https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Wcoenen&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-28T17:52:56ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=65417Tutorial: How to Get into Orbit2015-06-26T14:25:33Z<p>Wcoenen: /* Launch Preparation */ Linkified "SAS"</p>
<hr />
<div>This tutorial describes a simple launch profile to get a vehicle to [[orbit]] over [[Kerbin]], and back again.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.0.2<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
The rocket should preferably be liquid fueled with at least two stages. An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on [[SAS]] by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it look straight down to the north pole, which will give a clear view of the trajectory arc towards the east and the apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back at 300 m/s ===<br />
<br />
Throttle back with Ctrl when the rocket's speed approaches 300 m/s. Maintain a constant 300 m/s for a while by throttling up and down with Ctrl/Shift.<br />
<br />
Resume accelerating at full throttle when the rocket gets to 10 km altitude where the air is thinner.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
Let the rocket coast towards apoapsis after cutting off the engine.<br />
<br />
===Get periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both apoapsis and periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
{{Tutorials}}</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Jool&diff=65416Jool2015-06-26T12:15:47Z<p>Wcoenen: Added outdated marker because there have been reports that entering Jool's atmosphere will instantly result in vehicle destruction since 1.0.3.</p>
<hr />
<div>{{Outdated}}<br />
<br />
{{Infobox/Body}}<br />
<br />
'''Jool''' is a [[w:Gas giant|gas giant]] and the sixth planet of the [[Kerbol]] star system. It is the [[w:Jupiter|Jupiter]] analog for Kerbal Space Program. Aside from Kerbol, Jool has the largest diameter and greatest mass of all celestial bodies. While its distance from [[Kerbin]] makes it difficult to reach, it is one of the most appealing targets for missions due to its large and complex system of five moons: '''[[Laythe]]''', '''[[Vall]]''', '''[[Tylo]]''', '''[[Bop]]''', and '''[[Pol]]'''. It was possible to land and plant flags on Jool<ref>“[http://www.youtube.com/watch?v=WriMi5R72Pc Kerbal Space Program: Planting a Flag on Jool]” by Dahud Lefthanded in version 0.20<!--end flight button was removed in 0.21 , flag planting was added in 0.20--></ref> before v0.23. Before 0.23, the craft won't stop at an altitude of 0, instead it will continue descending until it gets to -250&nbsp;m. At this point anything that hits this altitude at any speed will be completely destroyed.<br />
<br />
== In-game description ==<br />
<br />
{{Quote<br />
<br />
|Jool is particularly known for being a rather large, predominantly green planet. Kerbalkind has longed to visit it since it was first spotted in the sky. Philosophers reason that the swirling green planet must be a really nice place to visit, on account of its wholesome coloration. <br><br> If you look at Jool through a telescope, it is fuzzy.<br />
<br />
|Kerbal Astronomical Society}}<br />
<br />
== Atmosphere ==<br />
Jool has an extremely dense, cold [[atmosphere]] with a mass of approximately 8.8×10<sup>19</sup> kilograms, a datum level pressure of 1519.875 kilopascals (15 atmospheres), and a depth of 200,000 meters. Compared to the atmosphere of [[Kerbin]], Jool's atmosphere has 1875 times the mass, 15 times the surface pressure, and nearly 3 times the depth. At an altitude of 96,378 m on Jool, the atmospheric pressure is the same as at sea level on Kerbin (1 atm).<br />
<br />
The average [[w:Molecular_mass|molecular weight]] of Jool air is 2.8 g/mol, and its [[w:Heat_capacity_ratio|adiabatic index]] is 1.43. Although the composition of Jool's atmosphere is unknown, these values suggest that it consists mostly of hydrogen and helium. The molar mass of Jool's atmosphere is comparable to the real life planets [[w:Uranus|Uranus]] and [[w:Neptune|Neptune]]. Because of the low molar weight, Jool air at the datum level is only about 2 times as dense as Kerbin air at sea level.<br />
<br />
Like all other atmospheres in the game, Jool's atmosphere fades exponentially as altitude increases. The [[w:Scale_height|scale height]] varies with altitude, which is a change from pre-1.0 [[Version_history|versions]] of the game. The pressure-altitude profile is globally constant and independent of temperature. The following table gives the atmospheric pressure at various altitudes above the datum level.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Pressure (Pa) !! Pressure (atm)<br />
|-<br />
| 0 || 1 519 875 || 15.000<br />
|-<br />
| 10 000 || 1 072 480 || 10.585<br />
|-<br />
| 20 000 || 817 125 || 8.064<br />
|-<br />
| 30 000 || 658 008 || 6.494<br />
|-<br />
| 40 000 || 520 935 || 5.141<br />
|-<br />
| 50 000 || 405 932 || 4.006<br />
|-<br />
| 60 000 || 311 385 || 3.073<br />
|-<br />
| 70 000 || 234 855 || 2.318<br />
|-<br />
| 80 000 || 173 901 || 1.716<br />
|-<br />
| 90 000 || 126 082 || 1.244<br />
|-<br />
| 100 000 || 88 960 || 0.878<br />
|-<br />
| 110 000 || 60 095 || 0.593<br />
|-<br />
| 120 000 || 37 045 || 0.366<br />
|-<br />
| 130 000 || 19 870 || 0.196<br />
|-<br />
| 140 000 || 12 750 || 0.126<br />
|-<br />
| 150 000 || 10 000 || 0.099<br />
|-<br />
| 160 000 || 7 221 || 0.071<br />
|-<br />
| 170 000 || 4 524 || 0.045<br />
|-<br />
| 180 000 || 2 216 || 0.022<br />
|-<br />
| 190 000 || 605 || 0.006<br />
|-<br />
| 200 000 || 0 || 0.000<br />
|}<br />
<br />
Air temperatures decrease as altitude increases up to an elevation of about 123 km, were the coldest atmospheric temperatures are found. A gradual warming begins above 123 km. At an altitude of 194 km there begins a very rapid increase in temperature, suggesting the presence of a [[w:Thermosphere|thermosphere]].<br />
<br />
Air temperatures vary with latitude and time of day. At the datum level (elevation = 0) the temperature is a globally constant -73 °C. As the altitude increases, latitudinal and diurnal temperature variations are observed, becoming more pronounced with increasing altitude. At an altitude of 123.45 km, temperatures at the equator vary between a nighttime low of -129 °C and a daytime high of -122 °C. At this same altitude over the poles, the temperature varies between -185 °C and -181 °C. Since Jool has no axial tilt, there are no seasonal temperature variations.<br />
<br />
=== Atmospheric flight ===<br />
The thickness of Jool's atmosphere makes it well suited for [[aerobraking]] from a high-speed interplanetary intercept. The periapsis altitude required for a successful aerocapture depends on the spacecraft's drag characteristics, its approach velocity, and the desired apoapsis of the resulting orbit. For an intercept originating from Kerbin, a periapsis altitude of about 190,000 m should, under most conditions, result in an aerocapture.<br />
<br />
[[Parachute]]s work very effectively in Jool's dense atmosphere.<br />
<br />
Jool has no solid surface to land on; descending spacecraft will explode when they reach the altitude of -250 m. The message "... collided with Cloud" will be displayed in the mission summary. The game may glitch out and corrupt the save. Prior to version 0.23, it was possible to land on a solid surface, though spacecraft were inevitably and invariably devoured by the [[Kraken]]. <br />
<br />
If a [[kerbonaut]] is put on EVA, he will not be destroyed, making one-way sacrificial landings possible. However, as seen near the end of [http://www.youtube.com/watch?v=Kkeb5-u3-lY&feature=youtu.be&t=2m37s this video], the kerbonaut will start to glitch out and shake uncontrollably. This only happens on 4× time warp. The game will later glitch and the Hell Kraken will strike. Unless you restart the game, [[Kerbin]]'s atmosphere will be missing but it is unknown if this still happens.<br />
<br />
This glitch, while most common on Jool, is not unique to Jool, and can even be experienced on Kerbin in extreme situations; for example, going on EVA from a high speed [[spaceplane]] as it takes off can occasionally cause this, or it can even, although much more rarely, happen in less extreme situations as simple as sliding slowly on the Mun. If you do experience this outside of Jool, it is very difficult to replicate, which is why recordings of this are so rare.<br />
<br />
== Reference frames ==<br />
{{:Jool/RefFrame}}<br />
<br />
== Natural satellites ==<br />
{|<br />
|<br />
[[File:JoolLaythe.png|thumb|right|The ocean moon [[Laythe]], about to transit Jool.]]<br />
<br />
Jool has five natural satellites, each with an orbit well-aligned with Jool's orbital plane:<br />
* '''[[Laythe]]''', an ocean moon, is the only moon with an atmosphere. It is the closest to Jool and second largest of its moons. Due to its high orbital speed, it is somewhat challenging to reach. Next to [[Eve]], its size and composition make it the most similar celestial body to [[Kerbin]].<br />
* '''[[Vall]]''', an ice moon, is the third largest and second closest of Jool's moons. Its orbital path and velocity sit almost exactly between Laythe and Tylo.<br />
* '''[[Tylo]]''', a rocky moon, has gravity similar to [[Kerbin]] and terrain similar to Kerbin's [[Mun]]. It has the largest SOI of Jool's moons, making it easy to encounter, but achieving orbit and landing are exceptionally difficult due to its large gravity well and lack of atmosphere.<br />
* '''[[Bop]]''', a captured asteroid, is the second smallest of Jool's moons. Due to its distant, erratic orbit and low gravity, it is also challenging to reach.<br />
* '''[[Pol]]''', named after its resemblance to a grain of pollen, is Jool's smallest and most distant moon. It is yellow and green, and its terrain is rocky and uneven, with tall, spiky mountains.<br />
<br />
Laythe, Vall, and Tylo are in a [[w:Laplace resonance|Laplace resonance]], with orbital periods of 1:2:4 respectively. Despite the fact that the moons can easily eclipse both each other and Jool, they do not.<br />
<br />
Synchronous Orbits around any of the Joolian moons are impossible, as they all lie outside the Sphere of Influence of the moons, as is common with tidally locked bodies.<br />
|}<br />
<br />
<br />
== Gallery ==<br />
{{See also||{{Images}}}}<br />
<gallery><br />
Jool_Descent.png | A probe deep within Jool's atmosphere which is eventually crushed by the extreme pressure.<br />
Jool.png | Jool in 0.17.<br />
jool_and_moons.jpg | Jool and its moons in 0.17.<br />
Jool low orbit.png | Low orbit over Jool.<br />
Winged probe around Jool.png | A Probe with winglets to steer. Note that as you descend deeper into the atmosphere, it gets harder to move at all, rendering RCS and winglets useless.<br />
Jool aerobraking with moons.png | A view of Laythe, Vall, and Tylo during an aerobraking on Jool.<br />
19Aerobrake.jpg | A Probe aerobraking in Jool's atmosphere as of 0.19, With Laythe, Tylo, and Vall in the background. The aerobraking elapsed 15 minutes before the probe was destroyed.<br />
Joolstation.png | A small space station orbiting Jool in 0.20.<br />
</gallery><br />
<br />
== Trivia ==<br />
* Jool has roughly the same equatorial radius as the planets [[w:Earth|Earth]] and [[w:Venus|Venus]].<br />
* The sunsets and sunrises on Jool are a shade of yellowish brown.<br />
* Like Jool's moons, Jupiter's three nearest moons, Io, Europa, and Ganymede, have a Laplace resonance of 1:2:4.<br />
* Jool, Laythe and Tylo all have a surface gravity of 7.85&nbsp;m/s² (≃ 0.8 g)<br />
* The green gas which composes Jool could be chlorine.<br />
* The barometric, gravitational and temperature measurements taken as close to 0 meters altitude are roughly 14.9785&nbsp;atm, 0.785&nbsp;m/s<sup>2</sup>, 989.45&nbsp;°C, respectively. <br />
* Despite not having a surface, the game files that contain what the Kerbals say in the different reports/observations (ScienceDefs.cfg) also contains some reports while landed on the surface of Jool.<br />
{{SpoilerBox<br />
|description=Jool surface report/observations <br />
|content=*'''EVA Report:''' You're not sure how you even landed on the surface of a gas giant. But it's probably best not to think about it for too long..<br />
*'''Materials Study:''' You're not sure where the container stops and the samples start anymore...<br />
*'''Atmospheric Pressure Scan:''' Either the pressure is really high, or the instrument just melted. It's hard to tell what happened first.<br />
*'''Seismic Scan 1:''' The sensor doesn't even know what to do with itself here.<br />
*'''Seismic Scan 2:''' The sensor has informed you that the warranty has just been voided. No refunds.<br />
*'''Gravity Scan:''' The instrument has been crushed by the massive gravitational forces. Science!<br />
*'''Atmosphere Analysis:''' The instrument has mostly compressed into an unrecognizable mass of metal.<br />
}}<br />
<br />
== Notes ==<br />
<references /><br />
<br />
== Changes ==<br />
;[[0.18]]<br />
* Added a new, more distant moon named Pol.<br />
;{{Version|0.17|}}<br />
* Initial Release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:Tutorial:_How_to_Get_into_Orbit&diff=65342Talk:Tutorial: How to Get into Orbit2015-06-24T14:23:03Z<p>Wcoenen: /* 1.0 Overhaul */</p>
<hr />
<div><br />
== 1.0 Overhaul ==<br />
<br />
I've given this tutorial a serious overhaul today for the new 1.0 aerodynamics. I tried to make it such that a new player can memorize it as a sequence of simple key numbers: 100 m/s, 10 degrees, 300 m/s, 10 km, 30 seconds. Let me know what you think!<br />
<br />
The old comments on this talk page weren't relevant anymore, so I went ahead and wiped it to a clean slate.<br />
<br />
[[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 21:14, 29 May 2015 (UTC)<br />
<br />
<br />
The tutorial is good, however, it's not quite clear what our apoapsis should be when we are finished with the first stage, and what angle we should burn at to get it from there to 70+.<br />
--[[User:Phay|Phay]] ([[User talk:Phay|talk]]) 20:59, 7 June 2015 (UTC)<br />
<br />
:Why would the apoapsis at stage separation be important? The important bit is to get it above 70 km with the second stage. For the angle, the tutorial already instructs to keep the level indicator within the prograde marker at all times - I'm not sure how else to explain it. [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 14:15, 24 June 2015 (UTC)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:Tutorial:_How_to_Get_into_Orbit&diff=65341Talk:Tutorial: How to Get into Orbit2015-06-24T14:15:07Z<p>Wcoenen: /* 1.0 Overhaul */</p>
<hr />
<div><br />
== 1.0 Overhaul ==<br />
<br />
I've given this tutorial a serious overhaul today for the new 1.0 aerodynamics. I tried to make it such that a new player can memorize it as a sequence of simple key numbers: 100 m/s, 10 degrees, 300 m/s, 10 km, 30 seconds. Let me know what you think!<br />
<br />
The old comments on this talk page weren't relevant anymore, so I went ahead and wiped it to a clean slate.<br />
<br />
[[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 21:14, 29 May 2015 (UTC)<br />
<br />
<br />
The tutorial is good, however, it's not quite clear what our apoapsis should be when we are finished with the first stage, and what angle we should burn at to get it from there to 70+.<br />
--[[User:Phay|Phay]] ([[User talk:Phay|talk]]) 20:59, 7 June 2015 (UTC)<br />
<br />
:The tutorial already instructs to keep the level indicator within the prograde marker at all times - I'm not sure how else to explain it. [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 14:15, 24 June 2015 (UTC)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=65340Tutorial: How to Get into Orbit2015-06-24T14:11:45Z<p>Wcoenen: Removed the last use of "you" to make the article more encyclopedic.</p>
<hr />
<div>This tutorial describes a simple launch profile to get a vehicle to [[orbit]] over [[Kerbin]], and back again.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.0.2<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
The rocket should preferably be liquid fueled with at least two stages. An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it look straight down to the north pole, which will give a clear view of the trajectory arc towards the east and the apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back at 300 m/s ===<br />
<br />
Throttle back with Ctrl when the rocket's speed approaches 300 m/s. Maintain a constant 300 m/s for a while by throttling up and down with Ctrl/Shift.<br />
<br />
Resume accelerating at full throttle when the rocket gets to 10 km altitude where the air is thinner.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
Let the rocket coast towards apoapsis after cutting off the engine.<br />
<br />
===Get periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both apoapsis and periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
{{Tutorials}}</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=64728Tutorial: How to Get into Orbit2015-06-10T08:13:18Z<p>Wcoenen: /* Throttle back at 300 m/s */ Changed wording from "where the air starts to thin rapidly" to "where the air is thinner".</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.0.2<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it look straight down to the north pole, which will give a clear view of the trajectory arc towards the east and the apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back at 300 m/s ===<br />
<br />
Throttle back with Ctrl when the rocket's speed approaches 300 m/s. Maintain a constant 300 m/s for a while by throttling up and down with Ctrl/Shift.<br />
<br />
Resume accelerating at full throttle when the rocket gets to 10 km altitude where the air is thinner.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
Let the rocket coast towards apoapsis after cutting off the engine.<br />
<br />
===Get periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both apoapsis and periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
{{Tutorials}}</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Reaction_engine&diff=63776Reaction engine2015-05-31T21:11:17Z<p>Wcoenen: /* Liquid fuel rocket engines */ LV-N now only consumes liquid fuel</p>
<hr />
<div>[[File:LV-T30 Liquid Fuel Engine.jpg|right|thumb|[[LV-T30 Liquid Fuel Engine]] before [[0.18]]]]<br />
A '''reaction engine''' is an [[engine]] that works via “equal and opposite <u>reaction</u>” as in [[w:Newton%27s_laws_of_motion#Newton.27s_third_law|Newton's third law of motion]]. Specifically, they generate thrust by expelling reaction mass in the opposite direction as their acceleration. For our purposes, the reaction mass propelled outward is always a form of [[fuel]], though not always one modelled on ''chemical'' reactions.<br />
<br />
== Types ==<br />
Different sources classify kinds of reaction engine a bit differently, but all contradistinguish those which must collect outside material from those using only onboard material as reaction mass. <br />
<br />
Staying relevant to KSP, we separate out [[intake air|air]]-breathing '''jet engines''' which can only operate inside an [[oxygen]]-rich [[atmosphere]] from those able to operate in space. All{{check version||1.0.2}} use the same [[resources]] and are controlled the same way.<br />
<br />
All{{check version||1.0.2}} KSP's other reaction engines can operate using only resources stored or generated onboard and are collectively called '''rocket engines'''. There are many types of rocket engines. They differ by the kind of fuel they use and the controls used to operate them in-game. <br />
<br />
Listed below are general descriptions of jet engines and several broad types of rocket engines along with their advantages and disadvantages.<br />
<br />
=== Jet engines ===<br />
----<br />
{{main article|Jet engine}}<br />
Jet engines use the same fuel as rocket engines, but unlike them jets draw oxygen from the atmosphere using [[air intake]]s rather than carrying the weight of oxidizer onboard. This is represented in-game by a much lower rate of fuel consumption. The classical rocket equation doesn't hold valid for them. In flight they face the trade-off between the lower atmosphere where [[intake air]] is easily available at lower speeds but air resistance is greater, and the upper atmosphere where there's less air resistance but higher speeds are required to collect sufficient intake air.<br />
<br />
==== Advantages ====<br />
* Excellent fuel efficiency<br />
* Excellent power to weight ratio<br />
* All current{{check version||1.0.2}} jet engines provide thrust vectoring for greater maneuverability<br />
<br />
==== Disadvantages ====<br />
* Cannot be used outside of an oxygenated atmosphere.<br />
* Thrust output changes depending on speed<br />
* Efficiency changes depending on altitude<br />
* Requires time to “spool up” thrust, lagging behind throttle setting<br />
* Engines available only in 1.25m/Size 1<br />
<br />
{{FlipBox<br />
|title=Available jet engines<br />
|content={{Stats Table Jet Engines}}<br />
}}<br />
{{FlipBox<br />
|title=Available "jet fuel" tanks<br />
|content={{Stats Table Fuselage}}<br />
}}<br />
<br />
=== Solid fuel rocket engines ===<br />
----<br />
{{Main article|Solid rocket booster}}<br />
The most basic type of rocket engine is the [[solid fuel]] rocket. Solid fuel is simply a self-oxidizing compound or mixture within a casing with a nozzle at the end to direct the exhaust gases produced. It offers no real control beyond choosing when to ignite it, though [[tweakables]] enable altering the thrust limit and total fuel.<br />
<br />
==== Advantages ====<br />
* Very high [[thrust-to-weight ratio]]<br />
* Engine and fuel tank are combined in one part, lowering part count and simplifying design<br />
<br />
==== Disadvantages ====<br />
* Cannot be throttled or switched off after ignition<br />
* Cannot be refueled or transfer fuel stored elsewhere on the craft<br />
* No thrust vectoring<br />
* Low efficiency compared to other types of engines<br />
<br />
{{FlipBox<br />
|title=Available solid fuel rocket engines<br />
|content={{Stats Table Solid Fuel Boosters}}<br />
}}<br />
<br />
=== Liquid fuel rocket engines ===<br />
----<br />
Liquid fuel engines utilize a mixture of [[liquid fuel]] and liquid [[oxidizer]] in a 9:11 ratio — generally called “rocket fuel”. The lone{{check version||0.90.0}} exception is the [[O-10 MonoPropellant Engine]] which uses [[monopropellant]].In the real world, typical liquid fuels are liquid hydrogen or kerosene, and typical oxidizers are liquid oxygen or nitrous-oxide. <br />
<br />
All liquid fuel rocket engines can be staged and respond to [[throttle]] controls. All engines use [[w:Bell nozzle|Bell nozzles]] except the [[Toroidal Aerospike Rocket]].<br />
<br />
The [[LV-N Atomic Rocket Motor]] was inspired by real-world nuclear thermal rockets, such as the [[w:NERVA|NERVA]]. In these, the propellant (typically liquid hydrogen) is heated by a nuclear reactor, rather than being combusted with an oxidizer, expanding into a high velocity jet of gaseous hydrogen. The LV-N reflects this by consuming only liquid fuel.<br />
<br />
==== Advantages ====<br />
* Work both in vacuum and in atmosphere<br />
* Variable [[throttle]] allows different levels of thrust at different times, or for the engines to be shut down entirely and restarted later in the flight<br />
* Full thrust output on demand without “spool up” time like jets<br />
* Some have [[Gimbal|gimbals]] giving thrust vectoring to help steer the craft<br />
* Available in a wide range of thrusts and efficiencies, all using the same fuel supply<br />
* Fuel and oxidizer can be moved between tanks or refuelled from another vessel during missions<br />
* Engines and fuel need not be mounted in the same location on the ship, expanding design possibilities<br />
<br />
==== Disadvantages ====<br />
* Lower [[thrust-to-weight ratio]] compared to solid rocket engines<br />
* Less efficient in atmosphere than jet engines<br />
* Less efficient in space than ion engines<br />
* Separation of engine and fuel leads to increased part count for all except the [[LFB KR-1x2|KR-1x2]].<br />
<br />
{{FlipBox<br />
|title=Available liquid fuel rocket engines<br />
|content={{Stats Table Liquid Fuel Engines}}<br />
}}<br />
{{FlipBox<br />
|title=Available liquid fuel tanks<br />
|content={{Stats Table Liquid Fuel Tanks}}<br />
}}<br />
<br />
=== RCS thrusters ===<br />
----<br />
RCS thrusters make up the [[Reaction Control System]] designed primarily for translation maneuvers, especially useful during [[docking]]. They cannot be [[throttle]]d and are controlled with a separate set of keys from the pitch-yaw-roll keys. They use only [[monopropellant]] fuel, except for the [[Vernor Engine]] which uses rocket fuel.<br />
<br />
==== Advantages ====<br />
* [[Monopropellant]] is automatically distributed throughout a craft, so neither crossfeeding or [[fuel line]]s have to be set up<br />
* Only engines that respond to translation controls<br />
* Provide additional thrust for [[SAS]] to stabilize a craft<br />
<br />
==== Disadvantages ====<br />
* Very low total thrust and thrust-to-weight ratio — too weak to escape from most [[celestial body|celestial bodies]].<br />
* Low efficiency<br />
* No thrust vectoring (however, the most commonly used thruster, the [[RV-105 RCS Thruster Block]], can thrust in 4 directions)<br />
* The user can only switch engines on or off (unless precision control is enabled with the caps lock key), while the SAS can run them on different thrust levels in between<br />
<br />
{{FlipBox<br />
|title=Available RCS engines<br />
|content={{Stats Table RCS Thrusters}}<br />
}}<br />
{{FlipBox<br />
|title=Available monopropellant tanks<br />
|content={{Stats Table RCS Fuel}}<br />
}}<br />
<br />
=== Ion engines ===<br />
----<br />
An ion engine uses [[electric charge]] to ionize atoms of [[xenon gas]] and accelerate them in an electrostatic or electromagnetic field to propel them as exhaust. Remarkably little xenon gas is needed, and probes equipped with just a few tanks are considered able to operate forever, or until something inevitably goes wrong. However, ion engines are very demanding on electrical generation and storage and very slow to accelerate.<br />
<br />
In real-life, they are often not considered true “rocket” engines. But given that they require no outside material or mass to operate, for ease and simplicity they are included with rocket engines on this wiki.<br />
<br />
==== Advantages ====<br />
* Extremely high efficiency<br />
* Cool blue glow<br />
==== Disadvantages ====<br />
* Extremely low thrust; inefficient for Hohmann transfers<br />
* High electric consumption<br />
* No thrust vectoring currently{{check version||1.0.2}} available<br />
* Xenon higher mass-to-volume than other fuels (very rarely an issue)<br />
<br />
{{Wikipedia|Hall effect thruster}}<br />
{{FlipBox<br />
|title=Available ion engines<br />
|content={{Stats Table Xenon Engines}}<br />
}}<br />
{{FlipBox<br />
|title=Available xenon tanks<br />
|content={{Stats Table Xenon Tanks}}<br />
}}<br />
<br />
== See also ==<br />
* {{Wikipedia|Reaction engine}}<br />
* {{Wikipedia|Jet engine}}<br />
* {{Wikipedia|Rocket engine}}<br />
<br />
[[Category:Engines]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63415Tutorial: How to Get into Orbit2015-05-29T21:21:18Z<p>Wcoenen: Removed note about possible staging; that's in the previous "Stage" step now</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.0.2<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back at 300 m/s ===<br />
<br />
Throttle back with Ctrl when the rocket's speed approaches 300 m/s. Maintain a constant 300 m/s for a while by throttling up and down with Ctrl/Shift.<br />
<br />
Resume accelerating at full throttle when the rocket passes 10 km and the air starts to thin rapidly.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
Let the rocket coast towards apoapsis after cutting off the engine.<br />
<br />
===Get periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both apoapsis and periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
{{Tutorials}}</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Talk:Tutorial:_How_to_Get_into_Orbit&diff=63412Talk:Tutorial: How to Get into Orbit2015-05-29T21:14:42Z<p>Wcoenen: Replaced content with " == 1.0 Overhaul == I've given this tutorial a serious overhaul today for the new 1.0 aerodynamics. I tried to make it such that a new player can memorize it as a sequenc..."</p>
<hr />
<div><br />
== 1.0 Overhaul ==<br />
<br />
I've given this tutorial a serious overhaul today for the new 1.0 aerodynamics. I tried to make it such that a new player can memorize it as a sequence of simple key numbers: 100 m/s, 10 degrees, 300 m/s, 10 km, 30 seconds. Let me know what you think!<br />
<br />
The old comments on this talk page weren't relevant anymore, so I went ahead and wiped it to a clean slate.<br />
<br />
[[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 21:14, 29 May 2015 (UTC)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63403Tutorial: How to Get into Orbit2015-05-29T18:45:34Z<p>Wcoenen: /* Throttle back */</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back at 300 m/s ===<br />
<br />
Throttle back with Ctrl when the rocket's speed approaches 300 m/s. Maintain a constant 300 m/s for a while by throttling up and down with Ctrl/Shift.<br />
<br />
Resume accelerating at full throttle when the rocket passes 10 km and the air starts to thin rapidly.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get Apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the Apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
Let the rocket coast towards Apoapsis after cutting off the engine.<br />
<br />
===Get Periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before Apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both Apoapsis and Periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63402Tutorial: How to Get into Orbit2015-05-29T18:45:10Z<p>Wcoenen: tweaked launch profile after more testing</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back ===<br />
<br />
Throttle back with Ctrl when the rocket's speed approaches 300 m/s. Maintain a constant 300 m/s for a while by throttling up and down with Ctrl/Shift.<br />
<br />
Resume accelerating at full throttle when the rocket passes 10 km and the air starts to thin rapidly.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get Apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the Apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
Let the rocket coast towards Apoapsis after cutting off the engine.<br />
<br />
===Get Periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before Apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both Apoapsis and Periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63401Tutorial: How to Get into Orbit2015-05-29T18:34:25Z<p>Wcoenen: Tweaked launch profile after testing</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
===Throttle back around mach 1===<br />
<br />
As the rocket goes transonic over 300 m/s, shockwaves will cause condensation trails to appear around the rocket. Save fuel by throttling back now with Ctrl. Maintain speed around 350 m/s for a while and keep the rocket aligned with prograde.<br />
<br />
When the rocket passes 10 km altitude, resume accelerating at full throttle.<br />
<br />
===Stage===<br />
<br />
The fuel of the first stage will run out before 20km altitude. Hit the space bar to discard it and to activate the second stage. Continue to accelerate at full throttle.<br />
<br />
Hit M to switch to map view. Click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde.<br />
<br />
===Get Apoapsis above 70 km===<br />
<br />
In map view, hover the mouse over the "AP" label on the highest point of the trajectory to monitor the Apoapsis height; cut off the engine with X when it reaches 70&nbsp;km (70,000 meters).<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
Let the rocket coast towards Apoapsis after cutting off the engine.<br />
<br />
===Get Periapsis above 70 km===<br />
<br />
As the rocket approaches apoapsis, orient it once more to align with the prograde marker. At 30 seconds before Apoapsis, reignite the engine at full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both Apoapsis and Periapsis are above 70&nbsp;km. <br />
<br />
===De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63393Tutorial: How to Get into Orbit2015-05-29T16:26:22Z<p>Wcoenen: removed section numbering, moved rocket design to top-level section</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Rocket Design==<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
==Steps to Orbit and Back==<br />
<br />
===Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Accelerate to 100 m/s===<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Pitch 10 degrees East===<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
===Get Apoapsis above 70 km===<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
Hit M to switch to map view. If necessary, click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde throughout this phase.<br />
<br />
Hover the mouse over the "AP" label on the highest point of the trajectory to monitor the Apoapsis height; cut off the engine with X when it reaches more than 80&nbsp;km (80,000 meters). 70 km is sufficient but 80 km will provide some margin and more time for the next step.<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
Let the rocket coast towards Apoapsis after cutting off the engine.<br />
<br />
===Get Periapsis above 70 km===<br />
<br />
10–30 seconds before reaching Apoapsis, orient the rocket once more to align with the prograde marker and go full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both Apoapsis and Periapsis are above 70&nbsp;km. <br />
<br />
If the first stage had not been dropped yet, it may run out of fuel during this phase. If that happens, switch back to normal view and hit space to drop it and activate the next stage.<br />
<br />
===De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63392Tutorial: How to Get into Orbit2015-05-29T16:23:10Z<p>Wcoenen: </p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Steps==<br />
===Step 0 - Rocket Design===<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
===Step 1 - Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Step 2 - Accelerate to 100 m/s===<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Step 3 - Pitch 10 degrees East===<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
===Step 4 - Get Apoapsis above 70 km===<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
Hit M to switch to map view. If necessary, click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde throughout this phase.<br />
<br />
Hover the mouse over the "AP" label on the highest point of the trajectory to monitor the Apoapsis height; cut off the engine with X when it reaches more than 80&nbsp;km (80,000 meters). 70 km is sufficient but 80 km will provide some margin and more time for the next step.<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
Let the rocket coast towards Apoapsis after cutting off the engine.<br />
<br />
===Step 6 - Get Periapsis above 70 km===<br />
<br />
10–30 seconds before reaching Apoapsis, orient the rocket once more to align with the prograde marker and go full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both Apoapsis and Periapsis are above 70&nbsp;km. <br />
<br />
If the first stage had not been dropped yet, it may run out of fuel during this phase. If that happens, switch back to normal view and hit space to drop it and activate the next stage.<br />
<br />
===Step 7 - De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Step 8 - Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63391Tutorial: How to Get into Orbit2015-05-29T16:21:03Z<p>Wcoenen: </p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Steps==<br />
===Step 0 - Rocket Design===<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
===Step 1 - Launch Preparation===<br />
<br />
# Set thrust to maximum by hitting Z.<br />
# Toggle on SAS by hitting T.<br />
# Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
# Switch back to normal view by hitting M to enjoy the launch spectacle.<br />
<br />
===Step 2 - Accelerate to 100 m/s===<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Step 3 - Pitch 10 degrees East===<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
===Step 4 - Get Apoapsis above 70 km===<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
Hit M to switch to map view. If necessary, click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde throughout this phase.<br />
<br />
Hover the mouse over the "AP" label on the highest point of the trajectory to monitor the Apoapsis height; cut off the engine with X when it reaches more than 80&nbsp;km (80,000 meters). 70 km is sufficient but 80 km will provide some margin and more time for the next step.<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
Let the rocket coast towards Apoapsis.<br />
<br />
===Step 6 - Get Periapsis above 70 km===<br />
<br />
10–30 seconds before reaching Apoapsis, orient the rocket once more to align with the prograde marker and go full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the PE label appears on the other side of the planet. A stable orbit will be reached when both Apoapsis and Periapsis are above 70&nbsp;km. <br />
<br />
If the first stage had not been dropped yet, it may run out of fuel during this phase. If that happens, switch back to normal view and hit space to drop it and activate the next stage.<br />
<br />
===Step 7 - De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Step 8 - Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_How_to_Get_into_Orbit&diff=63390Tutorial: How to Get into Orbit2015-05-29T16:16:19Z<p>Wcoenen: Reworked for 1.0 aerodynamics. Still needs testing.</p>
<hr />
<div>'''Getting into orbit''' over Kerbin requires some knowledge and preparation. Space begins at 70,000 meters above the planet Kerbin. Stay above that for an entire flight around the planet and you're in orbit.<br />
<br />
==Specifications==<br />
*'''Length:''' 15–20 minutes<br />
*'''Difficulty:''' Harder than a suborbital flight, easier than an orbital intercept.<br />
*'''Skills needed:''' Seat of the pants<br />
*'''For version:''' 1.02<br />
<br />
==Steps==<br />
===Step 0 - Rocket Design===<br />
[[File:Cheapest Kerbin Orbit Rocket Tut.png|thumb|right|180px|Rocket assembled and ready to launch. [[TT18-A Launch Stability Enhancer]]s optional. 0.25]]<br />
A liquid fueled rocket with at least two stages preferably. Anything less will either only get you suborbital or an unwieldy expensive super large fuel tank that's only good for being an orbiting billboard (unless you are bringing heavy payloads to orbit of course).<br />
<br />
An example of a simple manned orbiter:<br />
<br />
*[[Command Pod Mk1]]<br />
*[[Mk16 Parachute]]<br />
*[[Heat_Shield_(1.25m)]]<br />
*[[TR-18A Stack Decoupler]]<br />
*[[FL-T400 Fuel Tank]]<br />
*[[LV-909 Liquid Fuel Engine]]<br />
*another [[TR-18A Stack Decoupler]]<br />
*[[FL-T800 Fuel Tank]]<br />
*[[LV-T30 Liquid Fuel Engine]]<br />
<br />
Make sure the staging sequence is correct; see [[Tutorial:Game_Manual#Rocket_Staging]].<br />
<br />
===Step 1 - Launch Preparation===<br />
<br />
1. Hit M to go to map view. Tilt the view so that it looks North, which will give a clear view of the trajectory arc towards the East and the Apoapsis label.<br />
2. Set thrust to maximum by hitting Z.<br />
3. Toggle on SAS by hitting T.<br />
<br />
===Step 2 - Accelerate to 100 m/s===<br />
Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. Use the [[Navball]] to keep the [[Navball#Level_indicator|level indicator]] centered on the blue hemisphere. <br />
<br />
===Step 3 - Pitch 10 degrees East===<br />
When the rocket's speed reaches 100 m/s, start a gravity turn by pressing the D key until the rocket is pitched 10 degrees towards the East. The heading ("HDG") on the Navball should now be 90 degrees.<br />
<br />
===Step 4 - Get Apoapsis above 70 km===<br />
<br />
While the rocket accelerates, gravity will bend the trajectory downwards. On the Navball this can be observed as the [[Navball#Prograde_and_retrograde|Prograde marker]] dropping further down. Follow it by keeping the level indicator within the circle of the prograde marker at all times.<br />
<br />
Hit M to switch to map view. If necessary, click the Navball toggle at the bottom of the screen to make it visible again. Continue to watch the Navball and steer the rocket to keep it aligned it with prograde throughout this phase.<br />
<br />
Hover the mouse over the "AP" label to monitor the apoapsis height; cut off the engine with X when it reaches more than 80&nbsp;km (80,000 meters). 70 km is sufficient but 80 km will provide some margin and more time for the next step.<br />
<br />
The apoapsis may stop rising at some point if the first stage runs out of fuel. In that case, switch back to normal view with M. Hit space to drop the first stage and activate the second one.<br />
<br />
===Step 6 - Get periapsis above 70 km===<br />
<br />
The engine should now be cut off; let the rocket coast towards Apoapsis.<br />
<br />
10–30 seconds before reaching Apoapsis, orient the rocket once more to align with the prograde marker and go full throttle with Z. The apoapsis will begin to shift ahead; aim to keep it roughly the same amount of time ahead by throttling up or down with Shift and Control.<br />
<br />
The projected trajectory will begin to widen until the periapsis label appears on the other side of the planet. A stable orbit will be reached when both apoapsis and periapsis are above 70&nbsp;km. <br />
<br />
If the first stage had not been dropped yet, it may run out of fuel during this phase. If that happens, switch back to normal view and hit space to drop it and activate the next stage.<br />
===Step 7 - De-orbiting===<br />
Wait until the craft is at Apoapsis and orient it for a de-orbit burn by aligning the level indicator on the navball with the chartreuse yellow [[Navball#Prograde_and_retrograde|retrograde marker]]. Now burn until the periapsis is around 30&nbsp;km. Discard the engine and fuel tank by staging, leaving only the command pod with its heat shield and parachute.<br />
<br />
If fuel is scarce, any periapsis below 70&nbsp;km will eventually result in de-orbiting. However, it may take many passes through the atmosphere before the vehicle finally slows down enough.<br />
<br />
===Step 8 - Re-entry===<br />
During re-entry into the atmosphere, the capsule will heat up and lose speed. Keep the level indicator aligned with the retrograde marker to let the heat shield take the brunt of the heat.<br />
<br />
Wait until the capsule's speed drops below 200 m/s, and deploy the parachute.<br />
<br />
[[Category:Tutorials|Tutorial: How to Get into Orbit]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=User_talk:Wcoenen&diff=56759User talk:Wcoenen2015-01-04T14:49:23Z<p>Wcoenen: </p>
<hr />
<div>Hi! Sorry for disturbing you, but:<br />
<br />
Are you really good in Inkspace (or what you use for svg-s), and are you persuadable for some extra job?<br />
There is many poor quality .svg-s and doodling level .png illustrations are in the Wiki. Would you be interested in enhancement of some?<br />
(sadly I am poor in Inkspace)<br />
<br />
Your sincerely<br />
[[User:NWM|NWM]] ([[User talk:NWM|talk]]) 20:57, 3 January 2015 (CST)<br />
<br />
:I did use Inkscape for the prograde/retrograde marker images. I don't have much experience with it as I'm not a graphics guy. But I wouldn't mind learning more about it. If you have something specific in mind I'm willing to give it a go. [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 08:49, 4 January 2015 (CST)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File_talk:Retrograde.svg&diff=56736File talk:Retrograde.svg2015-01-04T00:48:29Z<p>Wcoenen: forgot to sign</p>
<hr />
<div>Ok, it is closer to the realistic but totally "unreadable" in wiki texts! [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 06:56, 2 January 2015 (CST)<br />
:If the background of the text is white. What I mean to say is, you can't know what background color others are using and [[Maneuver_node#Symbol_gallery|there]] it looks good. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 13:45, 2 January 2015 (CST)<br />
::Many times it was used in the texts (beyond the mark template - it is easy to correct). I'll make a copy of the darker one for the marks. The "getting started" and the "maneuvers" pages need correction apart from this, already... some extra work, huh [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 13:55, 2 January 2015 (CST)<br />
:::Well I'm [[Talk:Parts#Signs_of_units_of_measure|not a fan]] of using images in text (apart from maybe “retrograde (image of retrograde)”). And this is basically the reason for it. You made some nice pictographics and added them in {{Tl|mark}} but the browser doesn't handle it like text so various text specific stuff isn't working (like font color, italic or bold text). — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 14:01, 3 January 2015 (CST)<br />
:Sorry about that. I've added a gray-to-transparent background now to improve readability. I made it a radial gradient so that it doesn't stand out like little square boxes when used in text. It should look better now if you ctrl+F5 refresh the page. [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 07:07, 3 January 2015 (CST)<br />
::I've already re-uploaded the darker version, and updated the mark template. You can follow the upload of the pictures here: [[Special:NewFiles]]. Now its more visible, but now they look "strange". As I said I'll update these pages in 1-2 weeks, so the white background wont cause problem. [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 08:29, 3 January 2015 (CST)<br />
:::I'd like if we have on actual image which could be used as an image (and not in text) and then another with a contrasting similar to this one here. Although I'd prefer if the background would be a background of the complete shape instead of a circle, more like a border. This way it would be possible to distinct between both images (if you look at the small images of both they look very similar: a black circular shadow and a brighter ring inside that shadow). And this file here should be the original and the other one should have a special name (as that file is specially crafted for this wiki and not how the actual marker looks). — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 14:01, 3 January 2015 (CST)<br />
::::I think I addressed the "background of complete shape" issue by creating a proper drop-shadow. To my eye it even looks good both in text and as a larger image, so I made no attempt to split these use cases. (I did have some weird cut-off problems for the prograde image, but I think it is acceptable for now.) [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 18:48, 3 January 2015 (CST)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File_talk:Retrograde.svg&diff=56735File talk:Retrograde.svg2015-01-04T00:48:00Z<p>Wcoenen: </p>
<hr />
<div>Ok, it is closer to the realistic but totally "unreadable" in wiki texts! [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 06:56, 2 January 2015 (CST)<br />
:If the background of the text is white. What I mean to say is, you can't know what background color others are using and [[Maneuver_node#Symbol_gallery|there]] it looks good. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 13:45, 2 January 2015 (CST)<br />
::Many times it was used in the texts (beyond the mark template - it is easy to correct). I'll make a copy of the darker one for the marks. The "getting started" and the "maneuvers" pages need correction apart from this, already... some extra work, huh [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 13:55, 2 January 2015 (CST)<br />
:::Well I'm [[Talk:Parts#Signs_of_units_of_measure|not a fan]] of using images in text (apart from maybe “retrograde (image of retrograde)”). And this is basically the reason for it. You made some nice pictographics and added them in {{Tl|mark}} but the browser doesn't handle it like text so various text specific stuff isn't working (like font color, italic or bold text). — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 14:01, 3 January 2015 (CST)<br />
:Sorry about that. I've added a gray-to-transparent background now to improve readability. I made it a radial gradient so that it doesn't stand out like little square boxes when used in text. It should look better now if you ctrl+F5 refresh the page. [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 07:07, 3 January 2015 (CST)<br />
::I've already re-uploaded the darker version, and updated the mark template. You can follow the upload of the pictures here: [[Special:NewFiles]]. Now its more visible, but now they look "strange". As I said I'll update these pages in 1-2 weeks, so the white background wont cause problem. [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 08:29, 3 January 2015 (CST)<br />
:::I'd like if we have on actual image which could be used as an image (and not in text) and then another with a contrasting similar to this one here. Although I'd prefer if the background would be a background of the complete shape instead of a circle, more like a border. This way it would be possible to distinct between both images (if you look at the small images of both they look very similar: a black circular shadow and a brighter ring inside that shadow). And this file here should be the original and the other one should have a special name (as that file is specially crafted for this wiki and not how the actual marker looks). — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 14:01, 3 January 2015 (CST)<br />
::::I think I addressed the "background of complete shape" issue by creating a proper drop-shadow. To my eye it even looks good both in text and as a larger image, so I made no attempt to split these use cases. (I did have some weird cut-off problems for the prograde image, but I think it is acceptable for now.)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Prograde.svg&diff=56734File:Prograde.svg2015-01-04T00:36:38Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Prograde.svg&quot;: Another attempt to fix/reduce unexpected cut-off.</p>
<hr />
<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Prograde.svg&diff=56733File:Prograde.svg2015-01-04T00:08:51Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Prograde.svg&quot;: Attempt to fix or reduce unexpected cut-off in wikimedia's bitmap export of the svg.</p>
<hr />
<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Prograde.svg&diff=56732File:Prograde.svg2015-01-03T23:59:22Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Prograde.svg&quot;: Proper drop shadow.</p>
<hr />
<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Retrograde.svg&diff=56731File:Retrograde.svg2015-01-03T23:58:17Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Retrograde.svg&quot;: Proper drop shadow.</p>
<hr />
<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Rover&diff=56690Rover2015-01-03T14:51:06Z<p>Wcoenen: /* Navigation */ Slight rewording, clarified relation to waypoint markers</p>
<hr />
<div>[[File:Rover.jpg|right|thumb|A simple solar-powered, unmanned rover]]<br />
A '''rover''' is a vehicle equipped with wheels and some means of lateral propulsion (usually powered wheels) allowing it to move across terrestrial surfaces. Rovers can be driven everywhere except [[Kerbol]] and [[Jool]], although they are difficult to operate in the extremely low gravity of small moons. The parts necessary to construct rovers were introduced with {{version|0.19}}.<br />
<br />
== Constructing rovers ==<br />
<br />
=== Basics ===<br />
For a vehicle to be classified as a rover, it must have at the very least a [[command module]] and some wheels. A source of [[electricity]] is strongly recommended as no command module has enough internal supply for more than a few minutes of driving. To allow the vehicle to drive straight, the wheels must be mounted parallel to each other in the [[VAB]]. While the rover is being driven, the wheels are smart enough to steer in directions matching the control inputs.<br />
<br />
Wheels require lots of electricity to operate, so a rover should be equipped with plenty of energy. [[Battery|Batteries]] can power a rover for a time, but sustainable energy sources in form of [[solar panel]]s or [[RTG]]s are required for a rover to operate indefinitely. Often solar panels are preferred due to their lower mass, but extended solar panels can easily be destroyed by atmospheric drag when on a fast-driving rover in an [[atmosphere]].<br />
<br />
When attaching multiple in-line wheels radially to a flat body, such as the [[Probodobodyne RoveMate]], it is important to turn angle snap off in the construction menu. Otherwise, the wheels will not attach themselves properly at any point on the rover but the exact center and always point tangentially.<br />
<br />
[[File:Rover-wheel-compare.png|right|thumb|300px|Rover wheels model 3, 1 and 2 with a Kerbal for size comparison]]<br />
{{Stats Table Wheels}}<br />
<br />
=== Advanced ===<br />
<br />
To be stable and easy to control, a rover should be relatively wide with a low [[center of mass]]. This makes it much harder for the rover to tip over when accelerating, braking, or turning at speed. Rovers become less stable as gravity decreases, so a rover which is perfectly stable driving around the [[KSC]] might be easy to flip on [[Minmus]], for example. Another hazard of bodies with low gravity like Minmus is that rovers with a low mass might not exert enough pressure on their wheels to grip the ground and accelerate. One solution to this problem is to use upward-pointing [[RCS]] thrusters to push the rover into the surface.<br />
<br />
Alternatively, rather than trying to avoid flipping entirely, a rover can be designed to right itself. On small rovers, retractable [[LT-1 Landing Strut]]s can be used to turn them back over when they end up upside down. Larger rovers on low-gravity worlds can help themselves up by using [[Reaction Control System|RCS thrusters]]. Rovers can also turn themselves over with torque from [[reaction wheel]]s or their [[command module]].<br />
<br />
The most complex rovers are practically small spacecraft, using [[rocket engine]]s to deorbit and land themselves or even return themselves to orbit and carrying multiple [[kerbonaut]]s or other large payloads.<br />
<br />
== Piloting rovers ==<br />
<br />
Per default, a rover is controlled with the keys A, D, W and S. Unfortunately these keys also control vehicle rotation, which can make a rover completely uncontrollable on planets with low gravity. As a workaround for this problem, the rover controls can be remapped to different keys in the settings menu. If a number pad is available, a good solution is to map the WASD drive controls to 8456 on the numpad. Another solution is to switch into docking mode when controlling a rover.<br />
<br />
[[File:Docking lin.png|thumb|Docking controls in “LIN” mode]]<br />
Using docking controls, as opposed to staging controls, it is possible to quickly switch which keys control the translation and rotation. When the controls are in “ROT” mode the WASD controls rotate the rover, which can be switched with space. In the “LIN” mode the IJKL rotate and WASD translate, which is usually harmless for a rover. With a single click of the space button, pitching can be easily switch between on and off, therefore giving a stable mode of acceleration/direction change and a quick way to adjust the pitch of the rover on low gravity planets, should it be tipped or launched over a hill.<br />
<br />
To prevent rovers from driving away when they are dropped, the parking brake (in the top-center HUD, bottom icon on the right) should be applied prior to the drop. While piloting the rover the “B” (default) can activate the brake, but after releasing the button the brakes will release too.<br />
<br />
The most flimsy part of a rover are the wheels. When they experience strong impacts, they can get “broken”. In this state they are still intact as a part, but do not work as a wheel anymore. The impact threshold for this to happen is a lot lower than the actual impact tolerance listed in the parts menu. Wheels easily break when the rover jumps, so it is recommended to reduce the speed when the rover is driving over a hill. They can also break when they get faster than the maximum speed of the wheels, which can easily happen when it drives down a slope or uses rocket thrusters to accelerate a rover to higher speeds than it could reach with its wheels only. But it is possible to raise the speed at which the wheels break by reducing the weight pushing on the wheels, for example in atmosphere by using [[wing]]s.<br />
<br />
Fortunately, broken wheels can be fixed by [[kerbonaut]]s on an [[EVA]]. When a kerbonaut is close to the damaged wheel, right-click it and click on "repair". The wheel will immediately be operational again. Usually the wheel jumps a bit which can damage the rover, especially if it is moving or very light.<br />
<br />
== Navigation ==<br />
{|style="float:right"<br />
| [[File:Rover-top.png|thumbnail|A rover controlled by the OKTO2 on top. The Navball is almost centered on the blue hemisphere. The "HDG" number suggest North, but this is just the direction that the terrain slants.]] || [[File:Rover-front.png|thumbnail|The same rover controlled by the OKTO2 mounted on the front via a Cubic Octagonal Strut. The "HDG" number is now showing the proper heading (East), and the Navball shows the correct roll and pitch.]]<br />
|}<br />
<br />
In a straightforward design, a rover will have an unmanned [[command module]] on top of a [[Probodobodyne RoveMate]] body. However, this typically means that the top of the probe's controller is pointing straight up. As a consequence the level indicator and "HDG" number on the [[Navball]] will not be very useful while driving. The heading will not correspond to the forward driving direction, but indicates which side of the rover is currently the lowest. The actual heading can sometimes still be estimated by imagining that you "pitch down" until the level indicator hits the horizon. (If the command module is rotated, you may have to substitute "pitch down" by "yaw left", "yaw right", or "pitch up".)<br />
<br />
Alternatively you can get a proper indication of the heading, roll and pitch by pointing the top of the probe core in the forward driving direction. This is especially useful when using a rover to complete a survey contract, as the waypoints in the map view can be selected to make them visible on the Navball. The waypoint marker will then appear near the level indicator on the Navball when the rover is pointed in the right direction.<br />
<br />
<br clear="all"><br />
<br />
== Gallery ==<br />
<gallery><br />
File:Rover recovery module .png|Modified rover from [[Rover + Skycrane]] with reusable lander in the background<br />
File:Minmus Rover.jpeg|A rover on [[Minmus]] requiring extra down force by using [[RCS]]<br />
File:Long Range Rover Minmus.png|Heavy rovers can drive on Minmus without RCS<br />
File:Syphax Summit.jpg|A rover on a large mountain on Duna.<br />
</gallery><br />
<br />
<br />
[[Category:Craft]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Rover&diff=56689Rover2015-01-03T14:40:52Z<p>Wcoenen: /* Navigation */ Added some information about how the actual heading can still be estimated when the command module points up</p>
<hr />
<div>[[File:Rover.jpg|right|thumb|A simple solar-powered, unmanned rover]]<br />
A '''rover''' is a vehicle equipped with wheels and some means of lateral propulsion (usually powered wheels) allowing it to move across terrestrial surfaces. Rovers can be driven everywhere except [[Kerbol]] and [[Jool]], although they are difficult to operate in the extremely low gravity of small moons. The parts necessary to construct rovers were introduced with {{version|0.19}}.<br />
<br />
== Constructing rovers ==<br />
<br />
=== Basics ===<br />
For a vehicle to be classified as a rover, it must have at the very least a [[command module]] and some wheels. A source of [[electricity]] is strongly recommended as no command module has enough internal supply for more than a few minutes of driving. To allow the vehicle to drive straight, the wheels must be mounted parallel to each other in the [[VAB]]. While the rover is being driven, the wheels are smart enough to steer in directions matching the control inputs.<br />
<br />
Wheels require lots of electricity to operate, so a rover should be equipped with plenty of energy. [[Battery|Batteries]] can power a rover for a time, but sustainable energy sources in form of [[solar panel]]s or [[RTG]]s are required for a rover to operate indefinitely. Often solar panels are preferred due to their lower mass, but extended solar panels can easily be destroyed by atmospheric drag when on a fast-driving rover in an [[atmosphere]].<br />
<br />
When attaching multiple in-line wheels radially to a flat body, such as the [[Probodobodyne RoveMate]], it is important to turn angle snap off in the construction menu. Otherwise, the wheels will not attach themselves properly at any point on the rover but the exact center and always point tangentially.<br />
<br />
[[File:Rover-wheel-compare.png|right|thumb|300px|Rover wheels model 3, 1 and 2 with a Kerbal for size comparison]]<br />
{{Stats Table Wheels}}<br />
<br />
=== Advanced ===<br />
<br />
To be stable and easy to control, a rover should be relatively wide with a low [[center of mass]]. This makes it much harder for the rover to tip over when accelerating, braking, or turning at speed. Rovers become less stable as gravity decreases, so a rover which is perfectly stable driving around the [[KSC]] might be easy to flip on [[Minmus]], for example. Another hazard of bodies with low gravity like Minmus is that rovers with a low mass might not exert enough pressure on their wheels to grip the ground and accelerate. One solution to this problem is to use upward-pointing [[RCS]] thrusters to push the rover into the surface.<br />
<br />
Alternatively, rather than trying to avoid flipping entirely, a rover can be designed to right itself. On small rovers, retractable [[LT-1 Landing Strut]]s can be used to turn them back over when they end up upside down. Larger rovers on low-gravity worlds can help themselves up by using [[Reaction Control System|RCS thrusters]]. Rovers can also turn themselves over with torque from [[reaction wheel]]s or their [[command module]].<br />
<br />
The most complex rovers are practically small spacecraft, using [[rocket engine]]s to deorbit and land themselves or even return themselves to orbit and carrying multiple [[kerbonaut]]s or other large payloads.<br />
<br />
== Piloting rovers ==<br />
<br />
Per default, a rover is controlled with the keys A, D, W and S. Unfortunately these keys also control vehicle rotation, which can make a rover completely uncontrollable on planets with low gravity. As a workaround for this problem, the rover controls can be remapped to different keys in the settings menu. If a number pad is available, a good solution is to map the WASD drive controls to 8456 on the numpad. Another solution is to switch into docking mode when controlling a rover.<br />
<br />
[[File:Docking lin.png|thumb|Docking controls in “LIN” mode]]<br />
Using docking controls, as opposed to staging controls, it is possible to quickly switch which keys control the translation and rotation. When the controls are in “ROT” mode the WASD controls rotate the rover, which can be switched with space. In the “LIN” mode the IJKL rotate and WASD translate, which is usually harmless for a rover. With a single click of the space button, pitching can be easily switch between on and off, therefore giving a stable mode of acceleration/direction change and a quick way to adjust the pitch of the rover on low gravity planets, should it be tipped or launched over a hill.<br />
<br />
To prevent rovers from driving away when they are dropped, the parking brake (in the top-center HUD, bottom icon on the right) should be applied prior to the drop. While piloting the rover the “B” (default) can activate the brake, but after releasing the button the brakes will release too.<br />
<br />
The most flimsy part of a rover are the wheels. When they experience strong impacts, they can get “broken”. In this state they are still intact as a part, but do not work as a wheel anymore. The impact threshold for this to happen is a lot lower than the actual impact tolerance listed in the parts menu. Wheels easily break when the rover jumps, so it is recommended to reduce the speed when the rover is driving over a hill. They can also break when they get faster than the maximum speed of the wheels, which can easily happen when it drives down a slope or uses rocket thrusters to accelerate a rover to higher speeds than it could reach with its wheels only. But it is possible to raise the speed at which the wheels break by reducing the weight pushing on the wheels, for example in atmosphere by using [[wing]]s.<br />
<br />
Fortunately, broken wheels can be fixed by [[kerbonaut]]s on an [[EVA]]. When a kerbonaut is close to the damaged wheel, right-click it and click on "repair". The wheel will immediately be operational again. Usually the wheel jumps a bit which can damage the rover, especially if it is moving or very light.<br />
<br />
== Navigation ==<br />
{|style="float:right"<br />
| [[File:Rover-top.png|thumbnail|A rover controlled by the OKTO2 on top. The Navball is almost centered on the blue hemisphere. The "HDG" number suggest North, but this is just the direction that the terrain slants.]] || [[File:Rover-front.png|thumbnail|The same rover controlled by the OKTO2 mounted on the front via a Cubic Octagonal Strut. The "HDG" number is now showing the proper heading (East), and the Navball shows the correct roll and pitch.]]<br />
|}<br />
<br />
In a straightforward design, a rover will have an unmanned [[command module]] on top of a [[Probodobodyne RoveMate]] body. However, this typically means that the top of the probe's controller is pointing straight up. As a consequence the heading indicator and "HDG" number on the [[Navball]] will be meaningless while driving, except perhaps to indicate which side of the rover is currently the lowest. The actual heading can sometimes still be estimated by imagining that you "pitch down" until the level indicator hits the horizon. (If the command module is rotated, you may have to substitute "pitch down" by "yaw left", "yaw right", or "pitch up".)<br />
<br />
Alternatively you can get a proper indication of the heading, roll and pitch by pointing the top of the probe core in the forward driving direction. This is especially useful when using a rover to complete a survey contract, as the waypoints in the map view can be selected to make them visible on the Navball.<br />
<br />
<br clear="all"><br />
<br />
== Gallery ==<br />
<gallery><br />
File:Rover recovery module .png|Modified rover from [[Rover + Skycrane]] with reusable lander in the background<br />
File:Minmus Rover.jpeg|A rover on [[Minmus]] requiring extra down force by using [[RCS]]<br />
File:Long Range Rover Minmus.png|Heavy rovers can drive on Minmus without RCS<br />
File:Syphax Summit.jpg|A rover on a large mountain on Duna.<br />
</gallery><br />
<br />
<br />
[[Category:Craft]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Rover-front.png&diff=56686File:Rover-front.png2015-01-03T14:18:05Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Rover-front.png&quot;: Replaced screenshot to show the effect of slanted terrain.</p>
<hr />
<div>A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The [[Navball]] is showing the proper heading.</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Rover-top.png&diff=56685File:Rover-top.png2015-01-03T14:16:31Z<p>Wcoenen: </p>
<hr />
<div>A rover consisting of a ProbodoboDyne RoveMate body with a OKTO2 on top. The [[Navball]] is mostly centered on the blue hemisphere, with a slight pitch towards the North. The "HDG" number does not correspond to the rover's forward driving direction (which is actually East). Instead, only tells us that the terrain slants downward towards the North.</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Rover-top.png&diff=56684File:Rover-top.png2015-01-03T14:15:57Z<p>Wcoenen: </p>
<hr />
<div>A rover consisting of a ProbodoboDyne RoveMate body with a OKTO2 on top. The [[Navball]] is mostly centered on the blue hemisphere, with a slight pitch towards the North. The "HDG" number does not correspond to the rover's forward driving direction (which is actually East). Instead, only tells us that the terrain slants downward toward the North.</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Rover-top.png&diff=56683File:Rover-top.png2015-01-03T14:12:15Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Rover-top.png&quot;: Replaced the screenshot to show the effect of slanted terrain on the "heading".</p>
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<div>A rover consisting of a ProbodoboDyne RoveMate body with a OKTO2 on top. The [[Navball]] heading is in the center of the blue hemisphere.</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File_talk:Retrograde.svg&diff=56672File talk:Retrograde.svg2015-01-03T13:07:01Z<p>Wcoenen: </p>
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<div>Ok, it is closer to the realistic but totally "unreadable" in wiki texts! [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 06:56, 2 January 2015 (CST)<br />
:If the background of the text is white. What I mean to say is, you can't know what background color others are using and [[Maneuver_node#Symbol_gallery|there]] it looks good. — [[User:XZise|xZise]] <small>&#91;[[User talk:XZise|talk]]&#93;</small> 13:45, 2 January 2015 (CST)<br />
::Many times it was used in the texts (beyond the mark template - it is easy to correct). I'll make a copy of the darker one for the marks. The "getting started" and the "maneuvers" pages need correction apart from this, already... some extra work, huh [[User:NWM|NWM]] ([[User talk:NWM|talk]]) 13:55, 2 January 2015 (CST)<br />
:Sorry about that. I've added a gray-to-transparent background now to improve readability. I made it a radial gradient so that it doesn't stand out like little square boxes when used in text. It should look better now if you ctrl+F5 refresh the page. [[User:Wcoenen|Wcoenen]] ([[User talk:Wcoenen|talk]]) 07:07, 3 January 2015 (CST)</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Prograde.svg&diff=56671File:Prograde.svg2015-01-03T12:58:27Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Prograde.svg&quot;: Added gray-to-transparent background gradient to improve readability on white backgrounds.</p>
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<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Retrograde.svg&diff=56669File:Retrograde.svg2015-01-03T12:46:20Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Retrograde.svg&quot;: Tweaked the background gradient a bit to make the image stand out less like a square when used in text.</p>
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<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Retrograde.svg&diff=56668File:Retrograde.svg2015-01-03T12:42:34Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Retrograde.svg&quot;: Added a gray-to-transparent background gradient to improve visibility on white backgrounds.</p>
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<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Orbiting_(Technical)&diff=56560Tutorial: Basic Orbiting (Technical)2015-01-01T20:34:06Z<p>Wcoenen: changed "yellow" to "chartreuse yellow" to make the description of the color of the retrograde/prograde markers more precise</p>
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<div>{{Stub|tutorial|Needs some math tags and general cleanup. -- [[User:N3X15|N3X15]] ([[User talk:N3X15|talk]]) 08:46, 1 October 2012 (UTC)}}<br />
<br />
Getting into space is relatively easy, but staying there without drifting endlessly into space or falling back down to Kerbin can be challenging. This tutorial will teach you how to get into and remain in [[orbit]], how to adjust your orbit to be circular or elliptical, and how to adjust to a higher or lower orbit.<br />
<br />
== Stabilizing your orbit ==<br />
<br />
During each orbit, your craft will reach maximum altitude, called '''apoapsis''', and on the opposite side of the planet, it will reach minimum altitude, called '''periapsis'''. At both apoapsis and periapsis, your vertical speed will be zero. These points are the easiest points to make orbital corrections, because you can easily determine how fast to go when your vertical speed is zero. '''Note:''' The relative difference between your orbit's apoapsis and periapsis is called its '''eccentricity.''' Orbits that are exactly circular have zero eccentricity, and highly "flattened-out" orbits have eccentricity close to 1.<br />
<br />
There are a number of third-party calculators available which can crunch the numbers and tell you your eccentricity, as well as provide the speeds required to circularize your orbit at your current (or future) altitude. Whether you calculate your orbits by hand, or use a third party app, the general procedures are still the same and are given below:<br />
<br />
First, in order to get into a nice, round orbit, you need to determine how fast to go. The mathematical basis for orbital speed is determined from your current distance from your central body (<math>r</math>), your [[semi-major axis]] from your central body (<math>a</math>), and the mass of the central body itself (<math>M</math>). These may be use to find the speed at an orbit around any body using the relation <br />
<br />
<math>v = \sqrt{GM\left(\frac{2}{r}-\frac{1}{a}\right)}</math><br />
<br />
where <math>G</math> is the [[w:gravitational constant|gravitational constant]] <math>6.674 \cdot 10^{-11}\mathrm{\frac{m^3}{kg \cdot s^2}}</math>. Keep in mind that distances to the central body must account not only for altitude but also for the radius (<math>R</math>) of whatever body you are orbiting. The exact values of <math>M</math> and <math>R</math> may be found on their respective pages.<br />
<br />
Returning to our case, the higher your orbit, the less gravity you'll feel from Kerbin, so the slower you'll need to go to be in a circular orbit. Determine the proper speed for your altitude at apoapsis or periapsis either by hand, by calculator, or by table. You'll probably want to watch your altimeter as you near one of the critical points, remember the altitude, determine your desired speed, and make the correction on your next pass. If you want to "round out" your orbit from apoapsis, you need to speed up to avoid falling back down to periapsis. Point your craft in the exact direction of travel (use the chartreuse yellow circular indicator on the [[Navball]] to line up), and apply thrust until you've gained enough speed. To round out an orbit from periapsis, you need to slow down to avoid climbing back up to apoapsis. Point your craft in the opposite direction of travel (indicated on the Navball by a chartreuse yellow circle with an "X" through it), and apply thrust until you have slowed to the speed indicated by the table. You should then be in an orbit that is very close to circular! Depending on how eccentric your initial orbit was, you may need to make a large correction on your first pass followed by a small correction on a subsequent pass to get very stable.<br />
<br />
For fine adjustments to your orbit, adding a set of [[RCS]] thrusters to your craft helps immensely. Additionally, you can see the current trajectory (and read periapsis and apoapsis altitudes) by switching to the [[Map view]] (M key).<br />
<br />
== Transfer Orbits ==<br />
<br />
The most efficient way to transfer from a lower circular orbit to a higher circular orbit (or vice-versa) is to use an elliptical transfer orbit, also known as a Hohmann transfer orbit. To transfer, we make the periapsis of the elliptical orbit the same as the radius of the lower orbit, and the apoapsis of the elliptical orbit the same as the radius of the higher orbit. If you are going from low to high, you make a burn in the direction of travel to elongate your orbit. You will climb in altitude as you travel around the planet to the apoapsis of your transfer orbit. Then, make a second burn to round out the new, higher orbit (as described above). To go from high to low, do the opposite: Burn in the opposite direction of travel, then fall down to the periapsis of your transfer orbit, and make a second burn to round out the lower orbit (again in the opposite direction of travel).<br />
<br />
=== Target Speed ===<br />
<br />
The key to transfer orbits is figuring out how much speed to add or subtract to reach a desired new orbital altitude. To do this, use the formula below to determine the target velocity for your initial burn:<br />
<br />
<math>v = 1,878,968 \cdot \sqrt{\frac{2}{r_i} - \frac{2}{(r_l+r_h)}}</math><br />
<br />
In this formula, ''r<sub>l</sub>'' and ''r<sub>h</sub>'' are the radii of the lower and higher orbits, respectively, and ''r<sub>i</sub>'' is the radius of the initial orbit. If you are transferring to a higher orbit, ''r<sub>i</sub>'' will be equal to ''r<sub>l</sub>'', and ''v'' will be faster than your current speed, so burn in the direction of travel to reach ''v''. If you are transferring to a lower orbit, ''r<sub>i</sub>'' will be equal to ''r<sub>h</sub>'', and ''v'' will be slower than your current speed, so burn in the opposite direction to reach ''v''. Remember, ''v'' is the target speed for your initial burn that puts you into the elliptical transfer orbit. Once you reach your new orbital altitude, you need to make a second burn to round out your orbit, using the same technique described in the [[Tutorial: Basic Orbiting#Stabilizing your orbit|stabilizing your orbit]] section.<br />
<br />
Details of where this formula comes from are in the technical section below. When using this formula, take care to remember that the radius of an orbit is equal to the orbital altitude plus Kerbin's radius (600 000 m).<br />
<br />
=== De-orbiting ===<br />
The most efficient way to de-orbit from any altitude is to initiate a transfer orbit with a periapsis below 69076 m, the edge of Kerbin's atmosphere. Note that the upper atmosphere is very thin so if you do not want to wait for several orbits of [[aerobraking]], aim for under 35000 m and thicker air. As you approach periapsis, the atmospheric drag will start to slow your craft and eventually it can no longer maintain orbit.<br />
<br />
=== R code snippet for planning Hohmann transfer ===<br />
<br />
hohmann <- function(from_alt,to_alt){<br />
# provides information needed to perform<br />
# a hohmann transfer from a circular ortbit<br />
# at from_alt (km) to a circular orbit at to_alt (km)<br />
mu <- 3531.6 # Gravitational parameter (km^3/s^2)<br />
R <- 600 # Kerbin radius (km)<br />
r1 <- from_alt+R # radius 1 (km)<br />
r2 <- to_alt+R # radius 2 (km)<br />
vc1 <- sqrt(mu/r1) # circular orbit velocity 1 (km/s)<br />
vc2 <- sqrt(mu/r2) # circular orbit velocity 2 (km/s)<br />
a <- (r1+r2)/2 # semi-major axis of transfer orbit (km)<br />
T <- 2*pi*sqrt((a^3)/mu) # period of transfer orbit (s)<br />
dv1 <- (sqrt(r2/a)-1)*vc1 # delta v1 (km/s)<br />
dv2 <- (1-sqrt(r1/a))*vc2 # delta v2 (km/s)<br />
b1 <- list(from=vc1,to=vc1+dv1) # burn one from-to velocities (km/s)<br />
t <- T/2 # time between burns (s)<br />
b2 <- list(from=vc2+dv2,to=vc2) # burn two from-to velocities (km/s)<br />
out <- list(from_alt=from_alt,b1=b1,t=t,b2=b2,to_alt=to_alt)<br />
return(out)}<br />
<br />
==== Example usage ====<br />
<br />
Produce a graph showing the speeds need to transfer from a range of circular orbit altitudes into a landing orbit.<br />
<br />
plot(100*1:40,1000*hohmann(100*1:40,34)$b1$to,main="Landing speeds",xlab="altitude (km)",ylab="speed (m/s)")<br />
<br />
[[File:landingspeeds.png]]<br />
<br />
R project Link [http://www.r-project.org/]<br />
<br />
<br />
=== Transfer Orbits ===<br />
Coming soon!<br />
<br />
=== Orbital Table ===<br />
'''Note:''' The atmosphere once had a sharp cutoff at 34.5&nbsp;km, but now extends to approximately 69&nbsp;km. Below this altitude, your orbit will gradually decay. The decay becomes quite rapid below about 45&nbsp;km. The orbital parameters below 69&nbsp;km are provided for reference, but understand that you will not be able to maintain these orbits without regular corrections to counteract the atmospheric drag.<br />
{{:Tutorial: Basic Orbiting (Technical)/table|Altitude|Orbital speed|Orbital period}}<br />
<br />
[[Category:Tutorials|Tutorial: Basic Orbiting (Technical)]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=56559Navball2015-01-01T20:27:12Z<p>Wcoenen: /* Prograde and retrograde */ changed "yellow" to "chartreuse yellow" to describe the green/yellow color of the prograde/retrograde markers more precisely</p>
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<div>The '''navball''' is one of the primary instruments to control the craft. Understanding the navball is critical to successful flight, both in space and in atmosphere. When the camera is not in ''[[Camera view|chase]]'' mode, only the navball can tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real-world planes.<br />
<br />
{{TOC|align=left}}[[File:Navball.png|thumb|right|upright=2.0|1: Current point of reference<br><br />
2: Current speed<br><br />
3: RCS status (active)<br><br />
4: SAS status (active)<br><br />
5: Current throttle<br><br />
6: Current g-force<br><br />
7: Required maneuver delta-V<br><br />
8: Maneuver information<br><br />
9: Navball showing orientation and several attitude indicators<br><br />
10: Current heading in degrees<br><br />
11: Hides navball]]<br />
<br />
{{clear|left}}<br />
== Point of reference ==<br />
As all movement in space is relative, the point of reference determines the object from which all distance measurements and velocity vectors are made. Clicking this area will toggle the point of reference between ''Surface'' and ''Orbit'', as indicated by the green text. If a target is selected, there is a third option, ''Target''. Changing the '''point of reference''' changes the location of the prograde and retrograde markers (described below).<br />
<br />
To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotation of the celestial body. For orbital maneuvers (i.e., not landing), the planet's rotation is unimportant, except in the case of a [[synchronous orbit]], in which case the point of reference should be set to Orbit, which is like Surface but without accounting for the planet's rotation.<br />
<br />
=== Speed ===<br />
Your speed is measured relative to the '''point of reference''' and is given in meters per second (m/s). Speed is never negative. Even when you're moving toward a target (as in a docking maneuver), your closing speed will always be shown as a positive number.<br />
<br />
== Ball instrument ==<br />
The most important part is the center ball, which shows the current orientation of the craft and multiple directions which maybe important for future movements.<br />
<br />
While on the ground, the blue background hemisphere indicates the skyward direction (up; away from the center of gravity), while brown indicates groundwards (down, towards gravity). The thin white line separating the blue and brown hemispheres is the artificial horizon. These indicators are relative to the part from which the craft is controlled, not necessarily the nearest planet, target, or orbital plane. This can be changed by selecting '''Control from Here''' when right-clicking on [[docking port]]s or [[command module]]s that may be on the craft.<br />
<br />
=== Level indicator ===<br />
{|style="float:right"<br />
| [[File:level indicator.svg|90px|thumbnail|Level Indicator]] <br />
|}<br />
The level indicator is the gold V-shape in the center of the navball, which shows the direction the craft is facing (its orientation). The level indicator never moves; the navball rotates beneath it, providing a kind of cockpit window view without any window needed. For example, rotating the craft around its [[Axis#roll|roll axis]] will turn the navball upside down.<br />
<br />
<br clear=all><br />
<br />
=== Markers ===<br />
On the navball are six different types of markers as default. All markers except the maneuver marker come in pairs, with an opposite marker on the opposite side of the virtual ball. These markers are relative to the point of reference. There are thee pairs of directions which are identical to the [[Maneuver node#Directions|vectors]] used in [[maneuver node]]s, but they change their orientation during the maneuver.<br />
<br />
As the craft orbits around a body, the prograde and retrograde markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
<br clear=all><br />
<br />
==== [[Terminology#prograde|Prograde]] and [[Terminology#retrograde|retrograde]] ====<br />
{|style="float:right"<br />
| [[File:prograde.svg|90px|thumbnail|Prograde]] || [[File:retrograde.svg|90px|thumbnail|Retrograde]]<br />
|}<br />
The chartreuse yellow prograde marker indicates the direction of movement (which may not be the direction the craft is facing). Conversely, the chartreuse yellow retrograde marker always faces in exactly the opposite direction; the direction the craft has come from. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forwards" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backwards." As the craft orbits around a body, these markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
Burning in the prograde direction will accelerate the craft, while burning retrograde will slow it down. Burning in any direction other than exactly prograde or retrograde will cause the prograde/retrograde markers to move toward/away from the direction the craft is pointing. The prograde marker is essential during the taking off and the retrograde marker during landing maneuvers, as the [[gravity turn]] main aspect is the harmonization of the acceleration and velocity vectors. These directions also can be used at refinement of [[gravity assist]] maneuvers. The prograde acceleration can increase the too deep periapsis increasing the speed for slingshot maneuvers, the retrograde burning can decrease the too high periapsis for reserve gravity assist or [[aerobraking]].<br />
<br />
<br clear=all><br />
<br />
==== Normal and anti-normal ====<br />
{|style="float:right"<br />
| [[File:normal.svg|100px|thumbnail|Normal]] || [[File:anti-normal.svg|100px|thumbnail|Anti-Normal]]<br />
|}<br />
As the normal directions are orthogonal to the orbital plane, the normal or anti-normal burning will change the orbital inclination. On the navball the normal and anti-normal directions are located on the equator line directly between the prograde and retrograde markers.<br />
<br />
These directions are generally used to match the orbital inclination of another celestial body or craft and inclined Hohman transfers, but as a typical timed maneuvers, they are preferably executed using maneuver nodes. But it has essential role in gravity assist as with fine refinement in normal direction of approaching trajectory can efficiently change the angle of the escape trajectory and enhance the final [[encounter]].<br />
<br />
<br clear=all><br />
<br />
==== Radial in and radial out ====<br />
{|style="float:right"<br />
| [[File:radial-in.svg|90px|thumbnail|Radial In]] || [[File:radial-out.svg|90px|thumbnail|Radial Out]]<br />
|}<br />
The radial direction are in the orbital plane, and perpendicular to the prograde. The radial-in vector points inside the orbit, towards the orbited body (on the brown hemisphere of the navball), while the radial-out vector points outside the orbit, away from the body (on the blue hemisphere of the navball). Performing a radial burn will rotate the orbit around the craft like spinning a hula hoop with a stick.<br />
<br />
Radial burns are usually not an efficient way of adjusting one's path - it is generally more effective to use prograde and retrograde burns. The only exception when increasing or decreasing the periapsis of an escape trajectory without changing the speed from a distant approaching point. Decreasing the [[terminology#orbspeed|orbital speed]] with a retrograde burn for decreasing the periapsis for a more efficient slingshot is not quite practical - the burn in maneuver can be more efficient. Similarly, radial out can increase the periapsis without increasing speed for braking maneuvers and interceptions. This direction also can have an important role at landings: moving the burning direction towards the radial in direction can help control the altitude.<br />
<br />
<br clear=all><br />
<br />
==== Target prograde and target retrograde ====<br />
{|style="float:right"<br />
| [[File:target prograde.svg|90px|thumbnail|Target Prograde]] || [[File:target retrograde.svg|90px|thumbnail|Target Retrograde]]<br />
|}<br />
If a target is selected, the purple icons will indicate the heading directly to the target. Because the target is typically moving, the target markers move as well. Usually the target marker and velocity marker don't follow exactly the same path and tend to drift away. This is important for docking, which requires frequent input to hold the craft on course. These markers are not relative to the point of reference.<br />
<br />
<br clear=all><br />
<br />
==== Maneuver prograde ====<br />
{|style="float:right"<br />
| [[File:maneuver.svg|90px|thumbnail|Maneuver]] <br />
|}<br />
If a maneuver is planned on [[Map view|the map]], the blue Maneuver marker points in the direction needed for the burn. This is the only marker without an opposite pair, but with an arrow pointing at it if the marker is on the opposite side of the sphere and not visible.<br />
<br />
<br clear=all><br />
<br />
== Information around ==<br />
=== Maneuver information ===<br />
On maneuvers, there is a '''maneuver Δv indicator''', a green bar and small info text right of the navball. The bar gives a visual indication of the total amount Δv required to accomplish the maneuver, and it will deplete as the burn is performed. The bar has no scale; it always starts out full, regardless of the amount of the burn. Below that is the estimated burn time: how long the burn will have to continue until the maneuver is completed. This is a simple estimate based on the current maximum thrust available. When engines get activated or deactivated this value will adjust automatically and may result in a longer burn time. The time estimate doesn't change if the engines are operated at less than 100% thrust; it simply counts down more slowly. Below the burn-time estimate is a countdown timer indicating the time left until the craft reaches the next maneuver node. Because a maneuver node assumes an instantaneous velocity change, a perfect burn is impossible. To get the closest to the plotted maneuver, it is recommended to burn half of the time before the node and the other half after the node. However, opinions vary on whether to:<br />
* Start the burn before the maneuver point, finishing at T-0<br />
* Start the burn halfway before, so that half of the maneuver's Δv is applied at T-0<br />
* Start the burn maneuver exactly at T-0<br />
<br />
=== Throttle ===<br />
'''Throttle''' indicates how much power all engines in the current stage are delivering (in percent). Beware of continuous full throttle, as engines can [[Overheating|overheat]] and be destroyed. A single throttle controls all activated engines, so if the engines are not balanced the only way to adjust individual throttles is by setting/adjusting total thrust limits of the engines by using [[tweakable]]s. The throttle controls percentage of maximum thrust, not absolute thrust, so smaller engines at full throttle will apply less force than large engines at partial throttle. [[Solid rocket booster]]s cannot be throttled.<br />
<br />
=== Heading ===<br />
The '''heading''' is the compass direction the craft is facing, in degrees ranging from 0° - being true north - to 359°, going clockwise (meaning 90° equals an eastern direction).<br />
<br />
=== Pitch ===<br />
'''Pitch''' is indicated in degrees, ranging from +90° (''up'') to -90° (''down''). To better indicate positive and negative pitch, the bottom half of the navball is painted brown and the top half in blue.<br />
<br />
=== Roll Angle ===<br />
'''Roll angle''' is indicated using the level indicator. If the level indicator is parallel to the dashed pitch lines, the vessel is orientated horizontally. Combining this with the knowledge that blue means skyward and brown ground-ward, it can even deduce if it is flying upside down by only looking at the navball.<br />
<br />
=== G forces ===<br />
The '''G force''' gauge provides a visual scale of the acceleration exerted due to gravity and/or craft acceleration, measured in ''g''. One ''g'' is approximately 9.81&nbsp;m/s<sup>2</sup>. Not to be confused with the SI-unit gram. G forces can be either positive (upwards on the scale) or negative (downwards). Note that experiencing sustained excessive g forces (the red zone on the scale) will kill any Kerbalnauts and may damage sensitive parts.<br />
<br />
=== Show/Hide ===<br />
Clicking the little arrow on the top of the navball ('''Hide''') will toggles its display on-screen. There is also an assignable keybinding to do the same in the input menu.<br />
<br />
== Basic controls ==<br />
These are the most basic orientation controls of the craft, here is a short explanation on how their actions are represented on the navball with the default [[key bindings]]:<br />
* {{Key press|W}} moves the indicator down on the navball.<br />
* {{Key press|S}} moves it up.<br />
* {{Key press|A}} moves it left.<br />
* {{Key press|D}} moves it right.<br />
* {{Key press|Q}} rolls it counterclockwise.<br />
* {{Key press|E}} rolls it clockwise.<br />
<br />
[[Category:Game interface]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Retrograde.svg&diff=56558File:Retrograde.svg2015-01-01T20:18:10Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Retrograde.svg&quot;: OK, maybe it's something in between. Changed color to #D7FE00, sampled from a game screenshot.</p>
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<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Prograde.svg&diff=56557File:Prograde.svg2015-01-01T20:15:52Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Prograde.svg&quot;: OK, maybe it's something in between. Changed color to #D7FE00, sampled from a game screenshot.</p>
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<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=56513Navball2014-12-31T15:46:27Z<p>Wcoenen: /* Ball instrument */ used <br clear=all> to contain floating images to their section</p>
<hr />
<div>The '''navball''' is one of the primary instruments to control the craft. Understanding the navball is critical to successful flight, both in space and in atmosphere. When the camera is not in ''[[Camera view|chase]]'' mode, only the navball can tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real-world planes.<br />
<br />
{{TOC|align=left}}[[File:Navball.png|thumb|right|upright=2.0|1: Current point of reference<br><br />
2: Current speed<br><br />
3: RCS status (active)<br><br />
4: SAS status (active)<br><br />
5: Current throttle<br><br />
6: Current g-force<br><br />
7: Required maneuver delta-V<br><br />
8: Maneuver information<br><br />
9: Navball showing orientation and several attitude indicators<br><br />
10: Current heading in degrees<br><br />
11: Hides navball]]<br />
<br />
{{clear|left}}<br />
== Point of reference ==<br />
As all movement in space is relative, the point of reference determines the object from which all distance measurements and velocity vectors are made. Clicking this area will toggle the point of reference between ''Surface'' and ''Orbit'', as indicated by the green text. If a target is selected, there is a third option, ''Target''. Changing the '''point of reference''' changes the location of the prograde and retrograde markers (described below).<br />
<br />
To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotation of the celestial body. For orbital maneuvers (i.e., not landing), the planet's rotation is unimportant, except in the case of a [[synchronous orbit]], in which case the point of reference should be set to Orbit, which is like Surface but without accounting for the planet's rotation.<br />
<br />
=== Speed ===<br />
Your speed is measured relative to the '''point of reference''' and is given in meters per second (m/s). Speed is never negative. Even when you're moving toward a target (as in a docking maneuver), your closing speed will always be shown as a positive number.<br />
<br />
== Ball instrument ==<br />
The most important part is the center ball, which shows the current orientation of the craft and multiple directions which maybe important for future movements.<br />
<br />
While on the ground, the blue background hemisphere indicates the skyward direction (up; away from the center of gravity), while brown indicates groundwards (down, towards gravity). The thin white line separating the blue and brown hemispheres is the artificial horizon. These indicators are relative to the part from which the craft is controlled, not necessarily the nearest planet, target, or orbital plane. This can be changed by selecting '''Control from Here''' when right-clicking on [[docking port]]s or [[command module]]s that may be on the craft.<br />
<br />
=== Level indicator ===<br />
{|style="float:right"<br />
| [[File:level indicator.svg|90px|thumbnail|Level Indicator]] <br />
|}<br />
The level indicator is the gold V-shape in the center of the navball, which shows the direction the craft is facing (its orientation). The level indicator never moves; the navball rotates beneath it, providing a kind of cockpit window view without any window needed. For example, rotating the craft around its [[Axis#roll|roll axis]] will turn the navball upside down.<br />
<br />
<br clear=all><br />
<br />
=== Markers ===<br />
On the navball are six different types of markers as default. All markers except the maneuver marker come in pairs, with an opposite marker on the opposite side of the virtual ball. These markers are relative to the point of reference. There are thee pairs of directions which are identical to the [[Maneuver node#Directions|vectors]] used in [[maneuver node]]s, but they change their orientation during the maneuver.<br />
<br />
As the craft orbits around a body, the prograde and retrograde markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
<br clear=all><br />
<br />
==== [[Terminology#prograde|Prograde]] and [[Terminology#retrograde|retrograde]] ====<br />
{|style="float:right"<br />
| [[File:prograde.svg|90px|thumbnail|Prograde]] || [[File:retrograde.svg|90px|thumbnail|Retrograde]]<br />
|}<br />
The yellow prograde marker indicates the direction of movement (which may not be the direction the craft is facing). Conversely, the yellow retrograde marker always faces in exactly the opposite direction; the direction the craft has come from. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forwards" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backwards." As the craft orbits around a body, these markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
Burning in the prograde direction will accelerate the craft, while burning retrograde will slow it down. Burning in any direction other than exactly prograde or retrograde will cause the prograde/retrograde markers to move toward/away from the direction the craft is pointing. The prograde marker is essential during the taking off and the retrograde marker during landing maneuvers, as the [[gravity turn]] main aspect is the harmonization of the acceleration and velocity vectors. These directions also can be used at refinement of [[gravity assist]] maneuvers. The prograde acceleration can increase the too deep periapsis increasing the speed for slingshot maneuvers, the retrograde burning can decrease the too high periapsis for reserve gravity assist or [[aerobraking]].<br />
<br />
<br clear=all><br />
<br />
==== Normal and anti-normal ====<br />
{|style="float:right"<br />
| [[File:normal.svg|100px|thumbnail|Normal]] || [[File:anti-normal.svg|100px|thumbnail|Anti-Normal]]<br />
|}<br />
As the normal directions are orthogonal to the orbital plane, the normal or anti-normal burning will change the orbital inclination. On the navball the normal and anti-normal directions are located on the equator line directly between the prograde and retrograde markers.<br />
<br />
These directions are generally used to match the orbital inclination of another celestial body or craft and inclined Hohman transfers, but as a typical timed maneuvers, they are preferably executed using maneuver nodes. But it has essential role in gravity assist as with fine refinement in normal direction of approaching trajectory can efficiently change the angle of the escape trajectory and enhance the final [[encounter]].<br />
<br />
<br clear=all><br />
<br />
==== Radial in and radial out ====<br />
{|style="float:right"<br />
| [[File:radial-in.svg|90px|thumbnail|Radial In]] || [[File:radial-out.svg|90px|thumbnail|Radial Out]]<br />
|}<br />
The radial direction are in the orbital plane, and perpendicular to the prograde. The radial-in vector points inside the orbit, towards the orbited body (on the brown hemisphere of the navball), while the radial-out vector points outside the orbit, away from the body (on the blue hemisphere of the navball). Performing a radial burn will rotate the orbit around the craft like spinning a hula hoop with a stick.<br />
<br />
Radial burns are usually not an efficient way of adjusting one's path - it is generally more effective to use prograde and retrograde burns. The only exception when increasing or decreasing the periapsis of an escape trajectory without changing the speed from a distant approaching point. Decreasing the [[terminology#orbspeed|orbital speed]] with a retrograde burn for decreasing the periapsis for a more efficient slingshot is not quite practical - the burn in maneuver can be more efficient. Similarly, radial out can increase the periapsis without increasing speed for braking maneuvers and interceptions. This direction also can have an important role at landings: moving the burning direction towards the radial in direction can help control the altitude.<br />
<br />
<br clear=all><br />
<br />
==== Target prograde and target retrograde ====<br />
{|style="float:right"<br />
| [[File:target prograde.svg|90px|thumbnail|Target Prograde]] || [[File:target retrograde.svg|90px|thumbnail|Target Retrograde]]<br />
|}<br />
If a target is selected, the purple icons will indicate the heading directly to the target. Because the target is typically moving, the target markers move as well. Usually the target marker and velocity marker don't follow exactly the same path and tend to drift away. This is important for docking, which requires frequent input to hold the craft on course. These markers are not relative to the point of reference.<br />
<br />
<br clear=all><br />
<br />
==== Maneuver prograde ====<br />
{|style="float:right"<br />
| [[File:maneuver.svg|90px|thumbnail|Maneuver]] <br />
|}<br />
If a maneuver is planned on [[Map view|the map]], the blue Maneuver marker points in the direction needed for the burn. This is the only marker without an opposite pair, but with an arrow pointing at it if the marker is on the opposite side of the sphere and not visible.<br />
<br />
<br clear=all><br />
<br />
== Information around ==<br />
=== Maneuver information ===<br />
On maneuvers, there is a '''maneuver Δv indicator''', a green bar and small info text right of the navball. The bar gives a visual indication of the total amount Δv required to accomplish the maneuver, and it will deplete as the burn is performed. The bar has no scale; it always starts out full, regardless of the amount of the burn. Below that is the estimated burn time: how long the burn will have to continue until the maneuver is completed. This is a simple estimate based on the current maximum thrust available. When engines get activated or deactivated this value will adjust automatically and may result in a longer burn time. The time estimate doesn't change if the engines are operated at less than 100% thrust; it simply counts down more slowly. Below the burn-time estimate is a countdown timer indicating the time left until the craft reaches the next maneuver node. Because a maneuver node assumes an instantaneous velocity change, a perfect burn is impossible. To get the closest to the plotted maneuver, it is recommended to burn half of the time before the node and the other half after the node. However, opinions vary on whether to:<br />
* Start the burn before the maneuver point, finishing at T-0<br />
* Start the burn halfway before, so that half of the maneuver's Δv is applied at T-0<br />
* Start the burn maneuver exactly at T-0<br />
<br />
=== Throttle ===<br />
'''Throttle''' indicates how much power all engines in the current stage are delivering (in percent). Beware of continuous full throttle, as engines can [[Overheating|overheat]] and be destroyed. A single throttle controls all activated engines, so if the engines are not balanced the only way to adjust individual throttles is by setting/adjusting total thrust limits of the engines by using [[tweakable]]s. The throttle controls percentage of maximum thrust, not absolute thrust, so smaller engines at full throttle will apply less force than large engines at partial throttle. [[Solid rocket booster]]s cannot be throttled.<br />
<br />
=== Heading ===<br />
The '''heading''' is the compass direction the craft is facing, in degrees ranging from 0° - being true north - to 359°, going clockwise (meaning 90° equals an eastern direction).<br />
<br />
=== Pitch ===<br />
'''Pitch''' is indicated in degrees, ranging from +90° (''up'') to -90° (''down''). To better indicate positive and negative pitch, the bottom half of the navball is painted brown and the top half in blue.<br />
<br />
=== Roll Angle ===<br />
'''Roll angle''' is indicated using the level indicator. If the level indicator is parallel to the dashed pitch lines, the vessel is orientated horizontally. Combining this with the knowledge that blue means skyward and brown ground-ward, it can even deduce if it is flying upside down by only looking at the navball.<br />
<br />
=== G forces ===<br />
The '''G force''' gauge provides a visual scale of the acceleration exerted due to gravity and/or craft acceleration, measured in ''g''. One ''g'' is approximately 9.81&nbsp;m/s<sup>2</sup>. Not to be confused with the SI-unit gram. G forces can be either positive (upwards on the scale) or negative (downwards). Note that experiencing sustained excessive g forces (the red zone on the scale) will kill any Kerbalnauts and may damage sensitive parts.<br />
<br />
=== Show/Hide ===<br />
Clicking the little arrow on the top of the navball ('''Hide''') will toggles its display on-screen. There is also an assignable keybinding to do the same in the input menu.<br />
<br />
== Basic controls ==<br />
These are the most basic orientation controls of the craft, here is a short explanation on how their actions are represented on the navball with the default [[key bindings]]:<br />
* {{Key press|W}} moves the indicator down on the navball.<br />
* {{Key press|S}} moves it up.<br />
* {{Key press|A}} moves it left.<br />
* {{Key press|D}} moves it right.<br />
* {{Key press|Q}} rolls it counterclockwise.<br />
* {{Key press|E}} rolls it clockwise.<br />
<br />
[[Category:Game interface]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=56512Navball2014-12-31T15:34:49Z<p>Wcoenen: /* Normal and anti-normal */ Slightly enlarged image thumbnails to fix inconsistent word-wrap</p>
<hr />
<div>The '''navball''' is one of the primary instruments to control the craft. Understanding the navball is critical to successful flight, both in space and in atmosphere. When the camera is not in ''[[Camera view|chase]]'' mode, only the navball can tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real-world planes.<br />
<br />
{{TOC|align=left}}[[File:Navball.png|thumb|right|upright=2.0|1: Current point of reference<br><br />
2: Current speed<br><br />
3: RCS status (active)<br><br />
4: SAS status (active)<br><br />
5: Current throttle<br><br />
6: Current g-force<br><br />
7: Required maneuver delta-V<br><br />
8: Maneuver information<br><br />
9: Navball showing orientation and several attitude indicators<br><br />
10: Current heading in degrees<br><br />
11: Hides navball]]<br />
<br />
{{clear|left}}<br />
== Point of reference ==<br />
As all movement in space is relative, the point of reference determines the object from which all distance measurements and velocity vectors are made. Clicking this area will toggle the point of reference between ''Surface'' and ''Orbit'', as indicated by the green text. If a target is selected, there is a third option, ''Target''. Changing the '''point of reference''' changes the location of the prograde and retrograde markers (described below).<br />
<br />
To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotation of the celestial body. For orbital maneuvers (i.e., not landing), the planet's rotation is unimportant, except in the case of a [[synchronous orbit]], in which case the point of reference should be set to Orbit, which is like Surface but without accounting for the planet's rotation.<br />
<br />
=== Speed ===<br />
Your speed is measured relative to the '''point of reference''' and is given in meters per second (m/s). Speed is never negative. Even when you're moving toward a target (as in a docking maneuver), your closing speed will always be shown as a positive number.<br />
<br />
== Ball instrument ==<br />
The most important part is the center ball, which shows the current orientation of the craft and multiple directions which maybe important for future movements.<br />
<br />
While on the ground, the blue background hemisphere indicates the skyward direction (up; away from the center of gravity), while brown indicates groundwards (down, towards gravity). The thin white line separating the blue and brown hemispheres is the artificial horizon. These indicators are relative to the part from which the craft is controlled, not necessarily the nearest planet, target, or orbital plane. This can be changed by selecting '''Control from Here''' when right-clicking on [[docking port]]s or [[command module]]s that may be on the craft.<br />
<br />
=== Level indicator ===<br />
{|style="float:right"<br />
| [[File:level indicator.svg|90px|thumbnail|Level Indicator]] <br />
|}<br />
The level indicator is the gold V-shape in the center of the navball, which shows the direction the craft is facing (its orientation). The level indicator never moves; the navball rotates beneath it, providing a kind of cockpit window view without any window needed. For example, rotating the craft around its [[Axis#roll|roll axis]] will turn the navball upside down.<br />
<br />
=== Markers ===<br />
On the navball are six different types of markers as default. All markers except the maneuver marker come in pairs, with an opposite marker on the opposite side of the virtual ball. These markers are relative to the point of reference. There are thee pairs of directions which are identical to the [[Maneuver node#Directions|vectors]] used in [[maneuver node]]s, but they change their orientation during the maneuver.<br />
<br />
As the craft orbits around a body, the prograde and retrograde markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
==== [[Terminology#prograde|Prograde]] and [[Terminology#retrograde|retrograde]] ====<br />
{|style="float:right"<br />
| [[File:prograde.svg|90px|thumbnail|Prograde]] || [[File:retrograde.svg|90px|thumbnail|Retrograde]]<br />
|}<br />
The yellow prograde marker indicates the direction of movement (which may not be the direction the craft is facing). Conversely, the yellow retrograde marker always faces in exactly the opposite direction; the direction the craft has come from. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forwards" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backwards." As the craft orbits around a body, these markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
Burning in the prograde direction will accelerate the craft, while burning retrograde will slow it down. Burning in any direction other than exactly prograde or retrograde will cause the prograde/retrograde markers to move toward/away from the direction the craft is pointing. The prograde marker is essential during the taking off and the retrograde marker during landing maneuvers, as the [[gravity turn]] main aspect is the harmonization of the acceleration and velocity vectors. These directions also can be used at refinement of [[gravity assist]] maneuvers. The prograde acceleration can increase the too deep periapsis increasing the speed for slingshot maneuvers, the retrograde burning can decrease the too high periapsis for reserve gravity assist or [[aerobraking]].<br />
<br />
==== Normal and anti-normal ====<br />
{|style="float:right"<br />
| [[File:normal.svg|100px|thumbnail|Normal]] || [[File:anti-normal.svg|100px|thumbnail|Anti-Normal]]<br />
|}<br />
As the normal directions are orthogonal to the orbital plane, the normal or anti-normal burning will change the orbital inclination. On the navball the normal and anti-normal directions are located on the equator line directly between the prograde and retrograde markers.<br />
<br />
These directions are generally used to match the orbital inclination of another celestial body or craft and inclined Hohman transfers, but as a typical timed maneuvers, they are preferably executed using maneuver nodes. But it has essential role in gravity assist as with fine refinement in normal direction of approaching trajectory can efficiently change the angle of the escape trajectory and enhance the final [[encounter]].<br />
<br />
==== Radial in and radial out ====<br />
{|style="float:right"<br />
| [[File:radial-in.svg|90px|thumbnail|Radial In]] || [[File:radial-out.svg|90px|thumbnail|Radial Out]]<br />
|}<br />
The radial direction are in the orbital plane, and perpendicular to the prograde. The radial-in vector points inside the orbit, towards the orbited body (on the brown hemisphere of the navball), while the radial-out vector points outside the orbit, away from the body (on the blue hemisphere of the navball). Performing a radial burn will rotate the orbit around the craft like spinning a hula hoop with a stick.<br />
<br />
Radial burns are usually not an efficient way of adjusting one's path - it is generally more effective to use prograde and retrograde burns. The only exception when increasing or decreasing the periapsis of an escape trajectory without changing the speed from a distant approaching point. Decreasing the [[terminology#orbspeed|orbital speed]] with a retrograde burn for decreasing the periapsis for a more efficient slingshot is not quite practical - the burn in maneuver can be more efficient. Similarly, radial out can increase the periapsis without increasing speed for braking maneuvers and interceptions. This direction also can have an important role at landings: moving the burning direction towards the radial in direction can help control the altitude.<br />
<br />
==== Target prograde and target retrograde ====<br />
{|style="float:right"<br />
| [[File:target prograde.svg|90px|thumbnail|Target Prograde]] || [[File:target retrograde.svg|90px|thumbnail|Target Retrograde]]<br />
|}<br />
If a target is selected, the purple icons will indicate the heading directly to the target. Because the target is typically moving, the target markers move as well. Usually the target marker and velocity marker don't follow exactly the same path and tend to drift away. This is important for docking, which requires frequent input to hold the craft on course. These markers are not relative to the point of reference.<br />
<br />
==== Maneuver prograde ====<br />
{|style="float:right"<br />
| [[File:maneuver.svg|90px|thumbnail|Maneuver]] <br />
|}<br />
If a maneuver is planned on [[Map view|the map]], the blue Maneuver marker points in the direction needed for the burn. This is the only marker without an opposite pair, but with an arrow pointing at it if the marker is on the opposite side of the sphere and not visible.<br />
<br />
== Information around ==<br />
=== Maneuver information ===<br />
On maneuvers, there is a '''maneuver Δv indicator''', a green bar and small info text right of the navball. The bar gives a visual indication of the total amount Δv required to accomplish the maneuver, and it will deplete as the burn is performed. The bar has no scale; it always starts out full, regardless of the amount of the burn. Below that is the estimated burn time: how long the burn will have to continue until the maneuver is completed. This is a simple estimate based on the current maximum thrust available. When engines get activated or deactivated this value will adjust automatically and may result in a longer burn time. The time estimate doesn't change if the engines are operated at less than 100% thrust; it simply counts down more slowly. Below the burn-time estimate is a countdown timer indicating the time left until the craft reaches the next maneuver node. Because a maneuver node assumes an instantaneous velocity change, a perfect burn is impossible. To get the closest to the plotted maneuver, it is recommended to burn half of the time before the node and the other half after the node. However, opinions vary on whether to:<br />
* Start the burn before the maneuver point, finishing at T-0<br />
* Start the burn halfway before, so that half of the maneuver's Δv is applied at T-0<br />
* Start the burn maneuver exactly at T-0<br />
<br />
=== Throttle ===<br />
'''Throttle''' indicates how much power all engines in the current stage are delivering (in percent). Beware of continuous full throttle, as engines can [[Overheating|overheat]] and be destroyed. A single throttle controls all activated engines, so if the engines are not balanced the only way to adjust individual throttles is by setting/adjusting total thrust limits of the engines by using [[tweakable]]s. The throttle controls percentage of maximum thrust, not absolute thrust, so smaller engines at full throttle will apply less force than large engines at partial throttle. [[Solid rocket booster]]s cannot be throttled.<br />
<br />
=== Heading ===<br />
The '''heading''' is the compass direction the craft is facing, in degrees ranging from 0° - being true north - to 359°, going clockwise (meaning 90° equals an eastern direction).<br />
<br />
=== Pitch ===<br />
'''Pitch''' is indicated in degrees, ranging from +90° (''up'') to -90° (''down''). To better indicate positive and negative pitch, the bottom half of the navball is painted brown and the top half in blue.<br />
<br />
=== Roll Angle ===<br />
'''Roll angle''' is indicated using the level indicator. If the level indicator is parallel to the dashed pitch lines, the vessel is orientated horizontally. Combining this with the knowledge that blue means skyward and brown ground-ward, it can even deduce if it is flying upside down by only looking at the navball.<br />
<br />
=== G forces ===<br />
The '''G force''' gauge provides a visual scale of the acceleration exerted due to gravity and/or craft acceleration, measured in ''g''. One ''g'' is approximately 9.81&nbsp;m/s<sup>2</sup>. Not to be confused with the SI-unit gram. G forces can be either positive (upwards on the scale) or negative (downwards). Note that experiencing sustained excessive g forces (the red zone on the scale) will kill any Kerbalnauts and may damage sensitive parts.<br />
<br />
=== Show/Hide ===<br />
Clicking the little arrow on the top of the navball ('''Hide''') will toggles its display on-screen. There is also an assignable keybinding to do the same in the input menu.<br />
<br />
== Basic controls ==<br />
These are the most basic orientation controls of the craft, here is a short explanation on how their actions are represented on the navball with the default [[key bindings]]:<br />
* {{Key press|W}} moves the indicator down on the navball.<br />
* {{Key press|S}} moves it up.<br />
* {{Key press|A}} moves it left.<br />
* {{Key press|D}} moves it right.<br />
* {{Key press|Q}} rolls it counterclockwise.<br />
* {{Key press|E}} rolls it clockwise.<br />
<br />
[[Category:Game interface]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=56510Navball2014-12-31T15:30:35Z<p>Wcoenen: Slightly enlarged marker image thumbnails to avoid inconsistent caption word wrap</p>
<hr />
<div>The '''navball''' is one of the primary instruments to control the craft. Understanding the navball is critical to successful flight, both in space and in atmosphere. When the camera is not in ''[[Camera view|chase]]'' mode, only the navball can tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real-world planes.<br />
<br />
{{TOC|align=left}}[[File:Navball.png|thumb|right|upright=2.0|1: Current point of reference<br><br />
2: Current speed<br><br />
3: RCS status (active)<br><br />
4: SAS status (active)<br><br />
5: Current throttle<br><br />
6: Current g-force<br><br />
7: Required maneuver delta-V<br><br />
8: Maneuver information<br><br />
9: Navball showing orientation and several attitude indicators<br><br />
10: Current heading in degrees<br><br />
11: Hides navball]]<br />
<br />
{{clear|left}}<br />
== Point of reference ==<br />
As all movement in space is relative, the point of reference determines the object from which all distance measurements and velocity vectors are made. Clicking this area will toggle the point of reference between ''Surface'' and ''Orbit'', as indicated by the green text. If a target is selected, there is a third option, ''Target''. Changing the '''point of reference''' changes the location of the prograde and retrograde markers (described below).<br />
<br />
To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotation of the celestial body. For orbital maneuvers (i.e., not landing), the planet's rotation is unimportant, except in the case of a [[synchronous orbit]], in which case the point of reference should be set to Orbit, which is like Surface but without accounting for the planet's rotation.<br />
<br />
=== Speed ===<br />
Your speed is measured relative to the '''point of reference''' and is given in meters per second (m/s). Speed is never negative. Even when you're moving toward a target (as in a docking maneuver), your closing speed will always be shown as a positive number.<br />
<br />
== Ball instrument ==<br />
The most important part is the center ball, which shows the current orientation of the craft and multiple directions which maybe important for future movements.<br />
<br />
While on the ground, the blue background hemisphere indicates the skyward direction (up; away from the center of gravity), while brown indicates groundwards (down, towards gravity). The thin white line separating the blue and brown hemispheres is the artificial horizon. These indicators are relative to the part from which the craft is controlled, not necessarily the nearest planet, target, or orbital plane. This can be changed by selecting '''Control from Here''' when right-clicking on [[docking port]]s or [[command module]]s that may be on the craft.<br />
<br />
=== Level indicator ===<br />
{|style="float:right"<br />
| [[File:level indicator.svg|90px|thumbnail|Level Indicator]] <br />
|}<br />
The level indicator is the gold V-shape in the center of the navball, which shows the direction the craft is facing (its orientation). The level indicator never moves; the navball rotates beneath it, providing a kind of cockpit window view without any window needed. For example, rotating the craft around its [[Axis#roll|roll axis]] will turn the navball upside down.<br />
<br />
=== Markers ===<br />
On the navball are six different types of markers as default. All markers except the maneuver marker come in pairs, with an opposite marker on the opposite side of the virtual ball. These markers are relative to the point of reference. There are thee pairs of directions which are identical to the [[Maneuver node#Directions|vectors]] used in [[maneuver node]]s, but they change their orientation during the maneuver.<br />
<br />
As the craft orbits around a body, the prograde and retrograde markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
==== [[Terminology#prograde|Prograde]] and [[Terminology#retrograde|retrograde]] ====<br />
{|style="float:right"<br />
| [[File:prograde.svg|90px|thumbnail|Prograde]] || [[File:retrograde.svg|90px|thumbnail|Retrograde]]<br />
|}<br />
The yellow prograde marker indicates the direction of movement (which may not be the direction the craft is facing). Conversely, the yellow retrograde marker always faces in exactly the opposite direction; the direction the craft has come from. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forwards" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backwards." As the craft orbits around a body, these markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
Burning in the prograde direction will accelerate the craft, while burning retrograde will slow it down. Burning in any direction other than exactly prograde or retrograde will cause the prograde/retrograde markers to move toward/away from the direction the craft is pointing. The prograde marker is essential during the taking off and the retrograde marker during landing maneuvers, as the [[gravity turn]] main aspect is the harmonization of the acceleration and velocity vectors. These directions also can be used at refinement of [[gravity assist]] maneuvers. The prograde acceleration can increase the too deep periapsis increasing the speed for slingshot maneuvers, the retrograde burning can decrease the too high periapsis for reserve gravity assist or [[aerobraking]].<br />
<br />
==== Normal and anti-normal ====<br />
{|style="float:right"<br />
| [[File:normal.svg|90px|thumbnail|Normal]] || [[File:anti-normal.svg|90px|thumbnail|Anti-Normal]]<br />
|}<br />
As the normal directions are orthogonal to the orbital plane, the normal or anti-normal burning will change the orbital inclination. On the navball the normal and anti-normal directions are located on the equator line directly between the prograde and retrograde markers.<br />
<br />
These directions are generally used to match the orbital inclination of another celestial body or craft and inclined Hohman transfers, but as a typical timed maneuvers, they are preferably executed using maneuver nodes. But it has essential role in gravity assist as with fine refinement in normal direction of approaching trajectory can efficiently change the angle of the escape trajectory and enhance the final [[encounter]]. <br />
<br />
==== Radial in and radial out ====<br />
{|style="float:right"<br />
| [[File:radial-in.svg|90px|thumbnail|Radial In]] || [[File:radial-out.svg|90px|thumbnail|Radial Out]]<br />
|}<br />
The radial direction are in the orbital plane, and perpendicular to the prograde. The radial-in vector points inside the orbit, towards the orbited body (on the brown hemisphere of the navball), while the radial-out vector points outside the orbit, away from the body (on the blue hemisphere of the navball). Performing a radial burn will rotate the orbit around the craft like spinning a hula hoop with a stick.<br />
<br />
Radial burns are usually not an efficient way of adjusting one's path - it is generally more effective to use prograde and retrograde burns. The only exception when increasing or decreasing the periapsis of an escape trajectory without changing the speed from a distant approaching point. Decreasing the [[terminology#orbspeed|orbital speed]] with a retrograde burn for decreasing the periapsis for a more efficient slingshot is not quite practical - the burn in maneuver can be more efficient. Similarly, radial out can increase the periapsis without increasing speed for braking maneuvers and interceptions. This direction also can have an important role at landings: moving the burning direction towards the radial in direction can help control the altitude.<br />
<br />
==== Target prograde and target retrograde ====<br />
{|style="float:right"<br />
| [[File:target prograde.svg|90px|thumbnail|Target Prograde]] || [[File:target retrograde.svg|90px|thumbnail|Target Retrograde]]<br />
|}<br />
If a target is selected, the purple icons will indicate the heading directly to the target. Because the target is typically moving, the target markers move as well. Usually the target marker and velocity marker don't follow exactly the same path and tend to drift away. This is important for docking, which requires frequent input to hold the craft on course. These markers are not relative to the point of reference.<br />
<br />
==== Maneuver prograde ====<br />
{|style="float:right"<br />
| [[File:maneuver.svg|90px|thumbnail|Maneuver]] <br />
|}<br />
If a maneuver is planned on [[Map view|the map]], the blue Maneuver marker points in the direction needed for the burn. This is the only marker without an opposite pair, but with an arrow pointing at it if the marker is on the opposite side of the sphere and not visible.<br />
<br />
== Information around ==<br />
=== Maneuver information ===<br />
On maneuvers, there is a '''maneuver Δv indicator''', a green bar and small info text right of the navball. The bar gives a visual indication of the total amount Δv required to accomplish the maneuver, and it will deplete as the burn is performed. The bar has no scale; it always starts out full, regardless of the amount of the burn. Below that is the estimated burn time: how long the burn will have to continue until the maneuver is completed. This is a simple estimate based on the current maximum thrust available. When engines get activated or deactivated this value will adjust automatically and may result in a longer burn time. The time estimate doesn't change if the engines are operated at less than 100% thrust; it simply counts down more slowly. Below the burn-time estimate is a countdown timer indicating the time left until the craft reaches the next maneuver node. Because a maneuver node assumes an instantaneous velocity change, a perfect burn is impossible. To get the closest to the plotted maneuver, it is recommended to burn half of the time before the node and the other half after the node. However, opinions vary on whether to:<br />
* Start the burn before the maneuver point, finishing at T-0<br />
* Start the burn halfway before, so that half of the maneuver's Δv is applied at T-0<br />
* Start the burn maneuver exactly at T-0<br />
<br />
=== Throttle ===<br />
'''Throttle''' indicates how much power all engines in the current stage are delivering (in percent). Beware of continuous full throttle, as engines can [[Overheating|overheat]] and be destroyed. A single throttle controls all activated engines, so if the engines are not balanced the only way to adjust individual throttles is by setting/adjusting total thrust limits of the engines by using [[tweakable]]s. The throttle controls percentage of maximum thrust, not absolute thrust, so smaller engines at full throttle will apply less force than large engines at partial throttle. [[Solid rocket booster]]s cannot be throttled.<br />
<br />
=== Heading ===<br />
The '''heading''' is the compass direction the craft is facing, in degrees ranging from 0° - being true north - to 359°, going clockwise (meaning 90° equals an eastern direction).<br />
<br />
=== Pitch ===<br />
'''Pitch''' is indicated in degrees, ranging from +90° (''up'') to -90° (''down''). To better indicate positive and negative pitch, the bottom half of the navball is painted brown and the top half in blue.<br />
<br />
=== Roll Angle ===<br />
'''Roll angle''' is indicated using the level indicator. If the level indicator is parallel to the dashed pitch lines, the vessel is orientated horizontally. Combining this with the knowledge that blue means skyward and brown ground-ward, it can even deduce if it is flying upside down by only looking at the navball.<br />
<br />
=== G forces ===<br />
The '''G force''' gauge provides a visual scale of the acceleration exerted due to gravity and/or craft acceleration, measured in ''g''. One ''g'' is approximately 9.81&nbsp;m/s<sup>2</sup>. Not to be confused with the SI-unit gram. G forces can be either positive (upwards on the scale) or negative (downwards). Note that experiencing sustained excessive g forces (the red zone on the scale) will kill any Kerbalnauts and may damage sensitive parts.<br />
<br />
=== Show/Hide ===<br />
Clicking the little arrow on the top of the navball ('''Hide''') will toggles its display on-screen. There is also an assignable keybinding to do the same in the input menu.<br />
<br />
== Basic controls ==<br />
These are the most basic orientation controls of the craft, here is a short explanation on how their actions are represented on the navball with the default [[key bindings]]:<br />
* {{Key press|W}} moves the indicator down on the navball.<br />
* {{Key press|S}} moves it up.<br />
* {{Key press|A}} moves it left.<br />
* {{Key press|D}} moves it right.<br />
* {{Key press|Q}} rolls it counterclockwise.<br />
* {{Key press|E}} rolls it clockwise.<br />
<br />
[[Category:Game interface]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=56509Navball2014-12-31T15:27:44Z<p>Wcoenen: /* Ball instrument */ Removed section with marker gallery, instead moved images into the relevant sections in a float:right</p>
<hr />
<div>The '''navball''' is one of the primary instruments to control the craft. Understanding the navball is critical to successful flight, both in space and in atmosphere. When the camera is not in ''[[Camera view|chase]]'' mode, only the navball can tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real-world planes.<br />
<br />
{{TOC|align=left}}[[File:Navball.png|thumb|right|upright=2.0|1: Current point of reference<br><br />
2: Current speed<br><br />
3: RCS status (active)<br><br />
4: SAS status (active)<br><br />
5: Current throttle<br><br />
6: Current g-force<br><br />
7: Required maneuver delta-V<br><br />
8: Maneuver information<br><br />
9: Navball showing orientation and several attitude indicators<br><br />
10: Current heading in degrees<br><br />
11: Hides navball]]<br />
<br />
{{clear|left}}<br />
== Point of reference ==<br />
As all movement in space is relative, the point of reference determines the object from which all distance measurements and velocity vectors are made. Clicking this area will toggle the point of reference between ''Surface'' and ''Orbit'', as indicated by the green text. If a target is selected, there is a third option, ''Target''. Changing the '''point of reference''' changes the location of the prograde and retrograde markers (described below).<br />
<br />
To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotation of the celestial body. For orbital maneuvers (i.e., not landing), the planet's rotation is unimportant, except in the case of a [[synchronous orbit]], in which case the point of reference should be set to Orbit, which is like Surface but without accounting for the planet's rotation.<br />
<br />
=== Speed ===<br />
Your speed is measured relative to the '''point of reference''' and is given in meters per second (m/s). Speed is never negative. Even when you're moving toward a target (as in a docking maneuver), your closing speed will always be shown as a positive number.<br />
<br />
== Ball instrument ==<br />
The most important part is the center ball, which shows the current orientation of the craft and multiple directions which maybe important for future movements.<br />
<br />
While on the ground, the blue background hemisphere indicates the skyward direction (up; away from the center of gravity), while brown indicates groundwards (down, towards gravity). The thin white line separating the blue and brown hemispheres is the artificial horizon. These indicators are relative to the part from which the craft is controlled, not necessarily the nearest planet, target, or orbital plane. This can be changed by selecting '''Control from Here''' when right-clicking on [[docking port]]s or [[command module]]s that may be on the craft.<br />
<br />
=== Level indicator ===<br />
{|style="float:right"<br />
| [[File:level indicator.svg|80px|thumbnail|Level Indicator]] <br />
|}<br />
The level indicator is the gold V-shape in the center of the navball, which shows the direction the craft is facing (its orientation). The level indicator never moves; the navball rotates beneath it, providing a kind of cockpit window view without any window needed. For example, rotating the craft around its [[Axis#roll|roll axis]] will turn the navball upside down.<br />
<br />
=== Markers ===<br />
On the navball are six different types of markers as default. All markers except the maneuver marker come in pairs, with an opposite marker on the opposite side of the virtual ball. These markers are relative to the point of reference. There are thee pairs of directions which are identical to the [[Maneuver node#Directions|vectors]] used in [[maneuver node]]s, but they change their orientation during the maneuver.<br />
<br />
As the craft orbits around a body, the prograde and retrograde markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
==== [[Terminology#prograde|Prograde]] and [[Terminology#retrograde|retrograde]] ====<br />
{|style="float:right"<br />
| [[File:prograde.svg|80px|thumbnail|Prograde]] || [[File:retrograde.svg|80px|thumbnail|Retrograde]]<br />
|}<br />
The yellow prograde marker indicates the direction of movement (which may not be the direction the craft is facing). Conversely, the yellow retrograde marker always faces in exactly the opposite direction; the direction the craft has come from. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forwards" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backwards." As the craft orbits around a body, these markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
<br />
Burning in the prograde direction will accelerate the craft, while burning retrograde will slow it down. Burning in any direction other than exactly prograde or retrograde will cause the prograde/retrograde markers to move toward/away from the direction the craft is pointing. The prograde marker is essential during the taking off and the retrograde marker during landing maneuvers, as the [[gravity turn]] main aspect is the harmonization of the acceleration and velocity vectors. These directions also can be used at refinement of [[gravity assist]] maneuvers. The prograde acceleration can increase the too deep periapsis increasing the speed for slingshot maneuvers, the retrograde burning can decrease the too high periapsis for reserve gravity assist or [[aerobraking]].<br />
<br />
==== Normal and anti-normal ====<br />
{|style="float:right"<br />
| [[File:normal.svg|80px|thumbnail|Normal]] || [[File:anti-normal.svg|80px|thumbnail|Anti-Normal]]<br />
|}<br />
As the normal directions are orthogonal to the orbital plane, the normal or anti-normal burning will change the orbital inclination. On the navball the normal and anti-normal directions are located on the equator line directly between the prograde and retrograde markers.<br />
<br />
These directions are generally used to match the orbital inclination of another celestial body or craft and inclined Hohman transfers, but as a typical timed maneuvers, they are preferably executed using maneuver nodes. But it has essential role in gravity assist as with fine refinement in normal direction of approaching trajectory can efficiently change the angle of the escape trajectory and enhance the final [[encounter]]. <br />
<br />
==== Radial in and radial out ====<br />
{|style="float:right"<br />
| [[File:radial-in.svg|80px|thumbnail|Radial In]] || [[File:radial-out.svg|80px|thumbnail|Radial Out]]<br />
|}<br />
The radial direction are in the orbital plane, and perpendicular to the prograde. The radial-in vector points inside the orbit, towards the orbited body (on the brown hemisphere of the navball), while the radial-out vector points outside the orbit, away from the body (on the blue hemisphere of the navball). Performing a radial burn will rotate the orbit around the craft like spinning a hula hoop with a stick.<br />
<br />
Radial burns are usually not an efficient way of adjusting one's path - it is generally more effective to use prograde and retrograde burns. The only exception when increasing or decreasing the periapsis of an escape trajectory without changing the speed from a distant approaching point. Decreasing the [[terminology#orbspeed|orbital speed]] with a retrograde burn for decreasing the periapsis for a more efficient slingshot is not quite practical - the burn in maneuver can be more efficient. Similarly, radial out can increase the periapsis without increasing speed for braking maneuvers and interceptions. This direction also can have an important role at landings: moving the burning direction towards the radial in direction can help control the altitude.<br />
<br />
==== Target prograde and target retrograde ====<br />
{|style="float:right"<br />
| [[File:target prograde.svg|80px|thumbnail|Target Prograde]] || [[File:target retrograde.svg|80px|thumbnail|Target Retrograde]]<br />
|}<br />
If a target is selected, the purple icons will indicate the heading directly to the target. Because the target is typically moving, the target markers move as well. Usually the target marker and velocity marker don't follow exactly the same path and tend to drift away. This is important for docking, which requires frequent input to hold the craft on course. These markers are not relative to the point of reference.<br />
<br />
==== Maneuver prograde ====<br />
{|style="float:right"<br />
| [[File:maneuver.svg|80px|thumbnail|Maneuver]] <br />
|}<br />
If a maneuver is planned on [[Map view|the map]], the blue Maneuver marker points in the direction needed for the burn. This is the only marker without an opposite pair, but with an arrow pointing at it if the marker is on the opposite side of the sphere and not visible.<br />
<br />
== Information around ==<br />
=== Maneuver information ===<br />
On maneuvers, there is a '''maneuver Δv indicator''', a green bar and small info text right of the navball. The bar gives a visual indication of the total amount Δv required to accomplish the maneuver, and it will deplete as the burn is performed. The bar has no scale; it always starts out full, regardless of the amount of the burn. Below that is the estimated burn time: how long the burn will have to continue until the maneuver is completed. This is a simple estimate based on the current maximum thrust available. When engines get activated or deactivated this value will adjust automatically and may result in a longer burn time. The time estimate doesn't change if the engines are operated at less than 100% thrust; it simply counts down more slowly. Below the burn-time estimate is a countdown timer indicating the time left until the craft reaches the next maneuver node. Because a maneuver node assumes an instantaneous velocity change, a perfect burn is impossible. To get the closest to the plotted maneuver, it is recommended to burn half of the time before the node and the other half after the node. However, opinions vary on whether to:<br />
* Start the burn before the maneuver point, finishing at T-0<br />
* Start the burn halfway before, so that half of the maneuver's Δv is applied at T-0<br />
* Start the burn maneuver exactly at T-0<br />
<br />
=== Throttle ===<br />
'''Throttle''' indicates how much power all engines in the current stage are delivering (in percent). Beware of continuous full throttle, as engines can [[Overheating|overheat]] and be destroyed. A single throttle controls all activated engines, so if the engines are not balanced the only way to adjust individual throttles is by setting/adjusting total thrust limits of the engines by using [[tweakable]]s. The throttle controls percentage of maximum thrust, not absolute thrust, so smaller engines at full throttle will apply less force than large engines at partial throttle. [[Solid rocket booster]]s cannot be throttled.<br />
<br />
=== Heading ===<br />
The '''heading''' is the compass direction the craft is facing, in degrees ranging from 0° - being true north - to 359°, going clockwise (meaning 90° equals an eastern direction).<br />
<br />
=== Pitch ===<br />
'''Pitch''' is indicated in degrees, ranging from +90° (''up'') to -90° (''down''). To better indicate positive and negative pitch, the bottom half of the navball is painted brown and the top half in blue.<br />
<br />
=== Roll Angle ===<br />
'''Roll angle''' is indicated using the level indicator. If the level indicator is parallel to the dashed pitch lines, the vessel is orientated horizontally. Combining this with the knowledge that blue means skyward and brown ground-ward, it can even deduce if it is flying upside down by only looking at the navball.<br />
<br />
=== G forces ===<br />
The '''G force''' gauge provides a visual scale of the acceleration exerted due to gravity and/or craft acceleration, measured in ''g''. One ''g'' is approximately 9.81&nbsp;m/s<sup>2</sup>. Not to be confused with the SI-unit gram. G forces can be either positive (upwards on the scale) or negative (downwards). Note that experiencing sustained excessive g forces (the red zone on the scale) will kill any Kerbalnauts and may damage sensitive parts.<br />
<br />
=== Show/Hide ===<br />
Clicking the little arrow on the top of the navball ('''Hide''') will toggles its display on-screen. There is also an assignable keybinding to do the same in the input menu.<br />
<br />
== Basic controls ==<br />
These are the most basic orientation controls of the craft, here is a short explanation on how their actions are represented on the navball with the default [[key bindings]]:<br />
* {{Key press|W}} moves the indicator down on the navball.<br />
* {{Key press|S}} moves it up.<br />
* {{Key press|A}} moves it left.<br />
* {{Key press|D}} moves it right.<br />
* {{Key press|Q}} rolls it counterclockwise.<br />
* {{Key press|E}} rolls it clockwise.<br />
<br />
[[Category:Game interface]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Orbiting_(Technical)&diff=56505Tutorial: Basic Orbiting (Technical)2014-12-31T14:47:07Z<p>Wcoenen: /* Stabilizing your orbit */ fixed green/yellow mixup, referred to Navball as such</p>
<hr />
<div>{{Stub|tutorial|Needs some math tags and general cleanup. -- [[User:N3X15|N3X15]] ([[User talk:N3X15|talk]]) 08:46, 1 October 2012 (UTC)}}<br />
<br />
Getting into space is relatively easy, but staying there without drifting endlessly into space or falling back down to Kerbin can be challenging. This tutorial will teach you how to get into and remain in [[orbit]], how to adjust your orbit to be circular or elliptical, and how to adjust to a higher or lower orbit.<br />
<br />
== Stabilizing your orbit ==<br />
<br />
During each orbit, your craft will reach maximum altitude, called '''apoapsis''', and on the opposite side of the planet, it will reach minimum altitude, called '''periapsis'''. At both apoapsis and periapsis, your vertical speed will be zero. These points are the easiest points to make orbital corrections, because you can easily determine how fast to go when your vertical speed is zero. '''Note:''' The relative difference between your orbit's apoapsis and periapsis is called its '''eccentricity.''' Orbits that are exactly circular have zero eccentricity, and highly "flattened-out" orbits have eccentricity close to 1.<br />
<br />
There are a number of third-party calculators available which can crunch the numbers and tell you your eccentricity, as well as provide the speeds required to circularize your orbit at your current (or future) altitude. Whether you calculate your orbits by hand, or use a third party app, the general procedures are still the same and are given below:<br />
<br />
First, in order to get into a nice, round orbit, you need to determine how fast to go. The mathematical basis for orbital speed is determined from your current distance from your central body (<math>r</math>), your [[semi-major axis]] from your central body (<math>a</math>), and the mass of the central body itself (<math>M</math>). These may be use to find the speed at an orbit around any body using the relation <br />
<br />
<math>v = \sqrt{GM\left(\frac{2}{r}-\frac{1}{a}\right)}</math><br />
<br />
where <math>G</math> is the [[w:gravitational constant|gravitational constant]] <math>6.674 \cdot 10^{-11}\mathrm{\frac{m^3}{kg \cdot s^2}}</math>. Keep in mind that distances to the central body must account not only for altitude but also for the radius (<math>R</math>) of whatever body you are orbiting. The exact values of <math>M</math> and <math>R</math> may be found on their respective pages.<br />
<br />
Returning to our case, the higher your orbit, the less gravity you'll feel from Kerbin, so the slower you'll need to go to be in a circular orbit. Determine the proper speed for your altitude at apoapsis or periapsis either by hand, by calculator, or by table. You'll probably want to watch your altimeter as you near one of the critical points, remember the altitude, determine your desired speed, and make the correction on your next pass. If you want to "round out" your orbit from apoapsis, you need to speed up to avoid falling back down to periapsis. Point your craft in the exact direction of travel (use the yellow circular indicator on the [[Navball]] to line up), and apply thrust until you've gained enough speed. To round out an orbit from periapsis, you need to slow down to avoid climbing back up to apoapsis. Point your craft in the opposite direction of travel (indicated on the Navball by a yellow circle with an "X" through it), and apply thrust until you have slowed to the speed indicated by the table. You should then be in an orbit that is very close to circular! Depending on how eccentric your initial orbit was, you may need to make a large correction on your first pass followed by a small correction on a subsequent pass to get very stable.<br />
<br />
For fine adjustments to your orbit, adding a set of [[RCS]] thrusters to your craft helps immensely. Additionally, you can see the current trajectory (and read periapsis and apoapsis altitudes) by switching to the [[Map view]] (M key).<br />
<br />
== Transfer Orbits ==<br />
<br />
The most efficient way to transfer from a lower circular orbit to a higher circular orbit (or vice-versa) is to use an elliptical transfer orbit, also known as a Hohmann transfer orbit. To transfer, we make the periapsis of the elliptical orbit the same as the radius of the lower orbit, and the apoapsis of the elliptical orbit the same as the radius of the higher orbit. If you are going from low to high, you make a burn in the direction of travel to elongate your orbit. You will climb in altitude as you travel around the planet to the apoapsis of your transfer orbit. Then, make a second burn to round out the new, higher orbit (as described above). To go from high to low, do the opposite: Burn in the opposite direction of travel, then fall down to the periapsis of your transfer orbit, and make a second burn to round out the lower orbit (again in the opposite direction of travel).<br />
<br />
=== Target Speed ===<br />
<br />
The key to transfer orbits is figuring out how much speed to add or subtract to reach a desired new orbital altitude. To do this, use the formula below to determine the target velocity for your initial burn:<br />
<br />
<math>v = 1,878,968 \cdot \sqrt{\frac{2}{r_i} - \frac{2}{(r_l+r_h)}}</math><br />
<br />
In this formula, ''r<sub>l</sub>'' and ''r<sub>h</sub>'' are the radii of the lower and higher orbits, respectively, and ''r<sub>i</sub>'' is the radius of the initial orbit. If you are transferring to a higher orbit, ''r<sub>i</sub>'' will be equal to ''r<sub>l</sub>'', and ''v'' will be faster than your current speed, so burn in the direction of travel to reach ''v''. If you are transferring to a lower orbit, ''r<sub>i</sub>'' will be equal to ''r<sub>h</sub>'', and ''v'' will be slower than your current speed, so burn in the opposite direction to reach ''v''. Remember, ''v'' is the target speed for your initial burn that puts you into the elliptical transfer orbit. Once you reach your new orbital altitude, you need to make a second burn to round out your orbit, using the same technique described in the [[Tutorial: Basic Orbiting#Stabilizing your orbit|stabilizing your orbit]] section.<br />
<br />
Details of where this formula comes from are in the technical section below. When using this formula, take care to remember that the radius of an orbit is equal to the orbital altitude plus Kerbin's radius (600 000 m).<br />
<br />
=== De-orbiting ===<br />
The most efficient way to de-orbit from any altitude is to initiate a transfer orbit with a periapsis below 69076 m, the edge of Kerbin's atmosphere. Note that the upper atmosphere is very thin so if you do not want to wait for several orbits of [[aerobraking]], aim for under 35000 m and thicker air. As you approach periapsis, the atmospheric drag will start to slow your craft and eventually it can no longer maintain orbit.<br />
<br />
=== R code snippet for planning Hohmann transfer ===<br />
<br />
hohmann <- function(from_alt,to_alt){<br />
# provides information needed to perform<br />
# a hohmann transfer from a circular ortbit<br />
# at from_alt (km) to a circular orbit at to_alt (km)<br />
mu <- 3531.6 # Gravitational parameter (km^3/s^2)<br />
R <- 600 # Kerbin radius (km)<br />
r1 <- from_alt+R # radius 1 (km)<br />
r2 <- to_alt+R # radius 2 (km)<br />
vc1 <- sqrt(mu/r1) # circular orbit velocity 1 (km/s)<br />
vc2 <- sqrt(mu/r2) # circular orbit velocity 2 (km/s)<br />
a <- (r1+r2)/2 # semi-major axis of transfer orbit (km)<br />
T <- 2*pi*sqrt((a^3)/mu) # period of transfer orbit (s)<br />
dv1 <- (sqrt(r2/a)-1)*vc1 # delta v1 (km/s)<br />
dv2 <- (1-sqrt(r1/a))*vc2 # delta v2 (km/s)<br />
b1 <- list(from=vc1,to=vc1+dv1) # burn one from-to velocities (km/s)<br />
t <- T/2 # time between burns (s)<br />
b2 <- list(from=vc2+dv2,to=vc2) # burn two from-to velocities (km/s)<br />
out <- list(from_alt=from_alt,b1=b1,t=t,b2=b2,to_alt=to_alt)<br />
return(out)}<br />
<br />
==== Example usage ====<br />
<br />
Produce a graph showing the speeds need to transfer from a range of circular orbit altitudes into a landing orbit.<br />
<br />
plot(100*1:40,1000*hohmann(100*1:40,34)$b1$to,main="Landing speeds",xlab="altitude (km)",ylab="speed (m/s)")<br />
<br />
[[File:landingspeeds.png]]<br />
<br />
R project Link [http://www.r-project.org/]<br />
<br />
<br />
=== Transfer Orbits ===<br />
Coming soon!<br />
<br />
=== Orbital Table ===<br />
'''Note:''' The atmosphere once had a sharp cutoff at 34.5&nbsp;km, but now extends to approximately 69&nbsp;km. Below this altitude, your orbit will gradually decay. The decay becomes quite rapid below about 45&nbsp;km. The orbital parameters below 69&nbsp;km are provided for reference, but understand that you will not be able to maintain these orbits without regular corrections to counteract the atmospheric drag.<br />
{{:Tutorial: Basic Orbiting (Technical)/table|Altitude|Orbital speed|Orbital period}}<br />
<br />
[[Category:Tutorials|Tutorial: Basic Orbiting (Technical)]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Retrograde.svg&diff=56504File:Retrograde.svg2014-12-31T14:25:32Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Retrograde.svg&quot;: Fixed color. The retrograde marker on the navball is yellow, not green.</p>
<hr />
<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Prograde.svg&diff=56503File:Prograde.svg2014-12-31T14:21:19Z<p>Wcoenen: Wcoenen uploaded a new version of &quot;File:Prograde.svg&quot;: Fixed color. The prograde marker on the navball is yellow, not green.</p>
<hr />
<div></div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=56502Navball2014-12-31T13:33:59Z<p>Wcoenen: /* Prograde and retrograde */ Fixed description of the prograde/retrograde marker: its color is yellow, not green.</p>
<hr />
<div>The '''navball''' is one of the primary instruments to control the craft. Understanding the navball is critical to successful flight, both in space and in atmosphere. When the camera is not in ''[[Camera view|chase]]'' mode, only the navball can tell the current orientation and what the rotation commands will perform. It is similar to the [[w:Artificial horizon|artificial horizon]] used in real-world planes.<br />
<br />
{{TOC|align=left}}[[File:Navball.png|thumb|right|upright=2.0|1: Current point of reference<br><br />
2: Current speed<br><br />
3: RCS status (active)<br><br />
4: SAS status (active)<br><br />
5: Current throttle<br><br />
6: Current g-force<br><br />
7: Required maneuver delta-V<br><br />
8: Maneuver information<br><br />
9: Navball showing orientation and several attitude indicators<br><br />
10: Current heading in degrees<br><br />
11: Hides navball]]<br />
<br />
{{clear|left}}<br />
== Point of reference ==<br />
As all movement in space is relative, the point of reference determines the object from which all distance measurements and velocity vectors are made. Clicking this area will toggle the point of reference between ''Surface'' and ''Orbit'', as indicated by the green text. If a target is selected, there is a third option, ''Target''. Changing the '''point of reference''' changes the location of the prograde and retrograde markers (described below).<br />
<br />
To land on the surface of a planet or other celestial body, it is important to have the reference set to Surface to account for the rotation of the celestial body. For orbital maneuvers (i.e., not landing), the planet's rotation is unimportant, except in the case of a [[synchronous orbit]], in which case the point of reference should be set to Orbit, which is like Surface but without accounting for the planet's rotation.<br />
<br />
=== Speed ===<br />
Your speed is measured relative to the '''point of reference''' and is given in meters per second (m/s). Speed is never negative. Even when you're moving toward a target (as in a docking maneuver), your closing speed will always be shown as a positive number.<br />
<br />
== Ball instrument ==<br />
The most important part is the center ball, which shows the current orientation of the craft and multiple directions which maybe important for future movements.<br />
<br />
While on the ground, the blue background hemisphere indicates the skyward direction (up; away from the center of gravity), while brown indicates groundwards (down, towards gravity). The thin white line separating the blue and brown hemispheres is the artificial horizon. These indicators are relative to the part from which the craft is controlled, not necessarily the nearest planet, target, or orbital plane. This can be changed by selecting '''Control from Here''' when right-clicking on [[docking port]]s or [[command module]]s that may be on the craft.<br />
<br />
=== Level indicator ===<br />
The level indicator is the gold V-shape in the center of the navball, which shows the direction the craft is facing (its orientation). The level indicator never moves; the navball rotates beneath it, providing a kind of cockpit window view without any window needed. For example, rotating the craft around its [[Axis#roll|roll axis]] will turn the navball upside down.<br />
<br />
=== Markers ===<br />
On the navball are six different types of markers as default. All markers except the maneuver marker come in pairs, with an opposite marker on the opposite side of the virtual ball. These markers are relative to the point of reference. There are thee pairs of directions which are identical to the [[Maneuver node#Directions|vectors]] used in [[maneuver node]]s, but they change their orientation during the maneuver.<br />
<br />
As the craft orbits around a body, the prograde and retrograde markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still.<br />
==== [[Terminology#prograde|Prograde]] and [[Terminology#retrograde|retrograde]] ====<br />
The yellow prograde marker indicates the direction of movement (which may not be the direction the craft is facing). Conversely, the yellow retrograde marker always faces in exactly the opposite direction; the direction the craft has come from. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forwards" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backwards." As the craft orbits around a body, these markers will gradually move, because orbits are circular (or elliptical), while orbiting spacecraft typically hold still. Burning in the prograde direction will accelerate the craft, while burning retrograde will slow it down. Burning in any direction other than exactly prograde or retrograde will cause the prograde/retrograde markers to move toward/away from the direction the craft is pointing. The prograde marker is essential during the taking off and the retrograde marker during landing maneuvers, as the [[gravity turn]] main aspect is the harmonization of the acceleration and velocity vectors. These directions also can be used at refinement of [[gravity assist]] maneuvers. The prograde acceleration can increase the too deep periapsis increasing the speed for slingshot maneuvers, the retrograde burning can decrease the too high periapsis for reserve gravity assist or [[aerobraking]].<br />
<br />
==== Normal and anti-normal ====<br />
As the normal directions are orthogonal to the orbital plane, the normal or anti-normal burning will change the orbital inclination. On the navball the normal and anti-normal directions are located on the equator line directly between the prograde and retrograde markers. These directions are generally used to match the orbital inclination of another celestial body or craft and inclined Hohman transfers, but as a typical timed maneuvers, they are preferably executed using maneuver nodes. But it has essential role in gravity assist as with fine refinement in normal direction of approaching trajectory can efficiently change the angle of the escape trajectory and enhance the final [[encounter]]. <br />
<br />
==== Radial in and radial out ====<br />
The radial direction are in the orbital plane, and perpendicular to the prograde. The radial-in vector points inside the orbit, towards the orbited body (on the brown hemisphere of the navball), while the radial-out vector points outside the orbit, away from the body (on the blue hemisphere of the navball). Performing a radial burn will rotate the orbit around the craft like spinning a hula hoop with a stick. Radial burns are usually not an efficient way of adjusting one's path - it is generally more effective to use prograde and retrograde burns. The only exception when increasing or decreasing the periapsis of an escape trajectory without changing the speed from a distant approaching point. Decreasing the [[terminology#orbspeed|orbital speed]] with a retrograde burn for decreasing the periapsis for a more efficient slingshot is not quite practical - the burn in maneuver can be more efficient. Similarly, radial out can increase the periapsis without increasing speed for braking maneuvers and interceptions. This direction also can have an important role at landings: moving the burning direction towards the radial in direction can help control the altitude.<br />
<br />
==== Target prograde and target retrograde ====<br />
If a target is selected, the purple icons will indicate the heading directly to the target. Because the target is typically moving, the target markers move as well. Usually the target marker and velocity marker don't follow exactly the same path and tend to drift away. This is important for docking, which requires frequent input to hold the craft on course. These markers are not relative to the point of reference.<br />
<br />
==== Maneuver prograde ====<br />
If a maneuver is planned on [[Map view|the map]], the blue Maneuver marker points in the direction needed for the burn. This is the only marker without an opposite pair, but with an arrow pointing at it if the marker is on the opposite side of the sphere and not visible.<br />
<br />
=== Symbols on the ball instrument ===<br />
<gallery widths=64px heights=64px><br />
File:Level indicator.svg|Level indicator<br />
File:Prograde.svg|Prograde<br />
File:Retrograde.svg|Retrograde<br />
File:Normal.svg|Normal<br />
File:Anti-normal.svg|Anti-normal<br />
File:Radial-in.svg|Radial in<br />
File:Radial-out.svg|Radial out<br />
File:Target prograde.svg|Target prograde<br />
File:Target retrograde.svg|Target retrograde<br />
File:Maneuver.svg|Maneuver prograde<br />
</gallery><br />
<br />
== Information around ==<br />
=== Maneuver information ===<br />
On maneuvers, there is a '''maneuver Δv indicator''', a green bar and small info text right of the navball. The bar gives a visual indication of the total amount Δv required to accomplish the maneuver, and it will deplete as the burn is performed. The bar has no scale; it always starts out full, regardless of the amount of the burn. Below that is the estimated burn time: how long the burn will have to continue until the maneuver is completed. This is a simple estimate based on the current maximum thrust available. When engines get activated or deactivated this value will adjust automatically and may result in a longer burn time. The time estimate doesn't change if the engines are operated at less than 100% thrust; it simply counts down more slowly. Below the burn-time estimate is a countdown timer indicating the time left until the craft reaches the next maneuver node. Because a maneuver node assumes an instantaneous velocity change, a perfect burn is impossible. To get the closest to the plotted maneuver, it is recommended to burn half of the time before the node and the other half after the node. However, opinions vary on whether to:<br />
* Start the burn before the maneuver point, finishing at T-0<br />
* Start the burn halfway before, so that half of the maneuver's Δv is applied at T-0<br />
* Start the burn maneuver exactly at T-0<br />
<br />
=== Throttle ===<br />
'''Throttle''' indicates how much power all engines in the current stage are delivering (in percent). Beware of continuous full throttle, as engines can [[Overheating|overheat]] and be destroyed. A single throttle controls all activated engines, so if the engines are not balanced the only way to adjust individual throttles is by setting/adjusting total thrust limits of the engines by using [[tweakable]]s. The throttle controls percentage of maximum thrust, not absolute thrust, so smaller engines at full throttle will apply less force than large engines at partial throttle. [[Solid rocket booster]]s cannot be throttled.<br />
<br />
=== Heading ===<br />
The '''heading''' is the compass direction the craft is facing, in degrees ranging from 0° - being true north - to 359°, going clockwise (meaning 90° equals an eastern direction).<br />
<br />
=== Pitch ===<br />
'''Pitch''' is indicated in degrees, ranging from +90° (''up'') to -90° (''down''). To better indicate positive and negative pitch, the bottom half of the navball is painted brown and the top half in blue.<br />
<br />
=== Roll Angle ===<br />
'''Roll angle''' is indicated using the level indicator. If the level indicator is parallel to the dashed pitch lines, the vessel is orientated horizontally. Combining this with the knowledge that blue means skyward and brown ground-ward, it can even deduce if it is flying upside down by only looking at the navball.<br />
<br />
=== G forces ===<br />
The '''G force''' gauge provides a visual scale of the acceleration exerted due to gravity and/or craft acceleration, measured in ''g''. One ''g'' is approximately 9.81&nbsp;m/s<sup>2</sup>. Not to be confused with the SI-unit gram. G forces can be either positive (upwards on the scale) or negative (downwards). Note that experiencing sustained excessive g forces (the red zone on the scale) will kill any Kerbalnauts and may damage sensitive parts.<br />
<br />
=== Show/Hide ===<br />
Clicking the little arrow on the top of the navball ('''Hide''') will toggles its display on-screen. There is also an assignable keybinding to do the same in the input menu.<br />
<br />
== Basic controls ==<br />
These are the most basic orientation controls of the craft, here is a short explanation on how their actions are represented on the navball with the default [[key bindings]]:<br />
* {{Key press|W}} moves the indicator down on the navball.<br />
* {{Key press|S}} moves it up.<br />
* {{Key press|A}} moves it left.<br />
* {{Key press|D}} moves it right.<br />
* {{Key press|Q}} rolls it counterclockwise.<br />
* {{Key press|E}} rolls it clockwise.<br />
<br />
[[Category:Game interface]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Rover&diff=56329Rover2014-12-28T23:20:23Z<p>Wcoenen: Removed reference to Fine Print, stock now has survey comtracts</p>
<hr />
<div>[[File:Rover.jpg|right|thumb|A simple solar-powered, unmanned rover]]<br />
A '''rover''' is a vehicle equipped with wheels and some means of lateral propulsion (usually powered wheels) allowing it to move across terrestrial surfaces. Rovers can be driven everywhere except [[Kerbol]] and [[Jool]], although they are difficult to operate in the extremely low gravity of small moons. The parts necessary to construct rovers were introduced with {{version|0.19}}.<br />
<br />
== Constructing rovers ==<br />
<br />
=== Basics ===<br />
For a vehicle to be classified as a rover, it must have at the very least a [[command module]] and some wheels. A source of [[electricity]] is strongly recommended as no command module has enough internal supply for more than a few minutes of driving. To allow the vehicle to drive straight, the wheels must be mounted parallel to each other in the [[VAB]]. While the rover is being driven, the wheels are smart enough to steer in directions matching the control inputs.<br />
<br />
Wheels require lots of electricity to operate, so a rover should be equipped with plenty of energy. [[Battery|Batteries]] can power a rover for a time, but sustainable energy sources in form of [[solar panel]]s or [[RTG]]s are required for a rover to operate indefinitely. Often solar panels are preferred due to their lower mass, but extended solar panels can easily be destroyed by atmospheric drag when on a fast-driving rover in an [[atmosphere]].<br />
<br />
When attaching multiple in-line wheels radially to a flat body, such as the [[Probodobodyne RoveMate]], it is important to turn angle snap off in the construction menu. Otherwise, the wheels will not attach themselves properly at any point on the rover but the exact center and always point tangentially.<br />
<br />
[[File:Rover-wheel-compare.png|right|thumb|300px|Rover wheels model 3, 1 and 2 with a Kerbal for size comparison]]<br />
{{Stats Table Wheels}}<br />
<br />
=== Advanced ===<br />
<br />
To be stable and easy to control, a rover should be relatively wide with a low [[center of mass]]. This makes it much harder for the rover to tip over when accelerating, braking, or turning at speed. Rovers become less stable as gravity decreases, so a rover which is perfectly stable driving around the [[KSC]] might be easy to flip on [[Minmus]], for example. Another hazard of bodies with low gravity like Minmus is that rovers with a low mass might not exert enough pressure on their wheels to grip the ground and accelerate. One solution to this problem is to use upward-pointing [[RCS]] thrusters to push the rover into the surface.<br />
<br />
Alternatively, rather than trying to avoid flipping entirely, a rover can be designed to right itself. On small rovers, retractable [[LT-1 Landing Strut]]s can be used to turn them back over when they end up upside down. Larger rovers on low-gravity worlds can help themselves up by using [[Reaction Control System|RCS thrusters]]. Rovers can also turn themselves over with torque from [[reaction wheel]]s or their [[command module]].<br />
<br />
The most complex rovers are practically small spacecraft, using [[rocket engine]]s to deorbit and land themselves or even return themselves to orbit and carrying multiple [[kerbonaut]]s or other large payloads.<br />
<br />
== Piloting rovers ==<br />
<br />
Per default, a rover is controlled with the keys A, D, W and S. Unfortunately these keys also control vehicle rotation, which can make a rover completely uncontrollable on planets with low gravity. As a workaround for this problem, the rover controls can be remapped to different keys in the settings menu. If a number pad is available, a good solution is to map the WASD drive controls to 8456 on the numpad. Another solution is to switch into docking mode when controlling a rover.<br />
<br />
[[File:Docking lin.png|thumb|Docking controls in “LIN” mode]]<br />
Using docking controls, as opposed to staging controls, it is possible to quickly switch which keys control the translation and rotation. When the controls are in “ROT” mode the WASD controls rotate the rover, which can be switched with space. In the “LIN” mode the IJKL rotate and WASD translate, which is usually harmless for a rover. With a single click of the space button, pitching can be easily switch between on and off, therefore giving a stable mode of acceleration/direction change and a quick way to adjust the pitch of the rover on low gravity planets, should it be tipped or launched over a hill.<br />
<br />
To prevent rovers from driving away when they are dropped, the parking brake (in the top-center HUD, bottom icon on the right) should be applied prior to the drop. While piloting the rover the “B” (default) can activate the brake, but after releasing the button the brakes will release too.<br />
<br />
The most flimsy part of a rover are the wheels. When they experience strong impacts, they can get “broken”. In this state they are still intact as a part, but do not work as a wheel anymore. The impact threshold for this to happen is a lot lower than the actual impact tolerance listed in the parts menu. Wheels easily break when the rover jumps, so it is recommended to reduce the speed when the rover is driving over a hill. They can also break when they get faster than the maximum speed of the wheels, which can easily happen when it drives down a slope or uses rocket thrusters to accelerate a rover to higher speeds than it could reach with its wheels only. But it is possible to raise the speed at which the wheels break by reducing the weight pushing on the wheels, for example in atmosphere by using [[wing]]s.<br />
<br />
Fortunately, broken wheels can be fixed by [[kerbonaut]]s on an [[EVA]]. When a kerbonaut is close to the damaged wheel, right-click it and click on "repair". The wheel will immediately be operational again. Usually the wheel jumps a bit which can damage the rover, especially if it is moving or very light.<br />
<br />
== Navigation ==<br />
{|style="float:right"<br />
| [[File:Rover-top.png|thumbnail|A rover consisting of a ProbodoboDyne RoveMate body with an OKTO2 on top. The Navball heading is in the center of the blue hemisphere.]] || [[File:Rover-front.png|thumbnail|A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The Navball is showing the proper heading.]]<br />
|}<br />
<br />
In a straightforward design, a rover will have an unmanned [[command module]] on top of a [[Probodobodyne RoveMate]] body. However, this typically means that the top of the probe's controller is pointing straight up. As a consequence the heading indicator and "HDG" number on the [[Navball]] will be meaningless while driving, except perhaps to indicate which side of the rover is currently the lowest.<br />
<br />
To get a proper indication of the rover's heading, the top of the probe core needs to be pointed in the forward driving direction. This is especially important when using a rover to complete a survey contract, as the waypoints in the map view can be selected to make them visible on the Navball.<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Rover recovery module .png|Modified rover from [[Rover + Skycrane]] with reusable lander in the background<br />
File:Minmus Rover.jpeg|A rover on [[Minmus]] requiring extra down force by using [[RCS]]<br />
File:Long Range Rover Minmus.png|Heavy rovers can drive on Minmus without RCS<br />
File:Syphax Summit.jpg|A rover on a large mountain on Duna.<br />
</gallery><br />
<br />
<br />
[[Category:Craft]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Rover&diff=53024Rover2014-11-11T21:30:44Z<p>Wcoenen: /* Navigation */ Fixed the use of "typical" in consecutive sentences.</p>
<hr />
<div>[[File:Rover.jpg|right|thumb|A simple solar-powered, unmanned rover]]<br />
A '''rover''' is a vehicle equipped with wheels and some means of lateral propulsion (usually powered wheels) allowing it to move across terrestrial surfaces. Rovers can be driven everywhere except [[Kerbol]] and [[Jool]], although they are difficult to operate in the extremely low gravity of small moons. The parts necessary to construct rovers were introduced with {{version|0.19}}.<br />
<br />
== Constructing rovers ==<br />
<br />
=== Basics ===<br />
For a vehicle to be classified as a rover, it must have at the very least a [[command module]] and some wheels. A source of [[electricity]] is strongly recommended as no command module has enough internal supply for more than a few minutes of driving. To allow the vehicle to drive straight, the wheels must be mounted parallel to each other in the [[VAB]]. While the rover is being driven, the wheels are smart enough to steer in directions matching the control inputs.<br />
<br />
Wheels require lots of electricity to operate, so a rover should be equipped with plenty of energy. [[Battery|Batteries]] can power a rover for a time, but sustainable energy sources in form of [[solar panel]]s or [[RTG]]s are required for a rover to operate indefinitely. Often solar panels are preferred due to their lower mass, but extended solar panels can easily be destroyed by atmospheric drag when on a fast-driving rover in an [[atmosphere]].<br />
<br />
When attaching multiple in-line wheels radially to a flat body, such as the [[Probodobodyne RoveMate]], it is important to turn angle snap off in the construction menu. Otherwise, the wheels will not attach themselves properly at any point on the rover but the exact center and always point tangentially.<br />
<br />
[[Image:Rover-wheel-compare.png|right|thumb|300px|Rover wheels model 3, 1 and 2 with a Kerbal for size comparison]]<br />
{{Stats Table Wheels}}<br />
<br />
=== Advanced ===<br />
<br />
To be stable and easy to control, a rover should be relatively wide with a low [[center of mass]]. This makes it much harder for the rover to tip over when accelerating, braking, or turning at speed. Rovers become less stable as gravity decreases, so a rover which is perfectly stable driving around the [[KSC]] might be easy to flip on [[Minmus]], for example. Another hazard of bodies with low gravity like Minmus is that rovers with a low mass might not exert enough pressure on their wheels to grip the ground and accelerate. One solution to this problem is to use upward-pointing [[RCS]] thrusters to push the rover into the surface.<br />
<br />
Alternatively, rather than trying to avoid flipping entirely, a rover can be designed to right itself. On small rovers, retractable [[LT-1 Landing Strut]]s can be used to turn them back over when they end up upside down. Larger rovers on low-gravity worlds can help themselves up by using [[Reaction Control System|RCS thrusters]]. Rovers can also turn themselves over with torque from [[reaction wheel]]s or their [[command module]].<br />
<br />
The most complex rovers are practically small spacecraft, using [[rocket engine]]s to deorbit and land themselves or even return themselves to orbit and carrying multiple [[kerbonaut]]s or other large payloads.<br />
<br />
== Piloting rovers ==<br />
<br />
Per default, a rover is controlled with the keys A, D, W and S. Unfortunately these keys also control vehicle rotation, which can make a rover completely uncontrollable on planets with low gravity. As a workaround for this problem, the rover controls can be remapped to different keys in the settings menu. If a number pad is available, a good solution is to map the WASD drive controls to 8456 on the numpad. Another solution is to switch into docking mode when controlling a rover.<br />
<br />
[[File:Docking lin.png|thumb|Docking controls in “LIN” mode]]<br />
Using docking controls, as opposed to staging controls, it is possible to quickly switch which keys control the translation and rotation. When the controls are in “ROT” mode the WASD controls rotate the rover, which can be switched with space. In the “LIN” mode the IJKL rotate and WASD translate, which is usually harmless for a rover. With a single click of the space button, pitching can be easily switch between on and off, therefore giving a stable mode of acceleration/direction change and a quick way to adjust the pitch of the rover on low gravity planets, should it be tipped or launched over a hill.<br />
<br />
To prevent rovers from driving away when they are dropped, the parking brake (in the top-center HUD, bottom icon on the right) should be applied prior to the drop. While piloting the rover the “B” (default) can activate the brake, but after releasing the button the brakes will release too.<br />
<br />
The most flimsy part of a rover are the wheels. When they experience strong impacts, they can get “broken”. In this state they are still intact as a part, but do not work as a wheel anymore. The impact threshold for this to happen is a lot lower than the actual impact tolerance listed in the parts menu. Wheels easily break when the rover jumps, so it is recommended to reduce the speed when the rover is driving over a hill. They can also break when they get faster than the maximum speed of the wheels, which can easily happen when it drives down a slope or uses rocket thrusters to accelerate a rover to higher speeds than it could reach with its wheels only. But it is possible to raise the speed at which the wheels break by reducing the weight pushing on the wheels, for example in atmosphere by using [[wing]]s.<br />
<br />
Fortunately, broken wheels can be fixed by [[kerbonaut]]s on an [[EVA]]. When a kerbonaut is close to the damaged wheel, right-click it and click on "repair". The wheel will immediately be operational again. Usually the wheel jumps a bit which can damage the rover, especially if it is moving or very light.<br />
<br />
== Navigation ==<br />
{|style="float:right"<br />
| [[File:Rover-top.png|thumbnail|A rover consisting of a ProbodoboDyne RoveMate body with an OKTO2 on top. The Navball heading is in the center of the blue hemisphere.]] || [[File:Rover-front.png|thumbnail|A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The Navball is showing the proper heading.]]<br />
|}<br />
<br />
In a straightforward design, a rover will have an unmanned [[Command module|command module]] on top of a [[Probodobodyne RoveMate|RoveMate]] body. However, this typically means that the top of the probe's controller is pointing straight up. As a consequence the heading indicator and "HDG" number on the [[Navball|Navball]] will be meaningless while driving, except perhaps to indicate which side of the rover is currently the lowest.<br />
<br />
To get a proper indication of the rover's heading, the top of the probe core needs to be pointed in the forward driving direction. This is especially important during [http://www.curse.com/ksp-mods/kerbal/223168-fine-print Fine Print] rover missions where you can click on waypoints in the map view to make them visible on the [[Navball|Navball]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Rover recovery module .png|Modified rover from [[Rover + Skycrane]] with reusable lander in the background<br />
File:Minmus Rover.jpeg|A rover on [[Minmus]] requiring extra down force by using [[RCS]]<br />
File:Long Range Rover Minmus.png|Heavy rovers can drive on Minmus without RCS<br />
File:Syphax Summit.jpg|A rover on a large mountain on Duna.<br />
</gallery><br />
<br />
<br />
[[Category:Craft]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Rover&diff=53023Rover2014-11-11T21:27:45Z<p>Wcoenen: /* Navigation */ Added images to describe the Navball issue.</p>
<hr />
<div>[[File:Rover.jpg|right|thumb|A simple solar-powered, unmanned rover]]<br />
A '''rover''' is a vehicle equipped with wheels and some means of lateral propulsion (usually powered wheels) allowing it to move across terrestrial surfaces. Rovers can be driven everywhere except [[Kerbol]] and [[Jool]], although they are difficult to operate in the extremely low gravity of small moons. The parts necessary to construct rovers were introduced with {{version|0.19}}.<br />
<br />
== Constructing rovers ==<br />
<br />
=== Basics ===<br />
For a vehicle to be classified as a rover, it must have at the very least a [[command module]] and some wheels. A source of [[electricity]] is strongly recommended as no command module has enough internal supply for more than a few minutes of driving. To allow the vehicle to drive straight, the wheels must be mounted parallel to each other in the [[VAB]]. While the rover is being driven, the wheels are smart enough to steer in directions matching the control inputs.<br />
<br />
Wheels require lots of electricity to operate, so a rover should be equipped with plenty of energy. [[Battery|Batteries]] can power a rover for a time, but sustainable energy sources in form of [[solar panel]]s or [[RTG]]s are required for a rover to operate indefinitely. Often solar panels are preferred due to their lower mass, but extended solar panels can easily be destroyed by atmospheric drag when on a fast-driving rover in an [[atmosphere]].<br />
<br />
When attaching multiple in-line wheels radially to a flat body, such as the [[Probodobodyne RoveMate]], it is important to turn angle snap off in the construction menu. Otherwise, the wheels will not attach themselves properly at any point on the rover but the exact center and always point tangentially.<br />
<br />
[[Image:Rover-wheel-compare.png|right|thumb|300px|Rover wheels model 3, 1 and 2 with a Kerbal for size comparison]]<br />
{{Stats Table Wheels}}<br />
<br />
=== Advanced ===<br />
<br />
To be stable and easy to control, a rover should be relatively wide with a low [[center of mass]]. This makes it much harder for the rover to tip over when accelerating, braking, or turning at speed. Rovers become less stable as gravity decreases, so a rover which is perfectly stable driving around the [[KSC]] might be easy to flip on [[Minmus]], for example. Another hazard of bodies with low gravity like Minmus is that rovers with a low mass might not exert enough pressure on their wheels to grip the ground and accelerate. One solution to this problem is to use upward-pointing [[RCS]] thrusters to push the rover into the surface.<br />
<br />
Alternatively, rather than trying to avoid flipping entirely, a rover can be designed to right itself. On small rovers, retractable [[LT-1 Landing Strut]]s can be used to turn them back over when they end up upside down. Larger rovers on low-gravity worlds can help themselves up by using [[Reaction Control System|RCS thrusters]]. Rovers can also turn themselves over with torque from [[reaction wheel]]s or their [[command module]].<br />
<br />
The most complex rovers are practically small spacecraft, using [[rocket engine]]s to deorbit and land themselves or even return themselves to orbit and carrying multiple [[kerbonaut]]s or other large payloads.<br />
<br />
== Piloting rovers ==<br />
<br />
Per default, a rover is controlled with the keys A, D, W and S. Unfortunately these keys also control vehicle rotation, which can make a rover completely uncontrollable on planets with low gravity. As a workaround for this problem, the rover controls can be remapped to different keys in the settings menu. If a number pad is available, a good solution is to map the WASD drive controls to 8456 on the numpad. Another solution is to switch into docking mode when controlling a rover.<br />
<br />
[[File:Docking lin.png|thumb|Docking controls in “LIN” mode]]<br />
Using docking controls, as opposed to staging controls, it is possible to quickly switch which keys control the translation and rotation. When the controls are in “ROT” mode the WASD controls rotate the rover, which can be switched with space. In the “LIN” mode the IJKL rotate and WASD translate, which is usually harmless for a rover. With a single click of the space button, pitching can be easily switch between on and off, therefore giving a stable mode of acceleration/direction change and a quick way to adjust the pitch of the rover on low gravity planets, should it be tipped or launched over a hill.<br />
<br />
To prevent rovers from driving away when they are dropped, the parking brake (in the top-center HUD, bottom icon on the right) should be applied prior to the drop. While piloting the rover the “B” (default) can activate the brake, but after releasing the button the brakes will release too.<br />
<br />
The most flimsy part of a rover are the wheels. When they experience strong impacts, they can get “broken”. In this state they are still intact as a part, but do not work as a wheel anymore. The impact threshold for this to happen is a lot lower than the actual impact tolerance listed in the parts menu. Wheels easily break when the rover jumps, so it is recommended to reduce the speed when the rover is driving over a hill. They can also break when they get faster than the maximum speed of the wheels, which can easily happen when it drives down a slope or uses rocket thrusters to accelerate a rover to higher speeds than it could reach with its wheels only. But it is possible to raise the speed at which the wheels break by reducing the weight pushing on the wheels, for example in atmosphere by using [[wing]]s.<br />
<br />
Fortunately, broken wheels can be fixed by [[kerbonaut]]s on an [[EVA]]. When a kerbonaut is close to the damaged wheel, right-click it and click on "repair". The wheel will immediately be operational again. Usually the wheel jumps a bit which can damage the rover, especially if it is moving or very light.<br />
<br />
== Navigation ==<br />
{|style="float:right"<br />
| [[File:Rover-top.png|thumbnail|A rover consisting of a ProbodoboDyne RoveMate body with an OKTO2 on top. The Navball heading is in the center of the blue hemisphere.]] || [[File:Rover-front.png|thumbnail|A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The Navball is showing the proper heading.]]<br />
|}<br />
<br />
In a typical design, a rover will have an unmanned [[Command module|command module]] on top of a [[Probodobodyne RoveMate|RoveMate]] body. However, this typically means that the top of the probe's controller is pointing straight up. As a consequence the heading indicator and "HDG" number on the [[Navball|Navball]] will be meaningless while driving, except perhaps to indicate which side of the rover is currently the lowest.<br />
<br />
To get a proper indication of the rover's heading, the top of the probe core needs to be pointed in the forward driving direction. This is especially important during [http://www.curse.com/ksp-mods/kerbal/223168-fine-print Fine Print] rover missions where you can click on waypoints in the map view to make them visible on the [[Navball|Navball]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Rover recovery module .png|Modified rover from [[Rover + Skycrane]] with reusable lander in the background<br />
File:Minmus Rover.jpeg|A rover on [[Minmus]] requiring extra down force by using [[RCS]]<br />
File:Long Range Rover Minmus.png|Heavy rovers can drive on Minmus without RCS<br />
File:Syphax Summit.jpg|A rover on a large mountain on Duna.<br />
</gallery><br />
<br />
<br />
[[Category:Craft]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=Rover&diff=53022Rover2014-11-11T21:21:20Z<p>Wcoenen: /* Navigation */ Added images to explain the navball issue.</p>
<hr />
<div>[[File:Rover.jpg|right|thumb|A simple solar-powered, unmanned rover]]<br />
A '''rover''' is a vehicle equipped with wheels and some means of lateral propulsion (usually powered wheels) allowing it to move across terrestrial surfaces. Rovers can be driven everywhere except [[Kerbol]] and [[Jool]], although they are difficult to operate in the extremely low gravity of small moons. The parts necessary to construct rovers were introduced with {{version|0.19}}.<br />
<br />
== Constructing rovers ==<br />
<br />
=== Basics ===<br />
For a vehicle to be classified as a rover, it must have at the very least a [[command module]] and some wheels. A source of [[electricity]] is strongly recommended as no command module has enough internal supply for more than a few minutes of driving. To allow the vehicle to drive straight, the wheels must be mounted parallel to each other in the [[VAB]]. While the rover is being driven, the wheels are smart enough to steer in directions matching the control inputs.<br />
<br />
Wheels require lots of electricity to operate, so a rover should be equipped with plenty of energy. [[Battery|Batteries]] can power a rover for a time, but sustainable energy sources in form of [[solar panel]]s or [[RTG]]s are required for a rover to operate indefinitely. Often solar panels are preferred due to their lower mass, but extended solar panels can easily be destroyed by atmospheric drag when on a fast-driving rover in an [[atmosphere]].<br />
<br />
When attaching multiple in-line wheels radially to a flat body, such as the [[Probodobodyne RoveMate]], it is important to turn angle snap off in the construction menu. Otherwise, the wheels will not attach themselves properly at any point on the rover but the exact center and always point tangentially.<br />
<br />
[[Image:Rover-wheel-compare.png|right|thumb|300px|Rover wheels model 3, 1 and 2 with a Kerbal for size comparison]]<br />
{{Stats Table Wheels}}<br />
<br />
=== Advanced ===<br />
<br />
To be stable and easy to control, a rover should be relatively wide with a low [[center of mass]]. This makes it much harder for the rover to tip over when accelerating, braking, or turning at speed. Rovers become less stable as gravity decreases, so a rover which is perfectly stable driving around the [[KSC]] might be easy to flip on [[Minmus]], for example. Another hazard of bodies with low gravity like Minmus is that rovers with a low mass might not exert enough pressure on their wheels to grip the ground and accelerate. One solution to this problem is to use upward-pointing [[RCS]] thrusters to push the rover into the surface.<br />
<br />
Alternatively, rather than trying to avoid flipping entirely, a rover can be designed to right itself. On small rovers, retractable [[LT-1 Landing Strut]]s can be used to turn them back over when they end up upside down. Larger rovers on low-gravity worlds can help themselves up by using [[Reaction Control System|RCS thrusters]]. Rovers can also turn themselves over with torque from [[reaction wheel]]s or their [[command module]].<br />
<br />
The most complex rovers are practically small spacecraft, using [[rocket engine]]s to deorbit and land themselves or even return themselves to orbit and carrying multiple [[kerbonaut]]s or other large payloads.<br />
<br />
== Piloting rovers ==<br />
<br />
Per default, a rover is controlled with the keys A, D, W and S. Unfortunately these keys also control vehicle rotation, which can make a rover completely uncontrollable on planets with low gravity. As a workaround for this problem, the rover controls can be remapped to different keys in the settings menu. If a number pad is available, a good solution is to map the WASD drive controls to 8456 on the numpad. Another solution is to switch into docking mode when controlling a rover.<br />
<br />
[[File:Docking lin.png|thumb|Docking controls in “LIN” mode]]<br />
Using docking controls, as opposed to staging controls, it is possible to quickly switch which keys control the translation and rotation. When the controls are in “ROT” mode the WASD controls rotate the rover, which can be switched with space. In the “LIN” mode the IJKL rotate and WASD translate, which is usually harmless for a rover. With a single click of the space button, pitching can be easily switch between on and off, therefore giving a stable mode of acceleration/direction change and a quick way to adjust the pitch of the rover on low gravity planets, should it be tipped or launched over a hill.<br />
<br />
To prevent rovers from driving away when they are dropped, the parking brake (in the top-center HUD, bottom icon on the right) should be applied prior to the drop. While piloting the rover the “B” (default) can activate the brake, but after releasing the button the brakes will release too.<br />
<br />
The most flimsy part of a rover are the wheels. When they experience strong impacts, they can get “broken”. In this state they are still intact as a part, but do not work as a wheel anymore. The impact threshold for this to happen is a lot lower than the actual impact tolerance listed in the parts menu. Wheels easily break when the rover jumps, so it is recommended to reduce the speed when the rover is driving over a hill. They can also break when they get faster than the maximum speed of the wheels, which can easily happen when it drives down a slope or uses rocket thrusters to accelerate a rover to higher speeds than it could reach with its wheels only. But it is possible to raise the speed at which the wheels break by reducing the weight pushing on the wheels, for example in atmosphere by using [[wing]]s.<br />
<br />
Fortunately, broken wheels can be fixed by [[kerbonaut]]s on an [[EVA]]. When a kerbonaut is close to the damaged wheel, right-click it and click on "repair". The wheel will immediately be operational again. Usually the wheel jumps a bit which can damage the rover, especially if it is moving or very light.<br />
<br />
== Navigation ==<br />
<br />
[[File:Rover-top.png|thumbnail|A rover consisting of a ProbodoboDyne RoveMate body with an OKTO2 on top. The Navball heading is in the center of the blue hemisphere.]]<br />
[[File:Rover-front.png|thumbnail|A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The Navball is showing the proper heading.]]<br />
<br />
In a typical design, a rover will have an unmanned [[Command module|command module]] on top of a [[Probodobodyne RoveMate|RoveMate]] body. However, this typically means that the top of the probe's controller is pointing straight up. As a consequence the heading indicator and "HDG" number on the [[Navball|Navball]] will be meaningless while driving, except perhaps to indicate which side of the rover is currently the lowest.<br />
<br />
To get a proper indication of the rover's heading, the top of the probe core needs to be pointed in the forward driving direction. This is especially important during [http://www.curse.com/ksp-mods/kerbal/223168-fine-print Fine Print] rover missions where you can click on waypoints in the map view to make them visible on the [[Navball|Navball]].<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Rover recovery module .png|Modified rover from [[Rover + Skycrane]] with reusable lander in the background<br />
File:Minmus Rover.jpeg|A rover on [[Minmus]] requiring extra down force by using [[RCS]]<br />
File:Long Range Rover Minmus.png|Heavy rovers can drive on Minmus without RCS<br />
File:Syphax Summit.jpg|A rover on a large mountain on Duna.<br />
</gallery><br />
<br />
<br />
[[Category:Craft]]</div>Wcoenenhttps://wiki.kerbalspaceprogram.com/index.php?title=File:Rover-front.png&diff=53020File:Rover-front.png2014-11-11T21:14:38Z<p>Wcoenen: A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The Navball is showing the proper heading.</p>
<hr />
<div>A rover consisting of a RoveMate body with a OKTO2 mounted on the front side via a Cubic Octagonal Strut. The [[Navball]] is showing the proper heading.</div>Wcoenen