https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Onco+p53&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-19T09:08:26ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Where_No_Kerbal_Has_Gone_Before&diff=35642Campaign: Where No Kerbal Has Gone Before2014-04-10T05:05:16Z<p>Onco p53: adding categories, added uncategorised, underlinked tags</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
{{Episode|The Colony|Campaigns|prefix=campaign:%20}}<br />
<br />
==Introduction==<br />
The Kerbol system had been thoroughly explored. Manned missions to every planet and their moons had been accomplished. Satellites networks were spread out through space. [[Campaign: The Colony|Colonies]] had been set up off of Kerbin. Every rock had been mapped and researched. While there was still much more that could be done, none of it was quite as exciting as it used to be. So scientists at the Kerbal Space Center came up with a new plan, one that would dwarf all other accomplishments so far. Not many Kerbals knew about it as it was being planned out, as it was top secret, only Wernher Von Kerman & Gene Kerman knew about it, but Gene is such a blabber mouth... The only name most kerbals knew was The Ark.<br />
<br />
==Specifications==<br />
*'''Length:''' Unknown, probably very long, but not as long as The Colony<br />
*'''Difficulty:''' Extremely Hard<br />
*'''Skills Needed:''' Interplanetary Travel, Docking, Orbital Mechanics 101, most other KSP skills<br />
*'''For version:''' Every version (being tested on 0.23)<br />
<br />
==Missions==<br />
===Ark Core===<br />
*Design an unmanned vessel that will form the core of The Ark<br />
#Main core structure must be a large fuel tank(s)<br />
#Core must contain a minimum of 43 200 liquid fuel & 52, 800 oxidizer (the equivalent of 15 Rockomax Jumbo-64 Fuel Tanks)<br />
#Core must have at least 20,000 electrical capacity<br />
#Core must have at least 10 Gigantor Xl Solar Array solar panels<br />
#Core must have 4 large docking ports that can safely dock large vessels<br />
#Core must have at the absolute minimum 15 atomic rocket engines<br />
#Core must have at least 30 lights <br />
(Creating the core of The Ark can be challenging. You will most likely need to dock several ships together to complete it. Keep in mind that the whole thing needs to be completely structurally sound, as it is the core.)<br />
<br />
===Ark Life Support Modules===<br />
*Design and launch four large modules that will contain whatever life support stuff that the Kerbals will need<br />
#Module must have at least 2,000 fuel<br />
#Module must contain 1 Hitchhiker Storage Container (must be completely unmanned)<br />
#Module must have 16,000 electrical capacity<br />
#Module must have 2 Gigantor XL Solar Array solar panels<br />
#Module must have at 8 lights<br />
#Modules must be successfully docked to the four docking ports on the core (four modules needed)<br />
<br />
===Ark Command Modules===<br />
===Note: This is a work in progress===<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_The_Daring_Few&diff=35641Campaign: The Daring Few2014-04-10T05:04:39Z<p>Onco p53: /* Extra-Kerbol Ship I */adding categories, removed uncategorised tag</p>
<hr />
<div>{{Dead end|date=April 2014}}<br />
Since the Kerbol system had been almost completely explored, scientist were looking for a trip to the stars. In preparation for a trip of over 100 kerbals out of the solar system, scientist at Kerbal Space Center ordered some Extra-Kerbol research.<br />
<br />
== Specifications ==<br />
* Length: Unknown<br />
* Difficulty: Relatively Simple<br />
* Skills Needed: Orbital Mechanics 101, Interplanetary Travel.<br />
* For Version: Every Version (Being tested in .23)<br />
== Missions ==<br />
=== Extra-Kerbol Drone I ===<br />
* Launch a drone on a Kerbol escape trajectory<br />
# Must have two nuclear generators<br />
# At least one radio dish<br />
# Must reach an altitude from Kerbol >Eeloo's<br />
=== Extra-Kerbol Drone II ===<br />
* Launch a drone on Kerbol escape trajectory and take scientific measurements of the space past Eeloo.<br />
# Must have everything Extra-Kerbol Drone I had<br />
# Include thermometer and Gravioli detector<br />
<br />
=== Extra Kerbol Drone III ===<br />
* Launch a Drone on an Extra Kerbol Trajectory<br />
# Must have everything Drone I had<br />
# Must have a capsule for kerbal(s) but do not put kerbals in it for the flight<br />
=== Extra Kerbal Drone IV ===<br />
* Launch a drone on a Kerbol escape trajectory then return it home<br />
# Must have everything that Drone III had<br />
# Must return capsule saftly return it to Kerbin<br />
=== Extra-Kerbol Ship I ===<br />
* Launch a ship to carry a kerbal on a Kerbol escape trajectory then return the kerbal home<br />
# Must safely return all kerbals<br />
# Must do one EVA report about space beyond Eeloo.<br />
<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Space_Race&diff=35640Campaign: Space Race2014-04-10T05:03:55Z<p>Onco p53: adding categories, typos fixed: a Apoapsis → an Apoapsis</p>
<hr />
<div>{{Episode|Age of Rocketry|Age of Satellites|Campaigns|prefix=Campaign:%20}}<br />
<br />
== Introduction ==<br />
The [[Campaign: Age of Rocketry|Age of Rocketry]] sparked the imaginations of Kerbals everywhere. What was once a dream was becoming reality. The race was on to put the first things into orbit. Robert Kerbin and his intrepid Kerbicans aimed to launch the first Kerbal-made object into Kerbin orbit... that is, until the Kerbiets behind their Iron Kertain launched their Stayputnik into orbit. The Space Race had begun! Not to be outdone, the great Robert Kerbin with his new Kerbal Space Program planned to get the first man into space... but they were outdone yet again by the Kerbiets. But in the end, the Kerbal Space Program would have the final word and launch the first Kerbal into a sustained orbit around Kerbin and bring him back safely. His legacy, the Kerbal Space Program, would come to dominate the Space Race from that point forward, but not without its share of semi-expendable half-volunteered core of Kerbonauts sacrificing their lives for the scientific good of all Kerbalkind as it began its race to the Mun. <br />
<br />
This campaign is designed to present you with a mission manifest that will allow you to accomplish the final goal of reliably launching the Stayputnik satellite into orbit, and your first manned orbit and safe return.<br />
<br />
===Specifications===<br />
*'''Length:''' 1 hour<br />
*'''Difficulty:''' As easy as hitting a spacebar, and then some.<br />
*'''Skills needed:''' Navball navigation<br />
*'''For version:''' Every version (tested on 0.20.2)<br />
<br />
==Missions==<br />
===Stayputnik, the First Satellite===<br />
*Launch a Two-Stage Liquid Fuel Rocket into Orbit with a Satellite or [[Tutorial: Sputnik 1|Stayputnik 1]]<br />
#Must contain at least 3 [[Communotron 16]] antennas.<br />
#Antennas must deploy fully manually.<br />
#Must contain enough battery juice to broadcast for a full orbit.<br />
(Tip: as your launches become more complex, it's usually a good idea to test them out in the sandbox to make sure your staging is set correctly.)<br />
<br />
===Yuri Kerman, the First Kerbal in Space===<br />
*Launch a Kerbal into an Orbital Flight with an Apoapsis greater than 70,000m and Safe Return<br />
#Must complete one orbit.<br />
#Kerbal must return safely. This is assumed for all future missions going forward unless otherwise specified as you don't want to scare off volunteers, especially this early in the space program.<br />
#Must land in water (to avoid political issues).<br />
<br />
===Project Moho: Alan Kerman, the First Kerbal to Control His Orbit===<br />
*Launch a Kerbal into an Orbital Flight with a Periapsis greater than 70,000m and Safe Return<br />
#Must complete 11 orbits.<br />
#Must land in water near the Kerbal Space Center.<br />
<br />
==Finishing word==<br />
After the successful launch of Alan Kerban into a controlled orbit around Kerbin, the race was on for greater control of spacecraft in orbit, beginning with the [[Campaign: Age of Satellites|Age of Satellites]].<br />
<br />
<br />
[[Category:Tutorials]]<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Shuttle_Program&diff=35639Campaign: Shuttle Program2014-04-10T05:03:36Z<p>Onco p53: adding categories, added underlinked tag</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
{{Episode|Kerbals in Space|GPS and communication sat constellation|Campaigns|prefix=Campaign:%20}}<br />
<br />
==Introduction==<br />
<br />
After creating space stations which require frequent crew changes, Kerbal scientists realized that using expensive multi-stage rockets was too inefficient. After many studies, they developed a new concept for reaching space - a space plane. An aircraft attached to a main rocket booster, a spaceplane would be reusable and highly effective at moving fragile cargo down to the surface, such as Kerbals.<br />
<br />
===Specifications===<br />
<br />
*'''Length:''' 20 hr.<br />
*'''Difficulty:''' Very Hard<br />
*'''Skills needed:''' Orbital mechanics, Atmospheric flight, Vertical take off horizontal landing, Docking, Phase angles and interplanetary transfer<br />
*'''For version:''' Every version post-0.15<br />
<br />
===Space Shuttle Testing===<br />
<br />
*Design a space plane and perform a test atmospheric flight<br />
**Alternatively, download the [http://kerbalspaceport.com/tiberdyne-shuttle-system/ Tiberdyne Shuttle System] from the SpacePort. It simulates the American shuttle, the Russian Buran, and a fictional version of the shuttle with atmospheric engines. It is also capable of carrying payloads in its payload bay.<br />
#The space plane should be capable of landing by itself, and traveling to orbit with the aid of a rocket booster. It should also have a docking port and sufficient RCS to perform an orbital docking, as well as space for a payload.<br />
#Launch the space plane to the upper atmosphere, above 30&nbsp;km but below 70&nbsp;km.<br />
#Glide or fly to a safe horizontal landing<br />
*Launch a space plane into a suborbital trajectory.<br />
#Launch a space plane attached to a rocket booster to an apoapsis of over 70&nbsp;km.<br />
#Glide or fly to a safe horizontal landing.<br />
<br />
===Orbital Testing===<br />
<br />
*Launch and place the space plane into a stable orbit around Kerbin<br />
#Periapsis and apoapsis must both be above 100&nbsp;km.<br />
#Make a safe landing on the ground.<br />
*(optional) Make an emergency landing<br />
#Launch into orbit, and just before circularisation shut down all engines.<br />
#Without using any engine power, continue on your long suborbital trajectory and land.<br />
<br />
===Payload Testing===<br />
<br />
*Launch a shuttle capable of carrying payload into a stable orbit while also following the orbital testing guidelines<br />
#Launch into orbit a fully functioning satellite having solar panels, communications, and lights.<br />
#Launch a shuttle into orbit and grab the satellite for analysis then return the satellite into orbit and return the shuttle home.<br />
#Launch a final test using the shuttle to put a satellite capable of changing its orbit independently into a stable orbit between 100&nbsp;km and 130&nbsp;km.<br />
<br />
===Near-Kir Rendezvous===<br />
<br />
*Launch a shuttle on intercept to the Kir space station for rendezvous and dress rehearsal for later docking missions<br />
#Launch into a Kir chase orbit and rendezvous within 5&nbsp;km.<br />
:(Optional) Attempt to rendezvous in one orbit and within <1km<br />
#Maneuver the shuttle orbiter to within 11 meters of Kir.<br />
#Translate away and perform a fly-around while in close proximity to the station.<br />
#Perform final station keeping maneuvers bringing the orbiter as close to Kir as you feel comfortable.<br />
#Translate away from the station for reentry and glide or fly to a safe horizontal landing. <br />
:(Optional) Land at an airstrip other than the KSC coast<br />
<br />
===Shuttle-Kir Docking Module===<br />
<br />
*Design and launch a docking module for delivery with the shuttle system to Kir space station<br />
#Design a docking module which will ensure safe and adequate distance between the orbiter and space station solar panels while docked.<br />
#The docking module must launch in the shuttle payload bay and then be moved to the shuttle main docking system while on orbit.<br />
#Rendezvous and dock the shuttle and docking module with Kir, transferring any crew and resources.<br />
#After the space station stay is completed, undock the shuttle from Kir leaving behind the docking module.<br />
#Safely reenter and glide or fly to a horizontal landing.<br />
<br />
===Shuttle Payload Return===<br />
<br />
*Launch a shuttle to retrieve and return satellites for analysis already on orbit from previous payload testing<br />
#Launch a shuttle and perform orbital maneuvers to intercept both satellites deployed during the previous payload testing missions.<br />
#Capture/berth the satellites to the shuttle payload bay upon rendezvous (You remembered to put docking ports on both satellites, right?).<br />
#Reenter and glide or fly to a safe horizontal landing with both satellites in tow for analysis by your scientists and engineers.<br />
:(Optional) Launch with a satellite that can position itself into geostationary orbit; must be deployed before retrieving the other satellites<br />
<br />
===Kergellan===<br />
<br />
The board wants proof of the advantages of this new payload delivery system. Your scientists have plans for an orbiter probe to map the surface of and perform science around Eve. Extensive discussions resulted in the probe being named 'Kergellan' in honor of Ferdinand Kergellan, the famed explorer who circumnavigated Kerbin's waters just a few years ago (drowning, incidentally, before he could finish his maps). All you need now is an Interplanetary Upper Stage (IUS) booster system to launch a spacecraft out of your spacecraft.<br />
<br />
*Design an upper stage booster system and probe to map and perform science around Eve (Feel free to use a mapping satellite addon so you actually ARE mapping!)<br />
#Launch a shuttle to an orbit between 300 and 310&nbsp;km to deliver IUS/Kergellan payload.<br />
#Must also fly small science payload which can perform experiments around Kerbin to be returned at the end of mission.<br />
#Kergellan must contain two photovoltaic panels, a dish, propulsion system, and science instruments (and mapping parts of course).<br />
#Kergellan must orbit Eve within 2 degrees of 90 degrees polar inclination at an altitude between 185 and 750&nbsp;km (Note: consider orbital resonance).<br />
#Return the shuttle and crew to a landing strip (after you are done with your Kerbin orbit experiments).<br />
<br />
===Final Word===<br />
Progress since the first launch from KSC is incredible. Simple single stage solid rocket boosters have given way to complex rocket systems delivering space planes with payload of their own, tying together everything learned so far. Now that the shuttle program has started in earnest a new age of space is beginning. The shuttle will play a critical role in construction of the planned IKSS (International Kerman Space Station), but delivery of a [[Campaign:GPS and communication sat Constellation|GPS and communications data relay satellite constellation]] must happen to support this planet's rapidly advancing technological society. It can surely be said that impossibilities are only possibilities waiting to be explored. With these new capabilities, larger projects are awaiting.<br />
<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Satellite_Network&diff=35638Campaign: Satellite Network2014-04-10T05:02:57Z<p>Onco p53: /* Final Word */adding categories</p>
<hr />
<div>{{Dead end|date=April 2014}}<br />
After the success of the shuttle program, the Kerbals decided to have communications all over the Kerbin system. So, they decided to put multiple comsats up into LKO, Munar orbit, and Minmus orbit.<br />
<br />
== Specifications ==<br />
*Length: 4–5 hours<br />
*Difficulty: Harder than saying "Jebediah Kerman" 10 times fast, but easier than escaping Kerbol.<br />
*Skills Needed: Ability to orbit, transfer orbit, screenshotting.<br />
*For version: 0.18 and beyond<br />
<br />
== The Goal ==<br />
The goal of these missions are to survey Kerbin, Mun and Minmus. You will have 5 in LKO, and up to 10 at each moon.<br />
<br />
== COMSAT1-5 ==<br />
*Design a probe, it must have electric storage, an unmanned probe body, a Communotron 88-88, and up to 4 Communotron 16s.<br />
*Launch a rocket to get this into LKO above the atmosphere.<br />
*Name each craft COMSAT[mission number] (i.e. COMSAT3)<br />
*Have 5 of these in LKO.<br />
*Photograph (screenshot) 3 different pictures of Kerbin, and one of 2 of the COMSATs coming close to each other.<br />
<br />
== Munar Orbital Observatory1-10 ==<br />
*Design another probe, this one must have a probe body, electricity, any communication device, one science experiment, and a docking port, for later service.<br />
*Get up to ten of these into orbit around the Mun.<br />
*Photograph (screenshot) 4 shots of the Mun, and 2 MOOs coming close to each other.<br />
*Dock a crewed capsule to one of them.<br />
<br />
== Minmus Close Contact Probe ==<br />
*Design a probe similar to the MOOs, but this time with 2 docking ports.<br />
*Get up to ten of these into low orbit around Minmus.<br />
*Photograph (screenshot) 4 shots of Minmus, and one of 2 of the probes docked.<br />
<br />
== Lost Contact ==<br />
*KSC has lost contact with one of the MOOs, and you need to send a crewed vessel to repair it.<br />
*Launch 3 kerbals to the Mun, and dock with one of the MOOs<br />
*EVA 2 of the kerbals, and touchdown one kerbal on the MOO<br />
*Put both kerbals back in the ship, and get them home safely.<br />
<br />
== Final Word ==<br />
The Kerbals were very happy with what they had done. They had probed every object in the Kerbin system, and returned valuable data back. Kerbals have had training in repairing damaged craft. Additionally, you can post the screenshots at this link: http://forum.kerbalspaceprogram.com/threads/69761-Post-the-Photos?p=972385#post972385<br />
<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Probes_and_Rovers&diff=35637Campaign: Probes and Rovers2014-04-10T05:02:01Z<p>Onco p53: adding categories, typos fixed: self sustaining → self-sustaining (3)</p>
<hr />
<div>{{Episode|Kerbinai Program|Mun Race|Campaigns|prefix=Campaign:%20}}<br />
<br />
==Introduction==<br />
The tough issues of rendezvous were finally all worked out in the [[Campaign: Kerbinai Program|Kerbinai Program]]. Gene Kerbin wanted to ramp up the Kerbal Space Program to the next level. Time to send probes and rovers to the Mun! Unfortunately, the Kerbiets would make the first impact. Literally.<br />
<br />
This campaign will have you complete your first munar round trip and remotely roving around the Mun by week's end.<br />
<br />
===Specifications===<br />
*'''Length:''' 20 hours<br />
*'''Difficulty:''' Easy if you've already done your first orbital rendezvous<br />
*'''Skills needed:''' Navball navigation, [http://forum.kerbalspaceprogram.com/showthread.php/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial Orbital Mechanics 101], Rendezvous, and some daft piloting skills<br />
*'''For version:''' Every version (tested on 0.20.2)<br />
<br />
===Muna 2: Impact Probe===<br />
The Kerbiets send a probe to the Mun while the KSC is busy with the Kerbinai Program, much to the frustration of some loyal Kerbicans who thought of the idea first.<br />
*Send a probe to impact the Mun.<br />
#Must impact something from Kerbin on the Mun (preferably with scientific instraments). Doesn't matter what as long as it isn't a Kerbal. The Kerbiets don't care.<br />
#This probes, and all future probes must have at least one antenna.<br />
#If you fail to impact, you can still complete the mission if you can eject your probe out of Kerbin SOI and orbit the sun. If you do, rename it Muna 1 and congratulate yourself on your first heliocentric spacecraft.<br />
#All probes after this mission must be self-sustaining.<br />
(Tip: Make sure to shutdown a battery pack or bring a sun tracking solar panel to have enough electricity to control your spacecraft when you need it.<br />
<br />
===Muna 3: Mun Flyby===<br />
Once again Kerbiet geniuses send a probe to capture the first ever glimpse of the Mun's far side.<br />
*Send a probe to take pictures of the Mun's far side.<br />
#Probe must flyby the backside of the Mun, or else orbit the Mun.<br />
<br />
===Muna 9: Munar Lander===<br />
Help the Kerbiets score another milestone with their third successful mission to the Mun: the first pictures from the munar surface.<br />
*Land a self-sustaining probe on the Mun.<br />
#Probe must land on the Kerbin-facing side of the Mun.<br />
#Probe must land without losing any parts except as intended.<br />
<br />
===Muna 10: Munar Orbiter===<br />
Leaving the Kerbicans far behind, the Kerbiets score a grand slam with a 4th and final success on this lap of the Mun Race.<br />
*Send a probe to orbit the Mun.<br />
#Probe's orbit must be inclined at least 10 degrees.<br />
#Probe must orbit at a circularized altitude of 80&nbsp;km.<br />
<br />
===Kervayor 3===<br />
The Kerbicans realize they are falling embarrassingly behind the Kerbiets. To save face, Gene Kerbin wants a lander on the Mun, and he wants it on the Mun right now. Near the big crater if you can manage it. Show those Kerbiets that you can land near something interesting.<br />
*Land a probe in or near the big crater on the Mun, preferably near the north rim.<br />
#Probe must contain at least one retractable solar panel.<br />
#After landing, pretend there is a glitch that retracts the solar panel, and retract it.<br />
Tip: Take a large battery so as the glitch can't be fixed and the solar panel deployed without power<br />
(This probe will be visited by a future Kerbollo mission to fix the solar panel.)<br />
<br />
===Muna 16: Munar Sample Return===<br />
Kerbiet determination to win stems from a proud tradition. This time it produces results that shock the world.<br />
*Return samples of the munar regolith to Kerbin for study.<br />
#Probe must contain some kind of retractable appendage which can reach the ground and touch it without tipping it over.<br />
<br />
#Probe must land on the Kerbin-facing side of the Mun.<br />
#Probe must reach out and touch the munar surface with its designated appendage.<br />
#Probe must return to Kerbin safely.<br />
:(Tip: you will need about 8000 m/s of delta V to accomplish this mission. Up until now, eyeballing the landing on the Mun has been easy. Getting back is another story. Feel free to calculate the delta V of your rocket to make sure it exceeds 8000 m/s, and make sure your Thrust Weight Ratio (TWR) is enough to get you spaceborn. Calculating these is up to yourself, or you can use the eyeball method. If you don't want to do the math, feel free to use a mod such as Kerbal Engineer Redux at this point. If you do, challenge yourself to only use it in the VAB prior to your mission unless you're fine with using mods.)<br />
:(Tip: Since Advanced SAS doesn't exist yet, this mission may require you to use a combination of standard SAS, fins, and RCS.)<br />
:(Tip: the [[Communotron 16]] antenna is a good appendage since it doesn't tip your vehicle over; alternatively, you can download the [http://kerbalspaceport.com/scoopomatic/ Scoop-o-Matic] as part of the Beaslty Science mod, which actually does dig into soil and produce results)<br />
<br />
===Munokhod 1: Munar Rover===<br />
Realizing they were behind, the Kerbicans skip directly to the Kerbollo Program. The Kerbiets don't think they will succeed, so they continue their successful robotic missions to the Mun, this time with the first Mun rover.<br />
*Land a rather large self-sustaining rover on the Mun.<br />
#Rover must travel for at least 5 minutes real time after landing.<br />
#Rover must be able to survive a Munar night and come back online when the sun comes back up.<br />
#Take a picture of your rover at someplace interesting and post it [http://forum.kerbalspaceprogram.com/showthread.php/37509-Campaign-Probes-Rovers?p=475989 here].<br />
:(Tip: You will not need as much delta V as your Munar sample return mission. Actually a lot less. Feel free to minimize to save money. After all, the Kerbiets do everything on a shoe string budget.)<br />
:(Tip: Make sure your rover is well balanced to avoid accidents, and test it well on Kerbin before launching.)<br />
<br />
===Final Word===<br />
After the Kerbiets returned the first munar samples, Gene Kerbin and his intrepid team of space explorers at the Kerbal Space Center raced to start up the Kerbollo Program and save face by getting the first Kerbal to orbit the far side of the Mun in what many were calling the last lap of the [[Campaign: Mun Race|Mun Race]].<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Kerbals_in_Space&diff=35636Campaign: Kerbals in Space2014-04-10T05:01:08Z<p>Onco p53: adding categories, added underlinked tag</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
{{Episode|Kerbol System Exploration|Shuttle Program|Campaigns|prefix=Campaign:%20}}<br />
==Introduction==<br />
Scientists of the Kerbal Space Program wielded their public influence to push their respective governments into action on a number of goals, the first of which required the first semi-permanent establishments of Kerbals in space. The first space stations were designed, built, and launched into Kerbin orbit to be used for scientific experimentation. Despite a unified space program, and for political reasons, the Kerbicans and Kerbiets launched separate space stations at first, Kaylut and Kylab respectively. As more trust was built between participating nations, a new shared station, called KIR was developed, and later a module added so shuttles from the new Shuttle Program could dock with ease.<br />
<br />
By the end of the week, you will have mastered (somewhat) the art of building things in space.<br />
<br />
===Specifications===<br />
*'''Length:''' 12 hours<br />
*'''Difficulty:''' Moderate but time consuming.<br />
*'''Skills needed:''' [http://forum.kerbalspaceprogram.com/showthread.php/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial Orbital Mechanics 101], and of course everything you've learned to complete the Kerbinai Program.<br />
*'''For version:''' Every version (tested on 0.20.2)<br />
<br />
===Kaylut===<br />
*Launch a single module station into orbit.<br />
#Launch a remotely controlled station into 120&nbsp;km circularized orbit.<br />
#Station must be launched in one launch.<br />
*Dock a manned spaceship with a station.<br />
#Launch a spaceship and dock with the new station. <br />
#Leave at least 1 Kerbal on board.<br />
#Return at least 1 Kerbal to Kerbin.<br />
*Launch a robotic ship to return your station Kerbal(s) back to Kerbin safely.<br />
#Launch a remotely controlled ship to dock with the station.<br />
#All Kerbals must leave the station with the new ship and land safely.<br />
*Deorbit your station lest the Kerbicans come up later and mess up your room while you're away.<br />
#No Kerbals may be harmed in the making of this mission.<br />
<br />
===Kylab===<br />
Launch a dual module station into orbit, with an attached large fuel tank, and dock a spaceship with it.<br />
*Launch and assemble a space station from two separate modules.<br />
#Each module must be launched separately.<br />
*Man your station if its not already manned.<br />
#Leave at least 1 Kerbal on board.<br />
#Return at least 1 Kerbal to Kerbin.<br />
*Launch a ship to return your station Kerbal(s) back to Kerbin safely.<br />
#Ship can be manned or unmanned but must be capable of returning all station Kerbals to Kerbin.<br />
#Ship must dock with the station.<br />
*Deorbit your station lest the Kerbiets come up later and mess up your room while you're away.<br />
#No Kerbals may be harmed in the making of this mission.<br />
<br />
===Operation Sorbet: First Manned Minmus Landing===<br />
Much of the public wants to know, is Minmus really made of lime sorbet? In spite of what the Minmus Lander data showed, pro-sorbet politicians win the next election and immediately begin funding the first manned Minmus landing to settle the issue for certain. <br />
*Land your first Kerbal on Minmus. <br />
#To prevent accusations of a filmed fake landing using old Mun mission film, a new single Kerbal lander needs to be developed specifically for this mission where it will go on parade before launch. Of course, naysayers still say it will be a faked landing anyways.<br />
#Leave science instruments. Each instrument must contain one probe core and power supply.<br />
#Return your Kerbal safely home.<br />
<br />
===KIR===<br />
The Kerbiets push for a permanent shared space station called the Kerbal International Restaurant. Snacks were in high demand by Kerbonaughts and it was thought such a place of mutual snacking would help foster camaraderie among the new international Kerbonaught corps.<br />
*Launch and build in space a space station made up of three sections of modules or more capable of hosting at least 5 Kerbals at a time. (The station staffs only 3 at a time, allowing for 2 visitors fron visiting spacecraft.)<br />
#One section must contain fuel tanks for visiting spacecraft.<br />
#One section must contain living quarters.<br />
#One section must be designated as the operations center containing antennas, solar panels, and science instruments.<br />
#Station much contain at least two docking ports on opposite ends of the station.<br />
#Station must contain a third docking port centrally located on the station, with a permanent escape spacecraft docked capable of transporting 3 Kerbals safely to Kerbin.<br />
#Station must orbit Kerbin bteween 120&nbsp;km and 260&nbsp;km.<br />
::(Note: A station at 120km has a 50x timewarp available, at 160km the graphics for Kerbin downgrades helping to improve resolution and video processing, and at 240km the 100x timewarp is available.)<br />
<br />
===Final Word===<br />
If you build it, they will come... space tourists that is. Well, at least not for a long while. Space Shuttles were designed to take advantage of the new orbiting space stations being developed over Kerbin, and the Kerbal [[Campaign: Shuttle Program|Shuttle Program]] began in earnest.<br />
<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Age_of_Rocketry&diff=35635Campaign: Age of Rocketry2014-04-10T05:00:38Z<p>Onco p53: adding categories, added underlinked tag</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
{{Episode| |Space Race|Campaigns|prefix=Campaign:%20}}<br />
<br />
== Introduction ==<br />
Several thousand years ago, the Kerbese invented solid fuel rockets for their firework displays. Later, the Kerbals invented the K2 rocket capable of landing a relatively unguided solid fuel rocket on an island across the side of the ocean, terrorizing the local fauna. Robert Kermin then invented the liquid fueled rocket. Help each group maintain their progress toward the goal of a liquid fueled two stage rocket capable of reaching 70,000m, the beginning of space.<br />
<br />
This campaign is designed to present you with a mission manifest that will allow you to accomplish the final goal of reliably launching an unmanned rocket on a controlled suborbital trajectory of your choosing.<br />
<br />
===Specifications===<br />
*'''Length:''' 2 hours<br />
*'''Difficulty:''' As easy as hitting a spacebar, and then some.<br />
*'''Skills needed:''' Spectator sporting skills<br />
*'''For version:''' Every version (tested on 0.21.276)<br />
<br />
==Missions==<br />
===Solid Fuel Rocketry===<br />
*Launch RT-10 Solid Fuel Booster Rocket Part I<br />
#Must be unmanned<br />
#Must have nosecone.<br />
*Launch RT-10 Solid Fuel Booster Rocket Part II<br />
#Must be unmanned<br />
#Must have nosecone.<br />
#Must static fire for 2 seconds or more before liftoff.<br />
*Launch Two-Stage Solid Fuel Rocket<br />
#Must be unmanned<br />
#Must be successfully retrieved...aka have a parachute.<br />
<br />
===Liquid Fuel Rocketry===<br />
*Launch LVT-30 Liquid Fuel Rocket Eastwards<br />
#Must be unmanned.<br />
#Must have nosecone or parachute.<br />
#Land that thing in the ocean lest you worry the Kerbiets.<br />
*Launch Two-Stage LVT-30 Liquid Fuel Rocket and Maintain 45 degrees Eastwards after 10,000m and Reach Space (70&nbsp;km)<br />
#Must be unmanned.<br />
#Must have nosecone or parachute.<br />
#After your rocket goes above 70,000m you will reach space at this point and the music will play celebrating your accomplishment.<br />
:(Note: You do not need to get into orbit. Save that challenge for the Space Race campaign).<br />
<br />
===K2 Rocket===<br />
Those pesky Kermans... <br />
*Launch LVT-30 Liquid Fuel Rocket and control its reentry point.<br />
#Missile must go above 70&nbsp;km.<br />
#Missile must land near a pre-selected island of your choosing.<br />
<br />
==Finishing word==<br />
After you get your second stage liquid fuel rocket up past 70&nbsp;km, you're well on your way to becoming the next Robert Kermin and igniting the [[Campaign: Space Race|Space Race]].<br />
<br />
[[Category:Tutorials]]<br />
[[Category:Campaigns]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=User_talk:Onco_p53&diff=35428User talk:Onco p532014-04-08T12:08:32Z<p>Onco p53: /* Orphaned and uncategorised pages */</p>
<hr />
<div>== Are you (partially) a bot? ==<br />
Hi, this question seems odd, but the amount and rapidity of edits it seems like you are an bot. If so, you should request a bot flag from [[User:ALeXmOrA]]. This doesn't mean your edits are not welcome, but they are spamming [[Special:RecentChanges]] a lot so quickly looking through the edits of other editors isn't that easy (and I like to do that from time to time to check if they are legit). — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:44, 8 April 2014 (CDT)<br />
:Hi, no I am not a bot ;-), but I do use the [[Wikipedia:AutoWikiBrowser|AWB]] software which greatly speeds editing by autoloading pages and suggesting edits. They have to be manually confirmed though. I understand about spamming the recent changes page though, but my edits should be less frequent in the future. It is a pity you can't filter by user. [[User:Onco p53|Onco p53]] ([[User talk:Onco p53|talk]]) 07:06, 8 April 2014 (CDT)<br />
<br />
== Orphaned and uncategorised pages ==<br />
Hi, there are already special pages which list you orphaned pages:<br />
* [[Special:LonelyPages]]<br />
* [[Special:UncategorizedPages]]<br />
So at least [[:Category:Orphaned articles]] and especially [[:Category:Uncategorized]] are not necessary. I'm not sure how exactly the MediaWiki software treated that, but I guess articles in [[:Category:Uncategorized]] are not in [[Special:UncategorizedPages]], because they are in a category. The templates can stay (if they don't automatically add the category), or there is a way to tell that a category shouldn't count as categorised. And [[:Category:Articles with too few wikilinks]] seems fine, as it doesn't look like there is an equivalent in [[Special:SpecialPages]]. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:44, 8 April 2014 (CDT)<br />
:I mostly agree here, I'll reply properly tomorrow, it is midnight here in New Zealand, and I need to get to bed! [[User:Onco p53|Onco p53]] ([[User talk:Onco p53|talk]]) 07:08, 8 April 2014 (CDT)<br />
<br />
== Modules ==<br />
Unfortunately this wiki does not support Lua modules like Wikipedia does. I noticed that, when I deleted your Ambox template. By the way I designed {{Tl|Box}} like the [[w:Template:Ambox|Template:Ambox]] before it switched to a Lua module. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:44, 8 April 2014 (CDT)</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=User_talk:Onco_p53&diff=35427User talk:Onco p532014-04-08T12:06:55Z<p>Onco p53: /* Are you (partially) a bot? */</p>
<hr />
<div>== Are you (partially) a bot? ==<br />
Hi, this question seems odd, but the amount and rapidity of edits it seems like you are an bot. If so, you should request a bot flag from [[User:ALeXmOrA]]. This doesn't mean your edits are not welcome, but they are spamming [[Special:RecentChanges]] a lot so quickly looking through the edits of other editors isn't that easy (and I like to do that from time to time to check if they are legit). — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:44, 8 April 2014 (CDT)<br />
:Hi, no I am not a bot ;-), but I do use the [[Wikipedia:AutoWikiBrowser|AWB]] software which greatly speeds editing by autoloading pages and suggesting edits. They have to be manually confirmed though. I understand about spamming the recent changes page though, but my edits should be less frequent in the future. It is a pity you can't filter by user. [[User:Onco p53|Onco p53]] ([[User talk:Onco p53|talk]]) 07:06, 8 April 2014 (CDT)<br />
<br />
== Orphaned and uncategorised pages ==<br />
Hi, there are already special pages which list you orphaned pages:<br />
* [[Special:LonelyPages]]<br />
* [[Special:UncategorizedPages]]<br />
So at least [[:Category:Orphaned articles]] and especially [[:Category:Uncategorized]] are not necessary. I'm not sure how exactly the MediaWiki software treated that, but I guess articles in [[:Category:Uncategorized]] are not in [[Special:UncategorizedPages]], because they are in a category. The templates can stay (if they don't automatically add the category), or there is a way to tell that a category shouldn't count as categorised. And [[:Category:Articles with too few wikilinks]] seems fine, as it doesn't look like there is an equivalent in [[Special:SpecialPages]]. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:44, 8 April 2014 (CDT)<br />
<br />
== Modules ==<br />
Unfortunately this wiki does not support Lua modules like Wikipedia does. I noticed that, when I deleted your Ambox template. By the way I designed {{Tl|Box}} like the [[w:Template:Ambox|Template:Ambox]] before it switched to a Lua module. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 06:44, 8 April 2014 (CDT)</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=FTX-2_External_Fuel_Duct/Box&diff=35416FTX-2 External Fuel Duct/Box2014-04-08T11:28:56Z<p>Onco p53: fixed extra dot (.)</p>
<hr />
<div><noinclude>{{Data template used}}</noinclude>{{Infobox/Part<br />
|role={{{1|Fuel Transfer}}}<br />
|parent=Utility<br />
|file=External fuel duct.png<br />
|costs=250<br />
|manufacturer=FLOOYD Dynamics Research Labs<br />
|mass=0.05<br />
|mass note=<ref group="Note" name="no-effect">{{lang|en=The mass and drag are from the part.cfg, but the game handles it massless/dragless.|pl=Masa i opór pochodzą z pliku part.cfg, ale gra obsługuje to bez masy i ciągu.}}</ref><br />
|temp=3600<br />
|drag=0.02<br />
|drag note=<ref group="Note" name="no-effect" /><br />
|tolerance=12<br />
|more=<br />
|since=0.13<br />
|part=fuelLine<br />
|research=Fuel Systems<br />
|notes=<references group="Note" /><br />
}}<noinclude>{{{1}}} is the translation for “Fuel Transfer”</noinclude></div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Template:Uncategorized&diff=35414Template:Uncategorized2014-04-08T11:24:24Z<p>Onco p53: </p>
<hr />
<div>{{Box|This page has not been added to any categories. Please help out by adding categories to it so that it can be listed with similar pages.}}<br />
<br />
[[Category:Uncategorized]]<br />
<br />
<noinclude><br />
{{doc start}}<br />
Use this template only if this page has no categories. This template adds the page to [[:Category:Uncategorized]]. For a list of all categories on this wiki see [[Special:Categories]].<br />
<br />
* {{tlx|Uncategorized|date=April 2014|}}<br />
[[Category:Templates]]<br />
</noinclude></div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Category:Uncategorized&diff=35413Category:Uncategorized2014-04-08T11:23:40Z<p>Onco p53: added Special:Categories</p>
<hr />
<div>These page have not been added to any categories. Please help out by adding categories to them so that they can be listed with similar pages.<br />
They are placed in this category by the {{tlx|Uncategorized}} template.<br />
For a list of all categories on this wiki see [[Special:Categories]].</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Contract&diff=35412Contract2014-04-08T11:19:20Z<p>Onco p53: adding categories, added uncategorised, underlinked tags</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
{{Box|This feature was not yet released and may (heavily) change.|type=warning}}<br />
A '''contract''' is a request by a manufacturer to test their hardware under specific conditions which will be added in version {{Check version|0.24}}. It will be randomly created based on a template where only the specific properties need to be set. Accepting a contract is optional but there will be rewards if the contract was successfully finished and penalties on failures. How the rewards or penalties work is not known yet.<ref>“[http://www.twitch.tv/ksptv/b/501587795?t=3m45s KSP-TV: Squadcast, back and later than ever!]” interview of HarvesteR by Maxmaps (3:45)</ref><br />
<br />
Contracts can be managed through the [[Mission Control]] building which already exists but has no function without them.<ref>“[[article:250|The 0.24 Update Goals Post!]]” by HarvesteR released on February 4<sup>th</sup></ref><br />
<br />
== References ==<br />
<references /><br />
<br />
{{Uncategorized|date=April 2014}}</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_The_Daring_Few&diff=35411Campaign: The Daring Few2014-04-08T11:18:43Z<p>Onco p53: adding categories, added uncategorised, deadend tags</p>
<hr />
<div>{{Dead end|date=April 2014}}<br />
Since the Kerbol system had been almost completely explored, scientist were looking for a trip to the stars. In preparation for a trip of over 100 kerbals out of the solar system, scientist at Kerbal Space Center ordered some Extra-Kerbol research.<br />
<br />
== Specifications ==<br />
* Length: Unknown<br />
* Difficulty: Relatively Simple<br />
* Skills Needed: Orbital Mechanics 101, Interplanetary Travel.<br />
* For Version: Every Version (Being tested in .23)<br />
== Missions ==<br />
=== Extra-Kerbol Drone I ===<br />
* Launch a drone on a Kerbol escape trajectory<br />
# Must have two nuclear generators<br />
# At least one radio dish<br />
# Must reach an altitude from Kerbol >Eeloo's<br />
=== Extra-Kerbol Drone II ===<br />
* Launch a drone on Kerbol escape trajectory and take scientific measurements of the space past Eeloo.<br />
# Must have everything Extra-Kerbol Drone I had<br />
# Include thermometer and Gravioli detector<br />
<br />
=== Extra Kerbol Drone III ===<br />
* Launch a Drone on an Extra Kerbol Trajectory<br />
# Must have everything Drone I had<br />
# Must have a capsule for kerbal(s) but do not put kerbals in it for the flight<br />
=== Extra Kerbal Drone IV ===<br />
* Launch a drone on a Kerbol escape trajectory then return it home<br />
# Must have everything that Drone III had<br />
# Must return capsule saftly return it to Kerbin<br />
=== Extra-Kerbol Ship I ===<br />
* Launch a ship to carry a kerbal on a Kerbol escape trajectory then return the kerbal home<br />
# Must safely return all kerbals<br />
# Must do one EVA report about space beyond Eeloo.<br />
<br />
{{Uncategorized|date=April 2014}}</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Space_Telescopes&diff=35409Campaign: Space Telescopes2014-04-08T11:18:23Z<p>Onco p53: adding categories, added deadend tag</p>
<hr />
<div>{{Dead end|date=April 2014}}<br />
<br />
After the successful Joolileo landing, the Kerbals decided they wanted to look deeper into the Kerbol System.<br />
<br />
=== Specifications ===<br />
*Length: 4–5 hours<br />
*Difficulty: Hard.<br />
*Skill Requirements: Basic Spaceflight<br />
*For every version, being tested on 0.23<br />
<br />
== Missions ==<br />
<br />
=== Kubble ===<br />
<br />
The Kubble Space Telescope was the first step to peering into deep space, such as Eeloo.<br />
*Construct a satellite with 2 Solar Arrays, 3 science experiments, electricity, a probe head, and one docking port.<br />
*Get into a 300&nbsp;km orbit around Kerbin with it.<br />
*Take a screenshot of the Sun.<br />
<br />
=== MRO ===<br />
<br />
The Mun Remote Observatory was a project to take pictures of the Mun, from the relative safety of Kerbin.<br />
*Construct a satellite with a Mobile processing Lab, a probe head, electricity, solar panels, science, and a docking port.<br />
*Get into a 350&nbsp;km orbit around Kerbin, again.<br />
*Take a picture of the Mun.<br />
<br />
=== L4PF ===<br />
<br />
The L4 Planet Finder was a space-and-ground mission for observing planets past Duna and their moons.<br />
<br />
==== Satellite ====<br />
<br />
*The satellite has to have a 5 Communications devices of your choice.<br />
*It also must have 2 science experiments, a probe head, solar panels, electricity, and a docking port.<br />
*Get this into a 430&nbsp;km orbit around Kerbin.<br />
*Take a picture of every planet. (switch to other planets and take an up close picture, to represent zooming lenses.)<br />
<br />
==== Ground ====<br />
<br />
*Build a surface vehicle with crew capacity and Comms Devices.<br />
<br />
=== Repairs ===<br />
*Dock one of your space shuttles from The Shuttle Program campaign to the Kubble.<br />
*EVA and get back in the ship.<br />
<br />
== Finishing Word ==<br />
<br />
The kerbals were excited. They had the technology to look anywhere in the Kerbol System. The had even discovered a new planet, Eeloo.<br />
<br />
[[Category:Campaigns|Space Telescopes]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Campaign:_Satellite_Network&diff=35408Campaign: Satellite Network2014-04-08T11:18:09Z<p>Onco p53: adding categories, added uncategorised, deadend tags</p>
<hr />
<div>{{Dead end|date=April 2014}}<br />
After the success of the shuttle program, the Kerbals decided to have communications all over the Kerbin system. So, they decided to put multiple comsats up into LKO, Munar orbit, and Minmus orbit.<br />
<br />
== Specifications ==<br />
*Length: 4–5 hours<br />
*Difficulty: Harder than saying "Jebediah Kerman" 10 times fast, but easier than escaping Kerbol.<br />
*Skills Needed: Ability to orbit, transfer orbit, screenshotting.<br />
*For version: 0.18 and beyond<br />
<br />
== The Goal ==<br />
The goal of these missions are to survey Kerbin, Mun and Minmus. You will have 5 in LKO, and up to 10 at each moon.<br />
<br />
== COMSAT1-5 ==<br />
*Design a probe, it must have electric storage, an unmanned probe body, a Communotron 88-88, and up to 4 Communotron 16s.<br />
*Launch a rocket to get this into LKO above the atmosphere.<br />
*Name each craft COMSAT[mission number] (i.e. COMSAT3)<br />
*Have 5 of these in LKO.<br />
*Photograph (screenshot) 3 different pictures of Kerbin, and one of 2 of the COMSATs coming close to each other.<br />
<br />
== Munar Orbital Observatory1-10 ==<br />
*Design another probe, this one must have a probe body, electricity, any communication device, one science experiment, and a docking port, for later service.<br />
*Get up to ten of these into orbit around the Mun.<br />
*Photograph (screenshot) 4 shots of the Mun, and 2 MOOs coming close to each other.<br />
*Dock a crewed capsule to one of them.<br />
<br />
== Minmus Close Contact Probe ==<br />
*Design a probe similar to the MOOs, but this time with 2 docking ports.<br />
*Get up to ten of these into low orbit around Minmus.<br />
*Photograph (screenshot) 4 shots of Minmus, and one of 2 of the probes docked.<br />
<br />
== Lost Contact ==<br />
*KSC has lost contact with one of the MOOs, and you need to send a crewed vessel to repair it.<br />
*Launch 3 kerbals to the Mun, and dock with one of the MOOs<br />
*EVA 2 of the kerbals, and touchdown one kerbal on the MOO<br />
*Put both kerbals back in the ship, and get them home safely.<br />
<br />
== Final Word ==<br />
The Kerbals were very happy with what they had done. They had probed every object in the Kerbin system, and returned valuable data back. Kerbals have had training in repairing damaged craft. Additionally, you can post the screenshots at this link: http://forum.kerbalspaceprogram.com/threads/69761-Post-the-Photos?p=972385#post972385<br />
<br />
{{Uncategorized|date=April 2014}}</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Asteroid&diff=35407Asteroid2014-04-08T11:16:18Z<p>Onco p53: /* References */adding categories, added uncategorised tag</p>
<hr />
<div>[[File:E-Class-Asteroid.png|thumb|An E class asteroid]]<br />
An '''asteroid''' is a randomly created [[celestial body]] with sizes between 3 and 30 meters.<br />
<br />
This is the first type of celestial body that is not on rails to change their orbits. This means that they can be captured by other bodies or collide with them. The current [[Kerbol System]] is designed to prevent any SOI change which would disturb their orbit. Unlike the other celestial bodies, asteroids are too light to have any gravity. This makes them more like a non-player created [[craft]]. But they need to be discovered and monitored with the [[Tracking Station]]. They come in various classes from class A (tiny) to class E (Huge). Asteroids can be white, black and grey and come in random shapes. Asteroids are parts, as opposed to celestial bodies. The part configuration file which is used as a prototype for each procedurally-generated asteroid can be found in <tt style="white-space:nowrap;">[[GameData]]/NASAmission/Parts/[[Parts/NASAmission/PotatoRoid/part.cfg|PotatoRoid]]/</tt>.<br />
<br />
Asteroids should not be confused with [[captured asteroid]]s, as they are on rails and have gravity.<br />
<br />
== Capturing asteroids ==<br />
The update in which asteroids were released is called [[Asteroid Redirect Mission]]. The general notion is to rendezvous with an asteroid and attach to it with an [[Advanced Grabbing Unit]]. The craft can then use its engines to alter the orbit of the asteroid. This can be used to get it into a stable orbit around [[Kerbin]] or another celestial body and even land it.<br />
<br />
=== Science ===<br />
Currently only samples can be taken from each asteroid yielding 60 [[Science]]. However, different samples can be collected from the same asteroid in different situations, like high orbit, low orbits, atmosphere and even in different biomes when the asteroid is landed on a celestial body.<br />
<br />
== Gallery ==<br />
<gallery><!-- please in alphabetical order --><br />
File:AsteroidLanding.png|An A-class asteroid landing on Kerbin<br />
File:C-class asteroid.png|A C-class asteroid<br />
File:Asteroid-atmosphere.jpg|A D-class asteroid (with a probe attached) entering Kerbins atmosphere<br />
</gallery><br />
<br />
== See also ==<br />
* {{Wikipedia}}<br />
<br />
== References ==<br />
* “[http://www.twitch.tv/ksptv/b/501587795?t=19m40s KSP-TV: Squadcast, back and later than ever!]” interview of HarvesteR by Maxmaps (19:40)<br />
* [[article:265|“Asteroid Redirect Mission - The FAQ”]] by Rowsdower released on March 14<sup>th</sup><br />
<br />
{{Uncategorized|date=April 2014}}</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Version_history&diff=35406Version history2014-04-08T11:14:27Z<p>Onco p53: /* v0.23.5 */clean up</p>
<hr />
<div>This page contains all changes to [[Kerbal Space Program]] since v0.7.3, the initial public release. The [[planned features]] lists any not released but proposed features.<br />
<br />
{{TOC|align=right}}<br />
== v0.23.5 ==<br />
Released 1 April 2014<br />
<br />
{{Main article|0.23.5}}<br />
<br />
== v0.23 ==<br />
Released 17<sup>th</sup> December, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/threads/62136-Kerbal-Space-Pogram-update-0-23-is-Live%21 Forum post link]<br />
<br />
[http://steamcommunity.com/games/220200/announcements/detail/1407670841456166909 Steam community announcement]<br />
<br />
'''New'''<br />
* All previous earned science can now be viewed in the Science Archives in the [[Research and Development]] facility.<br />
* [[Mobile Processing Lab MPL-LG-2]] is a new part that functions as a portable laboratory and increases transmitted science yield.<br />
* New [[R.A.P.I.E.R. Engine]] that relies on intake air while in the atmosphere, and changes fuel to oxidizer when intake air can no longer suffice as a fuel.<br />
* [[Tweakable]]s are different characteristics that allow changes to how certain parts function.<br />
* Science system has been updated so science cannot be maxed out by transmitting. Transmitting yields a certain amount of science, and bringing the science back to Kerbin for recover yields much more.<br />
* Certain science parts are now single-use, and cannot transmit data more than once, unless the instrument is cleaned with the lab module.<br />
* Science data can be retrieved from an instrument by a kerbal on EVA and stored in a crew pod, like an EVA report or surface sample.<br />
* New biome map for [[Minmus]].<br />
* Tooltips have been updated in the VAB and Spaceplane Hangar.<br />
* Unity upgrade to version 4.2.2.<br />
* 6-DOF (6 Degrees of Freedom) device support for Windows only.<br />
<br />
'''Fixed'''<br />
* The spelling mistakes for the [[Battery|batteries]] were fixed.<br />
<br />
== v0.22 ==<br />
Released 16<sup>th</sup> October, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/threads/53069-Update-0-22-is-now-LIVE! Forum post link]<br />
<br />
[http://steamcommunity.com/games/220200/announcements/detail/1569794711402104158 Steam Community announcement]<br />
<br />
'''Career Mode'''<br />
* Career Mode is now open! Although still very much under development, you can now start new Career saves.<br />
* Sandbox mode, of course, is also available from the start.<br />
<br />
'''Research and Development:'''<br />
* Added the Research & Development Facility to the Space Center.<br />
* R&D allows players to unlock parts (and later other stuff) by researching nodes on the Tech Tree (In Career Mode).<br />
<br />
'''Science'''<br />
* Researching requires Science, which must be earned by performing experiments during your missions.<br />
* You can now collect surface samples while on EVA, and process them to do Science.<br />
* Science experiments return results, which are different for each situation in which the experiment is performed. <br />
* Experiments can (as all proper experiments must) be repeated over many different situations across the whole Solar System. <br />
* Added a new dialog to show the results of experiments when reviewing the collected data.<br />
* Added a new dialog to show a breakdown of all scientific progress made after recovering a mission.<br />
<br />
'''Parts''' <br />
* Added new scientific parts, like the Materials Bay and the Mystery Goo™ Canister. Also added experiments to many existing parts.<br />
* The old science sensors now have a purpose. They all have their own experiments which enable them to log scientific data.<br />
* The antennas are now functional, and can be used to transmit science data back to Kerbin, if recovering the physical experiments is not an option.<br />
* Antennas consume massive amounts of power when transmitting. Make sure you have fresh batteries in.<br />
* Added a new deployable antenna, which is an intermediate model compared to the two original ones.<br />
* Completely remodelled the Communotron 88-88 Comms Dish. The new mesh uses the same placement rules so it won't break ships that have it.<br />
* Nose Cones now actually help with improving stability during atmospheric flight.<br />
* Revised a lot of part values and descriptions, in preparation for them actually meaning something in the near future.<br />
* Overhauled the landing legs and gears, they now have proper shock-absorbing suspensions.<br />
<br />
'''Editor'''<br />
* Added a system to allow saving and loading of Sub-Assemblies.<br />
* Subassemblies are subsets of spacecraft, which can later be attached to other designs and re-used.<br />
<br />
'''Space Center'''<br />
* The KSC Facilities have all been revised, and feature new ground meshes and many other graphical improvements.<br />
* Greatly improved the Island Airfield. <br />
* Added lighting FX to several facilities. The Runway (among many other things) is now properly lit at night.<br />
* Added a new backdrop and soundtrack for the Astronaut Complex Facility.<br />
* Added a new music track for the R&D Facility.<br />
<br />
'''Flight'''<br />
* It is now possible to recover a flight after landing/splashdown on Kerbin without going through the Tracking Station. Look above the Altimeter.<br />
* The SAS system was again largely overhauled, based on all the feedback we've gotten from everyone. It's now more stable than ever.<br />
<br />
'''Solar System'''<br />
* Celestial Bodies now support Biome Maps, which are used to create different conditions for experiments. <br />
* Biomes are currently implemented on Kerbin and on the Mun, more will be added on later updates.<br />
<br />
'''Launcher'''<br />
* We've got a new launcher application for KSP, featuring a news bulletin, patcher management, and also allows you to tweak settings from outside the game.<br />
<br />
== v0.21.1 ==<br />
Released 24<sup>th</sup> July, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/203-0-21-1-Patch-News Forum post link]<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Removed some unused assets from KSP/Parts.<br />
* Fixed an issue with some scenery meshes that could cause bits of the UI to become unresponsive in some cases (mainly in the VAB and SPH).<br />
* Tweaked some object scales slightly.<br />
* Tweaked the ocean color at sea level on Kerbin (was way too dark).<br />
* Fixed an issue that would cause lag while moving parts around the editor scenes if too many crews were hired at the same time.<br />
* Fixed an issue with the new SAS not properly maintaining attitude. Should be much better now.<br />
* Tweaked some parameters on the SAS to make it more responsive.<br />
<br />
== v0.21 ==<br />
Released 24<sup>th</sup> July, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/201 Forum post link]<br />
<br />
'''New:'''<br />
* The Space Center scene now uses the same terrain as in flight.<br />
* Time now passes in the Space Center scene, and day/night is consistent with in-flight.<br />
* The game terrain persists across scene transitions, making loading scenes much faster.<br />
* Completely overhauled the interior models for the VAB and SPH buildings, complete with animated trucks and cargo lifts.<br />
* All-new exterior models for the VAB, SPH and Tracking Station.<br />
* New [[Astronaut Complex]] building.<br />
* Added a description field where you can write up a few lines to describe your space-faring contraptions.<br />
* It is now possible to assign crew manually to missions before launch, both from the Construction Facilities and from Launch Sites.<br />
* Added completely new Launch Dialogs on the Runway and Launchpad at the Space center.<br />
* The new [[Astronaut Complex]] dialog allows you to hire crews from a list of Applicants, and view the status of all your crewmembers.<br />
* Revised the crew handling game logic, for a much more reliable and robust system.<br />
* Rewrote the SAS control logic from the ground up.<br />
* SAS is now enabled for the entire vessel, and requires actuators like winglets, RCS or others to actually have an effect.<br />
* Repurposed the old SAS modules are now Reaction Wheel Modules, that apply torque while consuming electricity.<br />
* The new SAS logic allows applying manual input while SAS is on, letting you set the ship's attitude without having to constantly toggle it.<br />
* Added a new module to generate craters procedurally on the Mun.<br />
* Largely revised Kerbin's terrain to produce much more interesting mountains, hills, valleys and coastlines.<br />
* Removed the physically-impossible "End Flight" button.<br />
* Added new options to "Revert" a mission back to launch or to construction.<br />
* Added new 'Recover' button on the Tracking Station, to allow recovering a vessel (as opposed to Terminating it) when possible.<br />
* Recovering vessels makes its crew available again, while Terminating kills them.<br />
* The 'Space Center' button now allows you to leave flight at any time, warning when necessary about saving restrictions.<br />
* The game now tracks your progress as you play, providing essential data for the upcoming Career Mode features.<br />
* Progress data is (optionally) uploaded to our servers, <br />
* Improved the in-game shadowing to enable shadows at much larger distances.<br />
* Added several new parts from the KSPX pack as stock content.<br />
<br />
'''Bug Fixes and Tweaks'''<br />
* Scenario Modules now properly save and load when the rest of the game saves and loads.<br />
* Scenario Modules can now have multiple target scenes set.<br />
* Improved the internal logic for switching to nearby vessels, it shouldn't refuse to switch with valid vessels nearby anymore.<br />
* Added a system to attempt upgrading incompatible save files if/when possible. <br />
* Tweaked PQS on other planets and moons to not initialize until approached. Improved performance a bit.<br />
* Added a new system on PQS to clamp terrain subdivision while moving very fast. Orbiting low near the surface is a lot smoother now.<br />
* Many more small tweaks and improvements.<br />
<br />
== v0.20.2 ==<br />
Released 30<sup>th</sup> May, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/182-0-20-2-Patch-Released Forum post link]<br />
<br />
'''Bug Fixes and Tweaks'''<br />
* Tweaked the PNG and JPG texture loaders to not use such insane amounts of memory.<br />
* Fixed the issues with mousewheel input on Linux.<br />
<br />
== v0.20.1 ==<br />
Released 29<sup>th</sup> May, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/180-0-20-1-Revision-Patch-is-out! Forum post link]<br />
<br />
'''Bug Fixes and Tweaks'''<br />
* Tweaked the logic for part-to-part collisions. Things should be much less likely to explode on contact.<br />
* Reverted the Mun's height values, so landmarks and bases shouldn't spawn below ground anymore (mind 20.0 saves though).<br />
* Tweaked part components on EVA so they start up with the right values.<br />
* Tweaked the suspension on the new Medium Rover Wheels, to fix jittering.<br />
* Fixed the too-low resolution on planetary diffuse and normal maps.<br />
* Fixed the screen resolution not being properly applied on game start.<br />
* Fixed some situations where the 'Control From Here' selection would be lost on resuming a game save.<br />
* Fixed a serious issue with the Cupola Pod that could cause spontaneous unplanned vessel disassembly.<br />
* Fixed an issue that caused internal spaces to spawn in duplicate sometimes. It was harmless but wasted resources.<br />
* Fixed the scale of Gilly in the Tracking Station scene.<br />
* Fixed a few issues with flags behaving weirdly after they were toppled down.<br />
* Fixed the camera jitter when walking around on EVA.<br />
<br />
== v0.20 ==<br />
Released 21<sup>st</sup> May, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/showthread.php/30553-KSP-0-20-Released Forum post link]<br />
<br />
'''New:'''<br />
<br />
* Command Seat part for Kerbals on EVA.<br />
* Cupola pod with IVA.<br />
* Small Lander pod with IVA.<br />
* 2 new Probe Cores.<br />
* Large Docking Clamp.<br />
* New Medium Wheel.<br />
* Kerbals on EVA can now plant Flags on terrain. Planting a Flag allows you to name the site, which becomes a focus-able object in flight and on the Tracking Station. Planted flags have a Plaque, which can be written during placement, and read only when approached by an EVA.<br />
* Several Stock flags to choose from. Flags are moddable. Create your own!<br />
* Added a Flag selector to the Game Start Dialog.<br />
* Added a Flag Pole Facility to the Space Center.<br />
* Added a FlagDecal part module. Allows any part to have a part of its model textured with the selected flag.<br />
* Added Flag selector to Editor scenes, to select a flag for the mission (defaults to space program flag).<br />
* The Editor no longer requires that the first part on a vessel be a Command Pod. Any part which allows both stacking and surface-attaching can be used as the vessel root.<br />
* Added a new part filtering system to the parts list, which allows excluding and greying-out parts based on any criteria.<br />
* It is now possible to delete the first part on a vessel, and replace it.<br />
* Added the first iteration of the Kerbal Knowledge Base: A collection of vessel and planetary information on the Map and Tracking Station. The Knowledge Base shows information about known Celestial Bodies, displays the crews inside vessels, and much more.<br />
* Added Filtering by vessel type on the Tracking Station.<br />
* Added Filtering to the Map View as well (hover around the top-center of the screen)<br />
* New Loading Screens, with hints.<br />
* Mods and Stock Parts can now have their own separate folders for organization.<br />
* Added a Flags folder to collect flag bitmaps.<br />
<br />
'''Bug Fixes and Tweaks'''<br />
* GameDatabase: Completely overhauled the loading process with a completely new system.<br />
* Added a scene transition buffer system, to ensure optimal memory cleanup when switching scenes.<br />
* Switching vessels no longer resets throttle and other input whenever possible.<br />
* Going on EVA and boarding a vessel (or boarding a seat) also no longer reset the vessel's input state.<br />
* Decoupled vessels inherit the old vessel's control state. <br />
* All parts on a stage will get activated now, even if that stage causes some of those parts to get jettisoned away.<br />
* Streamlined PQS Terrain Assets, reduced memory usage by up to 30%.<br />
* Upgraded Debug Menu, allows reloading parts and cfg files while playing.<br />
* The Map View now properly prioritizes selecting moused-over map nodes when multiple orbits overlap.<br />
* It's now possible to 'pin' the Ap and Pe nodes, so their captions remain visible after moving the mouse away.<br />
* Removed the Splash Screen scene. Now the game starts loading as soon as the application starts.<br />
* Rewrote and organized many scattered game events into a single coherent GameEvents System, which plugins can use.<br />
* If you crash/explode, focus now shifts to the nearest controllable vessel (if any) instead of going straight to the End Flight dialog.<br />
* Many more small bug fixes and tweaks.<br />
* Decoupled vessels now properly inherit the [[action group]] state of the original vessel.<br />
* "Root-dropping" decoupling now properly preserves the staging count for the new decoupled vessel.<br />
* Fixed the EVA flags looking weird during the initial part of the flag-plant animation.<br />
* Fixed staging icons on decoupled parts not being removed from the staging list.<br />
* Fixed the suspension jitter on the Medium Wheels.<br />
* Several improvements to how collisions are detected and handled in the editors.<br />
* Symmetrical counterparts now properly glow red or green based on whether they can attach or not.<br />
* Added a sound for when placing/releasing parts in the editor isn't possible.<br />
* Added the flag pole to the editor scene background.<br />
* Adjusted collision and torque values for the medium wheels so they're a bit faster and tougher.<br />
* Adjusted wheel breaking logic to take into account the relative velocities of rigidbodies.<br />
<br />
== v0.19.1 ==<br />
Released 18<sup>th</sup> March, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/149-KSP-0-19-1 Forum post link]<br />
<br />
(Most 0.19.0 mods should be compatible with this release)<br />
<br />
'''Bug Fixes and Tweaks'''<br />
<br />
* Fixed re-entry shader failing on highly scaled parts<br />
* Corrected an issue that would prevent large rover wheels from applying brakes<br />
* Tweaked braking speed and power on rover wheels<br />
* Adjusted how rover wheels display resource usage<br />
* Changed Ladders on the launchpad ladders to make it easier to climb them.<br />
* Changed the names of launchpad and runway objects to be more descriptive when you crash into them.<br />
<br />
== v0.19.0 ==<br />
Released 16<sup>th</sup> March, 2013<br />
<br />
[http://forum.kerbalspaceprogram.com/content/148-KSP-0-19-Released! Forum post link]<br />
<br />
'''New:'''<br />
<br />
* A Native Linux version!<br />
* Added visual (and sound) effects for re-entry and supersonic flight.<br />
* Overhauled the Kerbal Face Expression System with new animations, which are also visible on EVA.<br />
* Added wheel parts and modules for the construction of rovers.<br />
* Added several new general purpose structural parts.<br />
* New mesh for the launch pad area, now with 100% less launch tower.<br />
* New mesh for the Runway, with sloping edges to drive on and off it.<br />
<br />
<br />
'''Bug Fixes:'''<br />
<br />
* The sun no longer shines from below on ships and scenery objects at night, or while in orbit over the dark side of a planet.<br />
* Fixed the airspeed sound not looping properly, and adjusted the pitch range for it.<br />
* Various minor balance tweaks.<br />
* More texture variety added to probe cores, to better determine their positioning.<br />
<br />
* Fixed a few objects that were on the wrong layer.<br />
* Fixed an issue when comparing versions, which could result in false 'incompatible' warnings.<br />
<br />
* Fixed an issue with velocity changes when resuming 1x time while on a hyperbolic orbit inside a rotating reference frame.<br />
<br />
* Changed the debug toolbar key combo to ModifierKey+F12 (by default Shift+F12 for Linux, Alt+F12 for windows)<br />
* Changed the quick scenario loader key combo to ModifierKey+F10 (was Ctrl+F10 before)<br />
* Removed an unused shader that caused the game to crash on Linux systems with AMD video drivers.<br />
<br />
* The Alt modifier key is now remappable, and defaults to RightShift on Linux.<br />
* Remapped all ocurrences of the Alt key to RightShift on Linux (as Alt is OS-reserved on most distros).<br />
* Fixed double-clicks not working properly.<br />
<br />
* Added a setting to tweak the mouse wheel axis scaling.<br />
* Input Axes now support linear scaling.<br />
* The Debug console can now also be toggled using the Grave and AltGr keys<br />
<br />
== v0.18.4 ==<br />
Released 14<sup>th</sup> February, 2013<br />
<br />
'''New:'''<br />
* Ported the game over to Unity 4. Expect improved performance.<br />
* Added a new stock spaceplane: The Ravenspear Mk4.<br />
<br />
'''Bugfixes and Tweaks:'''<br />
* Fixed some buttons not being locked out properly on the Tracking Station and possibly other scenes.<br />
* The Staging Stack now automatically scrolls back into view if a staging operation sends it off screen.<br />
* Stage groups and icons now accurately follow the mouse when dragging.<br />
* Fixed some UI controls and keys being responsive during pause.<br />
* Fixed some sounds (mainly voices) being affected by 3D effects when they shouldn't.<br />
* Fixed an issue when going in and out of Map View after crashing the ship.<br />
* Fixed the EVA map icons not showing.<br />
* Fixed the planetary terrain not starting up properly sometimes.<br />
* Fixed the error messages when exiting the game from the flight scene.<br />
* Added a bad name filter for the Kerbal name generator.<br />
* Fixed issues with the popup dialogs that allowed them to spawn a massive number of duplicates.<br />
* Parts on the parts list no longer show the author on their tooltips (that broke immersion).<br />
* Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching).<br />
* fixed the non-persistent StateName field on MunFlight Tutorial.<br />
* Fixed an issue where controls could become locked when switching focus out of a dead uncontrollable vessel.<br />
* Fixed a collision issue with the large RCS Tank.<br />
* Fixed a transparency issue with smoke FX and explosions.<br />
* Boarding a vessel from EVA no longer toggles the SAS on the vessel.<br />
* The VAB and SPH now show decoupler ejection forces on the part stats.<br />
* Removed a part that wasn't ready and had sneaked its way into the build.<br />
* Fixed a few typos on part descriptions and tutorials.<br />
* Increased Jool's rotating frame threshold altitude to prevent entering its atmosphere with the rotating frame disabled.<br />
* Fixed an issue with the UI background not scaling correctly on the SPH.<br />
* Fixed winglet colliders.<br />
* Fixed EVA light orientations.<br />
* Updated Copyright dates.<br />
* Fixed vab transparency issue.<br />
* Fixed Explosion Shader Transparency issues.<br />
* Fixed Part Actions being clickable if Time Warp was engaged while the Action UI was already up.<br />
* Fixed the latest version checking.<br />
* Fixed some places that were using an old and inaccurate value for the vessel's G-force, preventing entering warp sometimes.<br />
* Fixed an issue which caused DAE model loading to fail.<br />
<br />
== v0.18.3 (Demo) ==<br />
Released 12<sup>th</sup> February, 2013<br />
<br />
'''New:'''<br />
* Ported the game over to Unity 4. Expect improved performance.<br />
* Added an exit splash screen.<br />
<br />
'''Bugfixes and Tweaks:'''<br />
* Parts on the parts list no longer show the author on their tooltips (that broke immersion).<br />
* Flight basics tutorial now requires player to set throttle to max before finishing the tutorial (and launching).<br />
* fixed the non-persistent StateName field on MunFlight Tutorial.<br />
* Fixed the planetary terrain not starting up properly sometimes.<br />
* Fixed the error messages when exiting the game from the flight scene.<br />
* Added a bad name filter for the Kerbal name generator.<br />
* Disabled multiple demo warnings and timewarp notices.<br />
* Fixed vab transparency issue.<br />
* Stopped plugin folders from being created.<br />
* Fixed several spelling and grammatical errors.<br />
* Removed Debug logging for interia tensors.<br />
* Fixed winglet colliders.<br />
* Fixed EVA light orientations.<br />
* Updated Copyright dates.<br />
* Fixed Explosion Shader Transparency issues.<br />
* Disabled the debug toolbar.<br />
* Fixed an issue when going in and out of Map View after crashing the ship.<br />
* Fixed more ocurrences [sic] of the terrain not loading properly when entering flight.<br />
* Fixed some UI controls and keys being responsive during pause.<br />
* Rescaled the exit screen to fit 5:4 aspect ratios.<br />
* Fixed some more ocurrences [sic] of the terrain failing to load issue.<br />
* The Staging Stack now automatically scrolls back into view if a staging operation sends it off screen.<br />
* Stage groups and icons now accurately follow the mouse when dragging.<br />
* Fixed the MunFlight Tutorial not allowing use of the Map.<br />
* Boarding a vessel from EVA no longer toggles the vessel's SAS state.<br />
* The VAB and SPH now show decoupler ejection forces on the part stats.<br />
* Fixed Part Actions being clickable if Time Warp was engaged while the Action UI was already up.<br />
<br />
'''Demo Restrictions and changes:'''<br />
* Part loading limited to the 25 stock ones.<br />
* No Plugin loading.<br />
* SPH and Runway Facilities are unnaccessible.<br />
* Only one save profile allowed.<br />
* Cannot launch new flights if 3 or more are already in progress.<br />
* Kerbin, the Mun and the Sun are the only celestial bodies in the solar system.<br />
* Replaced the Spaceport button on the main menu with a button to order the full version.<br />
* Revised tutorials and scenarios to be compatible with the demo set of parts.<br />
* Removed the Station One and Mun Orbit scenarios as those require parts from the full version.<br />
<br />
== v0.18.2 ==<br />
Released 20<sup>th</sup> December, 2012<br />
<br />
'''New:'''<br />
* Training: Added a Basic Flight Tutorial, and a Basic Vessel Construction Tutorial.<br />
* Solar System: Added a new icy planet called Eeloo, somewhere out past Jool.<br />
* Scenarios: Added a scenario called Station One, where a refueling station is already in orbit.<br />
* UI: Added a button to open the SpacePort site on the Main Menu (opens on the default browser)<br />
* Music: Added two new tracks for space and another one for construction.<br />
<br />
'''Bugfixes and Tweaks:'''<br />
* Graphics: 800x600 is no longer a valid resolution option. Minimum possible resolution is now 960x720.<br />
* Docking: Fixed ejected debris being incorrectly typed as "Unknown".<br />
* UI: Fixed an issue where the "Resume Saved" dialog wouldn't show if a save folder was missing its persistent.sfs file.<br />
* UI: The "Resume Saved" and Craft Load dialogs now offer to clean up incompatible files if any are detected.<br />
* UI: Incompatible/Invalid entries on those dialogs are now greyed out, and the reason why they can't be loaded is displayed.<br />
* UI: Fixed an issue with popup dialogs cutting out content (text and buttons) when multiple dialogs were spawned at once.<br />
* UI: The Resources panel is now visible while in the Map View.<br />
* Decouplers now break the connection at a specific node, instead of breaking the connection to the parent part. This enables choosing which side will remain attached.<br />
* Physicsless parts now get "promoted" to physical ones if they become the root of a vessel (by decoupling)<br />
* Persistence: Vessel rotation is now stored relative to the universe, instead of in worldspace. This fixes vessels having seemingly random rotations upon resuming a save.<br />
* Parts: Fixed an issue with the engine fairings which caused engines to lose mass on save/load cycles.<br />
* Parts: RCS thrusters no longer try (and fail) to do lever arm compensation.<br />
* Music: Fixed an issue where some tracks were subject to doppler effects in flight.<br />
* Solar System: Pol's gravity increased slightly<br />
* Solar System: Bop and Pol's semi-major axes increased (Bop's SOI almost intersected Tylo's)<br />
* Gameplay: Fixed an issue where crashing a ship wouldn't properly remove the root part and cause weird "physics" sometimes.<br />
* Gameplay: Fixed an issue with renaming vessels from symmetrically-placed command pods.<br />
* Maneuver Nodes: Fixed a small but annoying issue where maneuver gizmos would switch modes when rotating the camera just after creating a maneuver.<br />
* Training: Fixed Gene Kerman introducing himself as Wernher von Kerman on the Orbit 101 tutorial.<br />
* Parts: Fixed an issue where the root part of a vessel would live on in a weird state after crashing.<br />
* Docking: Fixed an issue where docking ports wouldn't resume their fuel crossfeed properly sometimes.<br />
* Controls: Added input locks to action groups and part context UIs, so they lock when appropriate.<br />
* UI: Part Resource Context Gauges now correctly go away when the corresponding part gets detached from the current ship.<br />
* Parts: Fixed an issue that could cause RCS thrusters to fly off on their own because of numerical spikes.<br />
* Parts: Landing gear now remember to set the brakes when resuming flight.<br />
* Gameplay: Added a rule to prevent saving the game or switching vessels while the current one is throttled up.<br />
* Gameplay: Unrestricted vessel switching is now only allowed if the vessel to be focused is loaded and unpacked. <br />
* Tutorials: Fixed the Construction Tutorial erroring out with an "incompatible" sfs when launching after completing the tutorial.<br />
* Tutorials: Tutorial Scenarios now delete the instructor objects when the ScenarioModule is destroyed.<br />
* Tutorials: The Construction Tutorial now allows launching the constructed vessel, and going back to edit it later.<br />
* Controls: Action groups are now locked when in map view, to prevent accidental activation without being able to see the ship.<br />
* Controls: Map View won't lock RCS off anymore when the navball is up.<br />
* UI: Added some sanity checking to text fields (vessel names and saves), so illegal characters don't cause trouble.<br />
<br />
== v0.18.1 ==<br />
Released 3<sup>rd</sup> December, 2012<br />
<br />
'''Bugfixes and Tweaks:'''<br />
* Fixed an issue which could cause an error when undocking if the undocked vessel was missing its original root part.<br />
* Fixed the vessel snapping when docking, which could cause misaligned docking connections sometimes.<br />
* Fixed an issue where docking to docked vessels could cause trouble when undocking again in a different order.<br />
* Fixed manually-defined vessel types getting lost after docking.<br />
* Fixed a misspelled parameter on the smallRadialEngine cfg<br />
* Fixed an issue with the solar panels exposure detection maths.<br />
* Fixed a case where RCS could become activated by ASAS during time warp and eat all propellant<br />
* Adjusted Solar Panel raycasting to prevent false positives on planetary occlusion<br />
* Gimbal module now displays vectoring information in the VAB<br />
* Adjusted initialization of the gimbal module for better mod support <br />
* Gimbals now have an optional movement speed parameter<br />
* Changed Airflow Display during timewarp on the intakes<br />
* Gave Launch Pad Clamps power, so probes don't die waiting for a launch window.<br />
<br />
== v0.18.0 ==<br />
Released 1<sup>st</sup> December, 2012<br />
<br />
'''New:'''<br />
<br />
* Docking: Connecting vessels together is now possible! Build space stations, surface bases, or assemble huge spacecraft in orbit. <br />
<br />
* Flight Planning: Getting to other planets and moons just got a lot simpler. Place maneuvers along your orbit to create a flight plan, and then just follow the guidance cues. No need to figure out angles or hold a protractor to the screen!<br />
<br />
* Improved Map UI: New map icons show close approaches, intersections with other orbits, and a lot more, so you can focus on getting where you want to go, instead of worrying about how to get there. <br />
<br />
* New Vessel Types and Vessel Renaming: Building a station? You can now rename and set your vessel as one of several new types, so it'll show on the map with the appropriate icon and name.<br />
<br />
* Automatic Fairings: Rockets now look like proper rockets! Several parts now have automatic fairings that pop up whenever something is stacked below them, and then jettison away during flight.<br />
<br />
* Much Improved Models and Textures: Many of the old parts have been completely redone, with carefully constructed meshes and hand painted textures, to give KSP a new look. <br />
<br />
* A slew of new part types: Solar Panels, Docking ports, Batteries, Trusses, Ion Engines, Lights, Side-Mounted Parachutes, Crew Cabins, new Science Parts, and a heap more!<br />
<br />
* Unmanned Probes: New unmanned pods for building probes and unmanned missions, plus a huge amount of new probe parts.<br />
<br />
* Action Groups: A new way to control your ships! Instead of having everything done through staging, you can assign parts to groups that are controlled with a keypress. Set up Abort systems, or rig up complex contraptions. Or just let the game handle it automatically.<br />
<br />
* New Input Modes: No need to have two hands on the keyboard and a third one on the mouse anymore. New input modes make for much more ergonomic controls, and it's all remappable!<br />
<br />
* Two new celestial bodies: New places to explore, with interesting and varied terrain.<br />
<br />
* New Resources System: Watching fuel drain has never been so much fun! New resources allow for completely new possibilities. Energy, Fuel, Oxidizer and other resources now flow through your ship. Manage them as you fly, and pump them across parts.<br />
<br />
* Electricity: More power to the Kerbals! Many new functional electrical parts added, like Solar Panels, Batteries, and even a Nuclear Reactor!<br />
<br />
* Lights: Landing on the nightside just got a lot less deadly, with new landing and floodlight parts.<br />
<br />
* Functional Air Intakes: Turbines now properly require air to run, and Intakes can provide it for them, as long as there is an atmosphere around you.<br />
<br />
* Music: KSP now has its own soundtrack, featuring many cool tracks, from smooth jazzy tunes to build ships by, to wondrous spacy themes as you explore the solar system.<br />
<br />
* Much improved planets: Kerbin looks a lot better now, with hand-built terrain features. Moho and Eve also got major overhauls, and many others have also been improved.<br />
<br />
* Performance Tweaks: New terrain optimizations and a system to prevent lag by slowing the simulation make for a significant improvement in performance.<br />
<br />
== v0.17.1 ==<br />
Released 30<sup>th</sup> Oct, 2012<br />
<br />
'''New:'''<br />
* New option on the settings file to enable verbose debug logging, to include a call stack trace (when available)<br />
* Added a slider in Game Settings to allow adjusting the UI size.<br />
* Added Main Menu and Credits music.<br />
* The Q and E keys can now be used to control yaw with the EVA Jetpack<br />
* The flight UI now scales dynamically depending on screen resolution, to always have the same pixel size.<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Fixed an issue where the menu ambience music would sometimes start playing on other scenes after some time had elapsed.<br />
* Overhauled the Debug Console. Entries are now labeled and colored according to type and the text is selectable.<br />
* Fixed the crewmember name textfields on the flight UI not scaling font size properly.<br />
* Fixed the terrain collision detection issues for Gilly and Bop.<br />
* Tweaked the terrain preset settings and PQS subvision methods for a significant reduction in object count.<br />
* PQS terrain quads are now positioned as closely as possible to their vertices, for maximum mesh stability.<br />
* Added a game setting to disable the automatic orientation when pressing any of the WSAD keys while jetpacking on EVA.<br />
* Fixed an issue with the terrain engine that resulted in invisible oceans.<br />
* Fixed a small bug on the patched conics maths that could have caused some trouble.<br />
* Fixed the misaligned Music and Voice Volume sliders on the Audio Settings Screen.<br />
* Added a Render Quality slider to the video settings screen.<br />
* Fixed an issue where ships could break apart when changing warp rates too quickly (the "Space Cthulhu" bug)<br />
* Fixed an issue with the VAB/SPH UI, that made it possible to launch without a ship, causing a total game crash.<br />
* Removed an unused asset from the tracking station scene, which was taking up memory without adding anything.<br />
* Fixed a problem that could cause parachutes to despawn when travelling at high speeds.<br />
<br />
== v0.17 ==<br />
Released 19<sup>th</sup> Sept, 2012<br />
<br />
'''New:''' <br />
* Internal Cockpit Views: The first iteration of the IVAs (Intra-Vehicular Activities) feature set.<br />
* Multiple Player Saves: You can now have multiple ongoing game sessions, as each save is kept in its own folder (instead of all using the saves/default one). <br />
* Quick Flight Scenarios: Start flights from pre-set conditions, without interfering with your persistent sandbox save, and also save your own scenarios from your main game.<br />
* Scenario Logic Modules: Like PartModules, but for scene logic (and defined on an SFS file instead of a part.cfg).<br />
* Training Scenarios: Hands-On tutorials to teach you everything from craft construction to orbital maneuvers.<br />
* Center of mass, thrust, lift and drag visual cues on the construction scenes.<br />
* Prebuilt ships included with the game, as examples and possible starting points.<br />
* Many new planets and moons throughout the Kerbal Solar System.<br />
* Physical Timewarp Modes: An alternate time-warp mode where you can accelerate time to 2x, 3x and 4x without putting the sim on rails. <br />
* Several new parts<br />
* Added new tree and boulder meshes for Kerbin (No more paper cutout trees)<br />
* Pressing backspace will now reset the map and internal view. <br />
* Middle mouse modifies the internal camera zoom by an additional 2x.<br />
* Double clicking middle mouse will reset the internal camera zoom.<br />
* Unlit/Transparent shader added to mu reader/writer.<br />
* Added Nuclear-Thermal Engine part<br />
* Added focusable areas for internal views<br />
* Added Settings for Music and Voice Volume<br />
* Double-tapping the wheel brakes key will now set parking brakes.<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Fixed an issue with numerical inaccuracy at very high velocities (the "Space Kraken" bug).<br />
* Fixed several issues with the fuel flow logic.<br />
* Tweaked the atmosphere rendering for Kerbin, for improved visuals.<br />
* Ships saved by one player are private to that player. Ships on the KSP/Ships folders are common to all players and non-overwritable (from inside the game)<br />
* Added a button on game loading dialog, to delete a saved game and all its contents (prompts for confirmation).<br />
* Added a button on the ship loading dialog to delete saved ships (prompts for confirmation).<br />
* Added a button on the Tracking Station to terminate an ongong flight (prompts for confirmation).<br />
* Implemented dynamic walk cycle blending for EVA Kerbals under G levels between 0.17 and 1G <br />
* Added a floating origin system to the Scaled Space subscene, eliminating the visual jittering when viewing distant objects in the map view.<br />
* Revised part titles and descriptions for the parts added in 0.16<br />
* Fixed an issue with the terrain altitude detection, which could cause vessels (mostly debris) to fall through terrain.<br />
* Fixed an issue where flying through a Mun arch would destroy the vessel.<br />
* Fixed an issue with the G force calculation for vessels, which could prevent saving or warping.<br />
* Fixed several issues with the orbit math while on solar escape trajectories.<br />
* Fixed an issue with Krakensbane that could cause sub-optimal Kraken-banishment.<br />
* Smoke trails are now properly updated in moving reference frames.<br />
* Added smoothing to altimeter.<br />
* Fixed an issue with part initialization order which could cause a lot of trouble with physics and joints.<br />
* Fixed a bug with crossing SOIs at 1x warp.<br />
* Found and worked around a unity bug which caused several issues with parts colliding within the same vessel, and getting twitched out of place.<br />
* Fixed issues with the landing gear (will still need a rewrite, but should be better now)<br />
* Fix for advanced canard inversion of movement.<br />
* The Map Camera no longer rotates when in a rotating reference frame.<br />
* The ship cache is now properly cleared when starting a new game.<br />
* The Simulate In Background setting no longer requires a game restart to take effect.<br />
* The orbit trajectory reframing maths are all done with double-precision now, to remove jitter from the orbit splines.<br />
* Fuel tank parts no longer look into parent parts for fuel, unless connected to them by a fuel line.<br />
* Rewrote the LandingGear part as a PartModule, for a much more robust and stable implementation.<br />
* Tweaked the friction values for the landing gear wheels<br />
* Fixed an issue in Vessel that could cause a stream of nullref errors<br />
* Fixed an issue with Vessels not properly updating the positions of physicsless parts.<br />
<br />
== v0.16 ==<br />
Released 20<sup>th</sup> July, 2012<br />
<br />
'''New:''' <br />
* Kerbal crewmembers in Extra-Vehicular Activities, both at the surface and in orbit.<br />
* Kerbal scientists, mechanics and ground crew all around the Space Center Facilities.<br />
* New Internal Cockpit models, with full modding support.<br />
* New (Much lighter on performance) Particle Effects and Explosions<br />
* Several new, larger rocket parts.<br />
* Added a Launch Clamp part. It holds the ship in place at the pad so it doesn't crumble to pieces before you get a chance to launch.<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Set all parts on the same vessel to ignore collisions with each other. Hopefully this will solve all part-to-part collision problems.<br />
* Reduced the minimum collider intersection threshold to much less than before. Should increase collision accuracy and hopefully solve issues like landing gear going through the ground. (all thanks to above fix)<br />
* [API Change] MemoryStream wrappers that were mistakenly not committed for 1.15.1 have been added to the code.<br />
* Packing/Unpacking ships is now done without affecting the ship's scene hierarchy. Now, vessels take care of keeping their own parts in place while packed, making for much more stable physics behavior when going in and out of time warp.<br />
* Improved vessel/part loading from persistence procedure, for more stable and accurate flight resuming.<br />
* Fixed a bug in the Tracking Station scene, which prevented scrolling the vessel list.<br />
* The Vessel Switching keys now only cycle between nearby vessels and won't cause the scene to reload anymore. To switch to far-away vessels, you must use the map view.<br />
* Added key and axis bindings for EVA controls. Reorganized the Input Settings screen a little.<br />
* Added separate control bindings for walking and jetpacking on EVAs.<br />
* Added 1:1 EVA rotation axes. Using them disables the automatic orientation system.<br />
* Fixed RCS and SAS toggling on other vessels.<br />
* Vessels take collision impact momentum into account whenever possible <br />
* Fixed a problem where vessels would be stuck as 'Landed' if boarding a part while in contact with another.<br />
* Fixed issues with the large Landing Leg colliders.<br />
* Added patcher auto-updater. Will redownload the patcher if a better version is available.<br />
* Tweaked Physics settings to reduce landed part wobble.<br />
* It is now possible to close the Flight End screen without leaving the flight scene (to switch vessels).<br />
* Tweaked part collision handling for better efficiency.<br />
* Landing Legs now use a much improved collision handling system, eliminating leg wobble on heavy ships.<br />
* PartTools can now serialize WheelCollider components.<br />
* Improved detection/response to vessels below terrain and much better terrain altitude detection for vessels.<br />
* It is no longer possible to save the game (or switch vessels) while very close to the ground and not landed (could cause terrain fallthrough).<br />
* Fixed the crew capacity values on the part.cfg files.<br />
* Fixed the Orbit initialization routine, to prevent NaN errors on landed craft<br />
* Fixed parts that use the Part class having a "Part Type not available" message on their descriptions at the VAB.<br />
* mbm texture files are now DXT compressed and cleared from RAM as soon as they're uploaded to the GPU. RAM usage is massively improved.<br />
* Fixed some issues with the patched conic solver not finding proper SOI transitions sometimes.<br />
<br />
== v0.15.2 ==<br />
Released 1<sup>st</sup> June, 2012<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Fixed an issue with part-to-part collisions that caused unphysical forces and caused some designs to break apart.<br />
<br />
== v0.15.1 ==<br />
Released 31<sup>st</sup> May, 2012<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Fixed a couple of issues with the parts action UI popups and their code bindings.<br />
* Tweaked the time warp altitude limits. It is now possible to warp fast at low orbits around Minmus and the Mun.<br />
* Tweaked the rotating reference frame thresholds when nearing planets, to reduce terrain mesh jitter.<br />
* Fixed the 'Sierpinski' Terrain' issue, where the terrain mesh would break up when approaching a planet after travelling very far.<br />
* Fixed an issue with the patched conic solver failing on some escape trajectories.<br />
* Fixed the normal maps on several parts.<br />
* It is now possible to set the persistent debris budget to zero, to disable saving debris completely.<br />
<br />
== v0.15 ==<br />
Released 17<sup>th</sup> May, 2012<br />
<br />
[http://kerbalspace.tumblr.com Announcement is final post on original development blog]<br />
<br />
'''New:'''<br />
* The Spaceplane Hangar Facility, allows you to build vehicles horizontally, and launch them from a Runway<br />
* The Runway Facility, to launch from and land your spaceplanes at.<br />
* A new Part Creation Toolset, allowing for animated models, with normal and emmissive maps.<br />
* A deployable Landing Gear part<br />
* A new AtmosphericEngine part type, and two new air-breathing engines.<br />
* A Patched Conics trajectory projection system, shows your map trajectory as it enters and leaves the SOI of planets and moons.<br />
* Parts now can have a context menu where you can view data and perform actions. (Atmo engines already implement this)<br />
* Parts now visually display their temperatures through a dynamic emmissive heat map.<br />
* It is now possible to manually rotate parts on the VAB and Spaceplane Hangar prior to placement (using the WSADQE keys, Shift, Space to Reset)<br />
* It is now possible to trim the roll, pitch and yaw inputs by holding Alt and pressing the roll, pitch and yaw keys (Alt+X to reset).<br />
* Added a small, far-flung second moon around Kerbin, called Minmus.<br />
<br />
'''Bug Fixes and Tweaks:'''<br />
* Fixed a security flaw with the updater tool.<br />
* The flight log will no longer show the terrain tile IDs when crashing things into them. It will show the correct "crashed into terrain" message.<br />
* Corrected the level of the ocean quadtree, so that it matches visually with the simulated water level.<br />
* (Possibly) increased performance on the flight scenes (from the terrain tweak also)<br />
* Found and fixed the true cause of the orbit NaN bug. (see last note on this page)<br />
* Corrected the aileron action on ControlSurface parts. Now aileron input is determined based on part orientation instead of symmetry counterparts.<br />
* Fixed an issue with joystick throttle when focusing/unfocusing the game.<br />
* Fixed a problem with fuel lines and struts becoming attached to non-existent parts when reloaded.<br />
* Fixed the behaviour of the Alt key when Alt-Tabbing out of the game.<br />
* It is no longer possible to enter time warp or save the game if the ship is landed or splashed, but still moving.<br />
* Several improvements to the scene lighting in the Spaceplane Hangar and Vehicle Assembly Building.<br />
* Fixed Fuel Lines and Struts not reconnecting once reattached to the ship at the VAB and SPH<br />
* Improved the part dragging on the editor scenes<br />
* After a crash, the end flight dialog will only come up by clicking the left mouse button, hitting Esc or the Space Bar<br />
<br />
== v0.14.4 ==<br />
Released 3<sup>rd</sup> April, 2012<br />
<br />
'''New:'''<br />
* Added Shader Model 2 fallback shaders for the terrain. Doesn't look as pretty, but solves the black terrain issue on SM2 video cards.<br />
* Exposed terrain parameters on the Video Settings screen (Now called Graphics Settings).<br />
* Option to force using SM2 shaders even on SM3 compatible hardware.<br />
<br />
'''Bug Fixes:'''<br />
* Sometimes vessels could still be seen as being under acceleration and not get saved. This is fixed now.<br />
* Tweaked the terrain system to use less memory.<br />
* Updated Kerbin's diffuse map, to remove the blue on the ice caps on map view and tracking station.<br />
* Launching the updater with the game in fullscreen mode will no longer cause the updater to crash.<br />
* The game will no longer launch the patcher if the latest update is available only as a full download. It will open the KSP Store instead.<br />
* Changed the default game settings so terrain scatter is off by default<br />
<br />
== v0.14.3 ==<br />
<br />
'''Bug Fixes:'''<br />
* Fixed an issue with prevented unfocused ships from being saved.<br />
* Removed the KSC on the Mun (don't ask).<br />
* Tweaked the altitude of KSC to better match the terrain level.<br />
* Tweaked Kerbin landclasses to raise ocean and remove the blue from the ice caps.<br />
* Fixed the Sun flare not getting obscured by planets on the Tracking Station view.<br />
<br />
== v0.14.2 ==<br />
Released 27<sup>th</sup> March, 2012<br />
<br />
'''New:'''<br />
* Created a proper icon for the game.<br />
* A completely overhauled terrain engine<br />
<br />
'''Bug Fixes:'''<br />
* Fixed the patcher launching any executable after it's done patching. Now it launches KSP.exe always.<br />
* Fixed a potential security issue with the patcher authentication.<br />
* The patcher will no longer spam console windows while doing its thing.<br />
* Rotated the Mun back to it's original orientation (a fix on the 14.1 left it facing the other way).<br />
* Improved the terrain correction system for landed vessels. It now compensates for terrain slope errors.<br />
* The Map and Tracking Station cameras now respond to the camera control input axes.<br />
* Fixed an issue with symmetrical parts not clearing references to decoupled counterparts.<br />
* Fixed an issue with the patcher not being able to login using passwords containing special characters.<br />
<br />
== v0.14.1 ==<br />
<br />
'''Bug Fixes:'''<br />
* Found and fixed the real cause of the staging issues that have plagued every release from 13.2 onward.<br />
* The debug console is no longer spammed with NaN errors. This could cause extreme lag in densely populated game worlds.<br />
* Fixed an issue where unloaded vessels would not update their orbits, causing them to resume incorrectly if they switched SOIs.<br />
* Fixed the save folder paths on the Mac version (they were ending up inside the app package)<br />
* It is now possible to do a Quickload (F9) after a crash (with the flight end screen up).<br />
* The game will no longer overwrite the quicksave when resuming flights. Only when creating new ones.<br />
* Landed vessels no longer explode when approached by the player (as when landing near other landed ships)<br />
* Fixed an issue with landing detection when landed on other vessels.<br />
<br />
<br />
== v0.14.0 ==<br />
Released 3<sup>rd</sup> March, 2012<br />
<br />
'''New:'''<br />
* Flights are regularly saved to file, to be resumed later. (yes, persistence )<br />
* Support for multiple simultaneous flights and switching from ship to ship.<br />
* The Tracking Station Facility at the Space Center, allows you to select and resume a flight in progress.<br />
* Holding the middle mouse button will allow you to rotate the flight camera about itself, instead of rotating its pivot. (double-clicking the MMB will recenter it)<br />
* Tweaked the orbit rendering on the Map View to reduce clutter when several icons are moused over at the same time.<br />
* Landed or Splashed vessels now display their coordinates (or location, if available) when moused over on the Map View.<br />
* More Crew Members so you can launch missions while others are underway.<br />
* An External Module Loader, which enables mod makers to program their own part modules.<br />
* Added small fuel tank and small engine parts<br />
* Added Landing Gear<br />
* Added a more efficient input lock for when vessels are in physics-hold mode, to prevent staging during that period.<br />
* Made the Langing Gear action a mappable key.<br />
<br />
'''Bug Fixes:'''<br />
* The flight camera is no longer able to go upside down.<br />
* The ORBITAL camera mode will no longer change orientations when switching spheres of influence.<br />
* Fixed an issue with .craft file saving and loading, which makes it possible to save ship titles independently of the file name.<br />
* Un-warping a landed ship will no longer cause an unphysical jerk on it, which could possibly destroy it.<br />
* Landed/Splashed vessels no longer show an Apoapsis icon on the Map View.<br />
* The Map Camera now responds to the keyboard bindings for camera zoom.<br />
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)<br />
* Decouplers now obey the third law of physics (every action has an equal and opposite reaction).<br />
* RCS Fuel Tanks now drain symmetrically if placed using symmetry.<br />
* Fixed the flight scene time step being incorrectly initialized as 0.04ms (would cause wobbly physics).<br />
* Fixed a problem with the Plugins folder in the Mac version, which caused the game to halt when loading.<br />
* Fixed an issue that caused incorrect staging when loading ships in the flight scene.<br />
* Reloaded parts were not storing references to their symmetry counterparts properly. That caused all sorts of weird behaviour.<br />
* Fixed Fuel tanks apparently not resuming fuel levels properly (was an icon issue).<br />
* Fixed the VAB tutorial never being shown after the first time, even when activated in the settings.<br />
* Fixed the tutorial window disappearing behind the command pod selection window.<br />
* Changed the ground detection system to a far more stable hold-and-release method.<br />
* Fixed yet another staging issue.<br />
* Fixed a game flow issue in which it was possible to cancel the flight end screen, leading to an error and leaving the game stuck in the flight scene.<br />
* Fixed the End Flight screen lockup issue after KIA.<br />
* Fixed the Alt+Tab locking staging issue. (was a poorly thought out control I had set up, which was removed)<br />
<br />
== v0.13.3 (Demo) ==<br />
<br />
Released 3<sup>rd</sup> March, 2012<br />
<br />
'''New on 0.13.3:'''<br />
* A Stats Tracking System, so we can collect information of the game for statistical purposes.<br />
<br />
'''Bug Fixes:'''<br />
* Fixed a bug with symmetry in the VAB. <br />
* Fixed an issue with the main camera that would create sporadic moments of lag in map view.<br />
* Fixed a bug that caused symmetrical parts to lose the reference to one of their counterparts, leading to incorrect symmetrical placements. <br />
* Reverted the Staging logic to the 13.1 system, as the changes made in 13.2 were buggy. <br />
Note: 0.13.3 is an additional free version with bug fixes.<br />
<br />
==v0.13.2==<br />
Released 26<sup>th</sup> January 2012<br />
<br />
'''Bug Fixes:'''<br />
* Fixed a bug with symmetry in the VAB.<br />
* Fixed an issue with the main camera that would create sporadic moments of lag in map view.<br />
* Fixed a bug that caused symmetrical parts to lose the reference to one of their counterparts, leading to incorrect symmetrical placements. <br />
Note : As of the 26<sup>th</sup> of January 2012, v0.13.2 is the final free version.<br />
<br />
==v0.13.1==<br />
Released 11<sup>th</sup> January, 2012<br />
<br />
'''New on 0.13.1:'''<br />
* Recompiled on the latest version of the Unity engine, to add multithreaded rendering support and better memory management.<br />
* Changed the Fuel Line flow direction, so fuel will flow from the first-placed end of the line to the second end.<br />
* Holding Ctrl and clicking on a part on the ship at the VAB will now automatically flip the parts list to the selected part's page.<br />
* Added in-game credits.<br />
<br />
'''Bug Fixes:'''<br />
* Fixed the custom part sounds loading system, which wasn't working on the last release.<br />
* The part loader will no longer freeze if it cannot find a part module to load. It will load the base Part module, and make it visible but unavailable on the VAB.<br />
* Removed parent-wise fuel crossfeed from Radial Decouplers. Fuel Lines made that obsolete.<br />
* Fixed an issue that prevented attachment nodes from affecting connected part rotations properly.<br />
* Fixed an issue with the part loader, which would crash if a binary mesh was found, but no .dae or .obj file was present.<br />
<br />
==v0.13==<br />
Released 16<sup>th</sup> December, 2011<br />
<br />
'''Optimizations:'''<br />
* Removed a lot of needless halts on the part processing routine during loading.<br />
* Restructured the sound loading system so the main loading thread doesn't wait for it to finish before moving on.<br />
* Deferred adding of several part components so they're only added when they're needed.<br />
* Mesh tangents can now be loaded from file, instead of being recalculated every time.<br />
* The mesh loader now ignores materials from file, because they were going to be replaced anyway later.<br />
* Meshes are now saved to binary files (serialized) when loaded for the first time, and loaded from those files when they're available.<br />
* Changed the rendering method for the part icons on the staging sequence. This can prevent thousands of objects from being created when flying large ships.<br />
* Ship parts now have adjustable levels of physics, so small parts are not as deeply simulated as large ones. This reduces the amount of physics objects and joints to simulate.<br />
* Reduced the amount of code components attached to each part, making for less calls on each frame.<br />
* Tweaked the part heat exchange model, for a considerable fps boost with very large ships.<br />
<br />
'''New on 0.13:'''<br />
* The part loader will check if the saved optimized meshes are out-of-date, and update them when necessary.<br />
* A new Fuel Line part, that allows fuel to be drained off external (side-mounted) tanks.<br />
* It is now possible to warp time freely when the ship is landed.<br />
* Added a progress bar for the loading screen.<br />
* Pressing F2 will hide the UI completely (so you can take UI-free screenshots).<br />
* Added a new icon for the Fuel Line parts.<br />
* Changed the icon grouping rule on RCS Blocks and Strut Connectors to group to all parts of the same type on it's stage.<br />
<br />
<br />
'''Bug Fixes:'''<br />
* Fixed the mission timer not getting started if the first stage was moved before launching.<br />
* Liquid Fuel now flows from the top attachment node, instead of from the parent part (unless there is no top node, in which case it flows from the parent part).<br />
* Parts now keep the references to the part attached in each attachment node. (makes top-node based fuel flow possible)<br />
* Fixed a bug which prevented the ship selection dialogs from receiving double-click events. Now it is possible to select a ship file by double clicking on it.<br />
* Improved rendering of hyperbolic (escape) orbits in the map view. The trajectory is now a constant size regardless of eccentricity, and isn't warped by the splines.<br />
* The Map camera will now remember it's last position, and return to it when the map is reopened.<br />
* Fixed a problem that made it possible to delete the command pod in the VAB by using Ctrl+Z.<br />
* Increased the heat conductivity and heat dissipation values for all parts, to compensate for the new heat exchange system.<br />
* Exposed a 'thrustVector' cfg parameter for Liquid Engines. This allows you to set the 'default' thrust direction for an engine, same as with SRBs<br />
<br />
==v0.12==<br />
Released 11<sup>th</sup> November, 2011<br />
<br />
'''New on 0.12:'''<br />
* A Moon<br />
* New Orbital Camera Mode. Like Free Mode, but aligned to the solar system plane, like the Map View Camera is.<br />
* New Auto Camera Mode. Chooses between the other modes based on the state of the flight.<br />
* Liquid Engines now support thrust vectoring (gimballing).<br />
* New LV-T45 Vectoring-Enabled Liquid Engine.<br />
* The VAB will now allow you to select a Command Module before starting a new ship.<br />
* Planets and Moons now rotate.<br />
<br />
<br />
'''Bug Fixes:'''<br />
* Improved the way velocities are applied when resuming physics.<br />
* Fixed the Advanced SAS icon showing as a question mark on the VAB.<br />
* Fixed a bug where cloning parts by removing and undoing would cause them to receive duplicate IDs (and crash the game when loading the ship again).<br />
* Tidied up the flight statistics numbers formatting a bit, so they're easier to make sense of.<br />
* Time Warp will now smoothly increase/decrease towards the set time rate, for a much more fluid transition.<br />
* Made several improvements to the Map View orbit rendering.<br />
* Fixed the rails-&amp;amp;amp;gt;physics transition, so that there is no significant change anymore in orbital parameters when going out of warp.<br />
* Made some significant improvements to the physical joints that hold the ship together. Ships will not wobble anymore when going back into 1x time after warping, and the joints themselves are more stable overall.<br />
* Made a small tweak to the part tooltips on the VAB, to prevent them from going off-screen on small resolutions. (was noticeable with the new command pod selection dialog)<br />
<br />
==v0.11.1==<br />
Released 13<sup>th</sup> October, 2011<br />
<br />
'''Bug Fixes:'''<br />
*A pausing glitch that would happen every time the menu was selected.<br />
<br />
==v0.11==<br />
<br />
Released 12<sup>th</sup> October, 2011<br />
<br />
'''New on 0.11:'''<br />
* Overhauled Space Center terrain area in both flight and space center scenes.<br />
* Integrated Orbital Analysis/Propagation system.<br />
* In-Flight Time Compression.<br />
* Orbital "Map" View.<br />
* Orbit Display.<br />
* Improved Space Skybox Background.<br />
* Better Launchpad area textures.<br />
* RCS (Reaction Control System) Module Part.<br />
* Added an 'RCS Toggle' key (Default 'R'), to toggle the RCS on and off. <br />
* Changed the useless Overthrottle LED for an RCS LED, which indicates if the RCS is enabled.<br />
* Advanced SAS Module Part: Uses input-enabled parts (like winglets and RCS) to stabilize flight, but applies no forces of it's own.<br />
* Splash-down effects, sounds and a basic buoyancy simulation.<br />
* New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet's atmosphere.<br />
* The Orbit system can now track and propagate hyperbolic (escape) trajectories.<br />
* Parts can now cast shadows on themselves.<br />
<br />
'''Bug Fixes:'''<br />
* Added a simple but hopefully effective stall simulation for winglets and control surfaces.<br />
* Made a few optimizations to runtime loaded textures. Now they're compressed to DXT5 and support mipmaps.<br />
* The MET display will now start counting on liftoff instead of on flight start.<br />
* Tuned the terrain system a bit, to improve visual quality at high altitudes.<br />
* Greatly improved the input lock system. Now, components that lock game controls won't override locks placed by other components.<br />
* Improved the flight camera code. On Chase mode the camera will not spin around at the poles anymore, and both modes are more stable overall.<br />
* Optimized the terrain system rendering, and got a nice boost in performance during flight.<br />
<br />
==v0.10.1==<br />
Released 13<sup>th</sup> September 2011<br />
<br />
'''Bug Fixes.'''<br />
* Eliminated the sharp atmospheric cutoff at 34,500m. Now there is atmosphere up to around 68,000m.<br />
* Improved the drag calculations.<br />
* Created a new ControlSurface module to replace the problematic Stabilizer module. The Stabilizer is now deprecated.<br />
* Changed the folder structure on the Mac version, so it is the same as the PC version.<br />
* Removed the sensitivity/deadzone reset when reassigning joystick axes in the input settings.<br />
<br />
==v0.10==<br />
Released 6<sup>th</sup> September, 2011<br />
<br />
'''New on 0.10:'''<br />
* Completely overhauled procedural terrain system. Much more reliable and stable.<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/9056986834/on-quadtrees-and-why-they-are-awesome On Quadtreees and why they are awesome]</ref><br />
* The whole planet can now detect collisions, so ejected parts can now land safely.<br />
* The terrain mesh is far more stable, shorelines and mountains no longer wobble.<br />
* The new terrain system is completely translation and rotation-safe. It can be moved dynamically without breaking visually.<br />
* An Orbital analysis and propagation system, allowing for a complete planetary simulation, among many other possibilities, is ready for implementation.<br />
* Terrain quads are now queued for subdivision, to improve performance<br />
* The terrain system now allows for a secondary target object, so both the ship and the camera can subdivide the terrain.<br />
* Mini settings screen for in-game tweaks.<br />
* New (much better) shader for water.<br />
* The R8 Winglet now responds to input, and can be used as an elevator, canard, aileron, rudder, or any combination.<br />
* It is now possible to crank anti-aliasing up to 8x.<br />
* Joystick Support.<br />
* A working Mac OSX version!<br />
<br />
'''Bug Fixes:'''<br />
*Hi-subdivision tiles now have mesh colliders, which means the far side of the planet is no longer an insta-death trap.<br />
*Fixed the textures stretching near the terminator<br />
*The camera will no longer go through the ground.<br />
*The terrain collision mesh now perfectly matches the visual terrain.<br />
*Fixed a problem with the atmosphere, where it would fade in and out at specific points in orbit.<br />
*Fixed a few problems with some game settings not being correctly applied on game start.<br />
*Fixed a problem with the volume settings where explosions would sometimes sound out even with volume at 0%<br />
*Added a basic compatibility/integrity check on loading ships. If it fails, the ship won't load but the game won't crash.<br />
<br />
==v0.9==<br />
Released 12<sup>th</sup> August, 2011<br />
<br />
'''New on 0.9:'''<br />
* Stages are now persistent when manually edited.<br />
* Stages are now stored in relative values. This means they're now smarter<br />
* Parts can now specify their preferred relative stage though the cfg<br />
* Editing the staging sequence now creates Undo states.<br />
* The Debug Console can now be opened in the loading screen to debug load problems<br />
* Stages can now be manually created and, when empty, deleted<br />
* Stages are now represented as groups with parts inside them, instead of just separated by indicators<br />
* The staging stack now scrolls manually using the mousewheel (when mouseing over it)<br />
* Icons in the staging stack can now be multiple selected and moved as a group<br />
* Whole stages can now be dragged and repositioned<br />
* Stages can now be reset manually through a reset button<br />
* Empty stages delete themselves in flight<br />
* Active parts in previous stages move up to the current stage.<br />
* Parts on the VAB list will now display their stats when hovered over.<br />
* The tooltip for parts in the VAB will no longer go lower than the screen<br />
* Holding shift while selecting a part in the VAB will now select the pod so the whole ship can be moved<br />
* Parts now have an ActivatesEvenIfDisconnected parameter on the cfg to allow them to be activated after jettisoning<br />
* The VS Gauge now uses a log scale, to allow greater precision with small values<br />
* The Strut Connector. A compound part to create physical linkages between any 2 parts<br />
* Parachutes now have a 'useAGL' parameter. If that's enabled, it will deploy when it reaches deploy altitude from ground level <br />
* Symmetrically placed Icons are grouped into a single icon<br />
* Input Mapping screen<br />
* Video settings screen<br />
* Audio settings screen<br />
<br />
<br />
'''Bug Fixes:'''<br />
* Fixed a bug that caused parts to activate out of sequence sometimes.<br />
* The scroll wheel is no longer read if the application is unfocused.<br />
* Staging lock is now preserved if the application is unfocused and refocused.<br />
* Fixed the MET clock, which would loop back to 00:00:00 when a mission went on for longer than 24 hours (I'm amazed someone found it )<br />
* Changed the debug console key to Alt + the key left of 1. It would interfere with the throttle controls in flight.<br />
* Fixed parachutes not deploying if not set to the last stage. (they can still deploy when jettisoned)<br />
* Fixed a silent error when parts set an explosion potential higher than 1.0<br />
* Eliminated the jitter on the VS gauge<br />
* Changed the physical attachments between parts again, so the stack is less wobbly overall<br />
* Fixed the bug that caused the crewmember name tags to drift out of the screen<br />
<br />
== v0.8.5 ==<br />
Released 18<sup>th</sup> July, 2011<br />
<br />
'''New on 0.8.5:'''<br />
* Added copying of parts (and sets of parts) by holding Alt while clicking on them.<br />
* Replaced tricoupler textures and UV mapping (UV map by Dippeggs)<br />
* Parachutes can now deploy automatically if jettisoned along with other parts (allowing for parts to be safely landed)<br />
* Stage decouplers can now share fuel across stages.<br />
* Added Keys to control the camera in the VAB (+/- for zooming, pgup/pgdown for scrolling)<br />
* Added Keys to control the camera in flight (+/- for zooming)<br />
* Added some sound effects for the parachute opening<br />
* Added cfg-definable parameter for parachute autodeployment delay<br />
* Added a debugging console to the game (can be toggled with Ctrl+Alt+Shift+C)<br />
* Right-clicking the Symmetry Button will now step the symmetry mode back.<br />
* It is no longer possible to select a part of the ship while the mouse is over any interface items.<br />
* Added toggle key to switch between precision or instant input modes (Caps Lock)<br />
* Pitch, Yaw and Roll gauges change color to indicate mode (orange for instant, cyan for precision)<br />
* Exposed Kd, Ki and Kp parameters for tuning the SAS and CommandPod modules<br />
<br />
'''Bug Fixes:'''<br />
* Fixed the staging lock LED not turning purple after launch<br />
* Icons no longer show a transparent border floating around then mousing over disconnected parts.<br />
* Fixed a bug where deleting a symmetrical part would sometimes leave it's counterparts floating around.<br />
* Fixed a bug where creating a new stage with a decoupler and then removing it would generate errors.<br />
* Fixed most sound volume decay over distance problems.<br />
* Fixed a bug that caused a massive performance drop when fuel tanks emptied (fuel tank switch lag bug)<br />
* The Flight camera will now remain always centered on the ship's center of mass.<br />
* The Screenshot function will now create a Screenshots directory if one isn't found.<br />
* The altimeter will now go past 999,999K correctly (it will move up to 1000M, then 1000G, 1000T and so on)<br />
* Fixed a bug that could cause large ships to explode at 5,000m altitude.<br />
<br />
== v0.8.4 ==<br />
Released July 14<sup>th</sup>, 2011<br />
<br />
'''Bug Fixes:'''<br />
* Fixed a small but incredibly disruptive bug which prevented engines from being connected to fuel tanks<br />
<br />
== v0.8.3 ==<br />
Released 14 <sup>th</sup> July, 2011<br />
<br />
'''New on 0.8.3:'''<br />
* Added key to lock staging, to prevent accidental jettisoning (remember to set it off later). Set to Alt+L<br />
* Added a tooltip for the Symmetry Button<br />
<br />
'''Bug Fixes:'''<br />
* Fixed A TON of bugs with the symmetry and ship construction in general. Game is stable again.<br />
* Fixed a bug where parts would lose staging info and revert to default when returning from flight to the VAB. (the staging reset bug)<br />
* Fixed a glitch introduced in 0.8.3 RC1 that allowed parts to be attached to frozen parts.<br />
<br />
<br />
== v0.8.2 ==<br />
Released 13 <sup>th</sup> July, 2011<br />
<br />
This version is a hotfix for a couple of ugly bugs found with the 0.8.1 release.<br />
<br />
Note: The 0.8.1 release introduced a few changes to the .craft file format, so it is possible that ships<br />
created with versions prior to 0.8.1 might not be compatible with the new version. <br />
<br />
'''Bug Fixes:'''<br />
* Fixed a serious bug where swapping about symmetrical parts would crash the game<br />
* Pod cannot be dropped if an Escape Tower (PunchOut addon) is attached<br />
<br />
<br />
== v0.8.1 ==<br />
Released 13<sup>th</sup> July, 2011<br />
<br />
'''New on 0.8.1:'''<br />
* Added options to use Angle Snapping when placing surface-aligned parts.<br />
* Symmetrical placement mode in the VAB.<br />
* It's now possible to set aside a part of group of parts. This enables adding parts in between others without deleting half the ship.<br />
* Sound Normalizer, keeps the volume balanced even with 50+ boosters firing<br />
* Added framerate cap to keep GPUs from screaming on light scenes. (configurable through the settings.cfg file)<br />
* Deleting a part now requires clicking the parts list. This prevents accidental deletion. (Or you can also press 'Delete)<br />
* Fuel can now flow through Strut parts like the tricoupler <br />
<br />
'''Bug Fixes:'''<br />
* Fixed bug where starting a new ship with a loaded multi-stage ship would create empty stages<br />
* Smoke trail effects now fade away when nearing the edge of the atmosphere<br />
* Fixed SkySphere culling issues at large distances<br />
* Added cfg parameter to enforce a symmetry mode when stacking (like 3 under the tricoupler)<br />
* Updated editor tutorial to reflect the changes in this update<br />
<br />
<br />
== v0.8 ==<br />
Released July 7<sup>th</sup>, 2011<br />
<br />
'''New on 0.8:'''<br />
* Saving and Loading buttons in the interface, as well as a ship loading dialog for picking new ships.<br />
* Ship name field in the editor, allows saving ships with any filename.<br />
* Screenshot button to capture the screen to file.<br />
* functioning MET indicator in the flight UI<br />
* Pages in the VAB part list, whenever the parts exceed the size of the list.<br />
* New skins for the UI windows that pop up. (like the flight results dialog)<br />
* A new splash screen before the main menu enters.<br />
* SAS toggle with 'T' key<br />
* Option to Simulate in Background in the settings.cfg file<br />
* Undo/Redo actions in the VAB, by Ctrl+Z and Ctrl+Y<br />
* Fuel tanks are now stackable to increase fuel amount (and weight )<br />
* On-screen text popup to let you know the current camera mode<br />
* Cfg interpreter can now parse 2D, 3D, and 4D Vectors, as well as rotations (in angle-axis format)<br />
* Cfg-defined thrust positions and orientations, make retro-rockets and any other craziness open for addon parts.<br />
* Parts may now create new stages for themselves through the cfg (used to be decouplers only)<br />
* New texture for the Solid Rocket Booster<br />
* The game now checks for updates against the KSP site, and let's you know if there is a new version available<br />
* Loading screen moved to before the main menu appears.<br />
<br />
'''Bug fixes:''' <br />
* Liquid Engine particle effects responding to engine cutoff<br />
* Icon indicators for all parts that need to show information<br />
* Custom icons for all part types<br />
* VAB placement bug with tricouplers and fuel tanks (and decouplers)<br />
* Reposition the [[Navball]] and main camera focus, so the ship isn't obscured by the interface - this one is kinda moot now, since the new camera centers the ship better, and the navball doesn't hide the ship anymore.<br />
* Pause also affecting particle effects<br />
* Pausing the game no longer produces a G-force peak<br />
* SRB mesh normals correction<br />
* Complete rewrite of the flight camera code. No more jitters and a number of new options in the settings.cfg<br />
* Relaunch button on pause menu. No need to end flight to relaunch.<br />
* Version text on main menu resetting after returning to it from game.<br />
* Inverted the middle mouse button zoom. Now mouseing forward brings the camera closer.<br />
* The text on the stage indicators no longer appears over other interface elements<br />
* Fixed excessive wobbliness with side-attached parts<br />
* Radial decouplers now have their own module (they used to share modules with the stack decoupler) <br />
* Increased the inclination range for the VAB camera from 45° to 80°<br />
* Updated tutorial to reflect the changes made in this update (like the new cameras in flight).<br />
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away from the ship and not kill the crew everytime.<br />
<br />
== v0.7.3 ==<br />
Released June 24<sup>th</sup>, 2011<br />
<br />
* Initial Release<ref>[http://kerbalspace.tumblr.com/post/6872084213/first-release-is-up First Release is Up!]</ref><br />
<br />
'''Notable Features'''<br />
* Downloaded over 5000 times<ref>[http://kerbalspace.tumblr.com/post/7348393677/milestone-5000-downloads-and-counting Milestone: 5000 downloads and counting!]</ref><br />
* No SAS, although SAS module is implemented and generates torque<br />
* The only engine, the [[LV-T30]] can only be fed by one [[FL-T500]] attached on its top<br />
* The [[AV-R8 Winglet]] is just a fin and can't be used to control the vehicle<br />
* It is nearly impossible to achieve orbit<br />
* [[Kerbin]] is the only celestial object, does not rotate, and is a mirror reflection of the [http://libnoise.sourceforge.net/examples/complexplanet/index.html example planet from libnoise]<br />
* [[The sun]] is a directional light source at infinite distance<br />
* The render distance is only 1500&nbsp;km, and Kerbin will "sink" into the sky background, vanishing entirely as that altitude is achieved<br />
<br />
== v0.4 ==<br />
Not released<ref>[http://kerbalspace.tumblr.com/post/17827181033/the-story-of-ksp-ksp-0-4 The Story of KSP - KSP 0.4]</ref><br />
<br />
* The disk terrain generator seen in early releases is implemented from the Libnoise library, giving Kerbin its current global topology (excepting a few later modifications.)<br />
<br />
== v0.3 ==<br />
Not released<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/17096770707/the-story-of-ksp-ksp-0-3 The Story of KSP - KSP 0.3]</ref><br />
<br />
* The familiar{{Check version||0.23}} parts tabs were implemented in the [[Editor]]<br />
* Some terrain was placed in the immediate vicinity of the pad, but Kerbin was still 20&nbsp;km and smooth beyond it<br />
* The Mun was removed<br />
* The game featured an interface including an average propellant gauge, RCS propellant gauge, vertical speed and altimeter, kerbal portraits, g-meter and throttle indicator, most of which did not function<br />
* An electronic sign, possibly for mouse-over information, appeared; it showed quotes and countdowns in this version<br />
<br />
== v0.2 ==<br />
Not released<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/16291223741/the-story-of-ksp-ksp-0-2 The Story of KSP - KSP 0.2]</ref><br />
<br />
* Kerbin was a textured 20&nbsp;km (radius assumed) sphere with no terrain, presumably with 1/900 of its current mass and an orbital speed of less than 442.9&nbsp;m/s<br />
* There was a fixed Mun: another textured smooth sphere with little resemblance to the canonical [[Mun]]<br />
* Staging is added<br />
* Instead of the current vessel-origin rendering system (necessary to solve floating point jitters), the game used the center of Kerbin as the origin<br />
<br />
== v0.1 ==<br />
Not released<ref>HarvesteR, [http://kerbalspace.tumblr.com/post/16228007762/the-story-of-ksp-ksp-0-1 The Story of KSP- KSP 0.1]</ref><br />
<br />
* The [[Editor]] ran in the flight scene, the Vehicle Assembly Building not being implemented yet<br />
* The [[RT-10]] solid rocket motor was implemented and looks much as it does currently{{Check version||0.23}}<br />
* The [[Command Pod Mk1]], [[TR-18A Stack Decoupler]], [[LV-T30 Liquid Fuel Engine]], [[FL-T500 Fuel Tank]], and [[TT-38K Radial Decoupler]] are implemented, but barely recognizable<br />
* Kerbin was a flat, Skyblock-like tile with generated terrain, and instead of achieving orbit, you could launch past its edge and fall forever into [http://minecraft.gamepedia.com/The_Void the void]<br />
* While the graphics were 3D, the game was 2D, and one could fly and build vehicles only in the altitude-longitude plane, unable to turn north or south, and able to attach parts to only two sides<br />
<br />
== v0.0 ==<br />
Not released<ref name="One Year of KSP">HarvesteR, [http://kerbalspace.tumblr.com/post/16016599050/one-year-of-ksp One Year of KSP]</ref><br />
<br />
* "Kerbal" comes from the name Felipe "HarvesteR" Falanghe gave small figurines he installed in modified fireworks as a teenager<ref>Known Griefers [http://www.knowngriefers.com/2013/08/kerbal-space-program-devs-interviewed.html Kerbal Space Program Devs Interviewed!] 2012 August 27</ref><br />
* HarvesteR was hired by Monkey Squad in 2010 April; the company did not develop software at the time<ref name="polygon">Charlie L. Hall [http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program To The Mun and Back: Kerbal Space Program], Polygon 2014 January 27 interview with developers</ref><br />
* Development of Kerbal Space Program was authorized by Squad co-founder Adrian Goya in 2010 October, but deferred until HarvesteR could be released from marketing set projects in progress<ref name="polygon" /><br />
* Kerbal Space Program first compiled on 2011 January 17<ref name="One Year of KSP"/><br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Documentation]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Getting_Started&diff=35405Getting Started2014-04-08T11:13:26Z<p>Onco p53: adding categories, added uncategorised tag</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 />
For an alternate walkthrough, including launching into orbit, see [[Tutorial: Walkthrough for Ye Compleat Beginner]].<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://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 in [[Sandbox]] mode, 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. For the other option, see the [[Career]] mode page.<br />
<br />
[[File:NewGame.0.21.1.png|thumbnail|center|Figure 3 : New Game Window]]<br />
<br />
Once the new game is started, the [[Kerbal Space Center|Launch Compound]] with the:<br />
* [[Vehicle Assembly Building]] (VAB) - Build and save vertically launched [[rocket]]s,<br />
* [[Space Plane Hangar]] (SPH) - Build and save horizontally launched [[plane]]s,<br />
* [[Tracking Station]] - Track and go to flights in progress, manage debris,<br />
* [[Astronaut Complex]] - Approve new candidates for space flight,<br />
* [[Launch pad]] - Launch vertical rockets,<br />
* [[Research and Development|Research and Development facility]] - Invent better rockets (available in [[Career]] mode only),<br />
will appear. To access a structure, just click on it.<br />
<br />
== The Rocket! ==<br />
<br />
[[File:0.22 main.JPG|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 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 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, i.e. 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 its 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 Motor|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 70&nbsp;km, 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 1&nbsp;km (≈ height of the Salto Angel, the world's highest free-falling waterfall Venezuela, or wavelength of the lowest medium wave radio frequency, 300&nbsp;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 70&nbsp;km, 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]]. It saves a lot of fuel during ascent. It is recommended to start gravity turn at 10&nbsp;km and pitch over to a vertical angle of 45 degrees, while keeping a heading of 90 degrees east. While your apoapsis is 50&nbsp;km, pitch over to 30 degrees. As said above monitor your apoapsis in the map to time your engine stop and wait until 10 seconds before apoapsis to start burning.<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. The time to open your parachutes is when you are about 1000–2000 m above ground and when your surface speed displayed on your [[navball]] is no more than 150&nbsp;m/s.<br />
<br />
If you run out of fuel while burning retrograde, don't worry! As long as your periapsis is less than 70&nbsp;km you can just timewarp and the atmosphere around [[Kerbin]] will slow your rocket down every time it gets below 70&nbsp;km. 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<br />
<br />
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<br />
==Physics==<br />
Before we get into the details, a few physics facts. Namely, center of gravity, point of action and how they matter.<br />
<br />
==Center of gravity, point of action and how they demand symmetry in your rocket.==<br />
The center of gravity is the point in your rocket where it would be in total balance. It's the point where, if the rocket was resting on that point, you could give it a nudge and it would freely follow that nudge without gravity having a say, because left and right, up and down, front and back, they're all equally heavy and perfectly balanced on this single point. That is always one single point in space, and unless you have a very oddly shaped rocket, that point is somewhere inside your rocket. Sadly, this point is usually not the point of action, i.e. the point where your engines create thrust. If it was, that would be sweet, since we could push the rocket wherever and however we want (ignoring air resistance, of course).<br />
<br />
So the next best thing we can do is to put that point of action "behind" the center of gravity and point its action vector towards the center of gravity. Or, simpler put, put the engine behind the mass and thrust in the other direction.<br />
What sounds obvious at first has some implications. First, your point of action, actually the vector sum of your thrust vectors, for you nitpickers, HAS to be lined up with your center of gravity. In other words, your rocket has to be symmetrical to be stable. You can try that for yourself. Get a broom. Put the endpoint of the handle on your hand, with the brush up, and you will notice that you can balance it. You will also notice two things: First, it's easy to balance it as long as you work hard on it, and it can very easily tilt to one side, and if it does it falls FAST. And second, it's surprisingly more easy to balance the broom with the brush up towards the ceiling rather than having it resing on your hand.<br />
<br />
If you would now put a lot of pressure on that handle, you could thrust that broom upwards without it falling to the side (trust me, it would work). That's basically how our rocket works. Now attach something to the side of the broom and see how this works out for you. If you try to balance the broom the same way, it will fall to the side where you tacked something onto it. Unless you hold it at an angle to the side... looks stupid if it were a rocket, doesn't it? If you would thrust that broom upwards, it would not only fall to that one side, it would actually start to spin around the x-axis and do "loops"... or crash, which is more likely since gravity is playing in this game as well.<br />
So the first thing to keep in mind is to keep your rocket symmetrical, at least to the point where the center of gravity is always above the combined point of action (if you have more than one engine, you have more than one point of action, which can be summed up to a total point of action and an action vector). In physical terms, that point of action has to be lined up with the center of gravity, with its vector aligned with the hypothetical axis that exists between the cog and the poa. In simpler terms, the point where your rocket would be in balance has to be behind the point where the combined force of the engines pushes, and the engines have to push towards that center of gravity, i.e. their thrust exhaust has to point away from it.<br />
<br />
That also means that "inwards" thrust stabilizes the rocket, as long as the thrust is equal from all sides. It forces the rocket to stay in its current direction, but it also means that you are wasting fuel since you have engines thrusting "against" each other. Think of it as the toe-in of your cars steering wheels.<br />
<br />
==Mass vs. weight==<br />
Your weight is directly related to your mass. Now, strictly speaking, weight is defined as the force on an object due to gravity. But gravity pulls every bit of mass in your rocket with the same force, making acceleration uniform throughout the ship. In space, not spinning and with engines off, there are no other forces actuating, so this is perceived as weightlessness. I'm not sure this is a good analogy, but think of being in a really quiet plane, flying level and at constant speed. You can't tell you're moving. Same thing with gravity, except there you can't tell you're being accelerated.<br />
<br />
What we perceive as weight is caused by other forces, such as drag from an atmosphere, thrust from your engines or (usually) the normal force when landed. Assuming a flat landing area, the normal force matches gravity exactly but in reverse, so you stay at rest. Gravity pulls you down, the normal force is the ground pushing you up. But it doesn't act uniformly on every bit of mass like gravity does, it's just the ground pushing the bottom of the ship, so the force has to be distributed through the ship's structural elements, and that is perceived as weight. Same thing with thrust, or aerodynamic forces.<br />
<br />
But even if you're (feeling) weightless, you're not without mass.<br />
<br />
To cut the theoretical crap short, the more mass you have, the more energy you have to expend to change its speed and direction. The more massive your rocket is, the more fuel you have to spend to make it faster (or slower!). Usually, in this game as well as when you're overweight, physics works against you.<br />
<br />
This also means, that a mass gets "heavier" if you accelerate it faster. More acceleration doesn't increase your mass (unless you're approaching light speed, let's ignore that for now), but the stress (perceived as weight) on the mass increases. That's called g-forces. On Kerbin, you experience 1g. (1g is defined as the acceleration equal to Kerbin's gravity at surface level which is about 9.81&nbsp;m/s², not to be confused with gram).<br />
<br />
How does this affect your rocket? Well, it affects it twofold. First, the more mass you have, the more fuel you have to spend to get that mass up into orbit. Hence "bigger" isn't always "better". We'll get to that in detail later. The other factor is that the faster you accelerate your rocket, the more stress you put on its parts. Some parts are able to sustain that stress. Some are not. It is, in general, easier to build a slowly climbing rocket than one that jumps into orbit at 9g or more, not only because our passengers don't really like having a truck sitting on their chest (which isn't as much an issue so far), mostly the problem now is that the acceleration you put into the rocket stresses the parts that keep it together past their breaking limit. Which means you have to add struts, which add to the mass, which cost you fuel.<br />
<br />
==Thrust-weight ratio==<br />
Basically, it's the result of dividing your thrust (in newtons) by your weight (in kilograms times acceleration, i.e. kg*m/s², so... well, also in newtons). Thrust is what gets you up, weight is what keeps you down. And if thrust > weight, i.e. if your thrust-weight ratio is more than 1, you go up. If thrust < weight, you can put your engines into overdrive and you won't move an inch. For the record, the Saturn V first stage rocket engine had a TWR of 94.1. In other words, it could have lifted itself over 94 times. Beat that!<br />
<br />
What does that mean for our space vehicle? Basically, it means that whatever we put as rockets behind our craft, it has to overcome the total weight of the craft. Which also means that, if you have multiple stages, the upper stages are just dead weight at start. Yes, yes, there are rockets in there and they might have a lot of punch, but they do not add to the thrust at start. Thrust is always only the thrust you ACTUALLY apply, not the thrust your rocket can eventually do in total.<br />
<br />
Note that every rocket engine has a TWR of more than one. By definition. Engines below a TWR of 1 need some kind of aerodynamics on the craft to get it off the ground. The question is, though, whether the dead weight sitting on top of it STILL keeps that equation above 1. The F1's 94.1 TWR doesn't mean that the Apollo craft got shot into orbit at 100g. It means that there was a friggin' HUGE rocket sitting on top of that engine and hence it could barely get the whole behemoth up into an orbit!<br />
<br />
My guess is that Kerbin has a gravity of about 10&nbsp;m/s² (much like earth), meaning that a rocket engine rated at 200 max thrust (like the non-gimballed stock engine) can lift 20 units of mass (or 8 stock liquid fuel tanks). Given that a rocket of 1 stock command center, 7 fuel tanks and 1 engine (totalling a mass of 20.5, 7*2.5+2+1) can't get off the ground but with 6 fuel tanks it can, I'd say that should be about right.<br />
So when building your rocket, always add up the mass of the parts you assembled, multiply by 10, then divide by the thrust of the engines, but ONLY the engines that actually thrust. The more you get out of that, the faster your rocket will climb. Considering that engines seem to overheat more readily if they're operated at the TWR limit, try to get to a TWR of at least 1.7 in your first stage. My Mun rocket has a first stage TWR of 2.2, which is plenty but not overdoing it to the point where the g-forces become unmanageable.<br />
<br />
Also, keep in mind that you will use up fuel as you climb. Your fuel tanks will get emptier with every second your engine fires, making them lighter, meaning, less weight has to be lifted. Plus, gravity decreases with distance squared, which also makes the pull of Kerbin less and less with every inch you climb. Not as much as one would wish, though.<br />
<br />
==Staging, and when to do it==<br />
Staging usually means tossing dead weight. You jettison spent rocket parts to make your craft lighter. Less mass means less energy required to move the rest of the mass. The obvious choice would now be to stage as much as possible, to carry around as little dead weight as possible. This is not the best strategy, though.<br />
<br />
Staging also means that you have to carry around the weight for the staging equipment and, in case of a liquid fuel set, another liquid engine. A spent stock booster weighs 0.36. The equipment to jettison it weighs 0.4. A spent liquid tank weighs 0.3. The additional engine and the staging equipment to toss it weighs 2.8.<br />
<br />
A compromise has to be found. There is no hard limit to tell when to stage and when not to, what matters is how long you'd have to haul around the dead weight (if it's just a few seconds between the booster's end of life and until the other engine of this stage burns out, just keep the booster attached, it's not worth the extra weight for another set of staging couplers. If it's for the rest of the flight, tossing it pays off easily), whether the spent stage prevents you from firing the next (a lower stage burned up covering an upper stage has to be jettisoned, of course) and what the stage is used for (an upper stage is usually in use longer than a stage to reach orbit that is burning at max power constantly, i.e. a fuel tank in upper stages lasts much, much longer). I find the sweet spot for liquid tanks to be around 4-5 for lower stages and about 2 for upper stages.<br />
<br />
==As much thrust as possible to the bottom==<br />
Also easy to see, the more thrust you apply right from the start, the less dead weight you carry around. It's usually quite pointless to have a lot of thrust further up if you cannot get off the launch pad. On the other hand, as mentioned above, the more thrust you put behind your crate, the more g-force it has to endure and the more you stress your parts. Not to mention the air resistance which is of course worst lower in the atmosphere.<br />
<br />
==draaaaaaag==<br />
While we're at it, drag. I hope I got that one right, it's kinda hard to tell how that part really works. Basically, every part you add has air resistance. Doesn't matter once you're in orbit (and hence satellites rarely look streamlined), but it's a big issue until you hit that magical 70,000 meters. I still have very limited data on how drag really works and what affects what, so far all I can say is that it's there and that you should probably take it into account, i.e. creating insanely wide rockets to cram in a lot of boosters to fire at the same time might be a drag. Literally. Especially if you try to fly such a rocket at high speeds.<br />
<br />
Note: Shape does not matter, only adding drag values (Unless you use Ferram Aerospace Research). This is why asparagus works. (I can't wait for a thousand years into the future, when people will see this and believe it's how asparagus works. Real asparagus)<br />
<br />
==Where do you need the most power?==<br />
That's a simple one again: From ground to orbit. You will NEVER in your flight have to spend as much energy as in that part of your flight. Getting from orbit to the Mun, landing on the Mun, getting back off the moon, flying back to Kerbin and landing there? Easily done with about 1/6th of the fuel spent to get into orbit. I am NOT kidding or exaggerating here. Remember that Saturn V rocket that sent Apollo to the moon? Remember how friggin' huge that thing was? And what a tiny little bit of it actually went to the moon, with the rest being tossed somewhere along the way? Of the total mass of the Saturn V on 2,800,000&nbsp;kg, most of which was fuel, only 120,000&nbsp;kg was used for TLI. It's the same here. You will spend a good 80% of fuel and dump about as much of your rocket before you reach the Mun.<br />
<br />
==Long or wide?==<br />
Preferably neither. Making your rocket longer is about as bad as making it wider. For various reasons. Wide rockets tend to be bottom-heavy (because, usually, they are wide at the bottom, to maximize thrust at liftoff), making them harder to control because they sway easily, and they are prone to out of control rolling if the thrusters on the outer edges are not PERFECTLY aligned (which they are, well, never), due to leverage. Wide rockets usually need quite a bit of SAS to keep from spinning out of control. And they are prone to "flipping", i.e. uncontrollably going upside down because they are easy to tilt and bank. Think of the broom example at the beginning.<br />
<br />
Long rockets are very hard to tilt and bank, making them hard to steer and very sluggish. They also usually suffer from top-heaviness, especially after a good deal of their lower stage fuel is spent, which can result in rockets that are very hard to control and to keep from going "keel-up", i.e. nose-down without a lot of RCS thrust. Long rockets usually need quite a few wings to keep them manageable and responsive. And even then they are very slow to react and need foresightful piloting. They usually keep their direction pretty well as long as they are balanced and there's a lot of thrust applied, but once you bank and tilt them, they can very easily oversteer, especially in horizontal flight with a center of mass that's very close to the top (as it is usually just before your ascent stage is burned up, with a lot of empty and near empty fuel tanks hanging on your tail). Still, I prefer long over wide rockets.<br />
<br />
==So, with all that, what IS now the best design?==<br />
From these tidbits we can puzzle together a few cornerstones that give us a good idea what a GOOD design would be, and what would be a BAD one.<br />
<br />
It's a good idea to put every engine that can actually thrust at launch to work right at launch. Otherwise, they're dead weight that must be hauled upwards before it can be used. If that gives you too much thrust and your rocket starts to fall apart due to excessive G forces, consider putting the throttle to 75% or so. Remember, it is highly inefficient to go faster than 200 meters per second below 10,000 meters. Once your rocket has cleared the thickest portion of the atmosphere you can try bringing the throttle up to full. But if you have a big rocket, it CAN be a very good idea to make the first stage(s) only of solid boosters, they're very light for their push and even with a coupler on them they have a better TWR than liquid engines. Their main drawback, the inability to control their thrust output, doesn't matter for the first 20,000 Meters since you actually just want to get the hell up there. Do not expect too much from that, a full complement of two solid-only stages underneath every single engine of my actual first stage only got me about half a fuel tank. Yes, half a stock fuel tank is all you get for slapping two rows of solid stages under your rocket. The diminishing returns are stunning!<br />
<br />
While solid boosters can be appealing, they prevent you from using the highly efficient "asparagus" stage design. The idea behind the asparagus design is that instead of burning through multiple fuel tanks simultaneously, two fuel tanks stacks are drained at a time. This saves weight because it greatly reduces the fuel mass to tank mass ratio after you have dropped your first two tank stacks. See the thumbnail for details.<br />
[[File:Radial Design Comparison.jpeg|thumbnail|A look at the efficiency of various lower stage designs. All were tested using identical Mechjeb settings, but the amount of fuel necessary to get each design into orbit varies greatly.]]<br />
<br />
With bigger rockets, you'll run into the need to add SAS to keep them manageable. This used to be a paragraph about the differences between ASAS and SAS, but they are now the same thing (with redundant parts). Now you have a set of reaction wheels in each module with a set amount of torque, this can be limited for smaller craft that do not need as much, or increased for larger craft (via spamming SAS modules)<br />
<br />
Your rocket should get thinner as it progresses upwards. From afar, it should look like a teardrop or a very steep pyramid, with multiple radial stages around the bottom stage thinning out to a single top stage. Top-heavy rockets are usually very hard to control, since their center of gravity is far from the point of action. The further away, the bigger the lever, the more wings and other control tidbits you need to keep it upright.<br />
<br />
You need most of your fuel on your way up. Once you're in orbit, even the trans-lunar shot is peanuts compared to the expense to get into an orbit. It's quite ok to create an unwieldy, but powerful lower stage and create a very manageable and precisely controllable stage for upper orbit that has rather little fuel compared to it. Try different designs here, it's alright to have zero control beyond keeping the nose pointed upwards for the first 6,000 or so meters.<br />
<br />
[[Category:Tutorials|Intermediate Rocket Design]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Category:Uncategorized&diff=35398Category:Uncategorized2014-04-08T11:06:18Z<p>Onco p53: Created page with "These page have not been added to any categories. Please help out by adding categories to them so that they can be listed with similar pages."</p>
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<div>These page have not been added to any categories. Please help out by adding categories to them so that they can be listed with similar pages.</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Template:Underlinked&diff=35397Template:Underlinked2014-04-08T11:04:55Z<p>Onco p53: first cut</p>
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<div>{{Box|This page has not been added to any categories. Please help out by adding categories to it so that it can be listed with similar pages.}}<br />
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Use this template only if this page has no categories. This template adds the page to [[:Category:Uncategorized]].<br />
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* {{tlx|Uncategorized|date=April 2014|}}<br />
[[Category:Templates]]<br />
</noinclude></div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=CAT:UNCAT&diff=35396CAT:UNCAT2014-04-08T10:58:24Z<p>Onco p53: Redirected page to Category:Uncategorized</p>
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<div>#REDIRECT [[Category:Uncategorized]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=FAQ&diff=35395FAQ2014-04-08T10:55:30Z<p>Onco p53: adding categories, added uncategorised tag</p>
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<div>These are a list of frequently-asked questions about KSP.<br />
<br />
Please feel free to add to it or update it.<br />
<br />
== Basics ==<br />
:''This section was originally on [[User:Senamic]], but has been merged into this article for consistency.''<br />
<br />
=== Where can I find Kerbal Space Program? ===<br />
The main website can be found [http://kerbalspaceprogram.com/ here]. Available at the main website are the demo and full versions. The latter is also available [http://store.steampowered.com/app/220200/ on Steam].<br />
<br />
=== What are the differences between the demo version and the full version? ===<br />
The demo is a freeware release and as such is missing a lot of content that has been added since. The demo version gives you solid boosters, some liquid engines, and a [[Demo parts|handful of other parts]]. It does not allow the use of the [[Space Plane Hangar]] and [[runway]], many stock parts (including unmanned [[command module]]s and [[docking port]]s) are omitted, and there are no celestial bodies other than [[Kerbin]], the [[Mun]] and [[Kerbol]]. Use the demo version to get an idea of what the game is like, but don't forget that the full game has so much more for a good price too. Trust me. It's worth it!<br />
<br />
=== What features are planned? ===<br />
See the [[Planned features|Planned Features list]].<br />
<br />
== Technical ==<br />
<br />
=== What are the recommended system specifications? ===<br />
Please see the page [[System Specs]].<br />
<br />
=== The file I downloaded is broken! ===<br />
If you get a problem like "Corrupted archive", this means something went wrong with your download. Try the following:<br />
* '''Disable all download managers'''. These programs are notorious for messing up downloads.<br />
* Clear your browser's cache or temporary files. <br />
* Try another browser.<br />
You can verify your downloads by comparing the [[w:checksum|checksums]].<br />
Usually downloading again works if these options fail.<br />
<br />
=== I can't load my save file and/or spacecraft! ===<br />
* Updates can and will break saves and .craft files. If the file isn't made by you, make sure that you use the same version as the person who sent you the file! Otherwise try using the last version it worked on.<br />
* Make sure that you have all addons installed that are needed for the save or craft. You can get them in the forums or on the official [http://kerbalspaceport.com/ Kerbal SpacePort]. Keep in mind that sometimes addon updates will break crafts, especially when parts are deleted from mod packs. This may not become apparent until you switch focus to a craft that has that particular part (at which point it may explode or simply fall apart).<br />
* Make sure your [[KSP]] installation hasn't be damaged by applying addons. Try reinstalling [[KSP]] if nothing else helps.<br />
* TIP: Always backup (Copy and move to a new folder) your original KSP installation files, save files and ships to prevent loss!<br />
<br />
=== Nothing happens when I click on the "Resume Saved" button in the main menu! ===<br />
This is usually caused by corrupted saves files. Open the <tt>KSP/saves</tt> folder and try moving all of the folders (except for <tt>scenarios</tt> and <tt>training</tt>) somewhere else. Then move them back one at a time and see if the button works again after each one. If it doesn't work, the last save folder you copied is corrupt. Your progress on that save is probably lost, however there are two things you can do:<br />
# '''Replace the current state with that of a quicksave or autosave:''' Go into the folder for the corrupted save (<tt>KSP/saves/SAVENAME</tt>) and rename the <tt>persistent.sfs</tt> file to <tt>persistent2.sfs</tt>, so KSP will ignore it. Then rename <tt>quicksave.sfs</tt> to <tt>persistent.sfs</tt>. This will reset your current progress to that of the last quicksave or autosave. If the save file still won't load, your current missions can't be recovered, unless you know how to repair the files manually.<br />
# '''Copy the crafts from the corrupted save to another one:''' Go to the <tt>Ships</tt> folders in the corrupted and an intact save's folders. Then copy the contents of the <tt>SPH</tt> and <tt>VAB</tt> folders from the corrupt save to the corresponding folders of the intact save. You should then be able to load the crafts in the intact save file.<br />
<br />
Remember that multiple saves could be corrupt, so you might have to repeat the procedure!<br />
<br />
=== Nothing happens when I click on the "Load" button in the VAB/SPH! ===<br />
This is also caused by corrupted files. You will have to follow a similar procedure as described above:<br />
<br />
Go to the craft folder of the save on which the problem occurred (<tt>KSP/saves/SAVENAME/Ships</tt>) and you will find two folders: <tt>VAB</tt> (Vehicle Assembly Building crafts) and <tt>SPH</tt> (Spaceplane Hangar crafts). Move all the .craft files from the folder in question somewhere else, then move them back one at a time, and see if the button works again. If it does not, the last file you copied is corrupt and you will have to delete it, unless you know how to fix it manually.<br />
<br />
Remember that there could be multiple corrupted files, so you might have to repeat the procedure.<br />
<br />
=== Can I get older KSP versions back? ===<br />
Yes, the last stable version before the current one can still be downloaded on your profile page at the [http://www.kerbalspaceprogram.com/kspstore/ KSP store], where you will find it on the same page as the current version. Any versions before that one cannot be downloaded anymore though.<br />
<br />
== Gameplay Related ==<br />
<br />
===General===<br />
<br />
==== Is there a list of key bindings? ====<br />
Yes. Please see [[Key bindings]].<br />
<br />
==== How do I get things into orbit/land on a planet? ====<br />
See our [[Tutorials]] for more info.<br />
<br />
==== Can I change the order of the stages? ====<br />
Yes, [[Getting Started#The Rocket.21|just drag the stage or the part where you want]]. As of 0.18, you can now do this in flight as well as in the VAB.<br />
<br />
==== What's the difference between S.A.S and Advanced S.A.S? ====<br />
Since {{Version|0.21}} there has been no difference between them. The previous function of ASAS to hold the heading was moved to the SAS while the SAS instead became reaction wheels which provide torque. Like before with ASAS only one SAS module per ship is required, its performance depends on amount and positioning of the control systems like [[RCS]].<br />
<br />
==== Why do parts of my rocket fall when I launch it? ====<br />
Check the stats of the parts, you can't attach more than a specific weight on each part.<br />
* Tip: Connect parts together with [[EAS-4 Strut Connector]] to help them from disconnecting.<br />
<br />
==== Can I take screenshots of the game? ====<br />
Yes! With the function key {{Key press|F1}} you'll take a screenshot of the current scene. The screenshots will be saved in a folder called "Screenshots" that is located in your root folder of [[KSP]].<br />
* Tip: Toggle the UI with {{Key press|F2}}, and toggle the marks of ships with {{Key press|F4}}.<br />
<br />
==== How can I recover ships/Kerbonauts that have safely landed after a mission? ====<br />
[[File:Altimeter GUI expanded.png|thumb|The altimeter with the recovery button above it]]<br />
After a successful flight mission and landing back on planet Kerbin, you can:<br />
<br />
* Move the mouse over the altitude meter, then click the green '''Recover''' button that shows up.<br />
<br />
Or:<br />
<br />
* Return to the main [[Kerbal Space Center]] view.<br />
* Select the [[Tracking Station]] (building near the bottom right).<br />
* Select the completed flight mission from the left.<br />
* Click on the '''Recover''' button near the bottom left.<br />
<br />
==== Why I can't activate the next stage? ====<br />
Please check if:<br />
* You have pressed {{Key press|[[Mod]]|L}}. This action will toggle the stage lock.<br />
* You're in [[Docking|Docking Mode]].<br />
* There isn't any activate command pod. If it's an unmanned ship, check if there's electric charge remained. If it's a manned ship, check if there's any Kerbanaut in.<br />
* Your mouse is hovering over the staging viewer and editor on the left.<br />
* You're at [[Time warp#Non-physical time warp|Time Warp]].<br />
<br />
==== Why I can't control the ship anymore? ====<br />
Please check if:<br />
* There isn't any activate command pod. If it's an unmanned ship, check if there's electric charge remained. If it's a manned ship, check if there's any Kerbanaut in.<br />
* You're at [[Time warp#Non-physical time warp|Time Warp]].<br />
* There isn't enough [[electric charge]] for [[reaction wheel]]s.<br />
* Your ship is completely destroyed. (I'm sorry for that.)<br />
<br />
==== Why I can't do the Time Warp/save the current progress? ====<br />
Please check if:<br />
* The throttle is not at 0%. Press X to set it to 0% immediately.<br />
* Your ship is spinning too fast.<br />
* You're flying in atmosphere.<br />
* You're moving over the terrain.<br />
* Your ship is completely destroyed. (I'm sorry for that, once again.)<br />
<br />
=== Flight ===<br />
<br />
==== How do I stabilize the ship? ====<br />
You have two options.<br />
* Press {{Key press|T}} to toggle/switch S.A.S. on or off.<br />
* Press {{Key press|F}} for momentary correction/stabilization (activates only for as long as you hold the F key down).<br />
<br />
Attention, you must have at least one "SAS-Equipped" part and electric charge.<br />
<br />
==== How do I use RCS? ====<br />
See [[RCS]] for the basics.<br />
* Tip: On smaller orbital modules RCS can be used instead of [[liquid engine]]s (don't forget to take enough RCS fuel!) Normally RCS is only used for orbital and landing procedures and to correct heading, not during take off or while in the Kerbin Atmosphere.<br />
<br />
==== How do I transfer fuel between tanks? ====<br />
Hold the [[modifier key]] and right click the two tanks. You can then click In or Out on either tank to specify the direction of fuel flow.<br />
<br />
==== Can I do the [[Time warp#Physical time warp|Physics Warp]] while in space? ====<br />
Yes. You can toggle the Physics Warp by pressing {{Key press|[[Mod]]|,}} and {{Key press|[[Mod]]|.}}.<br />
<br />
==== Can the object filter in Tracking Station be shown in Map View? ====<br />
Yes. Move mouse to the top of the screen and it will show up.<br />
<br />
==== Can I examine multiple types of objects at the same time? ====<br />
By right clicking, you can do multiple selection in the object filter.<br />
<br />
==== Can I rename a vehicle? ====<br />
Right click an active command pod, then click "Rename Vehicle". You'll be able to change the name and the type of this vehicle.<br />
<br />
==== Why doesn't the orientation of the Nav Ball follow what I want it to be? ====<br />
Each ship has the "axis of control". You can change it by right clicking any command pod or docking port then clicking "Control from Here". If you have tried all the command pods and docking ports and you still can't get the orientation you want, just make your way to attach a command pod or docking port with the right direction.<br />
<br />
==== Can I see the ship at different angles? ====<br />
By right clicking and drag you can make the camera orbit the ship, and by middle clicking and drag you can change the attitude of the camera in a limited range.<br />
<br />
Press V to change the camera mode (Auto/Free/Orbit/Chase). Press {{Key press|C}} to switch between external view and IVA view.<br />
<br />
==== How do I make [[Maneuver node|Flight Planning]] more precise during interplanetary transfer? ====<br />
You can try opening settings.cfg in game folder with Notepad and change "CONIC_PATCH_DRAW_MODE = 3" to "CONIC_PATCH_DRAW_MODE = 0". This will make each trajectory drawn at the current position of celestial bodies. So you can focus the celestial body you're planning to reach.<br />
<br />
==== Can trajectory prediction work with more SOI changes? ====<br />
Open settings.cfg with Notepad and change "CONIC_PATCH_LIMIT = 3" to a higher value.<br />
<br />
=== Ground ===<br />
<br />
==== Why does my rover "lift itself" in low-gravity environments? ====<br />
It's because of the overpowered reaction wheels. You can make reaction wheels no longer work by doing any of the following actions:<br />
* Switch to [[Docking|Docking Mode]];<br />
* Right click the parts with reaction wheels, then click "Toggle Torque".<br />
* Enter the Main Menu, click Settings, then Input, then Rovers. Change the controls of rovers from {{Key press|W|S|A|D|chain=}} to something other, like {{Key press|I|K|J|L|chain=}}.<br />
<br />
==== Why do the wheels of my rover break? ====<br />
It's because your velocity over surface is beyond the maximum velocity of the wheel, or your wheel hits the ground too hard.<br />
<br />
You can repair the wheel by walking a Kerbanaut near it, then right clicking on the wheel and clicking "Repair Wheel".<br />
<br />
=== EVA ===<br />
<br />
==== Why does my Kerbal always walk with the back to the camera? ====<br />
Press {{Key press|[[Mod]]}} to switch to free-walking mode.<br />
<br />
==== Can Kerbals jump in different directions when on ladders? ====<br />
Press {{Key press|Shift}} + ({{Key press|W|S|A|D|chain=}}) + {{Key press|Space}}. Press {{Key press|Shift|Space}} to jump backward, {{Key press|Shift|A}} to jump to the left, etc.<br />
<br />
==== How can I orient Kerbals to the direction of camera? ====<br />
Make sure the jet pack is activated, then press Space.<br />
<br />
==== Why do some Kerbals laugh during the entire mission, while others panic easily? ====<br />
The expression of Kerbals is determined by an extremely complex, mysterious and scientific system - so complicated that it can't be explained here. But you can still find some clues about this system, like Kerbals with high Courage won't become panicked easily and Kerbals with high Stupidity will find fun in spinning, and Kerbals with a true badS (Badass) parameter (you can find it in .sfs files) will laugh all the way.<br />
<br />
By the way, Jebediah's badS is true, Bill is false, and Bob is false.<br />
<br />
=== VAB/SPH ===<br />
<br />
==== Can I undo/redo my actions? ====<br />
Yes, by pressing {{Key press|Ctrl|Z}} and {{Key press|Ctrl|Y}}.<br />
<br />
==== Can I rotate the parts? ====<br />
Yes, by pressing {{Key press|Q|E|W|S|A|D|chain=}} you will be able to rotate parts by 90° and by pressing {{Key press|Shift}} + ({{Key press|Q|E|W|S|A|D|chain=}}) you will rotate parts by 5°.<br />
<br />
All right, I know you haven't read [[Key bindings]].<br />
<br />
==== How do I transfer a craft between the VAB and the SPH? ====<br />
The .craft files you made are located in \saves\*The name of the save*\Ships\VAB and \saves\*The name of the save*\Ships\SPH. Any .craft file in these two folders will be shown in corresponding buildings, no matter what type it is. As for the type, you can edit the file with Notepad, change "type = VAB" or "type = SPH" to change the type of the craft permanently.<br />
<br />
== Development Related ==<br />
<br />
=== What happened to Experimental Releases? ===<br />
In order to improve quality, Squad has created an internal team of community members hand-picked for their ability to post useful bug reports. Experimental releases are now only available to this team.<br />
<br />
=== How can I join the Experimental team? ===<br />
Community members are chosen by Squad, so one cannot join the team by asking. Having a knack for posting informative, clear bug reports with reproduction steps, logs, version of the game, etc. will definitely help your chances, though.<br />
<br />
=== I think I've found a bug! ===<br />
In a piece of software so early in development as KSP, it's very likely there will be bugs in the program. If you've found something that can potentially be a bug, you can report it to the Dev team on the [http://bugs.kerbalspaceprogram.com Squad Bugtracker]. To make your report easier to identify as a bug, please follow the [http://forum.kerbalspaceprogram.com/showthread.php/3610-Bug-Reporting-Guidelines Guidelines to Bug Reporting], and please check to see if there aren't other reports about the same issue already.<br />
<br />
=== When is the next version coming out? ===<br />
There are no fixed release dates for new versions. There may be announcements for new versions on the [http://kerbaldevteam.tumblr.com/ dev blog] though.<br />
<br />
=== Is there multiplayer? ===<br />
Not at this time, nor is it being considered until the game's development is complete. Main issues with implementing multiplayer deal with handling [[time warp]] for all players. It may be released as a DLC at some point, so please do not post suggestions for multiplayer in the development suggestions forum at this time. Current community-posted ideas and unsupported implementations can be found in the [[multiplayer]] article.<br />
<br />
== Wiki ==<br />
<br />
=== Why is my page edit being blocked? ===<br />
In order to curb spam, the Kerbal Space Program wiki has a spam blacklisting system. If a page edit has any blacklisted terms, you will be unable to post that edit.<br />
<br />
{{Uncategorized|date=April 2014}}</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=CAT:DE&diff=35394CAT:DE2014-04-08T10:51:06Z<p>Onco p53: Redirected page to Category:Articles with too few wikilinks</p>
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<div>#REDIRECT [[Category:Articles with too few wikilinks]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Template:Dead_end&diff=35393Template:Dead end2014-04-08T10:50:11Z<p>Onco p53: Redirected page to Template:Underlinked</p>
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<div>#REDIRECT [[Template:Underlinked]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Air_Launch_To_Orbit&diff=35392Tutorial:Air Launch To Orbit2014-04-08T10:47:53Z<p>Onco p53: no multiple issues template</p>
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<div>{{Dead end|date=April 2014}}<br />
{{Orphan|date=April 2014}}<br />
<br />
Ever wanted to launch a jet aircraft from the runway, and successfully deploy a payload into orbit? Well now you can!<br />
<br />
Advantages:<br />
At the height of launch, less drag and gravity means drastically smaller Delta-V requirements for the rocket. Therefore, it can be smaller, lighter, and carry a larger payload.<br />
<br />
Disadvantages:<br />
The aircraft must be capable of carrying the rocket off the runway to proper altitude and speed. A tradeoff must be made between either aircraft size or rocket weight.<br />
<br />
Design considerations:<br />
<br />
Your aircraft should be capable of reaching 15–20&nbsp;km altitude, and traveling at a speed between 750–1000&nbsp;m/s at release.<br />
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Realistically, the drop payload should be no more than 1 or 2 stages.<br />
<br />
Dropping the rocket without impacting the aircraft is difficult. If you are using strap-on jet engines, consider adding Sepratrons to blow them away at stage separation. Alternatively, you could house the rocket below the body of the aircraft at drop, or anchor it above the craft, adding winglets to allow a rapid climb.<br />
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[[Category:Tutorials|Tutorial:Air Launch To Orbit]]<br />
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{{Stub}}</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Basic_Science_mode&diff=35391Tutorial:Basic Science mode2014-04-08T10:47:06Z<p>Onco p53: no multiple issues template</p>
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<div>{{Underlinked|date=April 2014}}<br />
{{Orphan|date=April 2014}}<br />
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== Purpose of the tutorial ==<br />
This is a tutorial for absolute beginners to get you started with the game in Career mode.<br />
<br />
===Specifications===<br />
*'''Length:''' 10–15 minutes<br />
*'''Difficulty:''' Easy<br />
*'''For version:''' 0.22 up<br />
<br />
==Steps==<br />
===Step 1 - One part ship===<br />
Lets start learning the basic of Kerbal Space Program with a one part "ship".<br />
<br />
Starting the game, you will see this set of buildings:<br />
[[File:KSC.png|100px|framed|none]]<br />
This is Kerbal Space Center. Click on the middle building to start building your rocket.<br />
<br />
On top-left corner of the screen you will see an option to select parts for your ship. Click on the only available Pod - Command Pod Mk1.<br />
<br />
[[File:BasicPod.jpg|framed|none]]<br />
<br />
The pod will be put in the middle of your screen.<br />
<br />
[[File:PodMk1.jpg|framed|none]]<br />
<br />
You are ready to learn some basic controls of the game and about gathering Science. Click on the green Launch button on top right of the screen.<br />
<br />
[[File:Launch.jpg|framed|none]]<br />
<br />
You can use the mouse wheel to zoom in and out, hold and drag right mouse button to move the camera. Zooming in, this is what you should see on the launch pad - your first ship:<br />
<br />
[[File:OnePartShipLaunchPad.jpg|200px|framed|none]]<br />
<br />
Now, lets learn a few things about what we can do here. The main goal of all of your early missions in Kerbal Space Program is to collect Science points. Science is used to unlock new ship parts which you need to go further than any Kerbal has gone before. Even without leaving the launch pad you can collect some useful Science.<br />
<br />
Go over your Kerbal on the bottom right corner of the screen and click the EVA button. This will start their Extra Vehicular Activity, or in other words they will leave the ship. Feel free to walk around. When you are ready to start gathering Science, right click on your Kerbal.<br />
<br />
[[File:JebAndPod.jpg|framed|none]]<br />
<br />
They can do three things - make an EVA Report, Collect Surface Sample and Plant a Flag. EVA Report and Surface Sample will gain you Science, so click on them. Here is a window that will pop up:<br />
<br />
[[File:LaunchPadSurfaceSample.jpg|framed|none]]<br />
<br />
Click on the green clipboard to save your findings. You can only store one Sample and Report on your Kerbal, so it's time to go back to your ship. Approach the pod, grab onto it and board. If you exit again you can collect different EVA Report while you are holding onto your Pod, then go back again into it to store the data.<br />
<br />
Right click on your pod and you will see various options you have:<br />
<br />
[[File:PodWithScience.jpg|framed|none]]<br />
<br />
You can also collect some more Science by doing Crew Report from the Pod, so click on that now and store your findings. Once you have all of that Science you can move your mouse over the altimeter on the top middle of the screen to find your Recover Vessel button:<br />
<br />
[[File:RecoverVessel.jpg|framed|none]]<br />
<br />
Click on that to end your mission and cash in all that hard-earned Science. Here is a science report you can see after the mission. The number of entries and total Science earned will vary depending on what Experiments you have performed.<br />
<br />
[[File:ScienceSummary.jpg|framed|none]]<br />
<br />
===Step 2 - Five part ship ===<br />
Now that we know how to collect some Science, recover our ships and so forth, we are ready to get into the basics of building a very basic ship. Here is the design we will be going for:<br />
<br />
[[File:FivePartShip.jpg|framed|none]]<br />
<br />
To build this ship, you will start with Command Pod Mk1. Then, go to Propulsion tab on top-left of the screen. From there you will need FL-T200 Fuel Tank - attach it under the Pod. Also on the same tab, take the LV-T30 Liquid Fuel Engine and attach it underneath the Fuel Tank.<br />
<br />
Great, now you have a way to go up, but you also should make sure you have a way to get down safely. Go to the Utility tab, take the Mk16 Parachute and attach it on top of the Pod. Now your Kerbal astronauts have a way of landing safely after their flight.<br />
<br />
The last part you will want on your ship is located under the Science tab. Take the Communotron 16 and attach it somewhere on your ship that is not the Pod hatch - for example on the side of the Pod. We will by using this Antenna to send Science back from our ship before our mission is over.<br />
<br />
Last important thing you will need to look into is the Staging. It is the small stack of icons on the bottom-right of the screen.<br />
<br />
[[File:FivePartShipStaging.jpg|framed|none]]<br />
<br />
You will want your icons to be arranged in this way. Click on a plus sign that will appear when you hover over the Staging, then click on the icon that looks like an engine and move it down to stage 1. Leave your parachute on stage 0.<br />
<br />
Here is how Staging works - all parts are activated from bottom to top (stage 0). Each stage is triggered separately when you click the staging button (space by default). This is very useful since you will be wanting for your engines to fire first, get you to a high altitude, and you will want your parachute to activate when you will be going down. If we haven't adjusted the staging, we would have the parachute going off at the same time our main engine would fire, which would result in the ship just flipping around and possibly crashing.<br />
<br />
You know what they say - [http://xkcd.com/1133/ The engines should point toward the ground if you want to go to space. If they start pointing toward space, you are having a bad problem and will not go to space today.] ;)<br />
<br />
So, we have our glorious ship all ready. Now, click on Launch and lets head out!<br />
<br />
You will see your ship sitting on the Launch Pad. Lets take a second to learn about transmitting data. Right-click on your Pod, left-click for a Crew Report. You will see a familiar window. Now, to Transmit Data, click on the blue button:<br />
<br />
[[File:Transmit Data.jpg|framed|none]]<br />
<br />
What this button does is it takes the Scientific Data we recorded and transmits it back to the Kerbal Space Center. This means we don't have to store it any more and we can gather more useful Science without having to Recover our Vessel to cash it in. At the same time, transmitting data takes Electric Charge. To see how much you have left, click on the Resources on top-right corner of the screen:<br />
<br />
[[File:TransmissionTakesElectricity.jpg|framed|none]]<br />
<br />
In the future we will have special parts to generate more Electric Charge. At the moment we can only get more by running our engines. So, lets prepare for our first flight.<br />
<br />
Hold down Shift to throttle your engine up before you start it. In the bottom-middle of the screen you will see your Throttle gauge going up. Press "T" to engage SAS - stability augmentation system. This will ensure your space ship will try to keep pointing up.<br />
<br />
Stages are executed when you press Space. To launch your ship, press Space once. You will see the fuel gauge on bottom-left slowly going down as you scent through the atmosphere. When you will stop moving up and instead start going down, press Space again to launch your parachute. While you are descending you can still collect and transmit some Crew Reports back, so do that while you descend.<br />
<br />
Your parachute will slow down your descent, and it will open fully at 500m to slow you down even further. Your first landing can be a bit rough - you might lose an engine and a tank, but your capsule should survive as long as your parachute is deployed. Once you are safely on the ground or in water, recover your vessel.<br />
<br />
Right about now you should have enough Science to unlock a few new parts for your ship. So lets have a look at how to do that.<br />
<br />
===Step 3 - Research===<br />
Now you've got some Science Points you can unlock research topics in the Research and Development center of the KSC.<br />
[[File:KSC.png|100px|framed|none]]<br />
The R&D building is the building at the bottom of the picture. Go there and unlock your first topic by clicking on the Basic Rocketry topic and clicking the blue Research button. This will unlock several important components, such as the Stack Decoupler, which will allow multiple stages, and also your first science instrument - the Mystery Goo Container.<br />
<br />
The Mystery Goo can be observed in all of the locations you've visited so far. Your observations of the Mystery Goo can be transmitted, but recovery of the Goo for study will net you much more science. Many science experiments (Mystery Goo included) can only be done once per component, so load up your rocket with a few Goo containers to get multiple samples in one trip (remember not to block the hatch!). You can start by getting some Goo observation from the launch pad.<br />
<br />
You can now use the stack decoupler to make your landings a bit smoother. Go to the Vehicle Assembly Building and load your rocket. Detach the fuel tank and engine from your command module and add a stack decoupler there, then stick the fuel and engine back on the bottom. Then alter your staging so that the stack decoupler is in stage 0 with the parachute. Now when you press space to deploy your parachute, you'll automatically decouple your fuel tank and engine for a less explody landing.<br />
[[File:SixPartShip.jpg]] [[File:SixPartShipStaging.jpg]]<br />
<br />
===Step 4 - More Science!===<br />
We can gather a lot more science with just our simple rocket without even getting to orbit. Try to get:<br />
* Crew Report, Goo, EVA and Surface Sample from the Runway (deploy your one-piece command module as a spaceplane instead of a rocket).<br />
* EVA and Surface Sample from the Kerbal Space Center (EVA and walk your Kerbal off the launch pad towards the space center).<br />
* Crew Report, Goo, EVA and Surface Sample from Kerbin's Grasslands. Angle your rocket towards the west as you take off and you should come back down on the grasslands. Then you can EVA and collect a sample.<br />
* Crew Report, Goo, EVA and Surface Sample from Kerbin's Ocean. Angle your rocket east over the sea and splash down.<br />
* Crew Report, Goo and EVA from Flying Over Kerbin and Kerbin's Upper Atmosphere (EVA while throttled down).<br />
<br />
You can repeat experiments in the same place and get some extra science. The value of each experiment decreases the more times you repeat it, so you get lots of science for the first time, less for the second and very little for the third. Repeating an experiment a fourth time gets you almost nothing. The Research and Development center has a history of the all the science experiments you've done, so you can look for gaps. It also displays the value of repeating an experiment.<br />
<br />
As you gather science you'll be able to unlock the next tier of research, which will give you bigger fuel tanks, bigger boosters and some aerodynamic components, which should allow you to build a rocket that can get to orbit. Kerbin also has several more [[biome]]s you can fly to, such as the polar, desert and mountain regions, all of which you can do experiments in for more science.<br />
<br />
==Finishing word==<br />
As you've probably gathered, the essence of Career Mode is gathering science, then using science points to do research, which gives you more components with which to go further and do more science. The more exotic the location and the more advanced the science instrument, the more science it gives, which is essential because the amount of science to unlock topics increases as you progress through the research tree.<br />
<br />
[[Category:Tutorials|Tutorial:Basic Career]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=CAT:UL&diff=35390CAT:UL2014-04-08T10:46:42Z<p>Onco p53: Redirected page to Category:Articles with too few wikilinks</p>
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<div>#REDIRECT [[Category:Articles with too few wikilinks]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=CAT:O&diff=35389CAT:O2014-04-08T10:45:22Z<p>Onco p53: Redirected page to Category:Orphaned articles</p>
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<div>#REDIRECT [[Category:Orphaned articles]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Start_a_career_game&diff=35388Tutorial:Start a career game2014-04-08T10:42:09Z<p>Onco p53: adding categories</p>
<hr />
<div>== Start-only tech, single mission ==<br />
There are a number of ways to start advancing past [[Start]]. In fact, you can quickly leave its limitations behind.<br />
<br />
For those who want to tie one hand behind their back to see how much they can do in one single mission with just the starting parts, here are two approaches.<br />
<br />
===Poly-Six Pod===<br />
The highest netting engine-less first mission involves stacking six (five gives nearly the same payout) [[Command Pod Mk1]]s in the [[Vehicle Assembly Building]], turning the stack sideways with the {{key_press|A}} or {{key_press|D}} key, and rolling north off the LaunchPad across the [[Kerbal Space Center]] grounds to the [[Runway]].<br />
<br />
Start by taking and storing one Crew Report from the LaunchPad. Exit the pod to take the "EVA Report from LaunchPad", then take a Surface Sample, right click on a Command Pod to store data, then repeat with just the Surface Sample for each of the other pods. You'll repeat this procedure after rolling off the LaunchPad onto KSC and rolling up onto the Runway. It's possible to get a "Crew Report while flying over Kerbin's Shores" while in mid-air just after rolling off the north side of the LaunchPad.<br />
<br />
Hanging on to a Command Pod for an EVA Report counts as "flying over Kerbin's Shores". However, in certain rare, poorly understood glitches (possibly related to split second timing while jumping on top of a ship), it is possible to get "flying over Kerbin's" EVA Reports for the LaunchPad, KSC, and the Runway.<br />
<br />
Once on the KSC grounds, if your kerbonaut manages to be in ragdoll mode (not standing up) while on the ground, you can take an EVA Report and Surface Samples from the Shores biome. Repeat the Surface Samples four more times.<br />
<br />
The total net for this is 93 Science Points, oddly rounded down to 92. This is enough to buy [[Basic Rocketry]], [[Survivability]], [[Science Tech]], plus either [[General Rocketry]] or [[Stability]].<br />
<br />
===Rocket Surgery to Minmus===<br />
Probably the highest earning single [[Start]] mission using all the parts employs an elaborate form of [[Decoupler#Explosive decoupling|explosive decoupling]] that KSP YouTuber Scott Manley dubs "rocket surgery". In his video "[https://www.youtube.com/watch?v=ZNXTFj3ozNY Kerbal Space Program - 0.22! Lets Do Science! Lots Of Science]", he uses solid rocket boosters to push a primitive lander rocket on a mission all the way to [[Minmus]] and back. The mission depicted netted 351.5 Science.<br />
<br />
It's possible this tech could also reach [[Duna]].<br />
<br />
[[Category:Tutorials|Tutorial:Start a career game]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Sharing_craft_files&diff=35387Tutorial:Sharing craft files2014-04-08T10:41:20Z<p>Onco p53: no multiple issues template</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
{{Orphan|date=April 2014}}<br />
<br />
You've shared a picture of your new super awesome rocket, maybe even a video. How do you share the rocket itself?<br />
<br />
All your ships are stored as ".craft" files. They're very small text files and can be shared easily.<br />
<br />
== Preparation ==<br />
If you have parts that are not part of the stock game (such as from MechJeb or Kethane), please either remove them, or if they're essential to the ship, mention the addon(s) and/or plugin(s) needed when you post the .craft file.<br />
<br />
== Finding your .craft file ==<br />
Where is your super awesome rocket? Assuming that your super awesome rocket is named <tt>''super_awesome_rocket''</tt> in the game, that it is built in <tt>''building''</tt> (insert [[VAB]] or [[SPH]]), and that you are saving under <tt>''save_game_name''</tt>, you'll find your .craft file under "saves" in your KSP directory. For the full path:<br />
<br />
=== Steam version ===<br />
Assume that <tt>''your_user_name''</tt> is your user name and <tt>''X:''</tt> is your system drive (Windows only).<br />
* Windows x86: <tt>''X:''/Program Files/Steam/SteamApps/common/Kerbal Space Program/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
* Windows x64: <tt>''X:''/Program Files (x86)/Steam/SteamApps/common/Kerbal Space Program/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
* Mac OS X: <tt>/Users/''your_user_name''/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
* Linux:<br />
<br />
=== Non-Steam version ===<br />
Assume that <tt>''your_KSP_folder''</tt> is the folder from which you start the game. It is not possible to give a full path here, as you can put that folder anywhere.<br />
* <tt>''your_KSP_folder''/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
<br />
== Uploading your .craft file ==<br />
Now that you've found your .craft file, how do you share it with the world? There are many file sharing services!<br />
<br />
=== Anonymous ===<br />
* [https://mega.co.nz/ MEGA]<br />
* [http://dropfile.com/ Dropfile] (requires users to fill a captcha)<br />
* [http://pastebin.com/ Pastebin] (expires!)<br />
<br />
=== Not anonymous ===<br />
* [https://www.dropbox.com/ Dropbox]<br />
* [https://drive.google.com/ Google Drive]<br />
* [http://kerbalcrafts.com/ Kerbal Crafts]<br />
<br />
[[Category:Tutorials|Tutorial:Sharing craft files]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Sharing_craft_files&diff=35386Tutorial:Sharing craft files2014-04-08T10:38:57Z<p>Onco p53: adding categories, added orphan, underlinked tags</p>
<hr />
<div>{{multiple issues|<br />
{{Underlinked|date=April 2014}}<br />
{{Orphan|date=April 2014}}<br />
}}<br />
<br />
You've shared a picture of your new super awesome rocket, maybe even a video. How do you share the rocket itself?<br />
<br />
All your ships are stored as ".craft" files. They're very small text files and can be shared easily.<br />
<br />
== Preparation ==<br />
If you have parts that are not part of the stock game (such as from MechJeb or Kethane), please either remove them, or if they're essential to the ship, mention the addon(s) and/or plugin(s) needed when you post the .craft file.<br />
<br />
== Finding your .craft file ==<br />
Where is your super awesome rocket? Assuming that your super awesome rocket is named <tt>''super_awesome_rocket''</tt> in the game, that it is built in <tt>''building''</tt> (insert [[VAB]] or [[SPH]]), and that you are saving under <tt>''save_game_name''</tt>, you'll find your .craft file under "saves" in your KSP directory. For the full path:<br />
<br />
=== Steam version ===<br />
Assume that <tt>''your_user_name''</tt> is your user name and <tt>''X:''</tt> is your system drive (Windows only).<br />
* Windows x86: <tt>''X:''/Program Files/Steam/SteamApps/common/Kerbal Space Program/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
* Windows x64: <tt>''X:''/Program Files (x86)/Steam/SteamApps/common/Kerbal Space Program/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
* Mac OS X: <tt>/Users/''your_user_name''/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
* Linux:<br />
<br />
=== Non-Steam version ===<br />
Assume that <tt>''your_KSP_folder''</tt> is the folder from which you start the game. It is not possible to give a full path here, as you can put that folder anywhere.<br />
* <tt>''your_KSP_folder''/saves/''save_game_name''/ships/''building''/''super_awesome_rocket.craft''</tt><br />
<br />
== Uploading your .craft file ==<br />
Now that you've found your .craft file, how do you share it with the world? There are many file sharing services!<br />
<br />
=== Anonymous ===<br />
* [https://mega.co.nz/ MEGA]<br />
* [http://dropfile.com/ Dropfile] (requires users to fill a captcha)<br />
* [http://pastebin.com/ Pastebin] (expires!)<br />
<br />
=== Not anonymous ===<br />
* [https://www.dropbox.com/ Dropbox]<br />
* [https://drive.google.com/ Google Drive]<br />
* [http://kerbalcrafts.com/ Kerbal Crafts]<br />
<br />
[[Category:Tutorials|Tutorial:Sharing craft files]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Satellite_Coverage&diff=35385Tutorial:Satellite Coverage2014-04-08T10:38:13Z<p>Onco p53: adding categories</p>
<hr />
<div>This tutorial is about how to calculate the satellite coverage of a celestial body. This is particularly useful for [[Tutorial:RemoteTech|RemoteTech]]. Note: When placing multiple satellites in one orbit, it is more important that the semi-major axis is identical for all satellites. With an identical semi-major axis, nil eccentricity, and approximately identical inclination the exact positioning of the apsides is not critical. So long as the eccentricity is as close to nil as possible, variances in apside positioning and inclination will only result in a small oscillation ([[w:Analemma|analemma]]).<br />
<br />
== Distance between satellites ==<br />
<br />
[[File:Sat-dist.svg|thumb|Illustrating the calculation]]<br />
<br />
The distance between two satellites (if their angular distance is known) can be calculated with following formula:<br />
<br />
:<math>l = 2\cdot\sin\left(\frac{1}{2}\alpha\right)\cdot(a+r)</math><br />
<br />
Where <math>\alpha</math> is the angular distance, <math>a</math> the altitude above mean sea level, and <math>r</math> the radius of the orbited body - it is basically an isosceles triangle, where the base length is the distance between the satellites and the legs are from the center of mass of the orbited body to the satellites. For example: two satellites at GSO around Kerbin with a distance of 90° are 4.9 Mm away. This calculation does not work if the altitude of the two satellites is not equal.<br />
<br />
== Satellite Line-of-Sight communication ==<br />
<br />
[[File:Sat-polygon.svg|thumb|right|Six satellites in orbit around a celestial body in a regular polygon shape]]<br />
<br />
Satellites require line-of-sight for communications. Depending on the number of satellites and altitude, it is not always possible to communicate with the other satellites in the same orbit. To mitigate this, either a higher orbit is chosen or more satellites are required. With the following formulas the altitude is linked with the number of satellites to determine at which altitude (and in what quantity) the satellites are required to allow communication.<br />
<br />
When all satellites in orbit have the same orbital period, the most efficient way to position them is in the corners of a [[w:Regular polygon|regular]] [[w:Convex and concave polygons|convex]] polygon. Neighboring satellites should have an [[w:Angular distance|angular distance]] of <math>\alpha</math>. Each satellite is placed on the same circular orbit and their position is a multiple of the following angle:<br />
<br />
:<math>\alpha = \frac{\tau}{n} = \frac{360^\circ}{n} = \frac{2\pi}{n}</math><br />
<br />
In other words, a satellite is positioned at every multiple of <math>\alpha</math>. The connection between two neighboring satellites and the center of the orbited body form a triangle where the distance from the satellites to the body's center is identical, forming an [[w:Triangle#By relative lengths of sides|isoceles triangle]]. The height of the triangle is the shortest distance between the body's surface and the connection between the satellites. To calculate the height the following formula can be used:<br />
<br />
:<math>h = \cos\left(\frac{1}{2}\alpha\right)\cdot(a+r)</math><br />
<br />
Note that <math>h</math> must be greater or equal to <math>r</math> to allow a successful line-of-sight connection:<br />
<br />
:<math>a \geq \left(\frac{1}{\cos\left(\frac{\tau}{2n}\right)}-1\right)\cdot r</math><br />
<br />
To determine how many satellites are needed for a specific altitude (as before, <math>h</math> must be greater than <math>r</math>):<br />
<br />
:<math>n \geq \frac{\tau}{2\cdot\arccos\left(\frac{r}{a+r}\right)}</math><br />
<br />
Tau (<math>\tau</math>) is equivalent to <math>2\cdot\pi</math> (or 360°). The unit needed depends on which unit is used by cosine and [[w:Inverse trigonometric functions|arccosine]] in the calculations. Note that the number of satellites, <math>n</math>, must be greater than or equal to 3.<br />
<br />
== Two satellite configuration ==<br />
<br />
When using two satellites it is not possible to position them 180° apart, as the orbited body obstructs the line-of-sight they require. To provide near-100% coverage of an orbital body with only two satellites (at 180° separation) requires a very large <math>a</math> to <math>r</math> ratio and is not optimal. Keep in mind that the two satellites cannot communicate directly (via line-of-sight) and you will need to take measures to ensure connectivity is maintained.<br />
<br />
[[Category:Tutorials|Tutorial:Satellite Coverage]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Salyut_programme&diff=35384Tutorial:Salyut programme2014-04-08T10:38:02Z<p>Onco p53: adding categories, added uncategorised tag</p>
<hr />
<div>Welcome to my first tutorial! Here, we will try to re-enact the world's first space stations. All of the designs are based on actual modules of the Salyut space stations. Of course, I can't do it perfectly, but I am trying my best. Also, I am doing it without any mod parts.<br />
<br />
The Salyut programme was the first space station program undertaken by the Soviet Union, which consisted of a series of four crewed scientific research space stations and two crewed military reconnaissance space stations over a period of 15 years from 1971 to 1986. It was, on the one hand, designed to carry out long-term research into the problems of living in space and a variety of astronomical, biological and Earth-resources experiments, and on the other hand this civilian program was used as a cover for the highly secretive military Almaz stations, which flew as well under the Salyut designation.<br />
<br />
==Vocabulary list==<br />
Just so you know, some terms I am using here :<br />
*Zenith - top side of the ship; usually oriented away from the orbited body.<br />
*Nadir - bottom side of the ship; usually oriented towards the orbited body.<br />
*Port - left side of the ship<br />
*Starboard - right side of the ship<br />
*Front - front side/end of the ship<br />
*Aft - back side/end of the ship<br />
<br />
==Launcher==<br />
[[File:Proton-K.png|thumb|upright|Proton-8K82K on the [[launchpad]]]]<br />
Any custom-built launcher that can carry a large amount of payload into a low orbit can be used. But I recommend using the [[Tutorial: ISS#Proton-K - Russian Launcher|Proton-K]] (the SAS on the first stage is meant to toggle on and off for purposes of correcting spin only; it will cause a dangerous oscillation if SAS is left on) from the ISS tutorial (for payloads of less than 13.02 tonnes) or any of the launchers that could carry a payload of at least more than 14 tonnes. But I have a launcher that could carry a Soyuz of Progress.<br />
<br />
===R-7 Soyuz Rocket===<br />
[[File:R-7 and Soyuz capsule.png|upright|thumb|The R-7 with a soyuz spacecraft prior to launch]]<br />
The [[w:Soyuz (Rocket)|Soyuz]] (Russian: Союз, meaning "union", GRAU index 11A511) was a 1960s Soviet expendable carrier rocket designed by OKB-1 and manufactured by State Aviation Plant No. 1 in Samara, Russia. It was used to launch Soyuz spacecraft as part of the Soyuz programme, initially on unmanned test flights, followed by the first 19 manned launches of the programme.<br />
<br />
Front to aft:<br />
* 7x [[Cubic Octagonal Strut]] (stacked on top of each other)<br />
* 5x [[Sepratron I]] (radial mounted on octagonal strut)<br />
* 3x [[EAS-4 Strut Connector]]<br />
* 1x [[FL-A10 Adapter]]<br />
* 1× Soyuz or Progress spacecraft<br />
* 1× [[TR-XL Stack Separator]]<br />
* 1× [[Rockomax X200-32 Fuel Tank]]<br />
* 1× [[Rockomax "Poodle" Liquid Engine]]<br />
* 1× [[TR-XL Stack Separator]]<br />
* 3× [[Rockomax X200-32 Fuel Tank]]<br />
* 4× [[Hydraulic Detachment Manifold]] (radial mounted on fuel tank)<br />
* 4× [[Rockomax X200-32 Fuel Tank]] (radial mounted on radial decoupler)<br />
* 4× [[Rockomax X200-32 Fuel Tank]] (stacked below the radial fuel tanks)<br />
* 4× [[Protective Rocket Nose Mk7]] (stacked on top the radial fuel tanks)<br />
* 4x [[Delta-Deluxe Winglet]](one on each radial mounted fuel tanks)<br />
* 5× [[TVR-400L Stack Quad-Adapter]] (stacked below fuel tanks)<br />
* 20× [[LV-T45 Liquid Fuel Engine]] (four stacked on each quad adapter)<br />
<br />
To increase the thrust from 4 MN to 4.24 MN it is possible to replace the engines on the radial adapters with [[LV-T30 Liquid Fuel Engine]]s.<br />
<br />
==Soyuz personnel transport and Progress unmanned craft==<br />
Soyuz is a series of spacecraft initially designed for the Soviet space programme by the Korolyov Space Bureau in the 1960s, and still in service today. The Soyuz succeeded the Voskhod spacecraft and was originally built as part of the Soviet manned lunar programme.<br />
<br />
The Progress is a Russian expendable freighter spacecraft. The spacecraft is an unmanned resupply spacecraft during its flight but upon docking with a space station, it allows astronauts inside, hence it is classified manned by the manufacturer. It was derived from the Soyuz spacecraft, and is launched with the Soyuz rocket. It is currently used to supply the International Space Station, but was originally used to supply Soviet space stations for many years. There are three to four flights of the Progress spacecraft to the ISS per year. Each spacecraft remains docked until shortly before the new one, or a Soyuz (which uses the same docking ports) arrives. Then it is filled with waste, disconnected, deorbited, and destroyed in the atmosphere. Because of the different Progress variants used for ISS, NASA uses its own nomenclature where "ISS 1P" means the first Progress spacecraft to ISS.<br />
<br />
===Ship Design===<br />
====Soyuz====<br />
[[File:Soyuz capsule.png|thumb|A Soyuz capsule around [[Kerbin]]]]<br />
Front to aft:<br />
<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Mk1-2 Command Pod]]<br />
* 1x [[Communotron 16]] (optional and radial mounted on command pod)<br />
* 1x [[Mk2-R Radial-Mount Parachute]] (radial mounted on command pod)<br />
* 1x [[Rockomax Brand Decoupler]]<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Rockomax X200-16 Fuel Tank]]<br />
* 2x [[OX-4L 1x6 Photovoltaic Panels]] (radial mounted on fuel tank - port and starboard)<br />
* 1x [[Rockomax "Poodle" Liquid Engine]]<br />
<br />
====Progress====<br />
Front to aft:<br />
<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 1x [[Communotron 16]] (optional and radial mounted on adapter)<br />
* 1x [[RC-L01 Remote Guidance Unit]]<br />
* 1x [[Rockomax Brand Decoupler]]<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Rockomax X200-16 Fuel Tank]]<br />
* 2x [[OX-4L 1x6 Photovoltaic Panels]] (radial mounted on fuel tank - port and starboard)<br />
* 1x [[Rockomax "Poodle" Liquid Engine]]<br />
<br />
===Launch===<br />
Try your best to put it on the same orbit as the orbiting Salyut station. If you have an auto-pilot, use the "Launch to rendezvous" function. If not, try to send it with the station.<br />
<br />
===Rendezvous and Docking===<br />
Check the tutorials on rendezvous and [[docking]] if you don't know how to. The goal is to attach the front end of the Soyuz or Progress to the front/aft end of the station. You may need to switch between vessels to put them in the right directions.<br />
<br />
==First Generation-The first space stations==<br />
<br />
===Salyut 1===<br />
Salyut 1 (DOS-1) was the first space station of any kind, launched by the Soviet Union on April 19, 1971. More stations followed in the Salyut programme, and heritage of that space station program is still in use on the ISS.<br />
<br />
====Ship Design====<br />
Front to aft:<br />
<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Structural Fuselage]]<br />
* 1x [[Communotron 16]] (optional and radial mounted on structural fuselage)<br />
* 2x [[OX-4L 1x6 Photovoltaic Panels]] (radial mounted on structural fuselage - port and starboard)<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 2x [[PPD-10 Hitchhiker Storage Container]]<br />
* 1x [[RC-001S Remote Guidance Unit]]<br />
* 2x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[FL-R25 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - diagonnally)<br />
* 2x [[OX-4L 1x6 Photovoltaic Panels]] (radial mounted on RCS tank - port and starboard)<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
===Almaz===<br />
The Almaz program was a highly secretive Soviet military space station program, began in the early 1960s.<br />
<br />
Three crewed military reconnaissance stations were launched between 1971 and 1974: Salyut 2, Salyut 3 and Salyut 5. To cover the military nature of the program the three launched Almaz stations were designated as civilian Salyut space stations. Salyut 2 failed shortly after achieving orbit, but Salyut 3 and Salyut 5 both conducted successful manned testing. Following Salyut 5, the Soviet Ministry of Defence judged in 1978 that the time consumed by station maintenance outweighed the benefits relative to automatic reconnaissance satellites.<br />
<br />
The space stations cores were known internally as OPS, from "Orbital Piloted Station." As part of the Almaz program several spacecraft for supportive roles were developed: The VA spacecraft, the Functional Cargo Block and the TKS spacecraft, which were to be used in several combinations. The heritage of the Almaz program continues to this day with the ISS module Zarya being one example.<br />
<br />
====Ship Design====<br />
Front to aft:<br />
<br />
* 1x [[Clamp-O-Tron Sr. Docking Port]]<br />
* 2x [[PPD-10 Hitchhiker Storage Container]]<br />
* 1x [[Communotron 16]] (radial mounted on HSC)<br />
* 1x [[Communotron 88-88]] (radial mounted on HSC)<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 1x [[RC-001S Remote Guidance Unit]]<br />
* 2x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[FL-R25 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - diagonnally)<br />
* 2x [[OX-4W 2x3 Photovoltaic Panels]] or [[Gigantor XL Solar Array]] (radial mounted on RCS tank - port and starboard)<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
===Salyut 4===<br />
Salyut 4 (DOS 4) was a Salyut space station launched on December 26, 1974 into an orbit with an apogee of 355&nbsp;km, a perigee of 343&nbsp;km and an orbital inclination of 51.6 degrees. It was essentially a copy of the DOS 3, and unlike its ill-fated sibling it was a complete success. Three crews attempted to make stays aboard Salyut 4 (Soyuz 17 and Soyuz 18 docked; Soyuz 18a suffered a launch abort). The second stay was for 63 days duration, and an unmanned Soyuz capsule remained docked to the station for three months, proving the system's long-term durability. Salyut 4 was deorbited February 2, 1977, and re-entered the Earth's atmosphere on February 3.<br />
<br />
====Ship Design====<br />
Front to aft:<br />
<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Structural Fuselage]]<br />
* 1x [[Communotron 16]] (optional and radial mounted on structural fuselage)<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 2x [[PPD-10 Hitchhiker Storage Container]]<br />
* 3x [[Gigantor XL Solar Array]] (radial mounted on HSC - port, starboard and zenith)<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 1x [[RC-001S Remote Guidance Unit]]<br />
* 2x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[FL-R25 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
==Second generation – Long-duration inhabitation of space==<br />
In 1977 another marked step forward was made with the second generation of Salyut stations: The aim was to continuously occupy a space station with long-duration expeditions, for the first time in spaceflight.<br />
<br />
Although Salyut 6 and Salyut 7 resembled the previous Salyut stations in overall design, several revolutionary changes were made to the stations and program for the aim of continuous occupation: The new stations featured a longer design life and a second docking port at the aft of the stations – crew exchanges and station "hand overs" were now made possible by docking two crewed Soyuz spacecraft at the same time. Furthermore, the uncrewed Progress space station resupply craft was created based on the crewed Soyuz spacecraft, to resupply crew and station with air, air regenerators, water, food, clothing, bedding, mail, propellants, pressurant, and other supplies – while the Progress docked to the station's second docking port, the crew's Soyuz spacecraft could remain docked to the station's first port. The Progress spacecraft can even deliver hardware parts for updating the onboard experiment apparatus and even permitting to perform repairs of the station if needed, furthermore extending the stations life.<br />
<br />
The space station program had matured: Flights of both crews and cargo to a space station had become common, and the Salyut stations – first Salyut 6 from 1977 to 1981, and then Salyut 7 from 1982 to 1986 – were crewed continuously for a considerable part of the time.<br />
<br />
===Salyut 6 and 7===<br />
Salyut 6 (DOS-5) was launched on September 29, 1977. Salyut 6 was visited from 1977 until 1981 by 16 manned spacecraft, bringing five long-duration crews ("expeditions") and 11 short-term crews. The very first long-duration crew on Salyut 6 broke a record set on board Skylab, staying 96 days in orbit. The short-term crews included foreign cosmonauts from the Interkosmos programme setting several firsts: the first citizen in space of a nation other than the United States or the Soviet Union, the first black and Hispanic person in space and the first Asian person in space. The longest flight on board Salyut 6 lasted 185 days. The fourth Salyut 6 expedition deployed a 10-meter radio-telescope antenna delivered by an uncrewed cargo spacecraft.<br />
<br />
After Salyut 6 manned operations were discontinued in 1981, a heavy unmanned spacecraft called TKS and developed using hardware left from the canceled Almaz program was docked to the station as a hardware test. Some unconfirmed reports say the station was functionally capable of even more missions and years, but combating the ever-increasing mold in living quarters was becoming impossible, and in practice caused the retirement decision. Salyut 6 was deorbited July 29, 1982.<br />
<br />
Salyut 7 (DOS-6) was launched on April 19, 1982. DOS-6 was built as the back-up vehicle for Salyut 6 with very similar equipment and capabilities, though several more advanced features were included. The station was aloft for eight years and ten months, during which time it was visited by 10 manned spacecraft bringing six long-duration crews ("expeditions") and 4 short-term crews (including French and Indian cosmonauts in the Interkosmos programme).<br />
On 12 February 1985, during an unmanned period, contact with Salyut 7 was lost. The station had became crippled by electrical problems, all systems did shut down and the station began to drift. It was decided to put together a salvage mission, and in June 1985 the Soyuz T-13 mission, in what was in the words of author David S. F. Portree "one of the most impressive feats of in-space repairs in history," managed to bring the station online again.<br />
The Soyuz T-15 mission was the last to visit Salyut 7 in 1986, ferrying equipment from Salyut 7 to the new Mir space station; This was so far the only ferry flight between two space stations.<br />
<br />
Aside from the many experiments and observations made on Salyut 7, the station also tested the docking and use of large modules with an orbiting space station. These modules, called "Heavy Cosmos modules", helped engineers develop technology necessary to build Mir.<br />
<br />
Salyut 7 was finally deorbited on February 7, 1991.<br />
<br />
====Ship Design====<br />
Front to aft:<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Structural Fuselage]]<br />
* 1x [[RC-001S Remote Guidance Unit]]<br />
* 1x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[FL-R25 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Communotron 16]] (optional and radial mounted on structural fuselage)<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 2x [[PPD-10 Hitchhiker Storage Container]]<br />
* 3x [[Gigantor XL Solar Array]] (radial mounted on HSC - port, starboard and zenith)<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 1x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
===TKS Cosmos Space Module===<br />
The TKS spacecraft was a Soviet spacecraft conceived in the late 1960s for resupply flights to the military Almaz space station.<br />
<br />
The spacecraft was designed for both crewed or autonomous uncrewed cargo resupply flights, but was never used operationally in its intended role – only four test missions were flown to Salyut space stations during the program. However the Functional Cargo Block (FGB) of the TKS spacecraft would later form the basis of several space station modules, including the Zarya FGB module on the International Space Station.<br />
<br />
The TKS spacecraft consisted of two spacecraft mated together, both of which could operate independently:<br />
The VA spacecraft (known in the West as the Merkur spacecraft), which would have housed the cosmonauts during launch and reentry of an TKS spacecraft, while traveling to and from an Almaz space station.And the Functional Cargo Block (FGB) which, in order to resupply an Almaz space station, carried docking hardware, tanks and a large pressurized cargo compartment. Furthermore the FGB carried the on-orbit maneuvering engines for the TKS.<br />
<br />
While the VA carried the reentry hardware, and only minimal life support and maneuvering systems, the FGB would have been used as the primary orbital maneuvering system and cargo storage for the TKS spacecraft.<br />
<br />
The FGB could also be used alone as an unmanned cargo module without an VA spacecraft, which enabled the FGB design to be re-purposed as FGB space station modules later on. The VA spacecraft on the other hand was also intended to be launched as well as "Almaz APOS" mated with an Almaz-OPS space station core, instead of a FGB, as the primary orbital maneuvering system. As of August 2009,Excalibur Almaz planned to use the VA capsule as low-cost cargo return vehicles.<br />
<br />
====Ship Design====<br />
Front to aft:<br />
* 2x [[Oscar-B Fuel Tank]]<br />
* 1x [[NCS Adapter]]<br />
* 4x [[Rockomax 24-77]] (radial mounted on adapter - port, starboard, zenith and nadir - used for making orbital adjustments)<br />
* 1x [[TR-18A Stack Decoupler]]<br />
* 1x [[Mk1-2 Command Pod]] (used as the VA reentry module)<br />
* 3x [[Mk2-R Radial-Mount Parachute]] (for return to Kerbin)<br />
* 1x [[Rockomax Brand Decoupler]]<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Rockomax X200-32 Fuel Tank]] (used as fuel tank for rocket engine)<br />
* 2x [[Stratus-V Cylindrified Monopropellant Tank]] (diagonal zenith)<br />
* 2x [[Gigantor XL Solar Array]] (radial mounted on fuel tank - port and starboard)<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
==Salyut's heritage – Modular space stations==<br />
<br />
After the second generation, plans for the next generation of Salyut stations called for the cores DOS-7 and DOS-8 to allow, for the first time in spaceflight, the addition of several modules to a station core and to create a modular space station. For this, the DOS modules were to be equipped with a total of four docking ports: one docking port at the aft of the station as in the second generation Salyuts, and the replacement of the front docking port with a "docking sphere" containing a front, port and starboard docking port.<br />
<br />
While the station cores DOS-7 and DOS-8 were built and flown, they never received the Salyut designation; Instead, DOS-7 evolved into the Mir Core Module for the Mir space station that followed the Salyut programme, and DOS-8 was used as the Zvezda Service Module for the International Space Station (ISS) which followed Mir.<br />
<br />
And the heritage from the Almaz program is present even today. While in 1976 the last space station from the Almaz programme was flown with Salyut 5, the development of the Almaz TKS spacecraft evolved into the Functional Cargo Block, becoming the first space station modules with the ISS Zarya Functional Cargo Block being in orbit still today.<br />
<br />
===Mir orbital station===<br />
[[File:Mir diagram.svg|thumb|Mir's configuration]]<br />
DOS-7 continued to be developed during Salyut 7, becoming the Mir Core Module of the Mir space station – the first modular space station, with crewed operations from 1986 to 2000.<br />
<br />
The station featured among others upgraded computers and solar arrays and accommodations for two cosmonauts each having their own cabin. A total of six docking ports were available on the Mir Core Module, which were used for space station modules and visiting spacecraft – the docking sphere design had been upgraded from its initial Salyut design to contain the maximum of five docking ports (front, port, starboard, zenith and nadir). And finally, the modules for the Mir space station were derived from the Functional Cargo Block design of the Almaz programme.<br />
<br />
The name of the Mir space station – Russian: Мир, literally Peace or World – was to signify the intentions of the Soviet Union to bring peace to the world; It was however during the time of the Mir space station that the Soviet Union was dissolved in 1991, ending what was began with the 1917 October Revolution in Russia. This dissolution had started with the Soviet "perestroika and glasnost" ("restructuring and openness") reform campaigns by Soviet leader Mikhail Gorbachev in the 1980s, had reached an preliminary endpoint with the revolutions of 1989 and the end of the communist Eastern Bloc (Warsaw Pact and the CoMEcon), finally to reach the Soviet Union itself in 1991.<br />
<br />
While the Russian Federation became the successor to much of the dissolved Soviet Union and was in a position to continue the Soviet space program with the Russian Federal Space Agency, it faced severe difficulties: imports and exports had steeply declined as the economic exchange with CoMEcon nations had crumbled away, leaving the industry of the former Soviet Union in shambles. Not only did the political change in east-Europe signify an end of contributions to the space program by east-European nations (like from the east-German Carl Zeiss Jena), but parts of the Soviet space industry were located in the newly independent Ukraine, which was similarly cash-strapped as Russia and started to demand hard currency for its contributions.<br />
<br />
It was during this time of transition and upheaval that the Shuttle–Mir Program was established between the Russian Federation and the United States in 1993. The former adversaries would now cooperate, with "Phase One" consisting of joint missions and flights of the US Space Shuttle to the Mir space station. It was a partnership with stark contrasts – the Russian needed an inflow of hard currency to keep their space program aloft; In the US it was seen as a chance to learn from the over 20 years of experience of Soviet space station operations, and jumpstart the US space station program.<br />
<br />
It was "Phase Two" of this Shuttle-Mir Program that would lead to the International Space Station.<br />
<br />
====Mir Module Designs====<br />
=====Mir Core Module=====<br />
The base block for the entire Mir complex, the core module, or DOS-7, provided the main living quarters for resident crews and contained environmental systems, early attitude control systems and the station's main engines. The module was based on hardware developed as part of the Salyut programme, and consisted of a stepped-cylinder main compartment and a spherical 'node' module, which served as an airlock and provided ports to which four of the station's expansion modules were berthed and to which a Soyuz or Progress spacecraft could dock. The module's aft port served as the berthing location for Kvant-1.<br />
<br />
Front to aft:<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Rockomax HubMax Multi-Point Connector]]<br />
* 4x [[Clamp-O-Tron Docking Port]] (on the multi-point connector)<br />
* 1x [[RC-001S Remote Guidance Unit]]<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 2x [[PPD-10 Hitchhiker Storage Container]]<br />
* 3x [[Gigantor XL Solar Array]] (radial mounted on HSC - starboard, zenith and nadir)<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS Tank - port, starboard, zenith and nadir)<br />
* 1x [[Communotron 16]] (radial mounted on RCS tank - diagonally)<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
======The Mission======<br />
The original launch of the Mir core module was February 20, 1986. It was launched into a Low Earth Orbit, which is 160 to 2000&nbsp;km. Mir's orbit is 354&nbsp;km PE x 374&nbsp;km AP with a 51.6° orbital inclination. So if you want to make it good, launch the core module as usual, with a gravity turn at 10000m or 10&nbsp;km. Turn towards 38.4 degrees (for the 51.6 inclination). Continue until you reach a 374&nbsp;km apoapsis, then burn prograde there until you get a 354 periapsis. It is possible to do this with precise flying or an autopilot.<br />
<br />
=====Kvant-1=====<br />
The first expansion module to be launched, Kvant-1 consisted of two pressurised working compartments and one unpressurised experiment compartment. Scientific equipment included an X-ray telescope, an ultraviolet telescope, a wide-angle camera, high-energy X-ray experiments, an X-ray/gamma ray detector, and the Svetlana electrophoresis unit. The module also carried six gyrodynes for attitude control, in addition to life support systems including an Elektron oxygen generator and a Vozdukh carbon dioxide remover.<br />
<br />
Front to aft:<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 1x [[RC-L01 Remote Guidance Unit]]<br />
* 2x [[Gigantor XL Solar Array]] (radial mounted on RCS tank - zenith and nadir)<br />
* 1x [[Communotron 16]] (Radial mounted on RCS tank)<br />
* 1x [[Advanced S.A.S Module, Large]]<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
======The Mission======<br />
Kvant-1 was originally intended to be launched and docked to Salyut 7, but delays forced it to be launched to Mir instead. Kvant-1 did not have any propulsion systems of its own and to reach Mir, Kvant-1 was mated with a Functional Service Module (FSM) – carrying propulsion and electrical systems – to act as a space tug. The FSM was derived from the TKS spacecraft, which would later form the basis for the Functional Cargo Block of the Kvant-2,Kristall, Spektr, and Priroda modules.<br />
<br />
First, build the Kvant-1 inside the VAB. Then, build the FSM below Kvant-1. The FSM design is shown below:<br />
<br />
Front to aft:<br />
* 1x Kvant-1<br />
* 1x [[Rockomax Brand Decoupler]]<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Rockomax X200-32 Fuel Tank]] (used as fuel tank for rocket engine)<br />
* 2x [[Stratus-V Cylindrified Monopropellant Tank]] (diagonal zenith)<br />
* 2x [[Gigantor XL Solar Array]] (radial mounted on fuel tank - port and starboard)<br />
* 1x [[Rockomax "Poodle" Liquid Engine]]<br />
* 1x Launcher<br />
<br />
=====Kvant-2=====<br />
The first TKS based module, Kvant-2, was divided into three compartments; an EVA airlock, an instrument/cargo compartment (which could function as a backup airlock), and an instrument/experiment compartment. The module also carried a Soviet version of the Manned Maneuvering Unit for the Orlan space suit, referred to as Ikar, a system for regenerating water from urine, a shower, the Rodnik water storage system and six gyrodynes to augment those already located in Kvant-1. Scientific equipment included a high-resolution camera, spectrometers, X-ray sensors, the Volna 2 fluid flow experiment, and the Inkubator-2 unit, which was used for hatching and raising quail.<br />
<br />
Front to aft:<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS Tank - port, starboard, zenith and nadir)<br />
* 1x [[PPD-10 Hitchhiker Storage Container]]<br />
* 2x [[Gigantor XL Solar Array]] (radial mounted on HSC - zenith and nadir)<br />
* 1x [[Communotron 16]] (radial mounted on HSC)<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 2x [[Z-1k Rechargable Battery Bank]]<br />
* 1x [[RC-001S Remote Guidance Unit]]<br />
* 1x [[Aerodynamic Nose Cone]]<br />
<br />
The Kvant-2 is docked starboard of core module.<br />
<br />
=====Kristall=====<br />
Kristall, the fourth module, consisted of two main sections. The first was largely used for materials processing (via various processing furnaces), astronomical observations, and a biotechnology experiment utilizing the Aniur electrophoresis unit. The second section was a docking compartment which featured two APAS-89 docking ports initially intended for use with the Buran programme and eventually used during the Shuttle-Mir programme. The docking compartment also contained the Priroda 5 camera used for Earth resources experiments. Kristall also carried six gyrodines for attitude control to augment those already on the station, and two collapsible solar arrays.<br />
<br />
Front to aft:<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[Rockomax HubMax Multi-Point Connector]]<br />
* 1x [[Clamp-O-Tron Docking Port]] (radial mount on multi-point connector - port)<br />
* 3x [[M-1x1 Structural Panel]] (radial mount on multi-point connector - starboard, zenith and nadir)<br />
* 2x [[Z-400 Rechargable Battery]] (radial mount on structural panel - starboard, zenith and nadir)<br />
* 1x [[Structural Fuselage]]<br />
* 1x [[Rockomax Brand Adapter 02]]<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (Radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[PPD-10 Hitchhiker Storage Container]]<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
Kristall is docked nadir of core module.<br />
<br />
=====Spektr=====<br />
Spektr was the first of the three modules launched during the Shuttle-Mir programme; it served as the living quarters for American astronauts and housed NASA-sponsored experiments. The module was designed for remote observation of Earth's environment and contained atmospheric and surface research equipment. Additionally, it featured four solar arrays which generated approximately half of the station's electrical power. The module also featured a science airlock to expose experiments to the vacuum of space selectively. Spektr was rendered unusable following the collision with Progress M-34 in 1997 which damaged the module, exposing it directly to the vacuum of space.<br />
<br />
Front to aft:<br />
* 1x [[Protective Rocket Nose Mk7]]<br />
* 2x [[Gigantor XL Solar Array]] (radial mounted on nosecone - port and starboard)<br />
* 1x [[PPD-10 Hitchhiker Storage Container]]<br />
* 2x [[Gigantor XL Solar Array]] (radial mounted on HSC - port and starboard)<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (Radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Rockomax Brand Adapter]]<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
Spektr is docked port of core module.<br />
<br />
=====Docking Module=====<br />
The docking module was designed to help simplify Space Shuttle dockings to Mir. Before the first shuttle docking mission (STS-71), the Kristall module had to be tediously moved to ensure sufficient clearance between Atlantis and Mir's solar arrays. With the addition of the docking module, enough clearance was provided without the need to relocate Kristall. It had two identical APAS-89 docking ports, one attached to the distal port of Kristall with the other available for shuttle docking.<br />
<br />
Front to aft:<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
* 1x [[S.A.S Module]] or [[Advanced S.A.S Module]]<br />
* 1x [[FL-R25 RCS Fuel Tank]]<br />
* 4x [[RV-105 RCS Thruster Block]] (Radial mounted on RCS tank - port, starboard, zenith and nadir)<br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
The docking module is docked nadir of Kristall. The docking module was launched by the Space Shuttle.<br />
<br />
=====Priroda=====<br />
The seventh and final Mir module, Priroda's primary purpose was to conduct Earth resource experiments through remote sensing and to develop and verify remote sensing methods. The module's experiments were provided by twelve different nations, and covered microwave, visible, near infrared, and infrared spectral regions using both passive and active sounding methods. The module possessed both pressurised and unpressurised segments, and featured a large, externally mounted synthetic aperture radar dish.<br />
<br />
Front to aft:<br />
* 1x [[FL-R1 RCS Fuel Tank]]<br />
* 1x [[Communotron 88-88]] (radial mounted on RCS tank - starboard - used as the Travers antenna)<br />
* 1x [[Communotron 16]]<br />
* 4x [[RV-105 RCS Thruster Block]] (radial mounted on RCS tank - mounted diagonally)<br />
* 1x [[PPD-10 Hitchhiker Storage Container]]<br />
* 1x [[Rockomax Brand Adapter]] <br />
* 1x [[Clamp-O-Tron Docking Port]]<br />
<br />
Priroda is docked zenith of core module.<br />
<br />
====Deorbit====<br />
The deorbit of our Mir space station will be carried out using a Progress M1-5 spacecraft to dock aft of Kvant-1. Point the station retrograde using the [[navball]]. Afterwards, use the Progress M1-5's engine to deorbit the station. During atmospheric re-entry, the solar panels will catch the air it will cause the station to rotate around, and as it rotates the solar panels break off. If a solar panel is edge-on to the airflow, it will stay attached to the station but eventually, they will break if the station turns around. Apart from solar panels, aerodynamic parts will also cause it to rotate. Also, undock all the modules during re-entry. If you are using the Ferram Aerospace Research mod, the modules might automatically separate from each other and spread around in different directions. All of the parts should splash down hard into the ocean. If you crash it on land, some might survive the fall.<br />
<br />
==What now==<br />
You could do the [[Tutorial: ISS|International Space Station]] and/or possibly your own space station, interplanetary base, etc. let your imagination run wild!<br />
<br />
[[Category:Tutorials|Tutorial:Salyut programme]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:Returning_From_Eve&diff=35383Tutorial:Returning From Eve2014-04-08T10:37:37Z<p>Onco p53: adding categories, added orphan tag</p>
<hr />
<div>{{Orphan|date=April 2014}}<br />
<br />
Because of the extreme difficulty concerning any return attempt from Eve, I have decided to write a separate tutorial.<br />
<br />
== Returning from Eve ==<br />
Despite being the closest planet relative to [[Kerbin]], it is extremely difficult to get a lander back into orbit around [[Eve]]. Additionally, you must overcome Eve's large gravity well in order to successfully return home, requiring even more Delta-V. As a result, many Kerbals have been lost in attempts to investigate their distant neighbor.<br />
<br />
Though getting your crew home from the surface of Eve is extremely difficult, it's not impossible.<br />
<br />
===Specifications===<br />
*'''Length:''' 1–3 hours<br />
*'''Difficulty:''' Very Hard<br />
*'''For version:''' {{Version|0.20|}}<br />
<br />
Additionally, you will need a good understanding of orbital mechanics (see [[Tutorials]] section), angles, and a lot of patience. Some knowledge about [[aerobraking]] and [[Advanced Rocket Design]] might also be useful. Ships described below don't feature lauch vehicle, so any experience in building them is desired.<br />
<br />
==Method 1 : Rendezvous and Crew Transfer ==<br />
===Mission profile===<br />
It's a kind of interplanetary expedition rather than a simple round trip. In my opinion the easiest way is to send lander without crew and return rocket with 2 Kerbals. They'll meet for the first time in Eve orbit, then one daring pilot will take seat in the lander and fly a historic mission!<br />
<br />
===Designing your Landing Rocket===<br />
Ascent rocket will use asparagus staging (see [[Tutorials]]) with Upper and Middle Stage in a core and multiple Booster stages grouped in pairs.<br />
[[File:Eve Ascent Rocket.png|thumb|right|Tutorial's example rocket including probe and some electiricty equipment]]<br />
<br />
==== Upper Stage ====<br />
This stage has to get above the atmosphere and accelerate itself to orbital velocity. It's important to keep it as lightweight as possible. First choose is a command pod. The best idea is to put single Kerbal in a [[EAS-1 External Command Seat]]. Next (but much worse) would be [[Mk1 Lander Can]]. I recommend first option and a following stage design:<br />
*[[EAS-1 External Command Seat]]<br />
*[[Inline Advanced Stabilizer]] // not necessary if you feel confident in piloting<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
<br />
==== Middle Stage ====<br />
This stage will propel the ship through middle atmosphere (20&nbsp;km-35&nbsp;km). It's engine should be activated with all lower stage boosters and fed from their tanks:<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T45 Liquid Fuel Engine]]<br />
<br />
==== Booster Stages ====<br />
There are two possible ways to build them. One is to use 2x[[FL-T800 Fuel Tank]] and [[LV-T30 Liquid Fuel Engine]]. Second is: [[FL-T400 Fuel Tank]], [[FL-T800 Fuel Tank]] and [[Toroidal Aerospike Rocket]]. They have very similar performance but I think aerospikes are better because they lower ship's drag coefficient.<br />
The basic rocket will have 3 pairs of aerospike boosters attached around the core stack.<br />
<br />
==== Additional Equipment ====<br />
You may also need parachutes and landing gear.<br />
*To save weight you can put [[LT-2 Landing Strut]] on a [[TT-38K Radial Decoupler]].<br />
*You may need [[Mk25 Parachute]] and it's best to put them on top of the boosters.<br />
*For touchdown I used 24 [[Mk2-R Radial-Mount Parachute]] mounted on 12 [[TT-38K Radial Decoupler]], two on each booster.<br />
* Don't forget the ladder and some electric gear!<br />
<br />
If you want to send lander alone to Eve, add somewhere a probe.<br />
<br />
===Designing Transfer Vehicle===<br />
Although it's not very challenging to send the lander in one launch, it may be easier to split ship into two parts. First will be the lander itself with decoupler below the center engine and [[Clamp-O-Tron Sr. Docking Port]] (remember about struts). The second could be simple [[Rockomax Jumbo-64 Fuel Tank]] and a couple of (for example 4) nuclear engines with this big docking port on top. Last thing to do is to launch them into Kerbin orbit, then dock and send to Eve. To dock together they'll of course need some RCS.<br />
<br />
===Designing your Return Rocket===<br />
Assuming that we sent ascent rocket alone the return rocket could be as simple as this:<br />
*[[Mk16-XL Parachute]]<br />
*[[Mk2 Lander-can]]<br />
*[[TR-XL Stack Separator]]<br />
*[[Advanced S.A.S Module, Large]]<br />
*[[Rockomax X200-16 Fuel Tank]]<br />
*[[LV-N Atomic Rocket Motor]]<br />
Such rocket has Delta-V of almost 6&nbsp;km/s which is enough for departing Kerbin's orbit, Eve capture, <br />
rendezvous with ascent ship and then return to Kerbin.<br />
<br />
===Landing on Eve===<br />
Example lander has Delta-V of about 11&nbsp;km/s. Now it's all depends on the landing site elevation (the higher the better). To find suitable place you can use http://www.kerbalmaps.com/ or send earlier some scout probes or even better - a rover. With this type of design, to calculate needed Delta-V you can use results from my tests:<br />
*9500&nbsp;m/s from 4,7&nbsp;km elevation<br />
*10000&nbsp;m/s from 3.9&nbsp;km elevation<br />
*10700&nbsp;m/s from 3&nbsp;km elevation<br />
That leads to inaccurate rule of thumb that every 1&nbsp;km lower, adds 700&nbsp;m/s to the needed velocity change. Although I managed to return from 555m above sea level having 11.3&nbsp;km/s (with different design), with only 3 pairs of boosters we should not land below 3&nbsp;km, just for safety. <br />
*Note that adding another 3 pairs can bring landing site to below 1&nbsp;km at the expense of complicated design.<br />
Once you got in stable orbit around Eve you can meet with return ship and transfer a pilot to the lander (via EVA). Then using transfer stage deorbit the lander to chosen landing site and then detach it. During descent get rid of the bottom docking port (if used). When below 20&nbsp;km open first pack of chutes - the [[Mk25 Parachute]]. To reduce stress wait until 'Drogue' chutes full deploy, and then open first half of radial chutes. Once they deploy at 500m open the rest. If it seems you'll land faster than about 6–8&nbsp;m/s you can make slight burn prior to the touchdown.<br />
When on the surface you can detach all those parachutes.<br />
<br />
===Ascending from Eve===<br />
Before attepmting to takeoff - a quicksave. <br><br />
Now throttle up to 100%, detach landing gear, and as-quick-as-you-can point the rocket straight upwards and turn on SAS. If failed to do so, rocket sooner or later will flip. This will also happen if you try to move it before dropping all those boosters. Only things now are to drop spent stages and maybe control your velocity trying not to exceed terminal velocity (see [[Eve#Atmosphere]]). <br><br />
Start your gravity turn between 30 and 35&nbsp;km with ~70deg of pitch - at this time ship should be running out of fuel in the Middle Stage. When your apoapsis'll raise above 80&nbsp;km you can pitch down to ~20deg and keep looking both on fuel and apoapsis. <br><br />
Once having apoapsis above the atmosphere (~100&nbsp;km), cutoff the engine and plan manoeuver to circularize orbit.<br />
<br />
===Rendezvous with Recovery Vehicle===<br />
Now if you managed to return from Eve surface rendezvous should be piece of cake. You can either adjust return ship's orbit to make a rendezvous or fly with the lander (if you have some fuel left). When the distance falls below 1&nbsp;km or less, you can EVA the lander pilot to return ship (after bringing relative velocity near to 0).<br />
<br />
===Interplanetary Transfer back to Kerbin===<br />
Delta-V needed for returning to Kerbin is:<br />
*~1400&nbsp;m/s - departure from 100&nbsp;km orbit<br />
*~400&nbsp;m/s - worst case plane change<br />
So exactly 1800&nbsp;m/s would be suitable (the presented return rocket have much more). Calculations are accurate when planets are properly aligned - Kerbin should be aboud 36 degree ahead of Eve (for details see http://ksp.olex.biz/). <br><br />
After ~42 days, the most daring adventure will end up with reentry and safe splashdown.<br />
<br />
===Technical notes===<br />
*If you decided to use [[Mk1 Lander Can]] as a pod in this example rocket, note that safe landing elevation raises to 4,5&nbsp;km (with 3 pairs of boosters) and ~2,3&nbsp;km (with 6 pairs).<br />
*If using more than 3 pairs of boosters, 24 parachutes may not be enough. Also Transfer Stage may became too weak.<br />
<br />
==Method 2 : Single Rocket Landing and Return ==<br />
<br />
===Mission Profile===<br />
This could be called 'direct ascent'. Although much more complicated, it's possible. After all, it's all the matter of how many hardware can we bring down to Eve's surface.<br />
<br />
===Rocket Design===<br />
You can use rocket from first method. Now you would use [[Mk1 Lander Can]] with parachute on top and the Upper Stage must have 1800&nbsp;m/s left after the ascent. That means lander should use 6 pairs of boosters, and this allow for landing about 5&nbsp;km above sea level.<br />
<br />
===Special Considerations===<br />
It may be tempting to use [[PB-ION Electric Propulsion System]] since it's far more efficient and solar panels produce more energy on Eve. But the ejection burn will occur on the night side and could last about an hour.<br />
<br />
==Further Goals==<br />
*Consider sending a rover and use it as a moving base on the surface. You could then land on the hills and drove down to the coastline<br />
<br />
[[Category:Tutorials|Tutorial:Returning From Eve]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=35382Tutorial:RemoteTech22014-04-08T10:37:21Z<p>Onco p53: adding categories, added underlinked tag</p>
<hr />
<div>{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies how unmanned probes work. Specifically, any unmanned probe must have a control link back to the KSC (or to a command ship, more on them later), requiring you to set up a satellite network to maintain links with your probes. RemoteTech 2 also simulates communications delay when giving commands to probes - while pottering around Kerbin this is merely irritating at around half a second, but interplanetary missions are seriously complicated by the several minute delays, necessitating the use of remotely executed commands. Transmitting science reports from any spacecraft, even manned ones, also requires a communications link back to Mission Control.<br />
<br />
==Specifications==<br />
* Length: 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 0.23 and higher and RemoteTech 2 (not 1) v1.3.3 and higher.<br />
<br />
==Antennae and links==<br />
There are two main types of antenna - omnidirectional and dish. Omnidirectional antennae can broadcast to any other antenna in range, but they typically have limited range compared to dishes. Dishes have far greater range, but must be targeted at a receiver. Any link must be bidirectional and have unbroken line of sight to work. To keep control over a probe you must keep it connected to Mission Control, either directly or via other probes. A ship must have a probe core to relay a signal. Mission Control has a special omnidirectional antenna with around 75Mm range, but it still only works with line of sight from the KSC.<br />
<br />
==First Steps==<br />
The first antenna you'll get is the Reflectron DP-10 that's unlocked at the same time as the Stayputnik probe core. The Reflectron is omnidirectional, is on by default (meaning you can control your probe on the launch pad) but only has a range of 500&nbsp;km. This means you'll only be able to control a probe with one of these until shortly before it goes over the horizon, even in a low orbit. You'll still want one on each probe, but to do much useful you'll need a second antenna.<br />
<br />
The second antenna you'll find useful is the Communotron-16. It's an omnidirectional antenna with a range of 2.5Mm, so it can reach around Kerbin low orbit, but not quite to keosynchronous orbit. This antenna will break if deployed at speed in an atmosphere, so you'll still need a DP-10 to get in to orbit. The Communotron-16 is useful, but not as useful as the next antenna...<br />
<br />
The third antenna you'll want to use is the Comms DTS-M1. This has 20 times the range of the Communotron-16 and can just about reach Minmus, but is a dish antenna, so it must be aimed to work. The DTS-M1 is fragile like the Communotron, so you'll need to wait until you're in space before deploying it.<br />
<br />
So, the DTS-M1 has the range to reach the Mun, so we slap one on, connect it to the KSC and we're ready to go right? Unfortunately not. The KSC is only on one side of Kerbin, so when your probe is on the other side, it will lose its link with the KSC and you'll lose control of it. Only being able to control your probe half the time will be very problematic, so our first step is to set up a small set of satellites to bounce your signal from the KSC around Kerbin.<br />
<br />
===Relay Satellites===<br />
For this you'll at least need the Flight Control and Science Tech topics unlocked. The Electrics topic is also extremely useful, because it unlocks basic solar panels, which will be far superior to stuffing your satellites with batteries, which will still run down quite quickly powering several antennae. On the plus side, this will also unlock the Reflectron KR-7 dish, which has even more range than the DTS-M1 and isn't as fragile, so you can switch it on on the launch pad.<br />
<br />
Your aim is to put 3 relay satellite in Kerbin orbit so that you can bounce the signal from the KSC to anywhere around Kerbin. You'll want your satellites to have at least a single DP-10, 3 DTS-M1s and one or more KR-7s, and a rocket that can deliver them to a reasonably high circular orbit, around 1000&nbsp;km.<br />
<br />
Here's an example if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|Needs more solar panels?]]<br />
<br />
An upper stage of two FLT-400s attached to an SV-909. A middle stage of two FLT-400s attached to an LVT-30 and the first stage consisting of 6 FLT-400/LVT-30s attached with radial decouplers. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach keosynchronous orbit with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
}}<br />
<br />
Launch your first satellite over the KSC. As you leave the atmosphere, target one of your DTS-M1s at Mission Control and activate it. Remember you'll lose contact with the KSC if you go over the horizon, so make sure you get in to a stable parking orbit before then, or even better burn immediately for your target altitude, which should keep you more or less above the KSC. Circularise its orbit and that satellite is done for now. Launch your second satellite to the same altitude and target one of its DTS-M1s at Mission Control, and a second at your first relay satellite and activate them. Switch to your first relay satellite and target one of its DTS-M1s at your second satellite and activate it to make the link bidirectional. If your second satellite ends up close to your first, then you can leave its periapsis a little low when circularising at apoapsis; this will leave it with a slightly shorter orbital period than the first satellite, and it will move ahead of it a little each orbit. Once you're happy with its position relative to the first, burn to finish circularising your orbit. The most important thing is to get the satellites at matching altitudes, otherwise they'll drift relative to each other. Launch your third and final satellite, link it with the other two satellites (and them back to it) and mission control and place it in an orbit to make a triangle with the others. Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, switch to each of your satellites and target one of their KR-7s to Active Vessel and activate it. This will automatically keep one of their dishes targeted at whichever ship you're currently controlling.<br />
<br />
==Next Steps==<br />
Now that you've got your first set of satellites equipped with KR-7s, you can control a probe almost anywhere in the Kerbin sphere of influence. Equip any probe with 3 KR-7s and point them at your relay satellites and activate. Your relay satellites will already target one of their KR-7s at your probe because you set it up to target your active vessel. Despite their appearance, KR-7s don't need to be physically faced towards the target. You should now be well set to send a probe to the Mun. There are still two places your communications network can't reach, and that's directly behind the Mun and Minmus, so make sure you plan your route so you don't need to make a burn when behind them.<br />
<br />
If you're doing your first Mun probe without the Electrics topic unlocked then you'll be using DTS-M1 or Communotron-16s for your long range communications. This has the unfortunate problem that these antennae will burn up on reentry, causing you to lose control of your probe and be unable to open parachutes or fine tune your landing. You can solve this problem two ways:<br />
* Perform any actions required for landing, such as opening chutes and deploying landing legs in the upper atmosphere. KSP doesn't simulate reentry heating, so your parachutes won't be destroyed.<br />
* Re-enter within 500&nbsp;km of the KSC. This will allow your DP-10 antenna to link with the KSC and keep control of the probe.<br />
<br />
While your probe to the Mun will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
If you want perfect coverage around Kerbin, including behind the Mun and Minmus, you can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or deploy a set of satellites around the Mun and Minmus like you did around Kerbin.<br />
<br />
==Going Interplanetary==<br />
Your KR-7s can talk to any satellite in Kerbin's sphere of influence, but they won't reach much beyond that. For that you'll need to unlock the Reflectron KR-14, with its 60Gm range. The KR-14 can reliably reach the inner planets and just about reach Dres, but it can't reliably reach Jool. To reach Jool and Eeloo you'll need to unlock the Reflectron GX-128 or CommTech-1 with massive 350Gm+ ranges. Remember links need to be bidirectional, so you'll need the strong antenna on the probe you send AND launch some satellites in to Kerbin orbit with the strong antenna on them to relay between the probe and the KSC.<br />
<br />
Other than needing the more powerful antennae, once you send probes to interplanetary distances the signal delay will reach several minutes, making interactive control of your probe unfeasible. To make burns you'll need to use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display. The simplest way to execute a burn with the flight computer is to create a maneuver node with the maneuver you want, instruct the computer to NODE, which will pre-orient the spacecraft in the burn direction of the next maneuver node, then EXEC to schedule a burn of the correct length at (sort of) the correct time. By clicking the >> icon you can see the commands being sent to the probe and the time it'll take for them to get there. Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if your command has been delayed.<br />
<br />
Remember that you'll lose contact with your probe while on the far side of the planet from Kerbin. You can solve this problem by stationing a satellite in high orbit over your destination planet (either send it as a second craft or decouple it from your main craft) to bounce a signal off.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Planets and moons with atmospheres are easier because you can use parachutes for the final descent, making control inputs unnecessary, or at least less important. Remember to take in to account the time delay of the command to open your chutes. Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing your surface horizontal velocity and instructing your flight computer to hold the spacecraft directly up while applying a constant burn to slow your descent may work.<br />
<br />
==Remote Mission Control==<br />
Once you unlock the Large Probes topic you'll get access to the RC-L01 probe core. This core is special because it contains a Command signal processor, which allows a ship equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more Kerbals. The main advantage of this is that a command ship can control probes near it with very little signal delay, even if far from Kerbin. Note that transmitting science results back to Kerbin still requires a link to the KSC.<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech&diff=35381Tutorial:RemoteTech2014-04-08T10:37:00Z<p>Onco p53: adding categories</p>
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<div>This tutorial describes how to set up a basic relay network with the mod "RemoteTech".<br />
<br />
:''For a tutorial on the RemoteTech '''2''' mod, see [[Tutorial:RemoteTech2]]''<br />
<br />
==Specifications==<br />
*'''Length:''' 30 minutes<br />
*'''Difficulty:''' Advanced - Be firm with [[Tutorial:Basic Rocket Design|basic rocketry]] and how to [[Tutorial:Basic Orbiting|establish and alter orbits]]<br />
*'''For version:''' 0.18.2 and higher and RemoteTech 0.4.0.3 and higher<br />
<br />
<br />
''Feedback is much appreciated on the [[Talk:Tutorial:RemoteTech|Discussion page]]!''<br />
<br />
If things are too complicated or confusing, the fault lies with the tutorial for not being elaborate and/or clear enough, so complain!<br />
<br />
==Basic Relay Sat config==<br />
<br />
[[File:RT Satellite Example.png|thumb|right|A lightweight basic relay satellite]]<br />
A mere relay satellite does not need much, but there are some absolute essentials:<br />
<br />
*RemoteControl element - Any "Pod" element that has "RemoteTech" in its description. These are the new RT pods/disks or - if you use the RT compatibility mod - all stock probes as well. This is required to process remote commands as well as relay them to other satellites<br />
<br />
*[[Parts#Electricity|Solar Panel/Power Generator]] - The RT processor draws power continuously. If energy supply is zero, you can no longer control the vessel.<br />
<br />
*[[Parts#Electricity|Battery Packs]] - As the RT processor draws continuous power and you want to keep control on Kerbin nights, do this. Not necessary for power generators, obviously.<br />
<br />
*Antenna - You always need this on unmanned probes.<br />
<br />
*SatDish - Only if the relay satellite is to be used to control far away probes. Makes sense to place 2-4 on your Keo-Relay network satellites, as these are the base for any endeavour, really.<br />
<br />
<br />
It also might be a good idea to include a [[Parts#Docking|docking port]] somewhere, should it become necessary to expand the array of dishes on your relay sat later on.<br />
<br />
<br />
''Remark on interplanetary probes:'' Interplanetary probes will require a satellite link for most of their travel time. As SatDishes are disabled by default, you'll immediately lose contact to the vessel right on the launchpad if no antenna is mounted. Tip: Attach the antenna to your first launcher stage. Before launch, enable your satdishes and link them up properly, then you can safely discard the antenna during ascent and don't have useless weight to carry around.<br />
<br />
The example satellite on the right shows that a relay satellite can be super small and doesn't require much at all. In fact, this satellite was used for the Mun Relay positions, as the available thrust is more than sufficient to complete the entire injection from LKO (75&nbsp;km orbit) to the Mun tandem position. The probe still has enough fuel left to do be deorbited back to Kerbin.<br />
<br />
<br />
== Covering Kerbin ==<br />
<br />
[[File:RemoteTech Example.svg|thumb|right|A diagram of a RemoteTech satellite network]]<br />
<br />
The KSC (Kerbal Space Center), depicted on the left of [[Kerbin]] has an invisible 5Mm omni-antenna that always is powered. The range of the antenna is depicted in green. The planet Kerbin blocks the signal, so the effective range looks like a half-sphere.<br />
<br />
This network approach relies on the usage of [[w:Geosynchronous orbit|geosynchronous]] satellites as relays. The first satellite should be placed directly atop KSC. If it's your first launch, I suggest to make this a manned mission so you have full control of your vessel while trying to establish an orbit. If you want to go unmanned, you have to make sure that you circularize a first low orbit while still in direct range of KSC. When conducting the transfer to the geosynch orbit, also remember that you have to be in contact with KSC to start the transfer.<br />
<br />
Then complete the network by placing at least two more satellites at a 90° angle from the first. If you do this perfectly and your satellites have a perfect stable orbit, this is sufficient. Due to lack of fine-control in speed and altitude (even with Mechjeb), satellites often tend to drift very slightly over time. It is safer to place a fourth satellite to complete coverage and serve as backup.<br />
<br />
If you use better antennae on your Kerbin relay satellites, all these problems will be reduced as well and you can make a safe and sound 3-satellite network, placing them 120° apart. I suggest using the big 8 or 9Mm antennae that have to be extended. These are retracted by default, so use the 5Mm antenna for launch.<br />
<br />
If you intend to do unmanned missions on the Kerbin polar regions (in-atmosphere), you'll need at least two more satellites to orbit at 90° inclination. Place them on the same orbit, 180° apart and you'll have (almost) 100% coverage of these areas. For regular low polar orbits the basic relay network suffices.<br />
<br />
== Covering the Mun ==<br />
<br />
If you want to expand your network to the Mun, your Mun relay satellites have to be mounted with satellite dishes so you can control them once you leave the coverage of your Kerbin relay satellites. It is a good idea to always use 2 satellite dishes per vessel. In our example we will link our fist satellite up to Relay 1 and Relay 2. The upside of two dishes is that Kerbin will ever only be able to block out one of two relay satellites, so you will have continuous control of your vessel during all stages of flight.<br />
<br />
Pre-Launch preparation:<br />
While you are still on the launchpad, do the following steps to set up RemoteTech properly:<br />
*Activate the dishes (Right-click on them->Activate), something that is VERY easily forgotten later on<br />
*Set Dish 1 to link with "Relay 1" and Dish 2 to link with "Relay 2"<br />
*Using the RemoteTech window tab "List comsats", select "Relay 1" and "Relay 2" and set them to target your ship<br />
<br />
<br />
The target orbit for the Mun relay satellites is a Kerbin orbit at the same altitude as the Mun, with the very same speed. This means you'll fly just behind/ahead of the Mun, retaining the same distance to it. We cannot use a geosynchronous orbit on Mun, as the Mun's sphere of influence is smaller than the necessary orbit. However, when looking from Kerbin, flying in "tandem" with the Mun is a pseudo-synchronous position, so it's a good trick for stable full-time Mun coverage.<br />
<br />
Put one Mun relay ahead, one behind the Mun, both at a good distance (I suggest 3000–3500&nbsp;km distance from the Mun, this will give a nice overlap and cover the entire sphere of influence of the Mun).<br />
<br />
== Covering any celestial body ==<br />
To cover any celestial body, the [[Tutorial:Satellite Coverage]] can what altitude is needed for an amount of given satellites. The formula to calculate the distance between two satellites is important to select the correct antenna.<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech]]</div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Category:Orphaned_articles&diff=35380Category:Orphaned articles2014-04-08T10:32:27Z<p>Onco p53: added how to put pages in this category</p>
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</noinclude></div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Template:Orphan&diff=35375Template:Orphan2014-04-08T10:24:19Z<p>Onco p53: fixed doc</p>
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</noinclude></div>Onco p53https://wiki.kerbalspaceprogram.com/index.php?title=Template:Underlinked&diff=35374Template:Underlinked2014-04-08T10:23:24Z<p>Onco p53: updated with cat and docs</p>
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</noinclude></div>Onco p53