https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Jodo42&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-28T11:12:39ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Space_station&diff=57471Space station2015-02-08T18:38:04Z<p>Jodo42: /* Uses */</p>
<hr />
<div>A '''space station''' is a spacecraft which does not significantly change its orbit but rather acts as a permanent space presence, often to provide services to other vessels in the course of their missions. A small space station can be launched whole by a single rocket, but larger ones can be constructed in stages by [[docking]] multiple sections together; such stations can be much larger than what any single rocket could feasibly launch.<br />
<br />
== Uses ==<br />
Space stations are often used as refueling depots. For example, if a station is placed in [[Mun]] orbit, a lander can dock to the station and take some [[liquid fuel|fuel]] or [[monopropellant]] to refill its own tanks for landing and return. A dedicated station's fuel capacity can be far greater than that of any single ship, and holding large amounts of fuel already in orbit can greatly influence the design and operation of subsequent [[craft]].<br />
<br />
It is also possible to house [[Kerbal]]s on a space station. The [[PPD-10 Hitchhiker Storage Container]] is especially useful for this purpose, as it can hold four Kerbals and its ladders are arranged to stack on top of each other. The [[PPD-12 Cupola Module]] is meant to be incorporated into space stations, both because it is unsuitable for most other mission profiles and because it deliberately resembles an iconic component of the [[w:International Space Station|International Space Station]]. As of 0.90, [[kerbonaut]]s do not require any consumable resources and may be left in space indefinitely.<br />
<br />
Space stations can also be used for scientific measuring using the various sensors. By placing a station on an eccentric orbit, measurements at different altitudes can be taken. However, it can be more efficient to perform these tasks with smaller and more maneuverable satellites. As of the {{version|0.23}} update, one can also use the [[Mobile Processing Lab MPL-LG-2]] on a space station to increase efficiency for research and clean the [[Mystery Goo™ Containment Unit]] and [[SC-9001 Science Jr.]].<br />
<br />
== Design and construction ==<br />
<br />
A simple space station may be launched as a single unit, and will differ from other [[craft]] only in minor ways. The most significant of these is a lack of propulsion. While stations may possess [[reaction wheel]]s or [[RCS]] for basic mobility, they typically lack [[rocket engine]]s. Other than that, a station may possess [[electricity|electrical]] systems, one or more [[command module]]s, [[environmental sensor]]s, [[electric light]]s, or any other structure.<br />
<br />
In order for a station to act as a fuel depot, it must be equipped with clamps for [[docking]]. A station will often have several clamps of different sizes on it, to accommodate multiple visiting craft or craft of different designs. Generous space should be allowed around the clamp for visitors to maneuver without colliding with other parts of the station.<br />
<br />
An incrementally constructed space station has no practical limit to its size; it may contain as many components as the designer cares to launch. The only cap on extremely large stations is the number of parts they contain, as eventually the user's computer will be unable to simulate the station's physics in real time. Hitting this limit can be staved off by careful choice of the contents of each station module. Module complexity can be decreased by leaving out normally essential systems such as batteries and RCS; when docked to the station they will be able to take advantage of these capabilities in other modules. In order to transport such a module from the [[launch pad]] to the station, docking ports or [[decoupler]]s can be used to mount nonessential systems. They can be removed once the station is assembled, or even beforehand, and the module pushed into place with [[tug]]s.<br />
<br />
== Problems ==<br />
<br />
One of the problems with building a space station is the major problem of lag. Any ships with part counts of more than 250 will begin to lag violently on older devices, making any space station of a size that is usable completely impractical because of the lag. This lag problem exists because each part in a ship has its own physics attached to it. Normally this isn't problem, but when there are hundreds of parts it becomes really annoying. And although there are rockets with such high part count, those lose parts after every stage and thus reducing the part count. Usually the payload brought into orbit has then only a fraction of the original part count.<br />
<br />
==Modules==<br />
<br />
Most space stations include more than one module. A complete space station usually has: A science module, a crew module, a communications module, an electricity module (a module that has batteries and solar arrays, generators, etc. ). A space station that has all of these modules or maybe even more will be a great asset in creating a successful space program in KSP.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Space Lab One-d.png<br />
File:Space Lab One-e.png<br />
File:MinimusOrbitalStation.png | A small station in orbit of Minimus.<br />
File:KSS_station.jpg|Middle-size Kerbin space station<br />
</gallery></div>Jodo42https://wiki.kerbalspaceprogram.com/index.php?title=0.25&diff=513540.252014-10-18T03:11:14Z<p>Jodo42: </p>
<hr />
<div>'''<big>Highlights:</big>'''<br />
<br />
<big>Destructible Facilties at KSC:</big><br />
<br />
''Crashing into buildings at KSC can now cause them to collapse, which although satisfying, is very counter-productive to the Space Program.Destroyed Facilities won't function until repaired, although most facilities can still operate with some degree of damage.Repairing broken facilities will cost you in Career Mode.Added a new Context Menu to Facilities at KSC which show extra info and to repair when necessary.''<br />
<br />
<big>New Explosion Particle and Sound FX:</big><br />
<br />
''We've added a huge new set of sounds and effects, which can be seen (and heard) whenever a facility at KSC gets destroyed or repaired.Part explosions have also been overhauled for much more violent and better-looking fireworks.''<br />
<br />
<big>New Difficulty Options Menu:</big><br />
<br />
''A new panel is now available when starting a new game (and also through the in-game settings menu) to allow configuring difficulty settings, like whether or not crews can respawn, whether facilities can be destroyed, and several other parameters.<br />
''<br />
<br />
<big>Administration Facility:</big><br />
<br />
''Added a new facility near the Astronaut Complex, and lets you access the Strategies screen.Added a new music track to play in the background of the Admin Facility, called "Stratejazz".''<br />
<br />
<big>Strategies:</big><br />
<br />
''Managing your Career is greatly expanded with the addition of Strategies. Strategies let you take control over how your Space Program is managed, allowing you to tune it to best fit your own playing style.Space Program Department Reps: Meet Mortimer Kerman, your Finances guy, Linus Kerman, Science rep and Wernher's intern (because Wernher is too important to be bothered with these meetings) and Walt Kerman, PR representative who takes his job very literally sometimes, and Gus Kerman, head of Operations, who hopefully cleaned his boots before showing up this time.Strategies are of course, completely mod-friendly, and defined through cfg. So are the departments, in fact.''<br />
<br />
<big>Crew Transfer:</big><br />
<br />
''Kerbals in the same vessel don't need a spacesuit anymore to switch seats. Just click the crew hatch and select Transfer to tell them to go sit somewhere else.''<br />
<br />
<big>Spaceplane Parts Overhaul:</big><br />
<br />
''We've incorporated many parts fromthe very awesome SpacePlane Plus mod by Chris Thuersam (PorkJet), giving stock spaceplane parts a much needed overhaul.Many, many new parts: Wing sections, Control Surfaces, Air Intakes, Fuselage Sections and even Cargo Bays added.All parts in the Mk2 set were redesigned to be symmetrical in 3 axes. They also act as lifting surfaces too.The Mk1 Cockpit and Mk1 fuselage sets were also overhauled, and we've also added a new Inline intake part.Rebuilt all stock vessels using the new parts.Obsolete spaceplane parts replaced by new ones when applicable. (Delta wing, Structural wind, Wing Connector, Mk2 fuselages)''<br />
<br />
<big>KSC Vessel Markers:</big><br />
<br />
''You can now see (and focus/recover) vessels landed near the Space Center directly from the Space Center scene. Markers will show their positions and expand to show extra information when clicked.''<br />
<br />
<big>NavBall Vectors:</big><br />
<br />
''The Navball now shows all 6 vectors when in Orbit mode: Progade, Retrograde, Radial In/Out, Normal and Antinormal.Off-screen maneuver vectors now have an arrow which points towards them so they're easier to find.''<br />
<br />
<big>'''New:'''</big><br />
<br />
<big>Flight:</big><br />
<br />
<br />
''Added a new stock craft, the Learstar A1: A hybrid multistage vessel that functions very much like the Shuttle did.<br />
<br />
MapView Filtering state is now persistent.<br />
<br />
Added a Full Throttle Key (Z)<br />
<br />
New "Space Center" Button above the altimeter allows you to return to the Space Center without having to go through the Pause Menu.<br />
<br />
Added MonoProp gauge to OMS engines on staging stack<br />
<br />
Added 'Return to Editor' buttons to flight end dialog when Reverting isn't allowed (due to difficulty settings).''<br />
<br />
<br />
<big>Editors:</big><br />
<br />
<br />
''VAB and SPH scenes now show visible KSC facilities in their current states (as in destroyed).<br />
<br />
Hold ModKey to override surface attachment in editors (when you want to stack to a node but can't because the part insists on sticking to the surface).''<br />
<br />
<br />
<big>Crew Management:</big><br />
<br />
''Automatic Crew Hiring is now disabled depending on difficulty setting.''<br />
<br />
<big>Scenery:</big><br />
<br />
<br />
''Tweaked the main terrain shader to use worldspace triplanar mapping on near detail textures. This means we now have enough texture accuracy to texture small rocks or even blades of grass. This is still an ongoing project though, not all Celestial Bodies use this new shader yet.<br />
''<br />
<br />
<big>R&D:</big><br />
<br />
''Entry Purchases in R&D are now required depending on difficulty mode.Added a 'Purchase All' button to purchase all parts after researching a node in R&D.Science Results in Sandbox Mode. They may not be worth much Science (or any at all), but running science experiments in Sandbox Mode will now show you the same results as in other game modes.Recovering/Transmitting Science Data requires an operational R&D Facility (as in not destroyed).''<br />
<br />
<big>Misc:</big><br />
<br />
<br />
''GameDatabase code tweaked to allow modders to write their own asset loaders.<br />
<br />
Added GameEvents.OnCrewTransferred, fired from CrewTransfer and EVAs leaving and boardingAdded SCREENSHOT_SUPERSIZE parameter to settings.cfg to allow taking ultra-high-res (multisampled) screenshots.<br />
<br />
Application Launcher added to tracking station (Messages and Contracts App visible).''<br />
<br />
<br />
<br />
<small>Bug Fixes and Tweaks:<br />
<br />
Fixed a small bug where entering the KSC scene for the first time in a session would cause it to jitter from FP inaccuracy. This fixed itself after going into other scenes, but was annoying nonetheless.<br />
<br />
Tweaked text on Editor Cost Widget, so characters align with the Funds widget below.Funds Widget now has commas to separate groups of 3 digits.<br />
<br />
Fixed a bug in the Editor which prevented some parts from attaching properly to n-couplers using symmetry (like the RamJet Turbines)<br />
<br />
Added an "Addons&Mods" button to the Main Menu, that will take you to KSP's official mod site.<br />
<br />
Massive reorganization of the part folders in the GameData directory.<br />
<br />
Inline Reaction wheel rescaled to size 0, since it was redundant with the Advanced Reaction Wheel module before.<br />
<br />
Cupola Part mass changed from 4.5 to 1.76. Total mass (with full monoprop) is now 1.8<br />
<br />
Tweaked the intake area of several intakes for better consistency.<br />
<br />
Fixed Experimental parts not being available in cases where the node was researched but the part itself not purchased.<br />
<br />
Set up a transition matrix system to bypass unnecessary loading screens on some scene transitions.<br />
<br />
Improved number formatting on all Contract values, from "F1" (123456789.0) to "N1" (123,456,789.0)<br />
<br />
Overhauled the in-game settings dialog UI, which was sorely in need of some attention.Removed useless 'None' option for Docking Lin/Rot state when assigning a key or axis in the Input Screen.Revised and updated in-game and readme credits.<br />
<br />
Fixed mouse detection for KSC facilities not working if camera was zoomed too far out.<br />
<br />
Fixed a bug where crew portraits would draw out of place after switching vessels.<br />
<br />
Fixed a bug which could cause a general game breakdown on rare occasions when vessels planted themselves into the ground.<br />
<br />
Fixed Index Out of Range exception and general crash on moving to flight after deleting a crewed part in a certain way.<br />
<br />
Kerbal recovery reward set to zero for the time being, to stop reputation exploit from recovery at the launchpad.<br />
<br />
Mk2 Cockpit renamed to Mk1 Inline Cockpit (makes a lot more sense, since it was a Mk1 type part anyway).<br />
<br />
Fixed several cases of UIs not stopping mouse clicks on objects behind themselves.Fixed a bug on OSX which made it impossible to open the Crew Hatch Dialog and possibly other dialogs too.<br />
<br />
Contracts App panel is now scalable in the VAB/SPHFixed missing title bar on VAB/SPH on larger resolutions<br />
<br />
Fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used.<br />
<br />
Fixed scaling issues with OMS Engine.Fixed vessel airlocks becoming falsely obstructed sometimes on certain ship design.Upgraded all parts using deprecated Winglet subclass to use ModuleLiftingSurface instead.<br />
<br />
Fixed minor visual issue with galaxy backdrop.<br />
<br />
Moved over ion engine and xenon tanks to Propulsion from Utility.<br />
<br />
Fixed Staging input locks not clearing if leaving the Editors while hovering over staging icons. (resulted in total game freeze)<br />
<br />
Improved GUI skin for input page in Game Settings scene.<br />
<br />
Editor sidebar panel transition speed increased.</small></div>Jodo42https://wiki.kerbalspaceprogram.com/index.php?title=Eeloo&diff=31708Eeloo2014-01-25T23:11:29Z<p>Jodo42: Clarification of developer intent with regards to Eeloo</p>
<hr />
<div>{{:Eeloo/Data}}<br />
<br />
'''Eeloo''' is a [[w:dwarf planet|dwarf planet]] that was released in {{version|0.18.2}} as a Christmas gift to the KSP community. It is the seventh and farthest planet from [[Kerbol]] most of the time, though its orbit intersects [[Jool]]'s, passing in front of it for a minority of its revolution period. The two planets are locked in a 3:2 resonance, which, coupled with their different inclinations, ensures they cannot collide.<br />
<br />
Eeloo has just 3.5% more gravity than the [[Mun]] and is very similar in size. Like the Mun, it has no atmosphere. The physical characteristics of Eeloo are most likely an analogue of the ice moon [[w:Europa (moon)|Europa]], and its orbit is similar to that of [[w:Pluto (dwarf planet)|Pluto]], though both bodies are known to have a tenuous atmosphere.<br />
<br />
Eeloo's relatively large distance from Kerbol reduces [[Electricity#Solar_panels|solar power]] to approximately 1/2 to 3/8 of the values seen at [[Kerbin]]. Bringing additional panels, or an alternate powersource (eg: RTGs) is recommended.<br />
<br />
== Topography ==<br />
The surface of Eeloo is relatively smooth and covered in gray-white ice, with deep canyons exposing the brownish rock below. A few craters are visible, but not nearly as one might expect for a body without an atmosphere. Its highest points are near the equator and are almost 3.9 km high, while the lower areas can go lower than sea level. <br />
<br />
Eeloo's surface lacks ground scatter.<br />
<br />
== Orbits ==<br />
Eeloo's far and large orbit, in addition to its low gravity, make encounters challenging. Its distance from [[Kerbin]] also tends to make missions very lengthy.<br />
<br />
A synchronous orbit around Eeloo is possible, at an altitude of ~683.9 km. <br />
<br />
== Communication ==<br />
Using the Remote Tech plugin, path lengths from Kerbin can reach up to around 127 [[w:gigametre|Gm]] (127 billion meters), resulting in a round trip delay longer than 14 minutes. Even at the closest approach, the communication delay is more than 6 minutes.<br />
<br />
== Future ==<br />
There were plans for Eeloo to become the moon of a [[Gas planet 2|second gas planet]] and have an active surface, with ''cryovolcanic'' phenomena.<ref>http://forum.kerbalspaceprogram.com/showthread.php/35829-Eeloo-Discussion!?p=398040&viewfull=1#post398040 {{Broken link}}</ref><ref name="nova june">[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post in the forum] by NovaSilisko</ref> It is unknown what Eeloo's parent planet was intended to look like, but according to former developer NovaSilisko Eeloo was to be the innermost moon of three other major moons.<ref name="nova june"/><br />
<br />
== Reference Frames ==<br />
{{:Eeloo/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
ProbeEeloo.jpg | A small probe on Eeloo.<br />
Sunset Eeloo.png | Sunset on Eeloo.<br />
Eeloo_map_800.gif | A topographic height map of Eeloo as of {{version|0.18.2}}, made with the ISA MapSat plugin.<br />
screenshot147.png | A probe on Eeloo near midday.<br />
File:Eeloo_Landing_Party.jpeg | A successful landing party on Eeloo.<br />
Lander and rover on Eeloo.jpg | A crew of very brave kerbonauts and a rover on the surface of Eeloo at sunset.<br />
EelooOrbit.png | A mid-size interplanetary spaceship orbiting Eeloo at a distance of around 250km.<br />
EelooOverlook.png | Note the relatively flat topography and complete lack of ground scatter.<br />
</gallery><br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;{{Version|0.18.2|}}<br />
* Initial Release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]<br />
[[Category:Dwarf planets]]</div>Jodo42https://wiki.kerbalspaceprogram.com/index.php?title=Tylo&diff=31707Tylo2014-01-25T23:08:59Z<p>Jodo42: Grammar correction</p>
<hr />
<div>{{:Tylo/Data}}<br />
<br />
'''Tylo''' is the third [[moon]] of [[Jool]]. It is the largest of Jool's five moons, the largest moon in the entire [[Kerbol System]], and the largest celestial body without an atmosphere. It is Kerbal Space Program's analog for [[w:Ganymede_(moon)|Ganymede]], a moon of [[w:Jupiter|Jupiter]].<br />
<br />
Landing on Tylo is extremely challenging. Its gravity is similar to [[Kerbin]]'s, but aerobraking is impossible, since there is no [[atmosphere]]. However, due to its large gravity well, Tylo is an ideal target for a [[Tutorial: Gravity Assist|gravity assist]] to enter or leave the Jool system safely and with minimal fuel consumption.<br />
<br />
Having a spacecraft orbiting very close to the surface can give you orbit periods of about 29 minutes going about 2,170 m/s. Like the other large Joolian moons, Tylo is tidally locked. Synchronous orbits around Tylo are not possible, as they would lie outside of its SOI, at a radius of 14,758,067 meters.<br />
<br />
According to former developer NovaSilisko, Tylo was planned to possibly be made into a high-contrasting body like [[w:Iapetus_(moon)|Iapetus]].<ref name="nova june">[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post in the forum] by NovaSilisko</ref><br />
<br />
== Topography ==<br />
Tylo has a rocky surface. It has a varying elevation between 0 meters (Tylo baseline height) and peaks of more than 11290 meters. Tylo's surface looks similar to that of [[Mün]], but has much fewer impact craters (especially on the side facing away from Jool) and is more uneven.<br />
<br />
Due to the coloring of the surface of Tylo, it is likely that it is covered in a rhyolite layer of rock, nickel, a little cobalt, some sort of ice and dust, spread by meteorite impacts, but as there is no official way to determine the composition of the moon this is only hypothetical. This explains why Tylo has a rather bright and white surface.<br />
<br />
Because it very large in comparison to other moons, it is unlikely that it is a captured planet. For a planet of this size, Jool would have to be much larger and denser to produce a large and strong enough gravitational well. It is unknown why Tylo hasn't formed an atmosphere.<br />
<br />
Because of it's high gravity and lack of an atmosphere, Tylo is very hard to land on and reach orbit from. However, low altitude orbits at high speeds can be achieved for these same reasons.<br />
<br />
== Reference Frames ==<br />
{{:Tylo/RefFrame}}<br />
<br />
== Trivia ==<br />
*Kerbin has the same equatorial radius as Tylo (600,000m) yet Tylo's surface gravity is much lower than Kerbin. This is most likely because Tylo is composed of low density matter.<br />
*There are two known Easter eggs on Tylo. <br />
{{SpoilerBox<br />
|description=<br />
|content=One is Carl Sagan's face on a mountain and the other is a cave-like underground formation.}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Gui_Tylo_ISA_Topo.png | Topographical map of Tylo.<br />
File:Gui_Tylo_Polars_Topo.png<br />
File: Tylo_map_800.gif | A topographic height map of Tylo made with the ISA MapSat plugin<br />
File:TyloFromLaythe.png | Picture of Tylo as seen from Laythe<br />
File:Joolrise.png | A Joolrise with a Laythe transit seen from a very low orbit around Tylo<br />
File:Tylocrater.png | A small crater on Tylo as seen from the surface<br />
File:Tylo_Partay.jpeg | Three kerbonauts boldly going where no kerbal has gone before.<br />
</gallery><br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;{{Version|0.17|}}<br />
* Initial release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Jodo42https://wiki.kerbalspaceprogram.com/index.php?title=Tylo&diff=31706Tylo2014-01-25T23:08:13Z<p>Jodo42: Clarification of developer intent with regards to Tylo</p>
<hr />
<div>{{:Tylo/Data}}<br />
<br />
'''Tylo''' is the third [[moon]] of [[Jool]]. It is the largest of Jool's five moons, the largest moon in the entire [[Kerbol System]], and the largest celestial body without an atmosphere. It is Kerbal Space Program's analog for [[w:Ganymede_(moon)|Ganymede]], a moon of [[w:Jupiter|Jupiter]].<br />
<br />
Landing on Tylo is extremely challenging. Its gravity is similar to [[Kerbin]]'s, but aerobraking is impossible, since there is no [[atmosphere]]. However, due to its large gravity well, Tylo is an ideal target for a [[Tutorial: Gravity Assist|gravity assist]] to enter or leave the Jool system safely and with minimal fuel consumption.<br />
<br />
Having a spacecraft orbiting very close to the surface can give you orbit periods of about 29 minutes going about 2,170 m/s. Like the other large Joolian moons, Tylo is tidally locked. Synchronous orbits around Tylo are not possible, as they would lie outside of its SOI, at a radius of 14,758,067 meters.<br />
<br />
According to former developer NovaSilisko, Tylo was planned to be possibly be made into a high-contrasting body like [[w:Iapetus_(moon)|Iapetus]].<ref name="nova june">[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post in the forum] by NovaSilisko</ref><br />
<br />
== Topography ==<br />
Tylo has a rocky surface. It has a varying elevation between 0 meters (Tylo baseline height) and peaks of more than 11290 meters. Tylo's surface looks similar to that of [[Mün]], but has much fewer impact craters (especially on the side facing away from Jool) and is more uneven.<br />
<br />
Due to the coloring of the surface of Tylo, it is likely that it is covered in a rhyolite layer of rock, nickel, a little cobalt, some sort of ice and dust, spread by meteorite impacts, but as there is no official way to determine the composition of the moon this is only hypothetical. This explains why Tylo has a rather bright and white surface.<br />
<br />
Because it very large in comparison to other moons, it is unlikely that it is a captured planet. For a planet of this size, Jool would have to be much larger and denser to produce a large and strong enough gravitational well. It is unknown why Tylo hasn't formed an atmosphere.<br />
<br />
Because of it's high gravity and lack of an atmosphere, Tylo is very hard to land on and reach orbit from. However, low altitude orbits at high speeds can be achieved for these same reasons.<br />
<br />
== Reference Frames ==<br />
{{:Tylo/RefFrame}}<br />
<br />
== Trivia ==<br />
*Kerbin has the same equatorial radius as Tylo (600,000m) yet Tylo's surface gravity is much lower than Kerbin. This is most likely because Tylo is composed of low density matter.<br />
*There are two known Easter eggs on Tylo. <br />
{{SpoilerBox<br />
|description=<br />
|content=One is Carl Sagan's face on a mountain and the other is a cave-like underground formation.}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Gui_Tylo_ISA_Topo.png | Topographical map of Tylo.<br />
File:Gui_Tylo_Polars_Topo.png<br />
File: Tylo_map_800.gif | A topographic height map of Tylo made with the ISA MapSat plugin<br />
File:TyloFromLaythe.png | Picture of Tylo as seen from Laythe<br />
File:Joolrise.png | A Joolrise with a Laythe transit seen from a very low orbit around Tylo<br />
File:Tylocrater.png | A small crater on Tylo as seen from the surface<br />
File:Tylo_Partay.jpeg | Three kerbonauts boldly going where no kerbal has gone before.<br />
</gallery><br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;{{Version|0.17|}}<br />
* Initial release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Jodo42https://wiki.kerbalspaceprogram.com/index.php?title=Laythe&diff=31705Laythe2014-01-25T23:07:13Z<p>Jodo42: Clarification of developer intent with regards to Laythe</p>
<hr />
<div>{{:Laythe/Data}}<br />
<br />
'''Laythe''' is the first of the five [[w:Natural satellite|natural satellites]] of [[Jool]]. Although mostly covered in seas, Laythe has numerous rocky, sandy islands. Laythe is tidally locked to Jool. Synchronous orbits around Laythe are not possible, as they would lie outside of its SOI, at a radius of 5,186,399 meters. A circular [[w:archipelago|archipelago]] that is prominent in maps suggests that Laythe suffered a massive impact in its distant past.<br />
<br />
Achieving a stable orbit around from sea level requires a [[delta-V]] of ≈2800 m/s.<br />
<br />
Laythe has no real-world analogue. In the real-world [[w:Jupiter|Jupiter system]], the moons [[w:Ganymede (moon)|Ganymede]], [[w:Europa (moon)|Europa]] and [[w:Io (moon)|Io]] form a group with an [[w:Orbital Resonance|orbital resonance]] just like KSPs [[Tylo]], [[Vall]] and Laythe. But while Tylo and Vall have a certain resemblance to their real-life counterparts, Laythe is very unlike the volcanic, atmosphere-less, dry Io. Though Laythe has liquid water on its surface, the temperature there is below 0 degrees Celsius. This means that Laythe's oceans must contain another compound, most likely ionic, such as salt.<br />
<br />
According to former developer NovaSilisko, Laythe was planned to have volcanic, probably cryovolcanic, activity and high radiation levels in later versions, making it a much more hostile moon than in 0.20.2.<ref>[http://forum.kerbalspaceprogram.com/showthread.php/28451-Could-Laythe-actually-exist-with-real-physics?p=349683&viewfull=1#post349683 Forumpost from NovaSilisko]</ref><ref>[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post from NovaSilisko]</ref><br />
<br />
== Atmosphere ==<br />
Laythe's [[atmosphere]] begins at 55,262 meters and is slightly thicker than Kerbin's. It is the only moon in the game which has an atmosphere.<br />
<br />
Like all other atmospheres in the game, Laythe's atmosphere fades exponentially with increasing altitude (with a scale height of 4000 m). In general, the atmospheric pressure on Laythe at an altitude expressed in meters is:<ref>A [[LV-N Atomic Rocket Motor]] has a specific impulse of 220 in 1 atm, 800 in vacuum, and the following at various Laythe altitudes:<br />
{| class="wikitable"<br />
| altitude (m) || 600 || 1464 || 1800 || 2238 || 2698 || 3296 || 4104 || 16435<br />
|-<br />
| specific impulse || 400.7 || 478.2 || 504.2 || 534.8 || 563.7 || 596.5 || 633.7 || 792.4<br />
|}</ref><br />
<br />
:<math>p_l = 0.8\ e^{-altitude/4000}</math><br />
<br />
With proper [[aerobraking]] near Laythe and Jool, reaching Laythe may require the least delta-V of all of Jool's moons. When approaching Jool on a Hohmann transfer orbit from Kerbin, aerobraking with a Jool periapsis of 119.5 km will put your apoapsis roughly near Laythe's orbit.<br />
<br />
Another way is to approach Laythe directly, with proper timing and orbit adjustments done on the way to Jool. Laythe's orbital period makes it easy target to time and allows less Δv on arrival (only 2000 m/s), thus aerobraking on Laythe is lighter than on Jool. Diving to ~22 km will almost circularize the (retrograde) orbit.<br />
<br />
Landing on higher points of Laythe's surface has to be done with a help of retro burns as parachutes alone are not enough to sufficiently lower velocity for landing.<br />
<br />
Jet engines work in Laythe's atmosphere as it contains oxygen. However, their air intake efficiency is lower.<br />
<br />
Laythe is mostly ocean. There are many craters on its surface, and some of the largest features it has may be related to impacts.<br />
<br />
== Reference Frames ==<br />
{{:Laythe/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
Mechjeb Laythe.png | A large user-created probe in low orbit around Laythe.<br />
ProbeonLaythe.png | A probe on the surface of Laythe.<br />
Laythe Topo compressed.png | A topographic map of Laythe made with ISA MapSat.<br />
Laythe bump gray.jpg | A grayscale bump map normalized at sea level.<br />
File:KSP.EXE 0x69D82224.png| A color map of Laythe<br />
VallFromLaythe.png | Vall as seen on Laythe<br />
TyloFromLaythe.png | Tylo as seen on Laythe<br />
BopFromLaythe.png | Bop as seen on Laythe<br />
Laythetransen.svg | Laythe transfer plan<br />
Laythe_map_800.gif | A topographic height map of Laythe as at Version 0.18.2 made with the ISA MapSat plugin<br />
Laythe_Ice_Cap.png | Laythe's northern ice cap, with the Sun, Vall, and Tylo.<br />
Jet_on_Laythe.png | User-created jet flying in Laythe's atmosphere.<br />
TogsSpaceplace1.jpg | User-created jet space plane on re-entry to Laythe.<br />
Direct_Laythe_approach.jpg | A direct approach to Laythe.<br />
SpacePlaneEscapeFromLaythe.png| A spaceplane escaping from Laythe.<br />
SpacePlaneFlyingIntoSunsetLaythe.png| A spaceplane flying into the sunset high above Laythe.<br />
</gallery><br />
<br />
== Changes ==<br />
;{{Version|0.17|}}<br />
* Initial Release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Jodo42https://wiki.kerbalspaceprogram.com/index.php?title=Vall&diff=31704Vall2014-01-25T23:02:56Z<p>Jodo42: Clarification of developer intent with regards to Vall</p>
<hr />
<div>{{:Vall/Data}}<br />
<br />
'''Vall''' is one of the five [[w:Natural_satellite|natural satellites]] of [[Jool]]. Like the other large Joolian moons, Vall is tidally locked. Synchronous orbits around Vall are not possible, as they would lie outside of its SOI, at a radius of 3,893,254 meters.<br />
<br />
Vall is KSP's analog to Jupiter's moon [[w:Europa_%28moon%29|Europa]].<br />
<br />
Though the bodies have topical similarities, landing on Vall and returning is significantly more challenging than a landing on the [[Mün]], due to the former's higher gravity and more uneven terrain.<br />
<br />
According to former developer NovaSilisko, Vall was planned to be made more like [[Eeloo]], with cracks in the ice and a more chaotic surface than in 0.20.2.<ref>[http://forum.kerbalspaceprogram.com/threads/29807-Planet-Ideas-And-Names-For-The-Future-Of-Kerbal-Space-Program?p=447959&viewfull=1#post447959 Post in the forum] by NovaSilisko</ref><br />
<br />
== Topology ==<br />
<br />
Vall has an icy surface which is dominated by hilly lowland areas separated by mountain ridges, and ranges in elevation from 0 to 7976 m. There are almost no completely level areas, making it hard to find good landing spots. <br />
<br />
Vall has some circular mountain ridges which could be remnants of impact craters, but they are heavily eroded, hinting that Vall has some geological activity, presumably in the form of cryovolcanism.<br />
<br />
The surface color ranges between white and light blue. When terrain scatters are activated, large boulders with contrast-rich black and white surface patterns can be found on the surface.<br />
<br />
== Reference Frames ==<br />
{{:Vall/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Mechjeb_Vall.png | A small user-created probe in low orbit around Vall. Jool and Laythe have risen in the background.<br />
File:Vall-landscape.png | A crew of Kerbonauts enjoying the view over Vall's landscape.<br />
File:Vall-rock.png | One of the rocks which can be found on Vall.<br />
File:Vall topo compressed.png | A topographic map of Vall made with the ISA MapSat plugin.<br />
File:Vall natural bump compressed.jpg | A bump map in approximate natural colors.<br />
File:Vall-jool-laythe-tylo.jpg | The surface of Vall with Jool, Laythe and Tylo in the background. Bop is also on this picture but far to small to recognise.<br />
File:Vall_800_map.gif |A topographic height map of Vall made with the ISA MapSat plugin<br />
File:VallFromLaythe.png | Picture of Vall visible from Laythe<br />
File:Screenshot62.png |A small probe in a high orbit over Vall<br />
<br />
2013-08-19_00005.jpg| A crew of kerbonauts, a lander, and a rover on the surface of Vall.<br />
</gallery><br />
<br />
== Trivia ==<br />
* According to the Tracking Station information of Vall, it was one of the last moons of Jool to be discovered. This was because the Kerbal astronomers mistook the icy moon for a smudge. After multiple failed attempts to get rid of the "smudge", they figured out it was, in fact, a moon.<br />
== Changes ==<br />
;{{Version|0.17|}}<br />
* Initial Release<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Jodo42