him to fall or float away.<br />
<br />
Finally, pressing L will toggle the spacesuit's lights.<br />
<br />
==Trivia==<br />
<br />
A Kerbal can survive re-entry from low orbit will die upon hitting the ground.<br />
<br />
According to the Kerbal Knowledge Base, a Kerbal with an EVA suit masses 0.09 tonnes. Kerbals are however massless when in a command pod.<br />
<br />
Kerbals can use their EVA suits to reach low Munar and Minmusian orbit.<br />
<br />
Jetpacking is impossible in more than 3 m/s<sup>2</sup> gravity, excluding [[Kerbin]], [[Eve]], [[Laythe]], [[Tylo]] and [[Moho]]. The heaviest planet on which jetpacking is possible is [[Duna]], although only with unidirectional thrust.<br />
<br />
As of {{Check version|0.22}}, EVA is the only way to transfer a [[Kerbal]] between cabins.<br />
<br />
==Gallery==<br />
<gallery><br />
File:Kerbal_on_jetpack.jpg|Kerbal on jetpack<br />
File:Jetpack_disabled.jpg|Disabled jetpack<br />
File:Jetpack_enabled.jpg|Enabled jetpack<br />
File:Jetpack_boosting.jpg|Working jetpack<br />
</gallery><br />
<br />
== Changes ==<br />
;{{Version|0.19|}}<br />
*Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA.<br />
<br />
;{{Version|0.18.4|}}<br />
*Fixed the EVA map icons not showing.<br />
*Fixed EVA light orientations.<br />
*Boarding a vessel from EVA no longer toggles the SAS on the vessel.<br />
;{{Version|0.18.3|}} (Demo)<br />
*Fixed EVA light orientations.<br />
*Boarding a vessel from EVA no longer toggles the vessel's SAS state.<br />
<br />
;{{Version|0.17.1|}}<br />
*The Q and E keys can now be used to control yaw with the EVA Jetpack<br />
*Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA.<br />
<br />
;{{Version|0.17|}}<br />
*Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G<br />
<br />
;{{Version|0.16|}}<br />
* Initial Release<br />
* Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little.<br />
* Added 1:1 EVA rotation axes. Using them disables the automatic orientation system. <br />
* Added separate control bindings for walking and jetpacking on EVAs.</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=CFG_File_Documentation&diff=27577CFG File Documentation2013-10-20T19:15:36Z<p>Duxwing: Copy Edit</p>
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<div>{{Box|type=error|Large portions of this page are originally incorrect or so outdated that they are no longer useable.}}<br />
{{Outdated|<br />
* Large portions of this page describe legacy mode options and deprecated concepts (roughly KSP 0.15.0) that are against current best practices.<br />
* This page is no longer sufficient to create a part.<br />
<br />
Currently there is a incomplete version in development at [[User:Greys]]. It isn't finished yet but most likely will replace the content here. So changes to the page here will be replaced most likely.}}<br />
<br />
This tutorial will walk through the individual parts of the configuration file by building a dummy part file that will behave exactly like a real one, only lacking models, sounds, and textures.<br />
<br />
== Basic Part Making Guidelines ==<br />
<br />
Ensure that the model itself will not break the game on loading:<br />
<br />
* The file must be a .dae file.<br />
* Every--even the collision mesh--mesh must have a material.<br />
* The parts must be correctly named; e.g., the collision mesh should always be called "node_collider"<br />
<br />
== Part file creation ==<br />
<br />
Save an empty notepad file, which will become the .cfg, in the directory of your addon--usually "../KerbalSpaceProgramDirectory/Parts/yourAddon".<br />
<br />
This empty file will become the .cfg<br />
<br />
=== Config file order ===<br />
<br />
<pre><br />
// Title<br />
// Name of your part<br />
// <br />
<br />
// --- general parameters ---<br />
<br />
// --- asset parameters ---<br />
<br />
// --- node definitions ---<br />
<br />
// --- FX definitions ---<br />
<br />
// --- Sound FX definition ---<br />
<br />
// --- editor parameters ---<br />
<br />
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision<br />
<br />
// --- standard part parameters ---<br />
<br />
// --- specific part parameters ---<br />
</pre><br />
<br />
The slashes before each title indicate that the line thereof has been '''commented out'''; the program ignores such lines.<br />
<br />
=== Give your part a title ===<br />
<br />
Atop most part files are a couple of lines that resemble the ones below: <br />
<br />
<pre><br />
// Kerbal Space Program - Configuration file<br />
// My super awesome engine that can go at a kajillion miles per hour, lol<br />
</pre><br />
<br />
These lines are useful when others want to learn from your part file.<br />
<br />
The first line states that this file is a part file for KSP; the second states its name.<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
</pre><br />
<br />
Onwards!<br />
<br />
== General Parameters: ==<br />
<br />
<pre>// --- general parameters ---</pre><br />
<br />
This section follows the title and describes several properties of all parts. Below is a list of what goes under General Parameters:<br />
<br />
<pre><br />
name = solidBooster<br />
module = SolidRocket<br />
author = Il Carnefice<br />
</pre><br />
<br />
;name<br />
:It can be anything that is unique, one word, and without an underscore; it's not commented out because KSP will internally (the user will not see this name) thus refer to the part.<br />
;module<br />
:What comes after module puts each part into a category: for example, a solid rocket booster differs from a liquid rocket motor. See [[#Parts|Valid Part Modules]] for values you can use here.<br />
;author<br />
:Author name<br />
<br />
Below is an example:<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
</pre><br />
<br />
==== Parts ====<br />
<br />
{| class="wikitable"<br />
|-<br />
! Part Name<br />
! Description<br />
|-<br />
! [[Parts#Solid Fuel Boosters|SolidRocket]]<br />
| Resembles a solid rocket booster - a continually burning rocket that lacks thrust control and cannot be deactivated once lit.<br />
|-<br />
! [[Parts#Liquid Fuel Engines|LiquidEngine]]<br />
| Resmebles an orbital maneuvering system - a rocket engine with controllable thrust.<br />
|-<br />
! [[Parts#Liquid Fuel Tanks|FuelTank]]<br />
| Contains fuel.<br />
|-<br />
! [[Parts#Pods|CommandPod]]<br />
| Contains crew and a control system.<br />
|-<br />
! [[Parts#S.A.S.|SASModule]]<br />
| Holds course.<br />
|-<br />
! [[Parts#S.A.S.|SASModule2]]<br />
|???<br />
|-<br />
! [[Parts#Adapters, Couplers & Struts|Strut]]<br />
| Connects rocket parts. Has no special abilities.<br />
|-<br />
! [[Parts#Decouplers and Seperators|Decoupler]]<br />
| Connects rocket parts and can jettison itself and the parts it's connected to.<br />
|-<br />
! [[Parts#Decouplers and Seperators|RadialDecoupler]]<br />
| Connects and can jettison parts much as does a Decoupler, but radially.<br />
|-<br />
! [[Parts#Parachutes|Parachutes]]<br />
| Deploys a parachute.<br />
|-<br />
! [[Parts#Controlled wings and surfaces|ControlSurface]]<br />
| Movable wing-like surface. Can act as a rudder, aileron, elevator, canard or other aerodynamic control surface - function depends on placement on a ship.<br />
|-<br />
! [[Parts#Propulsion|WarpEngine]]<br />
| A warp engine. Not functional as of 0.15.2. <br />
|-<br />
! [[Parts#Wings and Wing Parts|Winglet]]<br />
| A fixed, lifting part.<br />
|-<br />
! [[Parts#Wings and Wing Parts|Stabilizer]]<br />
| Similar to ControlSurface (recommend to not use)<br />
|-<br />
! [[EAS-4 Strut Connector|StrutConnector]]<br />
|???<br />
|-<br />
! [[Parts#RCS Fuel Tanks|RCSFuelTank]]<br />
| A RCS tank.<br />
|-<br />
! [[Parts#RCS|RCSModule]]<br />
| A RCS thruster.<br />
|-<br />
! [[Parts#Jet Engines|AtmosphericEngine]]<br />
| Atmospheric engine with air flow parameters.<br />
|-<br />
! [[Parts#S.A.S.|AdvSASModule]]<br />
| An SAS-type module that alters user input allowing for control of RCS, pod torque, gimballing engines and control surfaces.<br />
|-<br />
! [[Parts#Decouplers and Seperators|DecouplerGUI]]<br />
| A normal decoupler that can be disconnected via the right-click GUI.<br />
|-<br />
! [[Parts#Docking|DockingPort]]<br />
| An unfinished docking port?<br />
|-<br />
! [[FTX-2 External Fuel Duct|FuelLine]]<br />
| Transfers fuel.<br />
|-<br />
! [[Parts#Liquid Fuel Tanks|FuelTankGUI]]<br />
| A fuel tank with a right-click GUI to disable flow.<br />
|-<br />
! [[Parts#Landing Gear|LandingLeg]]<br />
| A moving landing leg, using .cfg parameters to move.<br />
|-<br />
! [[Parts#Landing Gear|HLandingLeg]]<br />
| A moving landing leg, using animations to move.<br />
|-<br />
! [[Parachute|HParachutes]]<br />
| An animated parachute module?<br />
|-<br />
! [[Parts#Landing Gear|LandingGear]]<br />
| Wheeled, animated landing gear for spaceplanes.<br />
|-<br />
! [[Electric light|SatELight]]<br />
| A flash-light module.<br />
|-<br />
! [[Liquid fuel engine|LiquidFuelEngine]]<br />
| A liquid fuel engine that uses Thrust and Isp, rather than Thrust and fuel units.<br />
|-<br />
|}<br />
<br />
== Part Modules ==<br />
<br />
Please read: [http://forum.kerbalspaceprogram.com/showthread.php/10296-0-15-code-update-PartModule-KSPField-KSPEvent-ConfigNode-and-PartResource "0.15 code update - PartModule, KSPField, KSPEvent, ConfigNode and PartResource"]<br />
<br />
{| class="wikitable"<br />
|-<br />
! Module Name<br />
! Description<br />
|-<br />
! [[ModuleAerodynamicLift]]<br />
| Lift producing module?<br />
|-<br />
! [[ModuleAnimateHeat]]<br />
|???<br />
|-<br />
! [[ModuleAnimatorLandingGear]]<br />
| Animated landing gear module?<br />
|-<br />
! [[ModuleCommand]]<br />
| Command module?<br />
|-<br />
! [[ModuleEngineRocketLiquid]]<br />
| Liquid rocket engine module?<br />
|-<br />
! [[ModuleGenerator]]<br />
| Used by RTG, input/output resources.<br />
|-<br />
! [[ModuleResource]]<br />
| Generic resource module?<br />
|-<br />
! [[ModuleResourceIntake]]<br />
| Generic resource "intake" module, to add to or take away from "ModuleResource"?<br />
|-<br />
! [[ModuleTest]]<br />
|???<br />
|-<br />
|}<br />
<br />
== Asset Parameters ==<br />
<br />
This section defines the assets of a module - it links to the model and texture file and provides extra settings.<br />
<br />
<pre><br />
// --- asset parameters ---<br />
mesh = modelfile.dae<br />
scale = 0.1<br />
texture = texturemap.png<br />
specPower = 0.5<br />
rimFalloff = 3<br />
alphaCutoff = 0<br />
//rescaleFactor = 1.25<br />
</pre><br />
<br />
;mesh<br />
:The name of the mesh. Write its name therein and keep the mesh file in the same directory as the part file.<br />
<br />
;scale<br />
:The scale of the model - depending on the units in your 3D modelling program. If you used one unit = one meter, then use a scale of 1. If it's 1 unit = 0.1 meters, then use a scale of 0.1. Using a 0.1 scale factor and then scaling to fit the other parts is easier than fiddling around with scale factors. This factor will only affect the units involved in node placement and will not affect the actual size of the part.<br />
<br />
;texture<br />
:The texture file's name, which is in the ''KSPDirectory/Parts/yourAddon/textures'' folder. Textures should be either 256x256, 512x512 or 1024x1024<br />
<br />
;specPower<br />
:The specular reflectivity of your part. Leaving it untouched is best.<br />
<br />
;rimFalloff<br />
:Defines the strength of the highlight effect. Higher values increase the effect near the edges.<br />
<br />
;alphaCutoff<br />
:Defines the threshold for transparency on the part's texture. A value of 0 means nothing in the texture is considered to be transparent. A value of 1 means a completely transparent part. A texture with an alpha channel (transparency) can be transparent in some places and opaque in others.<br />
<br />
;rescaleFactor<br />
:An optional parameter that is not usually included in most parts, but the option is available for resizing a part for personal use. In order to retain correct node placements, the scale parameter must also be proportionally changed to match the new rescaleFactor. The default value for rescaleFactor is 1.25 but can be changed to any value.<br />
<br />
Below, the example:<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1<br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3 <br />
alphaCutoff = 0<br />
</pre><br />
<br />
== Node Definitions ==<br />
<br />
Defines where parts attach to other parts. Tricouplers have four: three bottom and one at the top, while most parts simply have two, and a few parts have only one.<br />
<br />
<pre><br />
node_stack_bottom = x, y, z, angx, angy, angz, size<br />
node_stack_top = x, y, z, angx, angy, angz, size<br />
node_attach = x, y, z, angx, angy, angz, size<br />
</pre><br />
<br />
Above are three example nodes. Two are useful in this tutorial: node_stack and node_attach. Node stack defines where the part vertically stacks with other parts, and node attach defines where on a part's surface other parts attach - in other words, horizontal attachment.<br />
<br />
All node attachment values relate to an object's origin, and their values correspond to a model's units and scaling factors. A node_stack_bottom with x, y, and z values of (2.5, 5.0, 3.0) will have an attachment node 2.5 units to the right, 5.0 units up, and 3.0 units forward. The next three values refer to the orientation that a particular node will accept other attachments, on a scale of -1.0 to 1.0. These represent the vector that a part will orient itself on when attaching to the node. For example, a fuel tank with a node_stack_bottom will have angx, angy, and angz values of (0.0, -1.0, 0.0). This represents a vector downward relative to the part model, in the negative y direction. A value of (0.0, -1.0, 1.0) would represent a diagonal vector downward and forward, while a value of (1.0, 1.0, 1.0) would represent a vector to the right, up, and forward.<br />
<br />
Generally, most parts will have angx, angy, and angz values of either (0.0, -1.0, 0.0) for a node_stack_bottom and (0.0, 1.0, 0.0) for a node_stack_top.<br />
<br />
The last value indication the visual size of an attachment node. Values may be either 0 (small half-meter node), 1 (normal), or 2 (large). This parameter is optional and will default to 1 if nothing is specified.<br />
Keep in mind, naming conventions (_stack_bottom, _stack_top) for nodes only apply to node_attach; they are only helpful in identifying a node's position.<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1 <br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3 <br />
alphaCutoff = 0 <br />
<br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
</pre><br />
<br />
== FX definitions: ==<br />
<br />
More definitions! But this time, you're positioning the flame coming out the back of the rocket.<br />
<br />
fx_exhaustFlame_yellow = x, y, z, angx, angy, angz, active<br />
fx_exhaustLight_yellow = x, y, z, angx, angy, angz, active<br />
fx_smokeTrail_medium = x, y, z, angx, angy, angz, active<br />
<br />
Okay, looks pretty similar to node_definitions, right?<br />
<br />
You'll notice, just like node definitions, there are separate parts to each effect. You have fx_exhaustFlame, fx_exhaustLight, and fx_smokeTrail.<br />
<br />
There are exactly what they sound like, the flame, the light, and the smoke trail. <br />
<br />
There are variations on flame color, blue is also an option. To get a blue flame, you would use fx_exhaustFlame_blue. You would do the same for the exhaustLight. <br />
<br />
The 'active' switch on the end is used to define ''when'' this effect will be visible. See the [[FX Groups]] listing to know which effect groups are available, and when they are used.<br />
It's also possible to assign an effect to more than just one FX Group. If for instance, you want a smoke effect to be visible both when the part activates and also when it deactivates itself, you can do this: <br />
<br />
fx_gasBurst_white = x, y ,z, angx, angy, angz, activate, deactivate<br />
<br />
This is particularly useful if you're defining a lot of effects, like the gas discharges on an RCS module.<br />
<br />
Feel like you're getting the hang of this now? Let's keep building the dummy part file, and add in a blue flame and light, but leave out the smoke trail.<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1<br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3 <br />
alphaCutoff = 0<br />
<br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
<br />
// --- FX Definitions ---<br />
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active<br />
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active<br />
<br />
</pre><br />
<br />
== Sound FX definition ==<br />
<br />
This is pretty easy to use in a basic way, which will suit our needs just fine.<br />
<br />
Under this section, comes:<br />
<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
<br />
Sounds are added to FX Groups, in much the same way smoke and flame effects are. Of course, sounds do not need to be positioned in space, nor do they have rotations, so all you need is to indicate in which FX Group the sound will be executed. As with effects, you can assign multiple groups to a sound.<br />
<br />
There are 3 ways to add a sound to a part. KSP has an internal sound library, which contains a few sound effects. By defining a sound as in the example above, KSP will search for that sound in its internal library.<br />
KSP also has a Sounds folder on its main directory. This folder contains sounds that are available to every part in the Parts folder. To use a sound from the Sounds folder, you must include the file extension in the sound name (e.g., sound_vent_medium.wav = activate)<br />
The 3rd way is to include your own sound effects to your Part folder (e.g., KSPDirectory/Parts/MyPartFolder/Sounds), and define your sound effect in the same manner as above. <br />
<br />
REMEMBER: If you add a custom sound, the file name must start with '''sound_''' (e.g., sound_myNewSoundEffect.wav). <br />
<br />
Sounds added to a Sounds folder inside the Part folder may not be accessed by other parts. Think of those as 'private' sounds.<br />
<br />
Adding sound FX to our dummy part file:<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1 <br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3 <br />
alphaCutoff = 0 <br />
<br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
<br />
*'''// --- FX Definitions ---<br />
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active<br />
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active<br />
<br />
// --- Sound FX definition ---<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
</pre><br />
<br />
== Editor Parameters: ==<br />
<br />
Aha! We're back to parameters! These set of parameters let us decide how our part is displayed in the rocket editor. This section has the following:<br />
<br />
// --- editor parameters ---<br />
cost = 450<br />
category = Propulsion<br />
subcategory = 0<br />
title = <br />
manufacturer =<br />
description = <br />
<br />
;cost<br />
:This hasn't really been implemented yet, but when it is it sets the cost for spaceship parts. You can set this to anything for now, it's entirely up to you.<br />
<br />
;category<br />
:There are seven categories:<br />
<br />
{| class="wikitable"<br />
|-<br />
! Category<br />
! Description<br />
|-<br />
! Pods<br />
| Command pods and cockpits go here<br />
|-<br />
! Propulsion<br />
| Engines, Fuel Tanks, RCS Tanks, etc.<br />
|-<br />
! Control<br />
| SAS modules, RCS Thrusters, etc.<br />
|-<br />
! Structural<br />
| Struts, decouplers, adapters, etc.<br />
|- <br />
! Aero<br />
| Wings, Control Surfaces and nose cones.<br />
|- <br />
! Utility<br />
| Parachutes, Escape towers, heat shields, lights, landing gear/legs, ladders, batteries, solar panels, generators, etc.<br />
|-<br />
! Science<br />
| Sensors, Antennae, Satellite Dishes, etc.<br />
|}<br />
<br />
<br />
<br />
;subcategory<br />
:No use yet. Set it to 0<br />
<br />
;title<br />
:What do you want your part to be called in the rocket editor?<br />
<br />
;manufacturer<br />
:Who built your part?<br />
<br />
;description<br />
:Describe your part here. (Do not use linebreaks. KSP breaks lines automatically in the part's tooltip. A linebreak will cause your description to appear truncated)<br />
<br />
And that's that. Updating the dummy cfg file now:<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1 <br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3 <br />
alphaCutoff = 0 <br />
<br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
<br />
*'''// --- FX Definitions ---<br />
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active<br />
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active<br />
<br />
// --- Sound FX definition ---<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
<br />
// --- editor parameters ---<br />
cost = 120<br />
category = Propulsion<br />
subcategory = 0<br />
title = Mark V Rocket Engine<br />
manufacturer = Awesomely Terrible Spaceship Engines Inc.<br />
description = This part will now get you to space with 60% less limb loss than the mark IV engine.<br />
</pre><br />
<br />
== Attachment rules: ==<br />
<br />
This defines how your part attaches to other parts. <br />
<br />
*// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision<br />
*attachRules = 1,1,1,1,1<br />
<br />
The rules correspond to the numbers below - 1 is allow, 0 is prevent. The tags are:<br />
<br />
'''stack''' - Can your part be stacked on others?<br />
<br />
'''SrfAttach''' - Can your part be placed onto a surface?<br />
<br />
'''allowStack''' - Will you allow other parts to be stacked on your part?<br />
<br />
'''allowSrfAttach''' Can other parts be placed on the surface of yours?<br />
<br />
'''allowCollision''' - A special one: Can your part be placed if part of it is intersecting another part?<br />
<br />
<br />
'''Note that you can also force parts attached to this part to attach in a specific symmetry.'''<br />
<br />
*// symmetry rules: 0=1x, 1=2x, 2=3x, 3=4x and so on...<br />
*stackSymmetry = 3 <br />
<br />
<br />
Easy enough, right? Adding to dummy file and continuing.<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1<br />
texture = awesometexture.png<br />
specPower = 0.5<br />
rimFalloff = 3<br />
alphaCutoff = 0<br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
// --- FX Definitions ---<br />
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active<br />
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active<br />
// --- Sound FX definition ---<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
// --- editor parameters ---<br />
cost = 120<br />
category = Propulsion<br />
subcategory = 0<br />
title = Mark V Rocket Engine<br />
manufacturer = Awesomely Terrible Spaceship Engines Inc.<br />
description = This part will now get you to space with 60% less limb loss than the mark IV engine.<br />
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision<br />
attachRules = 1,1,1,1,0<br />
</pre><br />
<br />
== Standard Part Parameters: ==<br />
<br />
This defines how your part performs in the air and its limits. Note that not all of these parameters need to be defined. If they're left out of the cfg file, KSP will use a default value for them.<br />
<br />
*mass = <br />
*dragModelType = default<br />
*maximum_drag = <br />
*minimum_drag = <br />
*angularDrag =<br />
*crashTolerance = <br />
*breakingForce =<br />
*breakingTorque =<br />
*maxTemp = <br />
*heatConductivity = <br />
*heatDissipation =<br />
*stageOffset =<br />
*childStageOffset =<br />
*fuelCrossFeed = <br />
*NoCrossFeedNodeKey =<br />
<br />
'''mass''' - How much does your part weigh? (Or, for parts that also specify a dryMass parameter, how much does it weigh when full?)<br />
<br />
'''dragModelType''' - Leave this as default.<br />
<br />
'''maximum_drag''' - What's the maximum amount of drag on your part? (Usually under 1.) Generally drag when part's direction of travel is along its y-axis.<br />
<br />
'''minimum_drag''' - The minimum amount of drag your part will encounter. (Usually under 1 and lower than maximum_drag) (this value is unused if dragModelType is set to default) Generally drag when the part's direction of travel is perpendicular to its y-axis.<br />
<br />
'''angularDrag''' - how much angular drag is there/resistance to turning? (Also usually under 1.)<br />
<br />
'''crashTolerance''' - How good is your part at surviving crashes? The higher the number the more durable. Numbers are approximately maximum impact speed in m/s.<br />
<br />
'''breakingForce''' - How much will the attachment between this part and the part it's connected to resist to linear forces?<br />
<br />
'''breakingTorque''' - How much will the attachment resist rotational forces?<br />
<br />
'''maxTemp''' - The maximum temperature your part can experience before exploding.<br />
<br />
'''heatConductivity''' - How good is your part at conducting heat? Defaults to 0.08, CFG values are used in 0.13.3, but not in 0.15.2.<br />
<br />
'''heatDissipation''' - How good is your part at dissipating heat from the ship? Defaults to 0.08, CFG values are used in 0.13.3, but not in 0.15.2.<br />
<br />
'''stageOffset''' and '''childStageOffset''' - Can be 0, 1, etc. defines whether this part will create a new stage before or after itself, or both (as do decouplers). This only applies for the automatically generated staging sequence. These replace stageBefore and stageAfter.<br />
<br />
'''fuelCrossFeed''' - Will the part crossfeed fuel between parts attached to it?<br />
<br />
'''NoCrossFeedNodeKey''' - if set to bottom will keep fuel from flowing FROM bottom nodes (avoiding some stack imbalances and partially mitigating the 0.15 bug of engines generating fuel). Used with parts with multiple bottom nodes, such as the [[TVR-1180C Mk1 Stack Tri-Coupler]].<br />
<br />
There you go, another section down.<br />
<br />
Dummy CFG:<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1 <br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3 <br />
alphaCutoff = 0 <br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
// --- FX Definitions ---<br />
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active<br />
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active<br />
// --- Sound FX definition ---<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
// ---Editor parameters ---<br />
cost = 120<br />
category = Propulsion<br />
subcategory = 0<br />
title = Mark V Rocket Engine<br />
manufacturer = Awesomely Terrible Spaceship Engines Inc.<br />
description = This part will now get you to space with 60% less limb loss than the mark IV engine.<br />
// --- Standard part parameters ---<br />
mass = 1.5<br />
dragModelType = default<br />
maximum_drag = 0.4<br />
minimum_drag = 0.2<br />
angularDrag = 0.2<br />
crashTolerance = 5<br />
maxTemp = 2500<br />
</pre><br />
<br />
== Specific Part Parameters: ==<br />
<br />
We're almost finished, a complete part is almost at our hands and you should know almost everything you need to create a part.cfg file. However, remember back when we were setting types? Well each type has an individual set of specific part parameters that change depending on what type of part it is. <br />
<br />
You cannot mix and match parameters from different module types - it doesn't work.<br />
<br />
These specific parameters are actually public variables defined in the Part classes themselves. The standard parameters are declared in the Part base class, and the specific ones in each Part extension (i.e., Modules)<br />
<br />
For example, if your part type (module) was SolidRocket, your specific part parameters would be composed of:<br />
<br />
*thrust = 130<br />
*dryMass = 0.36 <br />
*heatProduction = 550<br />
*fuelConsumption = 4<br />
*internalFuel = 100<br />
*fullExplosionPotential = 0.8<br />
*emptyExplosionPotential = 0.1<br />
*thrustCenter = 0, -0.5, 0<br />
*thrustVector = 0, 1, 0<br />
<br />
Time to go through and see what special parameters each module can have.<br />
<br />
=== Liquid Engine ===<br />
<br />
A liquid engine has the following special parameters:<br />
<br />
*maxThrust = <br />
*minThrust = <br />
*heatProduction = <br />
*fuelConsumption = <br />
<br />
Looks pretty easy, and everything is pretty much what you'd expect. By now, you should be able to work out what they all mean, but just in case:<br />
<br />
'''maxThrust''' - The maximum thrust of the liquid engine.<br />
<br />
'''minThrust''' - The minimum thrust. Usually 0, unless you want a rocket that can't fully be turned off.<br />
<br />
'''heatProduction''' - How much heat your rocket puts out. <br />
<br />
'''fuelConsumption''' - How much fuel your rocket uses.<br />
<br />
=== Solid Rocket Booster ===<br />
<br />
*thrust = <br />
*dryMass = <br />
*heatProduction = <br />
*fuelConsumption = <br />
*internalFuel = <br />
<br />
*fullExplosionPotential = <br />
*emptyExplosionPotential = <br />
<br />
*thrustCenter = x, y, z<br />
*thrustVector = angx, angy, angz<br />
<br />
A lot of those values look pretty similar to the liquid engine parameters, right?<br />
<br />
'''thrust''' - The thrust of the solid rocket booster. Note how there is no minimum thrust because it can not be turned off once lit.<br />
<br />
'''dryMass''' - How much the SRB weighs when empty.<br />
<br />
'''heatProduction''' - Exactly the same as the liquid rocket, how much heat your rocket puts up.<br />
<br />
'''fuelConsumption''' - How much fuel the rocket uses per second.<br />
<br />
'''internalFuel''' - How much fuel does the SRB hold inside it?<br />
<br />
'''fullExplosionPotential''' - The potential for explosion when the rocket is full of fuel<br />
<br />
'''emptyExplosionPotential''' - And the potential when it's empty.<br />
<br />
'''thrustCenter''' - Where the thrust comes from.<br />
<br />
'''thrustVector''' - And which direction it goes.<br />
<br />
=== Fuel Tank ===<br />
<br />
Fuel tanks are a bit different, seeing as they have no thrust parameters.<br />
<br />
*fuel = <br />
*dryMass = <br />
*fullExplosionPotential = <br />
*emptyExplosionPotential = <br />
<br />
If you've read above, you should know exactly what those parameters do, and so I won't explain them to you again.<br />
<br />
=== SAS Module ===<br />
<br />
*maxTorque =<br />
<br />
'''maxTorque''' - The maximum amount of torque the module can apply to halt the ship's rotation.<br />
<br />
'''Ki, Kd and Kp''' - These parameters allow for tuning of the internal workings of the SAS module. If you're not experienced in working with PID controllers, just leave them as they are.<br />
<br />
=== Winglets ===<br />
<br />
*dragCoeff = <br />
*deflectionLiftCoeff = <br />
<br />
'''dragCoeff''' - The drag co-efficiency of the wings.<br />
<br />
'''deflectionLiftCoeff''' - How much lift the wings generate.<br />
<br />
=== Control Surfaces ===<br />
<br />
*dragCoeff =<br />
*deflectionLiftCoeff =<br />
*ctrlSurfaceRange =<br />
*ctrlSurfaceArea =<br />
<br />
'''ctrlSurfaceRange''' - How far off centre the control surface (rudder / aileron etc) can move under control<br />
<br />
'''ctrlSurfaceArea''' - The effective surface area of the control surface - the bigger the surface, the bigger the surface area must be set to<br />
<br />
=== Decouplers ===<br />
<br />
*ejectionForce = <br />
<br />
'''ejectionForce''' - How hard it separates on stage ejection. <br />
<br />
''Note, decouplers also add two lines to Standard Part Parameters, "stageAfter = True" and "stageBefore = True"<br />
<br />
=== Parachutes ===<br />
<br />
*useAGL = <br />
*autoDeployDelay = <br />
*minAirPressureToOpen =<br />
*deployAltitude = <br />
*closedDrag = <br />
*semiDeployedDrag = <br />
*fullyDeployedDrag = <br />
<br />
'''useAGL''' - Whether or not the parachute opens at the set altitude above ground level, instead of above sea level.<br />
<br />
'''autoDeployDelay''' - Time before parachutes attached to jettisoned parts are activated.<br />
<br />
'''minAirPressureToOpen''' - The minimum air pressure required before the chute will activate.<br />
<br />
'''deployAltitude''' - At what altitude the parachute deploys fully once activated.<br />
<br />
'''closedDrag''' - The drag when the parachute is closed.<br />
<br />
'''semiDeployedDrag''' - The drag when it's semi-deployed<br />
<br />
'''fullyDeployedDrag''' - And finally, the drag when it's entirely deployed.<br />
<br />
== Conclusion: ==<br />
<br />
There you go then. By now, you should know the ins and outs of the part.cfg file, and how to create one, edit one, play around with one, etc. All sorts of cool stuff like that. The final dummy part.cfg file will be after this, with the special part parameters added in. <br />
<br />
Anyway, that's that, now you know, now go make some cool addons like FTL drives and newton-defying inertial dampeners. <br />
<br />
== Dummy part.cfg file completed ==<br />
<br />
<pre><br />
// Kerbal Space Program - Part CFG file<br />
// Mark V Rocket Engine<br />
// --- General Parameters ---<br />
name = LiquidThrusterV<br />
module = LiquidEngine<br />
author = YourName<br />
// --- Asset Parameters ---<br />
mesh = myMesh.dae<br />
scale = 0.1 <br />
texture = awesometexture.png<br />
specPower = 0.5 <br />
rimFalloff = 3<br />
alphaCutoff = 0<br />
// --- Node Definitions ---<br />
node_stack_bottom = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, 1.0<br />
// --- FX Definitions ---<br />
fx_exhaustFlame_blue = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, active<br />
fx_exhaustLight_blue = 0.0, -10.0, 0.0, 0.0, 0.0, 1.0, active<br />
// --- Sound FX definition ---<br />
sound_vent_medium = activate<br />
sound_rocket_hard = active<br />
sound_vent_soft = deactivate<br />
// ---Editor parameters ---<br />
cost = 120<br />
category = Propulsion<br />
subcategory = 0<br />
title = Mark V Rocket Engine<br />
manufacturer = Awesomely Terrible Spaceship Engines Inc.<br />
description = This part will now get you to space with 60% less limb loss than the mark IV engine.<br />
// --- Standard part parameters ---<br />
mass = 1.5<br />
dragModelType = default<br />
maximum_drag = 0.4<br />
minimum_drag = 0.2<br />
angularDrag = 0.2<br />
crashTolerance = 5<br />
maxTemp = 2500<br />
// --- Special Part Parameters ---<br />
maxThrust = 150<br />
minThrust = 0 <br />
heatProduction = 360<br />
fuelConsumption = 7<br />
</pre><br />
<br />
== More Example? ==<br />
<pre><br />
// KSP - Parts<br />
// Chemi Ion engine , using normal fueltank :D<br />
// Mark I Ion engine<br />
// <br />
<br />
// --- general parameters ---<br />
name = ChemiIonEngine<br />
module = LiquidEngine<br />
author = Chemi | G-min<br />
// --- asset parameters ---<br />
mesh = CIonengMK1.dae<br />
<br />
scale = 0.1<br />
texture = hotsurf.png<br />
specPower = 0.5<br />
rimFalloff = 4<br />
alphaCutoff = 0<br />
<br />
// --- node definitions ---<br />
node_stack_bottom = 0, 0, 0, 0, -1.0, 0, 1<br />
<br />
node_stack_top = 0, 0.2, 0, 0, 1.0, 0, 1<br />
<br />
// --- FX definitions ---<br />
fx_exhaustFlame_yellow = 0, -0.05, 0, 0, 1.0, 0, active<br />
<br />
fx_exhaustLight_yellow = 0, -0.05, 0, 0, 0, 0, active<br />
fx_smokeTrail_medium = 0, 0, 0, 0, 1.0, 0, active<br />
// --- Sound FX definition ---<br />
sound_chemiionengine.wav = activate<br />
<br />
sound_chemiionengine.wav = active<br />
sound_vent_soft = deactivate<br />
<br />
// --- editor parameters ---<br />
cost = 1000<br />
<br />
category = Propulsion<br />
subcategory = 0<br />
title = Chemi Ion engine MK1<br />
manufacturer = Chemi Jet Propulson Laboratory / G-min Parts design<br />
description = The great Ion engine :D with crash resiston G-JPG Around 999 m/s! (not mean inside ion engine will be resist 999 m/s crash!!! I warned you!) and with SPECIAL STRONGER! shock absorber! now with viscosion coolant!(really absorbs and conduct :D) (it's GEL!) great for Interplanetary jornal.<br />
<br />
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision<br />
attachRules = 1,1,1,1,0<br />
// --- standard part parameters ---<br />
mass = 1.22<br />
<br />
dragModelType = default <br />
maximum_drag = 0.399 <br />
angularDrag = 0.4<br />
crashTolerance = 29.16<br />
breakingForce = 1024<br />
breakingTorque = 567<br />
maxTemp = 3100<br />
heatConductivity = 3.6<br />
heatDissipation = 0.014<br />
// --- specific part parameters ---<br />
maxThrust = 369<br />
<br />
minThrust = 0<br />
heatProduction = 58<br />
fuelConsumption = 0.009<br />
// end!<br />
<br />
</pre><br />
<br />
[[Category:Tutorials]][[Category:Documentation]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Eve&diff=26254Eve2013-09-23T16:29:10Z<p>Duxwing: Copy Edit</p>
<hr />
<div>{{:Eve/Data}}<br />
<br />
'''Eve''' is the second [[planet]] from [[Kerbol]], the second largest body orbiting it, and KSP's analogue for [[w:Venus|the planet Venus]]. It has one small moon: a captured asteroid called '''[[Gilly]]'''.<br />
<br />
Eve is the closest planet to [[Kerbin]]. Visiting it 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 11,500 m/s of delta-v to get into orbit from sea level.<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 />
Eve 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 wind. The composition of the violet liquid which fills the oceans and lakes is unknown, although water remains a possibility: the boiling point of water is slightly higher than the surface temperature when taking the high atmospheric pressure into account.<ref>According to [http://www.wolframalpha.com/input/?i=water+at+507+kpa WolframAlpha] the boiling temperature is about 2.5&nbsp;K higher than the highest temperature measured.</ref> According to the devs during a livestream, it was joked that the lakes were made of rocket fuel. Eve's highest mountain range has a peak of 7526 m.<br />
<br />
== Atmosphere ==<br />
[[File:Atmosphere_kerbin_eve.png|thumb|left|A comparison of the atmospheres of Eve and Kerbin]]<br />
<br />
Eve's [[atmosphere]] begins at 96,708.6 m and is extremely dense: at 11,250 m, it's as thick as Kerbin's atmosphere at sea level (1 atm), and at Eve sea level the atmospheric pressure is 5 atm. Its atmospheric pressure fades exponentially, with a scale height of 7000 m. The atmosphere should be superheated due to the thick atmosphere trapping in heat, much like Venus, but this is not currently implemented.<br />
<br />
In general, the atmospheric pressure on Eve at an altitude expressed in meters is:<ref>A [[LV-N Atomic Rocket Engine|nuclear engine]] has a specific impulse of 220 in 1 atm or higher, 800 in vacuum, and the following at various Eve altitudes:<br />
{| class="wikitable"<br />
| altitude (m) || 11263 || 11268 || 11322 || 11598 || 11896 || 12200 || 12799 || 13868 || 14586 || 15292 || 16725 || 18711 || 22800 || 23556 || 32000 || 38000 || 43000 || 51963<br />
|-<br />
| specific impulse || 220 || 220.2 || 224.6 || 246.9 || 269.9 || 292.4 || 334.0 || 400.0 || 438.8 || 473.4 || 533.7 || 600.2 || 688.2 || 699.8 || 769.8 || 787.3 || 793.8 || 798.3<br />
|}</ref><br />
<br />
: <math>p_e = 5\ e^{-altitude/7000}</math><br />
<br />
From within Eve's atmosphere, the sky appears indigo during nighttime and a violet-purple color during daytime. During dawn and dusk, the sky is green. Given its purple coloration, the atmosphere is possibly composed of iodine.<br />
<br />
Jet engines do not function in Eve's atmosphere, since it contains no oxygen &mdash; 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 />
As with version 0.17.1, an [[aerobraking]] maneuver arriving from Kerbin and resulting in orbit around Eve - without using fuel for braking - can be done aiming for a periapsis at approximately 72,500 m.<br />
<br />
The following table gives terminal velocities at different Eve altitudes. These are also the velocities at which a ship should travel for a fuel-optimal ascent from Eve, given the game's model of atmospheric drag.<ref>http://forum.kerbalspaceprogram.com/showthread.php/6664-Mini-challenge-max-altitude-with-this-supplied-spacecraft?p=100912&viewfull=1#post100912</ref><br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Velocity (m/s)<br />
|-<br />
| 0 || {{sigfigs|{{VT|planet=Eve|alt=0}}|3}}<br />
|-<br />
| 1000 || {{sigfigs|{{VT|planet=Eve|alt=1000}}|3}}<br />
|-<br />
| 5000 || {{sigfigs|{{VT|planet=Eve|alt=5000}}|3}}<br />
|-<br />
| 10000 || {{sigfigs|{{VT|planet=Eve|alt=10000}}|3}}<br />
|-<br />
| 15000 || {{sigfigs|{{VT|planet=Eve|alt=15000}}|3}}<br />
|-<br />
| 20000 || {{sigfigs|{{VT|planet=Eve|alt=20000}}|3}}<br />
|-<br />
| 30000 || {{sigfigs|{{VT|planet=Eve|alt=30000}}|3}}<br />
|-<br />
| 40000 || {{sigfigs|{{VT|planet=Eve|alt=40000}}|3}}<br />
|-<br />
| 50000 || {{sigfigs|{{VT|planet=Eve|alt=50000}}|3}}<br />
|-<br />
| 60000 || {{sigfigs|{{VT|planet=Eve|alt=60000}}|3}}<br />
|}<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 />
Ascent through the thickest portion of Eve's atmosphere requires large amounts of delta-V. 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 in 0.21.1 is 7540&nbsp;m near (25° S, 158.5° W)<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 km and a velocity of 858.95 m/s.<br />
For a semisynchronous orbit of ½ Eve day (11.25 hours or 40500 seconds) an orbit of 6275.676 km above Eve is needed with a velocity of 1082.2 m/s.<br />
<br />
== Reference Frames ==<br />
{{:Eve/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
Eve.png|Orbiting Eve.<br />
File:Eve_and_gilly.jpg|Eve (mid-left) and Gilly.<br />
<!-- This image is old. Please update it with a version from 0.18. File:eve_map_800.gif|A topographic height map of Eve made with the ISA MapSat plugin. --><br />
File:Eve_landed_1.png|Eve landscape shot.<br />
File:Eve_landed_2.png|Another Eve landscape shot.<br />
File:screenshot91.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 />
</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 them to clip into the terrain and accelerate away from Eve at phenomenal speed, 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 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. The rover's wheels will easily break.<br />
<br />
*Landing legs on Eve can easily break because of Eve's high gravity.<br />
*When landing fast, craft will sometimes sink into the surface of Eve. This can be fixed by using landing legs to lift the ship up.<br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
* Terrain Tweaks &mdash; more land mass to the surface<br />
;{{Version|0.18|}}<br />
* Art pass.<br />
* Terrain tweaks &mdash; the tallest points are now about 6 km in altitude, compared to 11 km before.<br />
;{{Version|0.17|}}<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=EAS-1_External_Command_Seat&diff=25500EAS-1 External Command Seat2013-09-07T22:37:30Z<p>Duxwing: Copy Edit</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 has no pilot in it when the mission starts.<br />
<br />
The mass of a seated Kerbal affects 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.<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.<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 />
== Description ==<br />
{{Quote<br />
|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.<br />
|Kerlington Model Rockets and Paper Products Inc.}}<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 />
<br />
== Changes ==<br />
;{{Version|0.20|}}<br />
* Initial Release<br />
<br />
{{Parts}}</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Mk1_Inline_Cockpit&diff=25013Mk1 Inline Cockpit2013-08-29T19:02:29Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{Outdated}}<br />
{{:Mk2 Cockpit/Box}}<br />
<br />
The '''Mk2 Cockpit''' is a small [[cockpit]] with a frontal node for attaching other parts.<br />
<br />
== Usage ==<br />
The cockpit's small [[radial size]] attachment points enable placing it inline with such other small parts as [[RCS]] tanks, [[SAS]] modules, or a nose cone. Unlike the Mk1 cockpit and counter to visual impression, it is nigh useless for IVA flight because it lacks instruments or visible windows in the IVA view.<br />
<br />
== Description ==<br />
{{Quote<br />
|A next generation inline cockpit. Designed for sleek high speed aircraft.<br />
|C7 Aerospace Division}}<br />
<br />
== Changes ==<br />
;{{Version|0.18|}}<br />
* Added Electrical power<br />
;{{Version|0.17|}}<br />
* Added IVA<br />
;{{Version|0.16|}}<br />
* Crew capacity reduced from 3 to 1<br />
;{{Version|0.15|}}<br />
* Initial Relase<br />
<br />
{{Parts}}</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Mk1_Cockpit&diff=25012Mk1 Cockpit2013-08-29T18:59:50Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:Mk1 Cockpit/Box}}<br />
<br />
The Mk1 Cockpit is a cockpit-style [[command module]] that is designed to be placed on the nose an airplane or [[spaceplane]] that uses parts of a small [[radial size]].<br />
<br />
== Usage ==<br />
[[File:Cockpit Mk1 Interior View.png|200px|thumb|left|Interior View of the Cockpit Mk1 on the runway]]<br />
The Mk1 Cockpit is generally found at the front of the spacecraft and can house one [[Kerbal]] crew member. It's especially useful for IVA flights because its large glass canopy offers a wide field of view; however, it cannot mount an inline parachute because it lacks a frontal node and is less useful for rockets because it's heavier than the [[Command Pod Mk1]].<br />
<br />
== Description ==<br />
{{Quote<br />
|C7 Aerospace is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight.<br />
|C7 Aerospace Division}}<br />
<div style="clear:left;"></div><br />
<br />
== Changes ==<br />
;{{Version|0.18|}}<br />
* Added Electrical power<br />
;{{Version|0.17|}}<br />
* Added IVA<br />
;{{Version|0.16|}}<br />
* Crew capacity reduced from 3 to 1.<br />
;{{Version|0.15|}}<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Command modules]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=PPD-10_Hitchhiker_Storage_Container&diff=25011PPD-10 Hitchhiker Storage Container2013-08-29T18:54:12Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:PPD-10 Hitchhiker Storage Container/Box}}<br />
<br />
The '''PPD-10 Hitchhiker Storage Container''' (also '''HSC''') is a crew container that can hold 4 [[Kerbal]]s. Its lack of command module functionality means that another manned command pod or a probe core is required to control the vessel to which the PPD-10 is attached.<br />
<br />
==Usage==<br />
The Hitchhiker Storage Container is empty by default but can be filled in the VAB by using the crew tab.<br />
<br />
The main uses of storage containers are:<br />
<br />
* Crew quarters for space stations<br />
* Holding rescued Kerbonauts<br />
* Crew quarters for large vessels<br />
<br />
[[File:Hitchhiker interior dev.png|thumb|left|IVA view]]<br />
<br />
== Description ==<br />
<br />
The PPD-10 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 HSC was an invention of necessity - how do we store 4 Kerbals on-orbit without any real provisions for return? Who needed this remains a mystery, as do his motives.|Jebediah Kerman's Junkyard and Spaceship Parts Co.}}<br />
<div style="clear:left;"></div><br />
<br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
* Added interior.<br />
* Kerbals inside now appear as portraits on the lower right.<br />
;{{Version|0.18|}}<br />
* Initial Release<br />
<br />
{{Parts}}</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=PPD-10_Hitchhiker_Storage_Container&diff=25010PPD-10 Hitchhiker Storage Container2013-08-29T18:53:40Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:PPD-10 Hitchhiker Storage Container/Box}}<br />
<br />
The '''PPD-10 Hitchhiker Storage Container''' (also '''HSC''') is a crew container for 4 [[Kerbal]]s. Its lack of command module functionality means that another manned command pod or a probe core is required to control the vessel to which the PPD-10 is attached.<br />
<br />
==Usage==<br />
The Hitchhiker Storage Container is empty by default but can be filled in the VAB by using the crew tab.<br />
<br />
The main uses of storage containers are:<br />
<br />
* Crew quarters for space stations<br />
* Holding rescued Kerbonauts<br />
* Crew quarters for large vessels<br />
<br />
[[File:Hitchhiker interior dev.png|thumb|left|IVA view]]<br />
<br />
== Description ==<br />
<br />
The PPD-10 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 HSC was an invention of necessity - how do we store 4 Kerbals on-orbit without any real provisions for return? Who needed this remains a mystery, as do his motives.|Jebediah Kerman's Junkyard and Spaceship Parts Co.}}<br />
<div style="clear:left;"></div><br />
<br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
* Added interior.<br />
* Kerbals inside now appear as portraits on the lower right.<br />
;{{Version|0.18|}}<br />
* Initial Release<br />
<br />
{{Parts}}</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbol&diff=24975Kerbol2013-08-29T01:52:59Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:Kerbol/Data}}<br />
<br />
[[Kerbol]] (officially called '''the Sun''', and also known as '''the Star''') is the central star of the '''[[Kerbol System]]'''. Five planets are known to orbit it: '''[[Moho]]''', '''[[Eve]]''', '''[[Kerbin]]''', '''[[Duna]]''' and '''[[Jool]]''' and two dwarf planets '''[[Eeloo]]''' and '''[[Dres]]'''.<br />
<br />
Compared to our own [[w:Sun|Sun]], Kerbol has a 113 times lesser mass and 3 time smaller radius. Kerbol's has the temperature indicates of a [[w:K-type_main-sequence_star|K Class main sequence star]] based on its temperature, the radius of a [[w:Red_dwarf|M class star]], the luminosity of a [[w:G-type_main-sequence_star|G class star]], and the mass of a [[w:Sub-brown_dwarf|sub-brown dwarf]].<br />
<br />
Orbits just above the surface have an orbital period of 409.214 Minutes and a speed of 66.945 km/s.<br />
<br />
== Reference Frames ==<br />
{{:Kerbol/RefFrame}}<br />
All Kerbol orbits are in an inertial reference frame. In the old demo, getting close enough to experience the lower maximum time warps results [[Deep Space Kraken]] attacks.<br />
<br />
== Trivia ==<br />
* Between versions 0.7 and 0.10.1, Kerbol was a mere point of light in the skybox.<br />
* Kerbol gained gravity in 0.12.<br />
* Dropping below the 'surface' is still safe in 0.13.3, but a ship can break up from the extreme gravity gradients and/or be shot outwards at large fractions of c.<br />
* Since 0.14, the “surface” of Kerbol is an invisible and nearly featureless plateau that stands approximately 4500-4700 km above the nominal radius. No known way of landing on it exist because the [[Kraken]] impedes maneuvering, and the gravity reduces the TWR of all engines to below 1. One can attempt to place edited parts on the surface, but they bounce erratically at a few hundred to a few thousand m/s if they do not explode. <br />
* While Kerbol can be reached from [[Kerbin]]'s orbit by using a [[Mun Landing#Step 2 - To The Mun|Hohmann transfer orbit]], doing so requires a Δv of about 8 km/s. The most efficient way to reach Kerbol from Kerbin orbit is to use a [[Tutorial:_Advanced_Orbiting#Bi-Elliptical_Transfer|bi-elliptic transfer]]. With a sufficiently-distant apoapsis, the required ΔV to sundive can be reduced to under 4 km/s at the expense of drastically-increased flight time.<br />
* The name “Kerbol” was created by forum members and never appears in the game. Officially, the star is simply referred to as “the Sun," though the lead developer mentioned that its name could change once the need to differentiate it from other stars arises.<br />
* Kerbol's Sphere of Influence is infinite: its orbit is inescapable, and achieving gravitation-free flight is impossible.<br />
* Once the Kerbol apoapsis reaches a certain point, the game will say that it 68 years to reach; this oddity occurs because because times in Kerbal Space Program are limited to 2<sup>32</sup>-1 seconds as a consequence of how numbers are handled.<br />
* Kerbol has just under twice the surface gravity of Kerbin, but only slightly more than Eve.<br />
* Kerbol's heat will always destroy a craft, even with the "No crash damage" cheat enabled, and makes landing on Kerbol impossible.<br />
* Squad has long-term plans for solar flares and prominences that would make a low Kerbol orbit even more dangerous.{{cn}} <!-- is this statement speculation, or an actual plan of the devs? --><br />
* Kerbol's equatorial radius is almost four times that that of Jupiter. <!-- Jupiter's radius is about 67 000 km, Kerbol's radius is about 3.8 times greater --><br />
<br />
== Gallery ==<br />
<gallery><br />
KerbolSurface.png | A picture taken of a probe on a close encounter with Kerbol shortly before overheating.<br />
Kerbol17.png | Up close the glow becomes evidently [[w:Nonagon|ennagonal]].<br />
Isa_kerbol.gif | ISA MapSat output for Kerbol Star (this map is comes with the plugin and is not based on any measured terrain data)<br />
Kerbolterrain.png | Elevation shown on Kerbol<br />
</gallery><br />
<br />
== Changes ==<br />
<br />
;{{Version|0.18.2|}}<br />
* Art pass.<br />
;{{Version|0.17|}}<br />
* Actual model added, new sprite/flare effect, size changed.<br />
;{{Version|0.14|}}<br />
* Added solid surface (featureless invisible plateau ~4500-4700 km above nominal radius).<br />
;{{Version|0.12|}}<br />
* Added Gravity, nominal radius of 65,400 km.<br />
;{{Version|0.11|}}<br />
* Made it possible to reach Kerbol.<br />
;{{Version|0.7.3|}}<br />
* Initial Release.<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Moho&diff=24974Moho2013-08-29T01:41:45Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:Moho/Data}}<br />
<br />
'''Moho''' is the innermost planet of the [[Kerbol]] star system and the [[w:Mercury (planet)|Mercury]] analogue for Kerbal Space Program. It resembles [[Dres]] and [[Eeloo]] by lacking an atmosphere or natural satellites. As of 0.18, it is no longer [[w:Tidal locking|tidally locked]] to Kerbol.<br />
<br />
Moho's slightly inclined and eccentric orbit, lack of atmosphere (for [[aerobraking]]) and moons (for [[Tutorial: Gravity Assist|gravity assist]]s) impede encountering and orbital capture.<br />
<br />
== Topography ==<br />
Moho's surface ranges from light brown highlands to dark brown Maria. Its heavy cratering, though less than that of the moons of [[Kerbin]] and [[Jool]], suggests erosion. Tidal friction with Kerbol most likely causes airless Moho's erosion by inducing volcanic periods that fill craters. The volcanism of Moho being removed in 0.18 proves that Moho's volcanism is periodic because Moho's volcanism--which likely occurs on a geological timescale--must have been discovered just before Moho stopped being volcanic.<br />
<br />
Moho has two very deep wells at its geographic north and south poles. Current analysis and probe exploration have revealed the north crater to be more than five kilometers deep; however, the probe crashed into the ever narrowing canyon walls before reaching the very bottom. These craters may be dormant volcanic tubes. Further analysis of the canyon walls is needed for a final answer. <!--most likely explanation: it's just a glitch in the procedural terrain generation algorithm --> These holes, often called Moholes, may be a reference to [[w:Project_Mohole|Project Mohole]].<br />
<br />
== Orbital Statistics ==<br />
Mohosynchronous and semi-synchronous orbits are impossible — they would require altitudes of {{OrbitAltitude | period_s=1210000 | mass_kg=2.53e21 | radius_km=250 }} and {{OrbitAltitude | period_s=605000 | mass_kg=2.53e21 | radius_km=250 }} 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 Kerbol System Mercury analog.<br />
<br />
* Moho, Mercury, and most bodies with little to no atmosphere share a similar, cratered landscape. Moho and Mercury are both the closest planets to their respective stars lack natural satellites.<br />
* Moho has a brown texture, but Mercury is grey to dark grey. In addition, Mercury has a very tenuous atmosphere, but Moho has no atmosphere.<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 />
Probewedge.jpg | A Probe wedged in the 5km deep lava well at the north pole.<br />
Moho_flyby.png | A probe performing a Moho flyby.<br />
BillSmile.png | Bill Kerman having the time of his life wedged in the northern hole<br />
</gallery><br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
*New, procedurally generated, textures added, with higher detail craters.<br />
;{{Version|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 />
;{{Version|0.17|}}<br />
* Initial Release<br />
<br />
== Notes ==<br />
*Moho is also the name for the outermost layer of molten rock that makes up the mantle (that layer was the target of [[w:Project_Mohole|Project Mohole]]). It may have been named by Kerbal astronomers who, according to its in-game description, believed it to be flowing with rivers and oceans of lava.<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Duna&diff=24972Duna2013-08-29T00:31:12Z<p>Duxwing: Copy edit.</p>
<hr />
<div>{{:Duna/Data}}<br />
<br />
'''Duna''' is the fourth planet of the [[Kerbol System|Kerbol star system]] and [[w:Mars|Mars]] analog for Kerbal Space Program. It is mostly red with polar icecaps and has one natural satellite, the [[moon]] '''[[Ike]]'''. Ike's size and proximity tidally locks it and Duna to each other.<br />
<br />
With proper aerobraking, a round trip from [[Kerbin]] to Duna's orbit and back requires roughly 1700 m/s of [[Terminology#Physics|delta-v]], less than a round trip to any other planet. Duna is often the easiest planet to encounter because its orbital inclination is low.<br />
<br />
== Topography ==<br />
[[File:Duna Topo ISA 3200x1600 compressed.png|thumb|left|A topographic map of Duna made with the ISA MapSat plugin]]<br />
Duna's terrain ranges in altitude from 124 to 8264 meters. Its mountainous ranges are a peril to landing craft, especially considering the thin atmosphere, which permits very little safe aerobraking and causes Duna's expansive, icy poles.<br />
<br />
Duna has several craters, but they appear quite eroded, presumably from wind.<br />
<br />
Several [[w:Lunar maria|maria]] (large regions of dark soil) are at exactly 0 meters altitude {{deprecated}}. Their flatness and low altitude allow for more aerobraking and make them easy but boring landing locations. These may have been lakes when the planet may have had liquid on it's surface in the past.<br />
<br />
Duna's surface contains [[List of easter eggs#Duna|anomolous features]].<br />
<br />
== Atmosphere ==<br />
[[File:Atmosphere_kerbin_duna.png|thumb|left|A comparison of the atmospheres of Duna and Kerbin]]<br />
<br />
Duna's [[atmosphere]] begins at 41,446 m. It is only 20% as dense as [[Kerbin|Kerbin's]] at altitude 0 and is even less dense (relative to Kerbin) at higher altitudes: at Duna's highest points, atmospheric density is only 21% of that at altitude 0. (For comparison, on Kerbin, the atmosphere at the highest peaks is 45% as thick as at sea level.) This low density will cause parachutes to semi-deploy much lower, just over 10km for the [[Mk25 Parachute]], and just under 9km for all the other parachutes.<br />
<br />
<div style="clear:left;"></div><br />
<br />
=== Landing ===<br />
[[Aerobraking]] can save fuel by reducing orbital and surface velocity greatly. An aerobraking maneuver should maximize time spent in the atmosphere by entering at a shallow angle and aiming for a landing location in a low-lying area.<br />
<br />
Like all atmospheres in the game, Duna's atmosphere fades exponentially with increasing altitude (with a scale height of 3000 m). In general, the atmospheric pressure on Duna at an altitude expressed in meters is:<ref>A [[LV-N Atomic Rocket Engine]] has a specific impulse of 220 in 1 atm, 800 in vacuum, and the following at various Duna altitudes:<br />
{| class="wikitable"<br />
! altitude (m)<br />
| 2 || 100 || 300 || 500 || 1460 || 2420 || 3000 || 4272 || 5000 || 10000<br />
|-<br />
! specific impulse<br />
| 684.1 || 687.8 || 695.1 || 701.8 || 728.7 || 748.2 || 757.3 || 772.1 || 778.1 || 795.9<br />
|}</ref><br />
<br />
: <math>p_d = 0.2\ e^{-altitude/3000}</math><br />
<br />
The low efficiency of parachutes on Duna necessitates powered descent (unless you have enough drag/parachutes).<br />
[[File:Duna colony.png|thumb|A nine Kerbal colony on Duna]]<br />
<br />
=== Flying ===<br />
<br />
Below 5 km Duna's atmospher is thick enough to allow wings to generate enough lift for aerodynamic flight. Jet engines don't work for want of oxygen, but other propulsion methods work well. Performing a horizontal landing with a plane is also possible.<br />
<br />
=== Starting ===<br />
<br />
An ascent to Low Duna Orbit from the surface typically requires around 1500 to 2000 m/s in Delta-V to reach a 42km altitude traveling at roughly 950 m/s.<br />
<br />
The following table gives terminal velocities at different Duna altitudes, which also the velocities at which a ship should travel for a fuel-optimal ascent from Duna, given the game's model of atmospheric drag.<ref>http://forum.kerbalspaceprogram.com/showthread.php/6664-Mini-challenge-max-altitude-with-this-supplied-spacecraft?p=100912&viewfull=1#post100912</ref><br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Velocity (m/s)<br />
|-<br />
| 0 || {{sigfigs|{{VT|planet=Duna|alt=0}}|3}}<br />
|-<br />
| 1000 || {{sigfigs|{{VT|planet=Duna|alt=1000}}|3}}<br />
|-<br />
| 2000 || {{sigfigs|{{VT|planet=Duna|alt=2000}}|3}}<br />
|-<br />
| 3000 || {{sigfigs|{{VT|planet=Duna|alt=3000}}|3}}<br />
|-<br />
| 5000 || {{sigfigs|{{VT|planet=Duna|alt=5000}}|3}}<br />
|-<br />
| 8000 || {{sigfigs|{{VT|planet=Duna|alt=8000}}|3}}<br />
|-<br />
| 10000 || {{sigfigs|{{VT|planet=Duna|alt=10000}}|3}}<br />
|-<br />
| 13000 || {{sigfigs|{{VT|planet=Duna|alt=13000}}|3}}<br />
|-<br />
| 15000 || {{sigfigs|{{VT|planet=Duna|alt=15000}}|3}}<br />
|-<br />
| 20000 || {{sigfigs|{{VT|planet=Duna|alt=20000}}|3}}<br />
|}<br />
<br />
== Tracking Station Info ==<br />
<br />
Also known as the red dot that you can see if you squint really hard, Duna has long been a wonder to Kerbalkind.<br />
The planet has been held in much awe, due to its striking red color and stark contrast to the color green.<br />
<br />
== Orbital Statistics ==<br />
The [[w:geosynchronous_orbit|geosynchronous orbit]] of Duna is at an altitude of<br />
{{OrbitAltitude | period_s=65517.859375 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}} above Duna. The speed of the satellite is<br />
{{OrbitVelocity | period_s=65517.859375 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}} and it has an orbital period resonating with 1 Duna day (18.2 hours or 65517.859375 seconds). However, this is the same altitude at which Ike orbits, so unless a ship's orbit is perfectly precise, it will eventually be captured by Ike.<br />
<br />
For a [[w:semi-synchronous_orbit|semi-synchronous orbit]] of ½ Duna day (9.1 hours or 32758.9295 seconds) an orbit of<br />
{{OrbitAltitude | period_s=32758.9296875 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}} above Duna is needed with a velocity of<br />
{{OrbitVelocity | period_s=32758.9296875 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}}.<br />
<br />
== Observation of Ike ==<br />
<br />
Ike's orbit keeps it directly above a short range of Dunar longitudes. The average Duna longitude that Ike tends to stay directly above (at the [[w:Zenith|Zenith]]) is 6 degrees east, but the eccentricity of Ike's orbit causes the exact longitude to oscillate between about 2 degrees and 10 degrees east and makes Ike appear to grow slightly larger and smaller to an observer on the surface of Duna. The latitude at which Ike is in the Zenith also oscillates between 0.2 degrees south and 0.2 degrees north due to Ike's orbital inclination, making Ike appear to rotate upwards and downwards as viewed from the surface, but due to the extremely small orbital inclination, this effect is nearly imperceptible. These phenomena together are known as [[w:libration|libration]]. The oscillation in Ike's position above the horizon allows areas from 88°W to 80°W and 92°E to 100°E on Duna to observe Ike rise and set at least partially across the horizon, as can any areas north of 89.8°N or south of 89.8°S.<br />
<br />
== Interplanetary Travel ==<br />
<br />
From altitude orbit around Duna, the delta-V needed to reach the orbits of other celestials is:<br />
<br />
{| class="wikitable"<br />
!Body<br />
!colspan="2"|Delta-V<br />
|-<br />
| [[Ike]]<br />
|colspan="2"| ~300 m/s<br />
|-<br />
| [[Kerbin]]<br />
|colspan="2"| ~620 m/s<br />
|-<br />
| [[Dres]]<br />
|colspan="2"| ~820 m/s<br />
|-<br />
| [[Eve]]<br />
|colspan="2"| ~1080 m/s<br />
|-<br />
| [[Jool]]<br />
|colspan="2"| ~1350 m/s<br />
|-<br />
| [[Eeloo]]<br />
|colspan="2"| ~1580 m/s<br />
|-<br />
<br />
| [[Moho]]<br />
|colspan="2"| ~2100 m/s<br />
|-<br />
|}<br />
<br />
== Reference Frames ==<br />
{{:Duna/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Parachute_Descent.png|Parachute descent down to Duna surface. <br />
File:ISA_over_Duna.png|ISA satellite in orbit over Duna being used to map the planet surface.<br />
File:DunaSurface.png|Duna's surface at Dawn.<br />
File:Duna_and_ike.jpg|Duna and Ike.<br />
File:Duna_map_800.gif|A topographic height map of Duna made with the ISA MapSat plugin<br />
File:DoonaMap.png|A color map of Duna<br />
File:Duna_Sunrise.png|Duna at [http://www.youtube.com/watch?v=7czFsEpe4Ww&feature=youtu.be sunrise]<br />
File:Duna-sinkhole.png|A rover at the edge of one of the "sinkholes"<br />
File:Thepoopscooperduna1.png|Bill, his capsule, a flag, and Ike are all in this picture<br />
</gallery><br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
* Art Pass<br />
;{{Version|0.18|}}<br />
* Minor art pass<br />
;{{Version|0.17|}}<br />
* Initial Release<br />
<br />
== Trivia ==<br />
* Duna's name may be either a reference to its desert landscape or a shout-out to the Frank Herbert novel ''Dune''.<br />
* The low-lying areas near Duna's equator make a shape resembling Europe.<br />
{{SpoilerBox<br />
|description=Anomalous features<br />
|content=<br />
* On the surface of Duna, there is a large monument carved in the likeness of a [[List of easter eggs#Duna|Kerbal face]], alluding to the infamous "Face of Mars" discovered in the Cydonia Mensae region of Mars during the 1970's. <br />
* Buried deep under the surface, there is a small camera, similar to the design on the Pathfinder rover.<br />
* One anomalous feature on Duna is a small, pyramid-like hill emitting an SSTV signal. When decrypted, it shows a diagram-like image of three figures standing next to the hill itself, implying that Duna was once inhabited or visited before.<br />
}}<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbin&diff=24904Kerbin2013-08-28T00:18:26Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:Kerbin/Data}}<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 '''[[Mün]]''' and '''[[Minmus]]'''.<br />
<br />
Kerbin is the third planet in [[orbit]] around the star [[Kerbol]]. It is the third largest planet (after [[Jool]] and [[Eve]]) and the fourth largest celestial object around Kerbol (with [[Tylo]], a moon of Jool, being slightly larger).<br />
<br />
Reaching a stable orbit around Kerbin is one of the first milestones a player might achieve in the game. Doing so with a fuel-optimal ascent<ref>A fuel-optimal ascent is one which (a) minimizes velocity losses to gravity and [[atmosphere|atmospheric drag]] and (b) launches eastward (toward the 90 degree heading) to gain 174.5 m/s of orbital velocity for free, thanks to Kerbin's rotation.</ref> requires a [[delta-V]] of ≈4500 m/s,<ref>See [http://forum.kerbalspaceprogram.com/showthread.php/24017-Least-delta-v-to-orbit this challenge on the forum] and a popular [http://i.imgur.com/CEZS1.png Kerbin delta-V chart]</ref> the second largest of all celestial bodies with a solid surface after [[Eve]]. Many interplanetary missions expend over half of their delta-V in reaching Kerbin orbit. Many Earth-based interplanetary spaceflights also do so, 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 />
== Topography ==<br />
[[File:Kerbin_heightmap.jpg|thumb|left|Topographical representation of Kerbin's surface as of .18.2. Click for high resolution. by Zeroignite]]<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 km in height, with the tallest peak being 6761 m in altitude.<br />
<br />
<br />
====Craters====<br />
[[File:KerbinCraterElevation.jpg|thumb|left|Terrain model centered on one of 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 reentry. Nevertheless, some geological formations indicate that bodies have violently collided with Kerbin: two planetary features appear to be impact craters that are coincidentally separated by nearly 180 degrees. The least eroded, and therefore presumably youngest, of the two (both are in excess of 100 km diameter) lies along the coastline. The uplift is easily visible as a series of islands, and the feature has a central peak that pokes up through the water. The other, and older 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 has a central rebound peak.<br />
<br />
== Atmosphere ==<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>. -->Kerbin's [[atmosphere]] contains oxygen and extends to roughly 69,078 meters. Its atmosphere exponentially rarefies with altitude (with a scale height of 5 km).<ref>{{forum link|threadID=16000|threadName=&#91;KGSS&#93; Examining Kerbin's atmosphere}}</ref> The atmospheric pressure on Kerbin at an altitude expressed in meters, generally is:<br />
<br />
: <math>p_k = e^{-altitude/5000}</math><br />
<br />
The thickness of Kerbin's atmosphere makes it suitable for [[aerobraking]] and using [[parachute]]s to save fuel during reentry. Debris is not affected by air resistance above approximately 10 km: spent stages may continue in a stable orbit even if they are going through thick atmosphere that would stop an active craft (0.19). Crafts will experience harmless re entry and supersonic air effects as of 0.19.<br />
<br />
The following table gives approximation of terminal velocities at different Kerbin altitudes, which are also the velocities at which a ship should travel for a fuel-optimal vertical ascent from Kerbin, given the game's model of atmospheric drag.<ref>http://forum.kerbalspaceprogram.com/showthread.php/6664-Mini-challenge-max-altitude-with-this-supplied-spacecraft?p=100912&viewfull=1#post100912</ref> The optimal velocity after a [[gravity turn]] has been started is less than the corresponding value in the table. <ref>http://www.reddit.com/r/KerbalSpaceProgram/comments/1kov5z/a_handy_chart_i_made_for_the_most_efficient/cbrdvuo</ref><br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Velocity (m/s)<br />
|-<br />
| 75 || 107<br />
|-<br />
| 1000 || 114<br />
|-<br />
| 2000 || 124<br />
|-<br />
| 3000 || 136<br />
|-<br />
| 4000 || 152<br />
|-<br />
| 5000 || 169<br />
|-<br />
| 6000 || 188<br />
|-<br />
| 7000 || 209<br />
|-<br />
| 8000 || 232<br />
|-<br />
| 9000 || 256<br />
|-<br />
| 10000 || 281<br />
|-<br />
| 12500 || 348<br />
|-<br />
| 15000 || 419<br />
|-<br />
| 20000 || 566<br />
|-<br />
| 32000 || 2250<br />
|}<br />
<br />
== Orbits ==<br />
[[File:Screenshot39.png|thumbnail|left|A Stayputnik Orbiter]]<br />
[[w:Geosynchronous_orbit|Geosynchronous orbit]] is achieved at an altitude of {{OrbitAltitude | period_s=21600 | mass_kg=5.29157926281091e22 | radius_km=600}} and a speed of {{sigfigs|{{OrbitVelocity | period_s=21600 | mass_kg=5.29157926281091e22 | radius_km=600 |suffix=}}|7}} m/s. From a 70 km low equatorial orbit, the periapsis maneuver requires 676.5 m/s and the apoapsis maneuver requires 434.9 m/s. A [[w:semi-synchronous_orbit|semi-synchronous orbit]] with an orbital period of 1/2 of Kerbin's rotation period (3 hours or 10800 seconds) is achieved at an altitude of {{OrbitAltitude | period_s=10800 | mass_kg=5.29157926281091e22 | radius_km=600}} with an orbital velocity of<br />
{{sigfigs|{{OrbitVelocity | period_s=10800 | mass_kg=5.29157926281091e22 | radius_km=600 |suffix=}}|7}} m/s.<br />
<br />
The [[w:Hill_radius|Hill Sphere]] (the radius around the planet at which moons are gravitationally stable) of Kerbin is 136 185km, or roughly 227 Kerbin radii.<br />
<div style="clear:left;"></div><br />
<br />
== Interplanetary Travel ==<br />
<br />
From the lowest stable orbit around Kerbin (70 km), the amount of delta-V needed to reach the orbits of other celestials is:<br />
<br />
{| class="wikitable"<br />
!Body<br />
!Delta-V<br />
|-<br />
| [[Mun]]<br />
| ~860 m/s<br />
|-<br />
| [[Minmus]]<br />
| ~930 m/s<br />
|-<br />
| [[Eve]]<br />
| ~1033 m/s<br />
|-<br />
| [[Duna]]<br />
| ~1060 m/s<br />
|-<br />
| [[Moho]]<br />
| ~1676 m/s<br />
|-<br />
| [[Jool]]<br />
| ~1915 m/s<br />
|-<br />
| [[Eeloo]]<br />
| ~2100 m/s<br />
|-<br />
| [[KEO]] (comparison)<br />
| ~1120 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 />
NJ6qJ.jpg | A projection map of Kerbin, as of {{version|0.14.1|}} and before (including the old demo).<br />
Kerbin color.png | An accurate full-colour projection map of Kerbin as of {{version|0.14.2|}} to {{version|0.17.1|}}<br />
KerbinDeltaVMap.png | A map displaying the delta V needed from/to Kerbin<br />
Kerbin_mun_minmus.jpg | Kerbin, Mün 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, Mün and Minmus<br />
KerbalPolar1.png | Kerbin's North Pole<br />
<br />
</gallery><br />
{{SpoilerBox<br />
|description=Spoiler images<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 />
<br />
</gallery>}}<br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
*Terrain revised to produce more detailed and interesting landforms.<br />
;{{Version|0.19.1|}}<br />
*Fixed ladders on the fuel tanks near the launchpad.<br />
;{{Version|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 />
;{{Version|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 />
;{{Version|0.17|}}<br />
* Improved atmosphere visuals. <br />
;{{Version|0.15|}}<br />
* [[Minmus]] added.<br />
;{{Version|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 />
;{{Version|0.12|}}<br />
* [[Mün]] added.<br />
;{{Version|0.11|}}<br />
* Terrain overhaul, oceans became wet.<br />
;{{Version|0.10.1|}}<br />
* Atmosphere extended from ~34,500 m to ~69,000 m.<br />
;{{Version|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>, though they have been increasingly modified with time.<br />
<br />
== Notes ==<br />
<references /><br />
<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Duna&diff=24903Duna2013-08-28T00:02:03Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>{{:Duna/Data}}<br />
<br />
'''Duna''' is the fourth planet of the [[Kerbol System|Kerbol star system]]. As is the [[w:Mars|Mars]] analog for Kerbal Space Program, it is mostly red with polar icecaps and has one natural satellite, the [[moon]] '''[[Ike]]'''. Ike's size and proximity tidally locks it and Duna to each other.<br />
<br />
With proper aerobraking, a round trip from [[Kerbin]] to Duna's orbit and back requires roughly 1700 m/s of [[Terminology#Physics|delta-v]], less than a round trip to any other planet. Duna is often the easiest planet to encounter because its orbital inclination is low.<br />
<br />
== Topography ==<br />
[[File:Duna Topo ISA 3200x1600 compressed.png|thumb|left|A topographic map of Duna made with the ISA MapSat plugin]]<br />
Duna's terrain ranges in altitude from 124 to 8264 meters. Its mountainous ranges are a peril to landing craft, especially considering the thin atmosphere, which permits very little safe aerobraking and causes Duna's expansive, icy poles.<br />
<br />
Duna has several craters, but they appear quite eroded, presumably from wind.<br />
<br />
Several [[w:Lunar maria|maria]] (large regions of dark soil) are at exactly 0 meters altitude {{deprecated}}. Their flatness and low altitude allow for more aerobraking and make them easy but boring landing locations. These may have been lakes when the planet may have had liquid on it's surface in the past.<br />
<br />
Duna's surface contains [[List of easter eggs#Duna|anomolous features]].<br />
<br />
== Atmosphere ==<br />
[[File:Atmosphere_kerbin_duna.png|thumb|left|A comparison of the atmospheres of Duna and Kerbin]]<br />
<br />
Duna's [[atmosphere]] begins at 41,446 m. It is only 20% as dense as [[Kerbin|Kerbin's]] at altitude 0 and is even less dense (relative to Kerbin) at higher altitudes: at Duna's highest points, atmospheric density is only 21% of that at altitude 0. (For comparison, on Kerbin, the atmosphere at the highest peaks is 45% as thick as at sea level.) This low density will cause parachutes to semi-deploy much lower, just over 10km for the [[Mk25 Parachute]], and just under 9km for all the other parachutes.<br />
<br />
<div style="clear:left;"></div><br />
<br />
=== Landing ===<br />
[[Aerobraking]] can save fuel by reducing orbital and surface velocity greatly. An aerobraking maneuver should maximize time spent in the atmosphere by entering at a shallow angle and aiming for a landing location in a low-lying area.<br />
<br />
Like all atmospheres in the game, Duna's atmosphere fades exponentially with increasing altitude (with a scale height of 3000 m). In general, the atmospheric pressure on Duna at an altitude expressed in meters is:<ref>A [[LV-N Atomic Rocket Engine]] has a specific impulse of 220 in 1 atm, 800 in vacuum, and the following at various Duna altitudes:<br />
{| class="wikitable"<br />
! altitude (m)<br />
| 2 || 100 || 300 || 500 || 1460 || 2420 || 3000 || 4272 || 5000 || 10000<br />
|-<br />
! specific impulse<br />
| 684.1 || 687.8 || 695.1 || 701.8 || 728.7 || 748.2 || 757.3 || 772.1 || 778.1 || 795.9<br />
|}</ref><br />
<br />
: <math>p_d = 0.2\ e^{-altitude/3000}</math><br />
<br />
The low efficiency of parachutes on Duna necessitates powered descent (unless you have enough drag/parachutes).<br />
[[File:Duna colony.png|thumb|A nine Kerbal colony on Duna]]<br />
<br />
=== Flying ===<br />
<br />
Below 5 km Duna's atmospher is thick enough to allow wings to generate enough lift for aerodynamic flight. Jet engines don't work for want of oxygen, but other propulsion methods work well. Performing a horizontal landing with a plane is also possible.<br />
<br />
=== Starting ===<br />
<br />
An ascent to Low Duna Orbit from the surface typically requires around 1500 to 2000 m/s in Delta-V to reach a 42km altitude traveling at roughly 950 m/s.<br />
<br />
The following table gives terminal velocities at different Duna altitudes, which also the velocities at which a ship should travel for a fuel-optimal ascent from Duna, given the game's model of atmospheric drag.<ref>http://forum.kerbalspaceprogram.com/showthread.php/6664-Mini-challenge-max-altitude-with-this-supplied-spacecraft?p=100912&viewfull=1#post100912</ref><br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Velocity (m/s)<br />
|-<br />
| 0 || {{sigfigs|{{VT|planet=Duna|alt=0}}|3}}<br />
|-<br />
| 1000 || {{sigfigs|{{VT|planet=Duna|alt=1000}}|3}}<br />
|-<br />
| 2000 || {{sigfigs|{{VT|planet=Duna|alt=2000}}|3}}<br />
|-<br />
| 3000 || {{sigfigs|{{VT|planet=Duna|alt=3000}}|3}}<br />
|-<br />
| 5000 || {{sigfigs|{{VT|planet=Duna|alt=5000}}|3}}<br />
|-<br />
| 8000 || {{sigfigs|{{VT|planet=Duna|alt=8000}}|3}}<br />
|-<br />
| 10000 || {{sigfigs|{{VT|planet=Duna|alt=10000}}|3}}<br />
|-<br />
| 13000 || {{sigfigs|{{VT|planet=Duna|alt=13000}}|3}}<br />
|-<br />
| 15000 || {{sigfigs|{{VT|planet=Duna|alt=15000}}|3}}<br />
|-<br />
| 20000 || {{sigfigs|{{VT|planet=Duna|alt=20000}}|3}}<br />
|}<br />
<br />
== Tracking Station Info ==<br />
<br />
Also known as the red dot that you can see if you squint really hard, Duna has long been a wonder to Kerbalkind.<br />
The planet has been held in much awe, due to its striking red color and stark contrast to the color green.<br />
<br />
== Orbital Statistics ==<br />
The [[w:geosynchronous_orbit|geosynchronous orbit]] of Duna is at an altitude of<br />
{{OrbitAltitude | period_s=65517.859375 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}} above Duna. The speed of the satellite is<br />
{{OrbitVelocity | period_s=65517.859375 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}} and it has an orbital period resonating with 1 Duna day (18.2 hours or 65517.859375 seconds). However, this is the same altitude at which Ike orbits, so unless a ship's orbit is perfectly precise, it will eventually be captured by Ike.<br />
<br />
For a [[w:semi-synchronous_orbit|semi-synchronous orbit]] of ½ Duna day (9.1 hours or 32758.9295 seconds) an orbit of<br />
{{OrbitAltitude | period_s=32758.9296875 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}} above Duna is needed with a velocity of<br />
{{OrbitVelocity | period_s=32758.9296875 | mass_kg=4.51548115036107e21 | radius_km=320 | round=round2}}.<br />
<br />
== Observation of Ike ==<br />
<br />
Ike's orbit keeps it directly above a short range of Dunar longitudes. The average Duna longitude that Ike tends to stay directly above (at the [[w:Zenith|Zenith]]) is 6 degrees east, but the eccentricity of Ike's orbit causes the exact longitude to oscillate between about 2 degrees and 10 degrees east and makes Ike appear to grow slightly larger and smaller to an observer on the surface of Duna. The latitude at which Ike is in the Zenith also oscillates between 0.2 degrees south and 0.2 degrees north due to Ike's orbital inclination, making Ike appear to rotate upwards and downwards as viewed from the surface, but due to the extremely small orbital inclination, this effect is nearly imperceptible. These phenomena together are known as [[w:libration|libration]]. The oscillation in Ike's position above the horizon allows areas from 88°W to 80°W and 92°E to 100°E on Duna to observe Ike rise and set at least partially across the horizon, as can any areas north of 89.8°N or south of 89.8°S.<br />
<br />
== Interplanetary Travel ==<br />
<br />
From altitude orbit around Duna, the delta-V needed to reach the orbits of other celestials is:<br />
<br />
{| class="wikitable"<br />
!Body<br />
!colspan="2"|Delta-V<br />
|-<br />
| [[Ike]]<br />
|colspan="2"| ~300 m/s<br />
|-<br />
| [[Kerbin]]<br />
|colspan="2"| ~620 m/s<br />
|-<br />
| [[Dres]]<br />
|colspan="2"| ~820 m/s<br />
|-<br />
| [[Eve]]<br />
|colspan="2"| ~1080 m/s<br />
|-<br />
| [[Jool]]<br />
|colspan="2"| ~1350 m/s<br />
|-<br />
| [[Eeloo]]<br />
|colspan="2"| ~1580 m/s<br />
|-<br />
<br />
| [[Moho]]<br />
|colspan="2"| ~2100 m/s<br />
|-<br />
|}<br />
<br />
== Reference Frames ==<br />
{{:Duna/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Parachute_Descent.png|Parachute descent down to Duna surface. <br />
File:ISA_over_Duna.png|ISA satellite in orbit over Duna being used to map the planet surface.<br />
File:DunaSurface.png|Duna's surface at Dawn.<br />
File:Duna_and_ike.jpg|Duna and Ike.<br />
File:Duna_map_800.gif|A topographic height map of Duna made with the ISA MapSat plugin<br />
File:DoonaMap.png|A color map of Duna<br />
File:Duna_Sunrise.png|Duna at [http://www.youtube.com/watch?v=7czFsEpe4Ww&feature=youtu.be sunrise]<br />
File:Duna-sinkhole.png|A rover at the edge of one of the "sinkholes"<br />
File:Thepoopscooperduna1.png|Bill, his capsule, a flag, and Ike are all in this picture<br />
</gallery><br />
<br />
== Changes ==<br />
;{{Version|0.21|}}<br />
* Art Pass<br />
;{{Version|0.18|}}<br />
* Minor art pass<br />
;{{Version|0.17|}}<br />
* Initial Release<br />
<br />
== Trivia ==<br />
* Duna's name may be either a reference to its desert landscape or a shout-out to the Frank Herbert novel ''Dune''.<br />
* The low-lying areas near Duna's equator make a shape resembling Europe.<br />
{{SpoilerBox<br />
|description=Anomalous features<br />
|content=<br />
* On the surface of Duna, there is a large monument carved in the likeness of a [[List of easter eggs#Duna|Kerbal face]], alluding to the infamous "Face of Mars" discovered in the Cydonia Mensae region of Mars during the 1970's. <br />
* Buried deep under the surface, there is a small camera, similar to the design on the Pathfinder rover.<br />
* One anomalous feature on Duna is a small, pyramid-like hill emitting an SSTV signal. When decrypted, it shows a diagram-like image of three figures standing next to the hill itself, implying that Duna was once inhabited or visited before.<br />
}}<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Duxwinghttps://wiki.kerbalspaceprogram.com/index.php?title=Getting_Started&diff=24900Getting Started2013-08-27T22:44:33Z<p>Duxwing: Copy Edit.</p>
<hr />
<div>This guide is intended to help you through your first few hours with Kerbal Space Program: it's far from comprehensive but provides a decent understanding of the basics.<br />
<br />
== Buying ==<br />
Squad provides a fairly straightforward storefront from which you can buy KSP.<br />
<br />
#Visit http://kerbalspaceprogram.com<br />
#Click on the store, there should be a program labeled “Kerbal Space Program”, as well as a program labeled “Kerbalizer”, ignore Kerbalizer for now.<br />
<!-- I forgot ;_; --><br />
<br />
Alternatively, one can buy KSP through [http://store.steampowered.com/app/220200/?snr=1_7_15__13 Steam]<br />
<br />
== Downloading ==<br />
Currently, the entirety of the current version of Kerbal Space Program is downloaded at once. There are plans for a [[Patcher]], and the Steam version handles this automatically.<br />
<br />
# Go to the store.<br />
# Log in with your username and password.<br />
# Click on the Profile button.<br />
# Scroll down to the bottom and select the download link next to the purchase invoice.<br />
# Download the version for your platform.<br />
#* Mac users:<br />
#*#Install Mono from the bundled .dmg file, if needed.<br />
#*#Unzip the file into an empty folder.<br />
#*#Ensure the execute permission is set on the Patcher.command file.<br />
#* Windows Users:<br />
#*# Install .NET Framework 4.0 or above, if needed. (New versions of Windows already have it.)<br />
#*# Unzip the file into an '''empty folder''' that is '''not''' located under Program Files. A program like [http://http://www.7-zip.org/ 7-zip] may be useful.<br />
#* Linux Users:<br />
#*# You already know what to do.<br />
<br />
== Running the Game ==<br />
Run the game after installing it by browsing to the folder into which the game was unpacked in and running KSP.exe (KSP.app on OSX, KSP.x86_64 or KSP.x86 on Linux depending on whether you wish to the run the 64 or 32bit versions). A shortcut can be made on the Desktop to this file to speed opening the game but is unnecessary if you want to run KSP from a USB drive to carry all of your game information with you for playing on any computer.<br />
<br />
[[File:MainScreen.0.21.1.png|thumbnail|center|KSP v0.21.1 Main Screen]]<br />
<br />
The main screen has the following options:<br />
# Start Game<br />
# Settings (This allows you to customize your settings, such as decreasing the graphics quality)<br />
# KSP Community<br />
# Spaceport<br />
# Credits (This lists the developers of Kerbal Space Program)<br />
# Quit (Self-explanatory)<br />
<br />
By selecting the Start Game menu item, the Start and Load Game menu will appear.<br />
<br />
[[File:StartGameMenu.0.21.1.png|thumbnail|center|Start / Resume Game Menu]]<br />
<br />
When starting a new game, which is what this portion of the WIKI is assuming, the save game name does not have to remain 'default'. Change this to what ever name you want the save file to be.<br />
<br />
[[File:NewGame.0.21.1.png|thumbnail|center|Figure 3 : New Game Window]]<br />
<br />
Once the new game is started, the Launch Compound with the two assembly bays, tracking station, Astronaut Complex, and launch pad will appear.<br />
<br />
== The Rocket! ==<br />
<br />
[[File:LaunchSite.0.21.1.png|thumbnail|center|The Launch Site]]<br />
<br />
Since a rocket is needed, select the middle structure, it will say Vehicle Assembly Building. From here we will begin the first rocket using a stock rocket.<br />
<br />
[[File:KerbalXstock.0.21.1.png|thumbnail|center|Assembly Menu]]<br />
<br />
Selecting the Orange Folder in the top right section of the window opens the menu shown in Figure 5. Find and select the [[Kerbal X]] (stock) to load it up. This rocket is fairly simple and can easily achieve orbit around the planet. If you are using the demo version, [http://dl.dropbox.com/u/27588455/Jam001.craft Here] is a simple rocket that can achieve orbit with more than enough fuel for returning to the planet.<br />
<br />
[[File:TheKerbalX.0.21.1.png|thumbnail|center|Figure 6 : The Kerbal X]]<br />
<br />
This seemingly this rocket is really simple and easy to explain. On the right side of the screen, shown in Figure 6, are orange folders that have numbers ranging from 0 to 8. These are the rocket's launch stages. Launch stages are differ from rocket stages in that launch stages are events that each spacebar press triggers. Each stage contains at least one icon; each icon symbolizes an event of that stage. The launch stages are:<br />
<br />
# Rocket Launch Stage 8<br />
#* Initial launch stage<br />
#* Seven Liquid Fuel Thrusters.<br />
# Rocket Launch Stage 7<br />
#* Second launch stage<br />
#* Releases the support braces, called [[TT18-A Launch Stability Enhancer]]s, at the bottom of the Kerbal X Rocket (the open frame supports capped with the red cap)<br />
# Rocket Launch Stage 6<br />
#* This, the third, launch stage releases two of the boosters from the main rocket<br />
#** Trigger this stage only after the first set of two boosters are out of fuel<br />
#** Audio and visual cues indicate that a rocket engine is out of fuel<br />
# Rocket Launch Stage 5<br />
#* After a short while two more engines will run out, and pressing the spacebar will activate this stage to release them from the rocket.<br />
#** Again, trigger this stage only *after* two more engines have run out of fuel<br />
# Rocket Launch Stage 4<br />
#* The same as the previous two launch stages<br />
#** However, it is the last set of the booster engines.<br />
# Rocket Launch Stage 3<br />
#* The end of the first stage of the rocket<br />
#** Pressing the spacebar separates the main engine that helped the boosters get the rocket into space from the second stage of the rocket.<br />
# Rocket Launch Stage 2<br />
#* Activates the smaller engine attached directly to the capsule<br />
# Rocket Launch Stage 1<br />
#* The last stage before the parachute is opened<br />
#** Release the last engines; activate upon falling towards the planet<br />
# Rocket Launch Stage 0<br />
#* Deploys the parachute.<br />
<br />
That is the run down of the orange tabs on the right side of the screen. While there is nothing that really *needs* to be done to the Kerbal X Rocket, I strongly advise adding a couple of items that will make getting into orbit a bit easier.<br />
<br />
[[File:SASLarge.0.21.1.png|thumbnail|center|Figure 7 : Preparing for the SAS module]]<br />
<br />
Figure 7 shows the main rocket stage removed in preparation of the black SAS module, from the Control Tab, that will be added. To "break" the rocket in the correct place, simply point your mouse at the section below the separator ring, the black and yellow ring with the red square on it, and do a left-mouse-click (LMC) once. This selects the fuel cell that is underneath of the separator ring and everything below that section of the rocket. Then simply move it out of the way, *but not into the grey component selections on the left* or else it will be trashed, and do another LMC to place the rocket components there. <br />
<br />
The SAS module will help greatly in keeping your rockets on course without much fuss from you. With the SAS added, a simple keypress, "t", after the rocket is moved out to the launchpad, will allow the rocket to stay almost perfectly centered while it is in flight. There are other concerns for keeping the rocket stable but those will be covered later.<br />
<br />
[[File:SASaddedFirstStage.0.21.1.png|thumbnail|center|Figure 8 : The SAS Added to the Main Rocket Stage]]<br />
<br />
In order to add the SAS module, do an LMC on the black SAS module, then move your cursor over to the rocket sections. There should now be the SAS module following your cursor, and if not simply go back and do another LMC to select the module again. With the module following your cursor, drag it to the base of the separator ring and you will see the SAS turn green when it is properly placed. Do one last LMC and the module will be placed underneath the separator as shown in Figure 8. The last step is to combine the lower section back onto the SAS module. This is done the same way as it was taken off, just in reverse.<br />
<br />
[[File:RCSFuelLarge.0.21.1.png|thumbnail|center|Figure 9 : Selecting the RCS Module]]<br />
<br />
Another SAS module can be added to the section directly underneath the capsule. Simply repeat the same process to the separator that is underneath the capsule. While adding the SAS to the Capsule section, adding some RCS Fuel, Figure 9, will also assist in keeping the rocket stable in flight, by pressing "r" to turn on the rocket in flight. The last step is to add some RCS Thrusters, which I added to the capsule separation ring, see Figure 10. To add these thrusters in any sort of symmetry, use the symmetry icon in the bottom left of the screen, see Figure 11. Each LMC on this indicator will cycle through all of the cloning options, ie 1 - 8 duplicates of whatever item you are placing.<br />
<br />
[[File:RCSAdded.0.21.1.png|thumbnail|center|Figure 10 : RCS Thrusters Added to the Capsule Separator Ring]]<br />
<br />
[[File:SymmetryIndicator.0.21.1.png|thumbnail|center|Figure 11 : The Symmetry Indicator]]<br />
<br />
Once the rocket is all attached together again, it is time to move the rocket to the launch pad. Referring back to Figure 1, the Launch Pad is the green icon in the upper right corner of the screen. Clicking on this icon will move the rocket onto the launch pad.<br />
<br />
==Launching the rocket==<br />
Once you've made or selected a rocket, press the big green launch button in the top right. <br />
<br />
Flight controls are not exactly straightforward. W, S, A, and D move the ship around, but they are relative to your rotation, controlled with Q and E. The easiest way to keep your rocket on target with WSAD is to look at the navball, in the bottom middle of the screen.<br />
<br />
Before launching your rocket, take a second to look at your map, by pressing M. This will bring up [[Kerbin]] on the map. Scroll out to show kerbins moons, and even farther to see the rest of the solar system. It will be a while before you even learn how to make a rocket than can escape the sphere of influence of [[Kerbin]], so experiment with different rocket designs, and see what works best for you. <br />
<br />
Launching your rocket is the easy part. Just throttle up with left-shift and press space. But don't do that just yet, press T to turn SAS on. SAS is essentially autopilot, without SAS you just won't turn as well. Pure SAS allows you to control the movement of your rocket with the WSADQE keys faster, and with more power, however it is nothing compared to ASAS (Advanced SAS). Advanced SAS allows your rocket to use thrust vectoring (You'll learn about that later too) and it keeps you on course, instead of you having to turn manually.<br />
<br />
Each time you run out of fuel in a stage, press space until the next stage of fuel and engines start burning.<br />
<br />
If you don't want to read everything I said above all you need to know is before launching press T, hold left-shift until the throttle is at maximum, then press space to launch and if your rocket stops going, press space again.<br />
<br />
==Getting into orbit==<br />
<br />
It's time to make your own rocket. The parts editor in the VAB is simple enough to use, but if I were you I would stay away from spaceplanes for a little while longer.<br />
<br />
You already know a little bit about staging, but I'm going to generalize it even more for you.<br />
<br />
====The launching stage====<br />
Here you have a whole bunch of high powered engines and large fuel tanks, Solid rocket boosters are most often used here. The motto here is pack as much of it on as you can because you're not taking it with you. <br />
<br />
If you do not already know, you can mount things radially (on the side) of other things, and by the magic of the symmetry button (Bottom of the parts menu) you can have the radially mounted things not make your poor rocket tip over. <br />
<br />
Staging is one of the most important aspects of building a rocket. I still use staging, even though a lot of people have quickly traded it out for action groups. On the right there is a tall bar with everything in it's respective stage, however if you were to put half your rockets in one stage and the other half in another, you would go almost 3 times as far, in twice the time!<br />
<br />
====The other stages====<br />
<br />
Generally split into a circularization stage (I totally didn't make that word up), and an interplanetary stage. For now all you really need to know is everything after the stages in the atmosphere should be light, with medium to low power. Once you're out, if you're going into orbit all you need is a [[LV-N Atomic Rocket Engine|LV-N]], [[LV-909 Liquid Fuel Engine|909]] or a [[Rockomax "Poodle" Liquid Engine|Poodle]], depending on your preference.<br />
<br />
===How to use these stages===<br />
<br />
Remember when I told you how to open the map? That's going to come in handy here. Your map also shows your orbital details, so what you need to do is burn just about directly up with your launcher stage. This may take a while, and I encourage you NOT to use the physics warp as with most rockets if you are burning as using the physics warp will almost always make you veer wildly off course or explode in midair. Once your apoapsis (displayed on the map) is above about 70km, press X or hold control to turn off your throttle. Turn off SAS and aim your rocket so it is facing sideways. On the navball the marker indicating your direction should be right on the border between blue and brown. Turn SAS back on and time warp (slowly) until your rocket is about 1km (≈ height of the Salto Angel, the world's highest free-falling waterfall Venezuela, or wavelength of the lowest medium wave radio frequency, 300 kHz) below your apoapsis, than start burning. On the map your orbit should get wider and wider (you can bring up your navball on the map and keep steering, and see your fuel on the map by pressing F2 twice), and once it gets wide enough your periapsis will pop out of the ground, see its shadow and go scampering off into space. Once your apoapsis and periapsis are both above 70km, you can rest and look at your work. Than you can start thinking, well great I have a piece of junk in orbit of my planet. <br />
<br />
Remember this is a simplified method to get into orbit. You can also imitate the real-life launches, execute a slow [[w:Gravity turn|gravity turn]]. <br />
<br />
To reenter Kerbin, you need to burn retrograde. That sounds fancy, but if you have enough fuel just turn your rocket until you see the yellow circle with the small yellow lines in the middle. Point directly at it and burn. If you put a parachute on your rocket, it will deploy 500m above the ground, and if you made your top stage light enough it will almost completely stop you before you hit the ground. If your rocket is too heavy, the parachute will rip off and your kerbals will fall gently to the ground, exploding upon impact.<br />
<br />
If you run out of fuel while burning retrograde, don't worry! As long as your periapsis is less than 70 km you can just timewarp and the atmosphere around [[Kerbin]] will slow your rocket down every time it gets below 70km. This technique is often referred as [[Aerobraking]]. For fancy points you can try to time your deorbit burn (retrogade burn) to when you are almost on top of kerbal space center, but you have to be aiming 90 degrees when you get your rocket into orbit for that to work well.<br />
<br />
== Still To Do ==<br />
<br />
# Links for additional tips, tricks, and guidance</div>Duxwing