https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Whoop+whoop+pull+up&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-28T19:40:57ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Direction_selector&diff=104480Direction selector2023-01-30T07:42:58Z<p>Whoop whoop pull up: </p>
<hr />
<div>[[File:Maneuvers-by-icons.png|thumb|right|232px|The icons of the direction selector bar]]<br />
The '''direction selector''' is a part of the GUI appears with activation of [[S.A.S.]] (if there are functions beyond the stability assist). It helps to orientate the [[craft]] to the desired direction by clicking on its icon if the available [[command module|probe core]] or skilled pilot controls the craft. The icons of directions beyond the skill of the probe core or pilot won't appear on the bar of the direction selector. The directions matches with those can be found on the [[navball]]. If the maneuver is among the available directions, it can help to perform the orbital maneuvers planned with [[maneuver node]]s too. There is also a '''''Stability Assist''''' icon on the bar, which is the base function of the SAS. <br />
<br />
Prior to [[1.6|1.6.0]], the restrictions were valid in [[career|career mode]] only, in [[sandbox]] and [[science mode]] all functions were available! Now a setting is available to change this behavior.<br />
<br />
Since [[1.11.1]], players not having the Making History expansion installed had all kerbals or probes capable of using all direction selectors. This was fixed in [[1.12.2]].<br />
<br />
Here are the available functions:<br />
{{directions available}}<br />
<br />
[[Category:Game interface]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=KAL-1000_Controller&diff=103818KAL-1000 Controller2022-07-25T00:47:15Z<p>Whoop whoop pull up: /* KAL overclocking */</p>
<hr />
<div>{{Expansion|bg|small=no}}<br />
{{User:ArnePeirs/created part}}<br />
{{:KAL-1000 Controller/Box}}<br />
The '''KAL-1000 Controller''' is the first micro-controller part added to the game. It allows physical actions by parts to be automated. <br />
<br />
== Product description ==<br />
{{Quote|A first of its kind, this intelligent programmable controller can manage a number of parts across a vessel.<br/><br/>Its not an entirely autonomous entity... yet...|manufacturer=MPEG}}<br />
<br />
== Usage ==<br />
When added to an assembly, new action groups appear, one per controller. When the action group is selected, part actions can be added to the group actions field, like usual, but a new option "Open Track Editor" is available. When an appropriate action is added (indicated by the heading in the Selection field, "Axis Fields"), the Track Editor will display a graph control panel defined by a time x-axis and a min/max y-axis with a spline indicating the status of the part. By using the interface to add discrete adjustable points, the spline can be manipulated to create a motion/magnitude frequency for the part. <br />
<br />
An example: the [[SC-9001 Science Jr.]] has one “Axis Field,” one that controls its doors. Once added to the KAL-1000 Controller action group, the Track Editor will create a graph controlling the state of the [[SC-9001 Science Jr.]] doors. By setting an amount of time (maximum 100 seconds) and dropping 3 points onto the spline in the Track Editor interface, the [[SC-9001 Science Jr.]] can be set to open its doors halfway, then close them, then open the doors all the way, then close them at chosen time intervals. When launched and the KAL-1000 Controller activated, the [[SC-9001 Science Jr.]]’s doors will follow this pattern over and over, until the controller is deactivated. <br />
<br />
==Controller Priority==<br />
Controller priority does nothing if you only have one controller. Otherwise, they obey these undocumented rules:<br />
* '''Paused controllers are ignored.''' An active low-priority controller will "win" over a paused high-priority controller.<br />
* If two or more active controllers are controlling the same part, '''the highest-priority controller wins outright'''. Other controllers are ignored.<br />
* If two active controllers have '''the same priority''' controlling the same part, their output is averaged.<br />
<br />
It is important to not let your controllers become paused if you wish priority or averaging to occur.<br />
<br />
==KAL overclocking==<br />
By forcing the spline in the KAL editor to go outside the normal range, you can input extreme values into parts. This can be used to make engines produce more thrust, make engines produce ''negative'' thrust (which does not actually apply negative thrust to the vehicle, but refills its propellant tanks), make robotic parts rotate faster or extend farther, change fireworks to have huge explosions or launch distances, and more.<br />
For instance, using KAL overclocking and [[Fireworks]], you can reach absurd speeds, sometimes faster than light itself.<ref>https://www.reddit.com/r/KerbalSpaceProgram/comments/qpc051/my_fastest_accelerating_ship_yet_0_to_c_in_less/</ref><br />
<br />
== Changes ==<br />
;[[1.7.1]]<br />
* Initial Release<br />
<br />
{{Breaking Ground parts}}<br />
[[Category:Robotics]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=OX-10L_1x5_Photovoltaic_Panels&diff=103817OX-10L 1x5 Photovoltaic Panels2022-07-25T00:44:37Z<p>Whoop whoop pull up: </p>
<hr />
<div>{{stub}}<br />
{{OX-10L 1x5 Photovoltaic Panels/Box}}<br />
<br />
The '''OX-10L 1x5 Photovoltaic Panels''' is a rectangular deployable solar array. It is cheaper and lighter than its shrouded counterpart the [[SP-10L Photovoltaic Panels]], but is unprotected and not retractable. It was introduced in [[1.12]].<br />
<br />
== Usage ==<br />
The OX-10L is a deployable solar panel. These panels generate [[electric charge]] only when extended and directly illuminated by the [[light|light of Kerbol]]. To extend, just click the '''''Extend Panels''''' option in the part menu by right-clicking on it. Unlike SP-series panels or the [[Gigantor XL Solar Array]], OX-series panels cannot be retracted after they have been deployed and as such are unprotected from impacts or aerodynamic stresses.<br />
<br />
The electricity generation efficiency depends on the distance to [[Kerbol]] and angle of light hitting the panels. The panels automatically track Kerbol on one axis, but this does not ensure the 8.25 unit/second specified at [[Kerbin]]'s distance every time.<br />
<br />
== Product description ==<br />
<br />
== Changes ==<br />
;[[1.12]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Solar panels]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbodyne_S3-14400_Tank&diff=103816Kerbodyne S3-14400 Tank2022-07-25T00:40:23Z<p>Whoop whoop pull up: Undo revision 103796 by Imcute (talk) The S4-512 is a DLC part not present in the base game.</p>
<hr />
<div>{{:Kerbodyne S3-14400 Tank/Box}}<br />
<br />
The '''Kerbodyne S3-14400 Tank''' is a [[Radial size|extra large (3.75m)]] [[liquid fuel tank]]. It contains 72&nbsp;t of [[liquid fuel]]/[[oxidizer]] mixture, which is 125% more compared to the [[Rockomax Jumbo-64 Fuel Tank]] (which contains 32&nbsp;t). <br />
<br />
It is the largest tank available in the base game, containing twice as much fuel as the [[Kerbodyne S3-7200 Tank]]. In addition, it holds the impressive title of "heaviest stock part in the entire game."<br />
<br />
== Product description ==<br />
{{Quote<br />
|When nobody believed in (or even asked for) an even larger fuel tank than the already enormous S3-7200, Kerbodyne stepped up with the sanity-defying S3-14400 model. Carrying fully twice as much fuel as before, this fuel tank may just pack enough propellant to justify its proportionately enormous cost.<br />
|manufacturer=KD}}<br />
<br />
== Usage ==<br />
The S3-14400 is by far the largest tank, best used for supplying the similarly wide [[Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine]] or [[S3 KS-25x4 "Mammoth" Liquid Fuel Engine]]. A single tank is approximately the maximum amount of propellant a [[RE-M3 "Mainsail" Liquid Engine]] can usefully lift.<br />
<br />
When full, one tank can power a [[Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine]] for 120.0 seconds, or a [[S3 KS-25x4 "Mammoth" Liquid Fuel Engine]] for 55.6 seconds, while at full thrust.<br />
<br />
The S3-3600, S3-7200, and S3-14400 all have the same radius, mass ratio, and cost ratio. This means that the S3-14400 is interchangeable with two stacked S3-7200 tanks or four stacked S3-3600 tanks. However, as a single part, the S3-14400 is more structurally stable than a stack of the smaller tanks.<br />
<br />
== Trivia ==<br />
* The product description describes the [[Kerbodyne S3-7200 Tank]] as Kerbodyne's signature fuel tank. Prior to {{version|1.0}}, the Kerbodyne S3-14400 Tank was described as Kerbodyne's "signature" tank, and this description was used instead:<br />
:{{Quote|Kerbodyne's signature super heavy fuel tank. Designed to be used with their advanced rocket engines.|manufacturer=KD}}<br />
<br />
== Changes ==<br />
;[[1.8]]<br />
* New Orange variant added.<br />
;[[1.0]]<br />
* Dry mass reduced from 10 to 9, cost reduced from 22800 to 13000, description changed.<br />
;[[0.23.5]]<br />
* Initial release<br />
<br />
{{Parts}}<br />
[[Category:Liquid fuel tanks]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Illuminator_Mk1&diff=100729Illuminator Mk12021-05-09T23:51:08Z<p>Whoop whoop pull up: /* Changes */</p>
<hr />
<div>{{:Illuminator Mk1/Box}}<br />
<br />
The '''Illuminator Mk1''' is useful for illuminating small areas over long distances. For instance, on landers to increase surface visibility on other planets and their satellites. It is a kind of [[electric light]] and requires [[electricity]] to operate. The Mk1 is actually stronger than sunlight, and can instantly bleach the surface of anything it is pointed at. For best use, angle the Mk1 so that the lighted area resembles a wide parabola.<br />
<br />
There is another lamp, the [[Illuminator Mk2]], which generates a larger cone of light and uses less energy, but the light of the Mk-1 is much stronger and reaches much further.<br />
<br />
== Product description ==<br />
{{Quote<br />
|The Illuminator Mk1 from RKEA projects a strong beam of photons in its prograde direction, increasing the brightness of surfaces exposed to the beam (it's a big flashlight).<br />
|ROKEA Inc.}}<br />
<br />
== Changes ==<br />
;[[1.11.1]]<br />
* Added new white variant<br />
* Revamped the 3d model<br />
* The lamp face, when lit, now shines with the same color as the projected beam of light (previously, the lamp itself would always appear white when lit, even if the beam of light it projected was a different color)<br />
<br />
;[[0.23.5]]<br />
* Color is [[tweakable]]<br />
<br />
;[[0.18]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
[[Category:Lights]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=TT-38K_Radial_Decoupler&diff=100721TT-38K Radial Decoupler2021-05-02T20:45:54Z<p>Whoop whoop pull up: /* Usage */</p>
<hr />
<div>{{:TT-38K Radial Decoupler/Box}}<br />
<br />
The '''TT-38K Radial Decoupler''' is a [[decoupler]] that allows for staging rockets horizontally and in parallel. <br />
<br />
== Usage ==<br />
The TT-38K adds a stage to the rocket and when activated will jettison the decoupler as well as anything attached to it, much like the [[TR-18A Stack Decoupler|TR-18A]]. Visually, the decoupler's legs are left behind, but they add no mass or drag to the parent part.<br />
<br />
In the past [[liquid fuel]] system modules could not be attached to a TT-38K; however, you could attach TT-38Ks to solid fuel system modules. An easy workaround used by many was simply attaching an [[RT-10 Solid Fuel Booster]] to the TT-38K and then stacking liquid fuel system modules below.<br />
<br />
Since version 0.13 however the stock liquid fuel systems have been radially attachable and either fuel engines below them, or through use of the [[FTX-2 External Fuel Duct]] fuel line, also introduced in this version.<br />
<br />
You will often find that if you have a long section of liquid fuel tanks or solid boosters that they can twist the joint and potentially break off or explode on your craft. For this reason it is wise to use the decoupler towards one end of the side pod and use [[EAS-4 Strut Connector]]s to keep the other end steady (preferably a pair to help reduce the twisting the side pod might have). You should also consider using the decoupler towards the top of the side pod, so that the jettison force helps push that end away from the ship, effectively peeling the side pods away.<br />
<br />
== Product description ==<br />
{{Quote<br />
|The TT-38K Radial Decoupler, like most other decouplers, is equipped with a (hopefully) small explosive charge, that will sever the structural linkage between itself and whatever it's connected to.<br />
}}<br />
<br />
== Radial Symmetry ==<br />
[[File:Symmetry.jpg|thumb|right|In game Symmetry Modifier]]<br />
<br />
Unlike a stack decoupler, a radial decoupler can be combined with symmetry to an interesting effect. Using the symmetry feature found in the [[Vehicle Assembly Building|VAB]], one can attach 2-8 symmetrical pieces onto their main fuel engine, to allow for more balance in precision in placing your initial booster stages. See example. Pieces however, whose collision mesh collide with one another will not stay onto their respective decoupler; this means you'll have to use fewer decouplers per stage, and more stages if you want more pieces.<br />
<br />
== Changes ==<br />
;[[0.18]]<br />
* New model and texture<br />
;[[0.15]]<br />
* ''(undocumented)'' Ejection Force increased from 5 to 120<br />
;[[0.14]]<br />
* Decouplers now obey the second law of physics (Acceleration = Force/Mass)<br />
* ''(unimplemented)'' Increased the ejection force of Decouplers and Radial Decouplers (too underpowered after the physics fix)<br />
;[[0.13.1]]<br />
* Removed parent-wise fuel cross-feed from Radial Decouplers. Fuel Lines made that obsolete<br />
;[[0.12]]<br />
* ''(undocumented)'' Ejection Force decreased from 15 to 5<br />
;[[0.9]]<br />
* ''(undocumented)'' Radial decouplers can now cross-feed fuel<br />
;[[0.8]]<br />
* Radial decouplers now have their own module (they used to share modules with the stack decoupler) <br />
* Tweaked the Radial Decoupler separation. It can now eject lit SRBs safely away from the ship and not kill the crew every time<br />
;[[0.7.3]]<br />
* Initial Release<br />
<br />
{{Parts}}<br />
{{Demo parts}}<br />
[[Category:Decouplers]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Specialization&diff=100605Specialization2021-04-10T18:26:06Z<p>Whoop whoop pull up: /* List of specializations */</p>
<hr />
<div>A '''specialization''' or '''skill''' is an attribute assigned to Kerbals that indicates what abilities they can provide. Kerbals, with the exception of those with the [[Tourist]] specialization, can level up by earning [[experience]], which may give them additional abilities specific to their skill. <br />
<br />
__TOC__<br />
<br />
== List of specializations ==<br />
* [[Pilot]]s can provide [[SAS]] stabilization while aboard a vessel, with more [[direction selector]]s available at higher experience levels. One or two pilots are needed to use the [[Probe_Control_Point|probe control point]] feature. They can also use maneuver nodes without a connection to Kerbin. Here are the available direction selectors depending on the pilot's level :<br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||SAS and Stability||1.15x<br />
|-<br />
|{{mark|1star}}||Lock towards prograde and retrograde||1.3x<br />
|-<br />
|{{mark|2star}}||Lock towards normal and anti-normal, radial and anti-radial||1.45x<br />
|-<br />
|{{mark|3star}}||Lock towards target, away from target, and towards maneuver||1.6x<br />
|-<br />
|{{mark|4star}}||None||1.85x<br />
|-<br />
|{{mark|5star}}||None||2x<br />
|}<br />
* [[Engineer]]s can have the ability to repack parachutes and repair parts using repair kits. They also greatly boost the production rate of [[Resource harvester|Resource Harvesters]] and [[Converter|Converters]]. Since [[1.11]], all engineers are able to access an EVA construction mode allowing them to place parts stored in storage containers or move existing parts in EVA. Here are their capabilities depending on the engineer's level : <br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!Harvesting/Conversion Multiplier<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||[[EVA Construction Mode]]<br />
|25%||1x<br />
|-<br />
|{{mark|1star}}||Repack parachutes / Repair parts (>= 1.11)<br />
|45%||1.1x<br />
|-<br />
|{{mark|2star}}||Repair lander legs (<= 1.10.1)<br />
|65%||1.2x<br />
|-<br />
|{{mark|3star}}||Repair wheels (<= 1.10.1)<br />
|85%||1.3x<br />
|-<br />
|{{mark|4star}}||None<br />
|105%||1.4x<br />
|-<br />
|{{mark|5star}}||None<br />
|125%||1.5x<br />
|}<br />
* [[Scientist]]s can restore inoperable [[Science#modules| Science Modules]], like the [[Mystery Goo™ Containment Unit]], while on EVA, and process data into [[Science]] in the [[Mobile Processing Lab MPL-LG-2]]. The scientist's level only affects the efficiency of the science lab.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||Restore and activate experiments while on EVA||1x<br />
|-<br />
|{{mark|1star}}||Research at 5x speed in lab||1.05x<br />
|-<br />
|{{mark|2star}}||Research at 9x speed in lab||1.1x<br />
|-<br />
|{{mark|3star}}||Research at 13x speed in lab||1.15x<br />
|-<br />
|{{mark|4star}}||Research at 17x speed in lab||1.2x<br />
|-<br />
|{{mark|5star}}||Research at 21x speed in lab||1.25x<br />
|}<br />
<br />
* [[Tourist]]s have no special skills and cannot [[EVA]]. They are only made available via tourism [[contracts]], which require transporting them to specified parts of the Kerbol system in exchange for Funds.<br />
<br />
== No experience specialization override ==<br />
When playing with no Kerbal experience in the difficulty settings, some specializations are given to everyone and don't need a specialized kerbal[https://forum.kerbalspaceprogram.com/index.php?/topic/150474-sas-and-non-pilots/] : <br />
<br />
{| class="wikitable"<br />
|-<br />
!Use case<br />
!With experience<br />
!Without experience<br />
|-<br />
|[[SAS]] and [[Direction_selector|direction selectors]]||[[Pilot]] (selectors are level-dependent)<br />
|'''Everyone''' has SAS and all selectors<br />
|-<br />
|Maneuver nodes||Pilot, [[CommNet|Kerbin connection]] or [[Probe_Control_Point|probe control point]]<br />
|Pilot, Kerbin connection or probe control point<br />
|-<br />
|[[EVA Construction Mode]]||{{mark|0star}}[[Engineer]]<br />
|Engineer (any)<br />
|-<br />
|Parachute repack||{{mark|1star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|General part repair (>= 1.11)||{{mark|1star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|Lander leg repair (<= 1.10.1)||{{mark|2star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|Wheel repair (<= 1.10.1)||{{mark|3star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|EVA science measure||[[Scientist]]<br />
|Scientist<br />
|-<br />
|Science restore||Scientist<br />
|Scientist<br />
|-<br />
|Mining||Engineer (efficiency is level-dependent)<br />
|Engineer (always {{mark|5star}})<br />
|}<br />
<br />
The [https://forum.kerbalspaceprogram.com/index.php?/topic/183776-17x-~-13x-better-specialization-settings-v004-2019-05-22/| BetterSpecialization mod] exists to fix this trait override.<br />
<br />
== Changes ==<br />
;[[1.11]]<br />
* Engineers can now repair parts in EVA (solar panels, antennae, wheels,...) using repair kits.<br />
;[[1.0]]<br />
* Tourist Kerbals implemented<br />
;[[0.90.0]]<br />
* Initial release<br />
<br />
[[Category:Career-specific features]]<br />
[[Category:Kerbals]]<br />
[[Category:Stubs]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Specialization&diff=100604Specialization2021-04-10T18:20:00Z<p>Whoop whoop pull up: /* No experience specialization override */</p>
<hr />
<div>A '''specialization''' or '''skill''' is an attribute assigned to Kerbals that indicates what abilities they can provide. Kerbals, with the exception of those with the [[Tourist]] specialization, can level up by earning [[experience]], which may give them additional abilities specific to their skill. <br />
<br />
__TOC__<br />
<br />
== List of specializations ==<br />
* [[Pilot]]s can provide [[SAS]] stabilization while aboard a vessel, with more [[direction selector]]s available at higher experience levels. One or two pilots are needed to use the [[Probe_Control_Point|probe control point]] feature. They can also use maneuver nodes without a connection to Kerbin. Here are the available direction selectors depending on the pilot's level :<br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||SAS and Stability||1.15x<br />
|-<br />
|{{mark|1star}}||Lock towards prograde and retrograde||1.3x<br />
|-<br />
|{{mark|2star}}||Lock towards normal and anti-normal, radial and anti-radial||1.45x<br />
|-<br />
|{{mark|3star}}||Lock towards target, away from target, and towards maneuver||1.6x<br />
|-<br />
|{{mark|4star}}||None||1.85x<br />
|-<br />
|{{mark|5star}}||None||2x<br />
|}<br />
* [[Engineer]]s can have the ability to repack parachutes and repair parts using repair kits. They also greatly boost the production rate of [[Resource harvester|Resource Harvesters]] and [[Converter|Converters]]. Since [[1.11]], all engineers are able to access an EVA construction mode allowing them to place parts stored in storage containers or move existing parts in EVA. Here are their capabilities depending on the engineer's level : <br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!Harvesting/Conversion Multiplier<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||[[EVA Construction Mode]]<br />
|25%||1x<br />
|-<br />
|{{mark|1star}}||Repack parachutes / Repair parts (>= 1.11)<br />
|45%||1.1x<br />
|-<br />
|{{mark|2star}}||Repair lander legs (<= 1.10.1)<br />
|65%||1.2x<br />
|-<br />
|{{mark|3star}}||Repair wheels (<= 1.10.1)<br />
|85%||1.3x<br />
|-<br />
|{{mark|4star}}||None<br />
|105%||1.4x<br />
|-<br />
|{{mark|5star}}||None<br />
|125%||1.5x<br />
|}<br />
* [[Scientist]]s can restore inoperable [[Science#modules| Science Modules]], like the [[Mystery Goo™ Containment Unit]], while on EVA, and process data into [[Science]] in the [[Mobile Processing Lab MPL-LG-2]]. The scientist's level only affects the efficiency of the science lab.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||Restore and activate experiments while on EVA||1x<br />
|-<br />
|{{mark|1star}}||Research at 5x speed in lab||1.05x<br />
|-<br />
|{{mark|2star}}||Research at 9x speed in lab||1.1x<br />
|-<br />
|{{mark|3star}}||Research at 13x speed in lab||1.15x<br />
|-<br />
|{{mark|4star}}||Research at 17x speed in lab||1.2x<br />
|-<br />
|{{mark|5star}}||Research at 21x speed in lab||1.25x<br />
|}<br />
<br />
* [[Tourist]]s have no special skills and can not [[EVA]]. They are only made available via tourism [[contracts]], which require transporting them to specified parts of the Kerbol system in exchange for Funds.<br />
<br />
== No experience specialization override ==<br />
When playing with no Kerbal experience in the difficulty settings, some specializations are given to everyone and don't need a specialized kerbal[https://forum.kerbalspaceprogram.com/index.php?/topic/150474-sas-and-non-pilots/] : <br />
<br />
{| class="wikitable"<br />
|-<br />
!Use case<br />
!With experience<br />
!Without experience<br />
|-<br />
|[[SAS]] and [[Direction_selector|direction selectors]]||[[Pilot]] (selectors are level-dependent)<br />
|'''Everyone''' has SAS and all selectors<br />
|-<br />
|Maneuver nodes||Pilot, [[CommNet|Kerbin connection]] or [[Probe_Control_Point|probe control point]]<br />
|Pilot, Kerbin connection or probe control point<br />
|-<br />
|[[EVA Construction Mode]]||{{mark|0star}}[[Engineer]]<br />
|Engineer (any)<br />
|-<br />
|Parachute repack||{{mark|1star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|General part repair (>= 1.11)||{{mark|1star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|Lander leg repair (<= 1.10.1)||{{mark|2star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|Wheel repair (<= 1.10.1)||{{mark|3star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|EVA science measure||[[Scientist]]<br />
|Scientist<br />
|-<br />
|Science restore||Scientist<br />
|Scientist<br />
|-<br />
|Mining||Engineer (efficiency is level-dependent)<br />
|Engineer (always {{mark|5star}})<br />
|}<br />
<br />
The [https://forum.kerbalspaceprogram.com/index.php?/topic/183776-17x-~-13x-better-specialization-settings-v004-2019-05-22/| BetterSpecialization mod] exists to fix this trait override.<br />
<br />
== Changes ==<br />
;[[1.11]]<br />
* Engineers can now repair parts in EVA (solar panels, antennae, wheels,...) using repair kits.<br />
;[[1.0]]<br />
* Tourist Kerbals implemented<br />
;[[0.90.0]]<br />
* Initial release<br />
<br />
[[Category:Career-specific features]]<br />
[[Category:Kerbals]]<br />
[[Category:Stubs]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Specialization&diff=100603Specialization2021-04-10T18:19:44Z<p>Whoop whoop pull up: /* No experience specialization override */</p>
<hr />
<div>A '''specialization''' or '''skill''' is an attribute assigned to Kerbals that indicates what abilities they can provide. Kerbals, with the exception of those with the [[Tourist]] specialization, can level up by earning [[experience]], which may give them additional abilities specific to their skill. <br />
<br />
__TOC__<br />
<br />
== List of specializations ==<br />
* [[Pilot]]s can provide [[SAS]] stabilization while aboard a vessel, with more [[direction selector]]s available at higher experience levels. One or two pilots are needed to use the [[Probe_Control_Point|probe control point]] feature. They can also use maneuver nodes without a connection to Kerbin. Here are the available direction selectors depending on the pilot's level :<br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||SAS and Stability||1.15x<br />
|-<br />
|{{mark|1star}}||Lock towards prograde and retrograde||1.3x<br />
|-<br />
|{{mark|2star}}||Lock towards normal and anti-normal, radial and anti-radial||1.45x<br />
|-<br />
|{{mark|3star}}||Lock towards target, away from target, and towards maneuver||1.6x<br />
|-<br />
|{{mark|4star}}||None||1.85x<br />
|-<br />
|{{mark|5star}}||None||2x<br />
|}<br />
* [[Engineer]]s can have the ability to repack parachutes and repair parts using repair kits. They also greatly boost the production rate of [[Resource harvester|Resource Harvesters]] and [[Converter|Converters]]. Since [[1.11]], all engineers are able to access an EVA construction mode allowing them to place parts stored in storage containers or move existing parts in EVA. Here are their capabilities depending on the engineer's level : <br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!Harvesting/Conversion Multiplier<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||[[EVA Construction Mode]]<br />
|25%||1x<br />
|-<br />
|{{mark|1star}}||Repack parachutes / Repair parts (>= 1.11)<br />
|45%||1.1x<br />
|-<br />
|{{mark|2star}}||Repair lander legs (<= 1.10.1)<br />
|65%||1.2x<br />
|-<br />
|{{mark|3star}}||Repair wheels (<= 1.10.1)<br />
|85%||1.3x<br />
|-<br />
|{{mark|4star}}||None<br />
|105%||1.4x<br />
|-<br />
|{{mark|5star}}||None<br />
|125%||1.5x<br />
|}<br />
* [[Scientist]]s can restore inoperable [[Science#modules| Science Modules]], like the [[Mystery Goo™ Containment Unit]], while on EVA, and process data into [[Science]] in the [[Mobile Processing Lab MPL-LG-2]]. The scientist's level only affects the efficiency of the science lab.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Level<br />
!Effects provided<br />
!G Tolerance<br />
|-<br />
|{{mark|0star}}||Restore and activate experiments while on EVA||1x<br />
|-<br />
|{{mark|1star}}||Research at 5x speed in lab||1.05x<br />
|-<br />
|{{mark|2star}}||Research at 9x speed in lab||1.1x<br />
|-<br />
|{{mark|3star}}||Research at 13x speed in lab||1.15x<br />
|-<br />
|{{mark|4star}}||Research at 17x speed in lab||1.2x<br />
|-<br />
|{{mark|5star}}||Research at 21x speed in lab||1.25x<br />
|}<br />
<br />
* [[Tourist]]s have no special skills and can not [[EVA]]. They are only made available via tourism [[contracts]], which require transporting them to specified parts of the Kerbol system in exchange for Funds.<br />
<br />
== No experience specialization override ==<br />
When playing with no Kerbal experience in the difficulty settings, some specializations are given to everyone and don't need a specialized kerbal[https://forum.kerbalspaceprogram.com/index.php?/topic/150474-sas-and-non-pilots/] : <br />
<br />
{| class="wikitable"<br />
|-<br />
!Use case<br />
!With experience<br />
!Without experience<br />
|-<br />
|[[SAS]] and [[Direction_selector|direction selectors]]||[[Pilot]] (selectors are level dependant)<br />
|'''Everyone''' has SAS and all selectors<br />
|-<br />
|Maneuver nodes||Pilot, [[CommNet|Kerbin connection]] or [[Probe_Control_Point|probe control point]]<br />
|Pilot, Kerbin connection or probe control point<br />
|-<br />
|[[EVA Construction Mode]]||{{mark|0star}}[[Engineer]]<br />
|Engineer (any)<br />
|-<br />
|Parachute repack||{{mark|1star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|General part repair (>= 1.11)||{{mark|1star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|Lander leg repair (<= 1.10.1)||{{mark|2star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|Wheel repair (<= 1.10.1)||{{mark|3star}}Engineer<br />
|'''Everyone'''<br />
|-<br />
|EVA science measure||[[Scientist]]<br />
|Scientist<br />
|-<br />
|Science restore||Scientist<br />
|Scientist<br />
|-<br />
|Mining||Engineer (efficiency is level-dependent)<br />
|Engineer (always {{mark|5star}})<br />
|}<br />
<br />
The [https://forum.kerbalspaceprogram.com/index.php?/topic/183776-17x-~-13x-better-specialization-settings-v004-2019-05-22/| BetterSpecialization mod] exists to fix this trait override.<br />
<br />
== Changes ==<br />
;[[1.11]]<br />
* Engineers can now repair parts in EVA (solar panels, antennae, wheels,...) using repair kits.<br />
;[[1.0]]<br />
* Tourist Kerbals implemented<br />
;[[0.90.0]]<br />
* Initial release<br />
<br />
[[Category:Career-specific features]]<br />
[[Category:Kerbals]]<br />
[[Category:Stubs]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=LY-10_Small_Landing_Gear&diff=100333LY-10 Small Landing Gear2021-02-15T01:13:51Z<p>Whoop whoop pull up: </p>
<hr />
<div>{{:LY-10 Small Landing Gear/Box}}<br />
<br />
The '''LY-10 Small Landing Gear''' (formerly known as the Small Gear Bay) is a [[landing gear|retractable wheel]] that is primarily used on atmospheric [[plane]]s, but may be used on other objects that need to roll.<br />
<br />
== Usage ==<br />
The LY-10 Small Landing Gear allows planes to roll on the ground instead of sliding and (most likely) exploding. They can also be used to create [[rover]]s that roll on planet surfaces. Since 0.18, these wheels come equipped with [[electric light]]s, and these lights only use a tiny trickle of energy.<br />
<br />
Despite the game presenting them among the rover wheel parts in the [[editor]]s, there are some important differences between them. Vehicles using these wheels must have another means of acceleration. Since planes usually have a [[Jet engine|jet]] or [[rocket engine]]s, this usually does not pose much of an issue. On the other hand, since they are designed to support planes during their takeoff or landing runs, they can withstand a vastly higher ground speed than rover wheels, needing over 200&nbsp;m/s to break.<br />
<br />
In prior versions, the LY-10 Small Landing Gear was a [[physicsless part]] with no mass or drag. However, as of version 1.0.5, retracting the wheel makes a noticeable reduction in drag.<br />
<br />
As of the 0.23 update, the LY-10 Small Landing Gear has the ability to steer, allowing sharper turns on the ground. This can be toggled either through tweakables or in flight.<br />
<br />
The practical load limit for a single LY-10 wheel is about 7 tonnes.<br />
<br />
== Product description ==<br />
{{Quote<br />
|High performance retractable landing gear. Comes with shock absorber, steering and a built-in spotlights. If we didn't tell you, you'd never know that most of those components were salvaged from scrapped machinery... oh.<br />
|LightYear Tire Company}}<br />
<br />
== Changes ==<br />
[[File:Landing gear.png|right|thumb|The model before [[1.1]]]]<br />
;[[1.2]]<br />
* Moved from Utility to Ground<br />
* Added deployment sounds<br />
* Added ModuleDragModifier<br />
;[[1.1]]<br />
* New Model, textures, updated description and addition of new wheel physics and suspension<br />
;[[1.0]]<br />
* Renamed part<br />
;[[0.23]]<br />
* Steering unlock option added<br />
;[[0.18]]<br />
* Electrical lights added<br />
;[[0.15]]<br />
* Initial release<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Parts}}<br />
[[Category:Landing gears]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Bop&diff=79798Bop2018-01-12T20:07:06Z<p>Whoop whoop pull up: /* Trivia */</p>
<hr />
<div>{{Infobox/Body}}<br />
'''Bop''' is one of the five [[w:Natural satellite|natural satellites]] of [[Jool]]. It seems to be a [[captured asteroid]] and has certain similarities to [[Gilly]], another presumably captured asteroid orbiting Eve. Bop has a large crater with a white rim. Some of its mountains rise to nearly 22&nbsp;km above the surface, meaning any orbit below this could possibly impact the surface. It is comparable to Minmus in that, due to its low gravity, landing is relatively easy. This low gravity results in its bulged, irregular terrain. The brownish surface color may come from solid carbon or iron oxide within the harsh landscape.<br />
<br />
== In-game Description ==<br />
<br />
{{Quote<br />
|Bop is a small moon in the vicinity of Jool. In Kerbal mythology, Bop is believed to be the home of [[Deep Space Kraken|the Kraken]], a mischievous creature said to play with the ships of hapless explorers, by spinning them out of control until torn asunder, then casting them into oblivion.<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
Bop is mostly mountainous with very few flat surface areas. Due to a very low surface gravity, it is unable to achieve [[w:Hydrostatic equilibrium|hydrostatic equilibrium]]. A noticeable feature on Bop is a very large impact crater on the northern hemisphere west to the prime meridian. The highest point on Bop is an astounding 21,758&nbsp;m, marking the highest point above sea level in the [[Kerbol System]]. The point lies at 23.87° W and 64.57° N and is as high as [[w:Olympus Mons|Olympus Mons]] on [[w:Mars|Mars]]. <br />
<br />
Like most other Kerbol bodies, excluding [[Minmus]], the [[Mun]] and [[Kerbin]], Bop was a single [[biome]] until version 0.90.<br />
<br />
{{SpoilerBox<br />
|description=Easter Eggs Are Shown<br />
|content=<gallery><br />
File:Bop Deep Space Kraken.png| One of the few anomalies on Bop, known as the Deep Space Kraken.<br />
<br />
</gallery>}}<br />
<br />
== Biomes ==<br />
Bop has 5 [[biomes]].<br />
<br />
=== Biome list ===<br />
{|<br />
| style="vertical-align:middle; text-align:center;" |<br />
[[File:Bop biome 1800x900.png|thumb|left|Bop biome map as of 1.2.1]]<br />
|<br />
* Poles<br />
* Slopes<br />
* Peaks<br />
* Valley<br />
* Ridges<br />
|}<br />
<br />
== Reference frames ==<br />
{{:Bop/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
File:Gui_Bop_ISA_Topo.png | Topographical map of Bop using the ISA MapSat plugin<br />
File:Gui_Bop_Polars_Topo.png | A polar topographical map of Bop with the same plugin<br />
File:Bop_800_map.gif | A topographic height map of Bop made with the ISA MapSat plugin<br />
File:BopFromLaythe.png | A lander on Laythe. Bop is seen as a small dot.<br />
File:Small lander on Bop.png | A small user-created probe in a valley of Bop.<br />
File:Rover on Bop.png| A small rover on the surface of Bop. Notice the steep hills and wheels not fully on the ground due to low gravity.<br />
File:Bop landing party.jpg | A lander on Bop with two kerbals<br />
</gallery><br />
<br />
== Trivia ==<br />
*Bop looks very similar to Gilly in color and shape.<br />
*In the ingame descriptions it is mentioned that Tylo was the first of Jool's moons known, discovered when Kerbals attempted to photograph Jool. However, Bop is said to exist in Kerbal mythology, implying - rather oddly - that cameras and telescopes have been present on Kerbin since antiquity.<br />
<br />
== Changes ==<br />
;[[0.90]]<br />
* Added biomes<br />
;[[0.18.2]]<br />
<br />
* Semi-major axis increased to prevent SOI intersection with [[Tylo]]<br />
;[[0.17]]<br />
* Initial release<br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Moons]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Kerbin&diff=79797Kerbin2018-01-12T19:43:04Z<p>Whoop whoop pull up: /* Orbits */</p>
<hr />
<div>{{Infobox/Body}}<br />
<br />
'''Kerbin''' is the home planet of the [[Kerbal]]s, the location of the [[Kerbal Space Center|Space Center]], and the main focus of [[Kerbal Space Program]]. It is also the [[w:Earth|Earth]] analog for the game and has two [[moon]]s named '''[[Mun]]''' and '''[[Minmus]]'''.<br />
<br />
Kerbin is the third planet in [[orbit]] around the star [[Kerbol]]. It is the third largest [[celestial body]] that orbits Kerbol, following [[Jool]] and [[Eve]]. Jool's moon [[Tylo]] has the same radius of Kerbin, though it may be classified as larger, as the highest point on Tylo is about 5&nbsp;km higher than the highest point on Kerbin. However, Tylo has only 80% of Kerbin's mass.<br />
<br />
Reaching a stable orbit around Kerbin is one of the first milestones a player might achieve in the game. With the introduction of version [[1.0.3]], attaining low Kerbin orbit requires a [[delta-v|Δv]] of approximately 3400 m/s (vacuum), though the exact amount depends on the efficiency of the ascent profile and the aerodynamics of the launch vehicle and payload. The only planet that requires a higher Δv to attain orbit is [[Eve]]. Many interplanetary missions expend over half of their Δv in reaching Kerbin orbit. The energy required to escape a body from a given altitude is always exactly the square root of two times the kinetic energy of a circular orbit around the body at that height, leading one observer to remark:<br />
{{Quote|If you can get your ship into orbit, you're halfway to anywhere.|Robert Heinlein|quoted on page 194 of ''A Step Farther Out'' by Jerry Pournelle}}<br />
<br />
== In-game description ==<br />
<br />
{{Quote<br />
|A unique world, Kerbin has flat plains, soaring mountains and wide, blue oceans. Home to the Kerbals, it has just the right conditions to support a vast, seemingly undepletable population of the eager green creatures.<br /><br />
<br /><br />
''Reaching a stable orbit around Kerbin is one of the first things budding space programs strive for. It is said that those who can get their ship into orbit are halfway to anywhere.''<br />
|[[Kerbal Astronomical Society]]}}<br />
<br />
== Topography ==<br />
[[File:Kerbin heightmap.jpg|thumb|left|Topographical representation of Kerbin's surface as of 0.18.2. Click for high resolution. by Zeroignite]]<br />
[[File:TallestMountain_small.png|thumb|left|Kerbal at Kerbin's highest peak]]<br />
Kerbin has a roughly equal distribution of surface liquid water and solid land, with polar icecaps and scattered deserts. Some of its mountains exceed 6&nbsp;km in height, with the tallest peak being 6764.1&nbsp;m in altitude at the coordinates 46°20'17" E 61°35'53" N. The lowest point is almost 1.4&nbsp;km deep and about 313° south-west of the Kerbal Space Center.<br />
<br />
=== Craters ===<br />
<br />
[[File:KerbinCraterElevation.jpg|thumb|left|Terrain model centered on Kerbin's most pronounced craters]]<br />
Unlike other bodies in its system, Kerbin has few visible craters because its environment would erode craters from the few meteors that avoid the gravity or surface of its large moon and survive entry. Nevertheless, some geological formations indicate that bodies have violently collided with Kerbin: a planetary feature appears to be an impact crater, while a secondary rupture lies on the other side of the planet (made by the intense [http://files.mundos-fantasticos.com/200000857-6eb2d6fab1/waves.jpg longitudinal], or P-wave [http://tpsearthspace12student.wikispaces.com/file/view/PwavesSwaves.jpg/113267379/PwavesSwaves.jpg earthquakes] that ensue.) Both are in excess of 100&nbsp;km diameter, and the main crater lies along the far-western coastline. The uplift is easily visible as a series of islands, and the feature has a central peak that pokes up through the water (also known as a rebound peak.) The other, and smaller of the two, is near the prime meridian in the northern hemisphere and is more easily missed, but its uplift rims are visible, and it also has a central rebound peak.<br />
<br />
== Biomes ==<br />
[[File:KerbinBiomeMap.png|left|thumb|The biomes on Kerbin as of 0.90]]<br />
Before 0.90 Kerbin was one of the few bodies with multiple [[Biome]]s, Kerbin was second only to the Mun in number of biomes it has. Following the 0.90 update all celestial bodies have biomes. [[Science]] [[Science#Activities|experiments]] can be performed at all biomes, though Kerbin's low multipliers result in less impressive results than more distant worlds. Kerbin's biomes show a loose correlation with Earth's biomes and geographic features. Uniquely, Kerbin has 33 location biomes at KSC, these are comprised of each building and their props, the crawlerway, the flag, and KSC itself; these give a jumpstart to gathering Science points in [[Career]] mode. With 1.2 Kerbin had destinct Northern and Southern Ice Shelf added<br />
<br />
[[File:Kerbin biome 1800x900.png|thumb|left|Kerbin biome map as of 1.2]]<br />
{|<br />
|<br />
<span id="Planetary biome list"></span><br />
=== List of biomes ===<br />
* Ice Caps<br />
* Northern Ice Shelf<br />
* Southern Ice Shelf<br />
* Tundra<br />
* Highlands<br />
* Mountains<br />
* Grasslands<br />
* Deserts<br />
* Badlands<br />
* Shores<br />
* Water<br />
<span id="Kerbin location biomes"></span><br />
{{FlipBox|style=word-wrap: normal;margin: 0em 0em 0.5em; border-style: solid solid solid solid; padding: 0px; background-color: #FFFFFF; border-color:#aaaaaa; border-width:1px; width: 24em;<br />
|title=KSC mini biomes<br />
|content=<br />
* [[Inland Kerbal Space Center|Baikerbanur]]<br />
** Baikerbanur LaunchPad<br />
* [[KSC]]<br />
** [[Administration Facility|Administration]]<br />
*** Administration Grounds<br />
** [[Astronaut Complex]]<br />
*** AstronautComplex Grounds<br />
** Crawlerway<br />
** [[Flag Pole|FlagPole]]<br />
** [[Launch Pad|LaunchPad]]<br />
*** LaunchPad Water Tower<br />
*** LaunchPad Platform<small>(only exist when LaunchPad is Level 2)</small><br />
*** LaunchPad Flag Pole<br />
*** LaunchPad Round Tank<br />
*** LaunchPad Tanks<br />
** [[Mission Control]]<br />
*** MissionControl Grounds<br />
** [[Research and Development|R&D]]<br />
*** R&D Central Building<br />
*** R&D Corner Lab<br />
*** R&D Main Building<br />
*** R&D Observatory<br />
*** R&D Side Lab<br />
*** R&D Small Lab<br />
*** R&D Tanks<br />
*** R&D Wind Tunnel<br />
** [[Runway]]<br />
** [[Spaceplane Hangar|SPH]]<br />
*** SPH Main Building<br />
*** SPH Round Tank<br />
*** SPH Tanks<br />
*** SPH Water Tower<br />
** [[Tracking Station]]<br />
*** Tracking Station Dish East<br />
*** Tracking Station Dish North<br />
*** Tracking Station Dish South<br />
*** Tracking Station Hub<br />
** [[Vehicle Assembly Building|VAB]]<br />
*** VAB Main Building<br />
*** VAB Pod Memorial<br />
*** VAB Round Tank<br />
*** VAB South Complex<small>(only exist when VAB is Level 2)</small><br />
*** VAB Tanks<br />
}}<br />
|}<br />
<br />
== Atmosphere ==<br />
[[File:Kerbin_Atmosphere_T&P.png|thumbnail|left|Temperature and pressure of Kerbin's atmosphere as a function of altitude.]]<br />
[[File:Kerbin_atmospheric_density.png|thumbnail|left|Drag force is proportionate to atmospheric density.]]<br />
<br />
<!-- SPECULATION: Kerbin has an atmosphere of unknown composition, though Kerbin's plants and animals would not survive without O<sub>2</sub>, N<sub>2</sub>, and CO<sub>2</sub>. --><br />
Kerbin has a thick, warm [[atmosphere]] with a mass of approximately 4.7×10<sup>16</sup> kilograms, a sea level pressure of 101.325 kilopascals (1 atmosphere), and a depth of 70,000 meters. The atmosphere contains oxygen and can support combustion. Kerbin is the only planet or moon with a breathable atmosphere.<br />
<br />
The average [[w:Molecular_mass|molecular weight]] of Kerbin air is 28.9644 g/mol, and its [[w:Heat_capacity_ratio|adiabatic index]] is 1.40. This suggests that Kerbin likely has an earthlike nitrogen-oxygen atmosphere. The air-fuel ratio of jet engines operating in Kerbin's atmosphere suggests that the percentage of oxygen is similar to that of [[w:Atmosphere_of_Earth|Earth's atmosphere]] (about 21%).<br />
<br />
Like all other atmospheres in the game, Kerbin's atmosphere fades exponentially as altitude increases. The [[w:Scale_height|scale height]] varies with altitude, which is a change from pre-1.0 [[Version_history|versions]] of the game. The pressure-altitude profile is globally constant and independent of temperature. The following table gives the atmospheric pressure and density at various altitudes above sea level. Temperature-altitude profile is not globally constant, therefore neither is the density-altitude profile, however variance is slight.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Altitude (m) !! Pressure (Pa) !! Pressure (atm) !! Density (kg/m^3)<br />
|-<br />
| 0 || 101 325 || 1.000 || 1.225<br />
|-<br />
| 2 500 || 69 015 || 0.681 || 0.898<br />
|-<br />
| 5 000 || 45 625 || 0.450 || 0.642<br />
|-<br />
| 7 500 || 29 126 || 0.287 || 0.446<br />
|-<br />
| 10 000 || 17 934 || 0.177 || 0.288<br />
|-<br />
| 15 000 || 6 726 || 0.066 || 0.108<br />
|-<br />
| 20 000 || 2 549 || 0.025 || 0.040<br />
|-<br />
| 25 000 || 993.6 || 0.010 || 0.015<br />
|-<br />
| 30 000 || 404.1 || 0.004 || 0.006<br />
|-<br />
| 40 000 || 79.77 || 0.001 || 0.001<br />
|-<br />
| 50 000 || 15.56 || 0.000 || 0.000<br />
|-<br />
| 60 000 || 2.387 || 0.000 || 0.000<br />
|-<br />
| 70 000 || 0.000 || 0.000 || 0.000<br />
|}<br />
<br />
Kerbin's atmosphere can be divided into three major layers, comparable to Earth's [[w:Troposphere|troposphere]], [[w:Stratosphere|stratosphere]] and [[w:Mesosphere|mesosphere]]. In the lower and upper layers, temperature decreases as altitude increases, while the middle layer spans of a region of increasing temperature. The boundary between the lower and middle layers occurs at an altitude of about 16 km at low latitudes, and about 9 km at high latitudes. The boundary between the middle and upper layer occurs at an altitude of about 38 km.<br />
<br />
Air temperatures vary with latitude and time of day. At the equator, sea level temperatures vary between a nighttime low of 32 °C and a daytime high of 41 °C. At the poles, the temperature varies between -35 °C and -30 °C. The globally averaged sea level temperature is approximately 13.5 °C. Since Kerbin has no axial tilt, there are no seasonal temperature variations.<br />
<br />
The atmosphere of Kerbin is patterned after Earth's [[w:U.S._Standard_Atmosphere|U.S. Standard Atmosphere]] (USSA), though with the vertical height scale reduced by 20%. Kerbin's "base" temperature and atmospheric pressure can be very closely approximated using the [http://www.braeunig.us/space/atmmodel.htm#table4 equations of the USSA], where Kerbin's geometric altitude, z, is converted to Earth's geopotential altitude, h, using the following equation:<br />
<br />
:h = 7963.75·z / (6371 + 1.25·z)<br />
<br />
The base temperature is the temperature less latitudinal and diurnal adjustments; it is roughly equal to the global mean temperature.<br />
<br />
=== Atmospheric flight ===<br />
The thickness of Kerbin's atmosphere makes it well suited for [[aerobraking]] from a high-speed interplanetary intercept. The periapsis altitude required for a successful aerocapture depends on the spacecraft's drag characteristics, its approach velocity, and the desired apoapsis of the resulting orbit. For most conditions, a periapsis altitude of about 30 km should result in an aerocapture.<br />
<br />
[[Parachute]]s perform well in Kerbin's dense air, allowing landings on both land and water to be accomplished without the aid of propulsion.<br />
<br />
Because of the presence of oxygen, [[jet engine]]s can operate in Kerbin's atmosphere. And, together with it's thickness, Kerbin's atmosphere is ideally suited for [[aircraft]] flight.<br />
<br />
[[File:StationDocking.png|thumbnail|A modified Orbiter 1A prepares to dock with a space station.]]<br />
<br />
== Orbits ==<br />
[[File:Sputnik in Kerbin's orbit.png|thumbnail|left|A Stayputnik MK2 satellite]]<br />
A [[synchronous orbit]] is achieved with a semi-major axis of {{OrbitAltitude|b=Kerbin|f=k|3=0}}. [[KEO|Kerbisynchronous Equatorial Orbit (KEO)]] has a circularly uniform altitude of {{OrbitAltitude|b=Kerbin|f=k}} and a speed of {{OrbitVelocity|b=Kerbin}}. From a 70&nbsp;km low equatorial orbit, the periapsis maneuver requires 676.5&nbsp;m/s and the apoapsis maneuver requires 434.9&nbsp;m/s. A synchronous [[w:Tundra orbit|Tundra orbit]] with eccentricity of 0.2864 and inclination of 63 degrees is achieved at 3799.7/1937.7 km. Inclination correlates with eccentricity: higher inclined orbits need to be more eccentric, while equatorial orbit may be circular, essentially KEO.<br />
<br />
A [[w:semi-synchronous orbit|semi-synchronous orbit]] with an orbital period of ½ of Kerbin's rotation period (2 h 59 m 34.7 s or 10774.7 seconds) is achieved at an altitude of {{OrbitAltitude|b=Kerbin|f=k|pf=1/2}} with an orbital velocity of {{OrbitVelocity|b=Kerbin|pf=1/2}}. A semi-synchronous [[w:Molniya orbit|Molniya orbit]] with eccentricity of 0.742<ref>“[http://www.uwgb.edu/dutchs/AstronNotes/Orbits0.HTM Some Major Orbit Types]” uses that, [[w:Molniya orbit#References|the Wikipedia article]] mentions 0.74105, and “[http://www.eumetcal.org/euromet/english/satmet/s3220/s3220332.htm Orbital Parameters of a Molniya Orbit]” uses 0.72.</ref> and inclination of 63 degrees can not be achieved, because the periapsis would be 36&nbsp;km below the ground. The highest eccentricity of a semi-synchronous orbit with a periapsis of 70&nbsp;km is 0.693<!---389102957193457747187874683092468355009655955115825698569= (1585.18 + 600-670)/(1585.18 + 600)--> with an apoapsis of 3100.36<!-- (1585.18+600)*2-670-600 -->&nbsp;km.<br />
<br />
The [[w:Hill sphere|Hill sphere]] (the radius around the planet at which moons are gravitationally stable) of Kerbin is 136 185&nbsp;km, or roughly 227 Kerbin radii.<br />
<div style="clear:left;"></div><br />
<br />
== Delta-V Requirements ==<br />
<br />
From the lowest possible stable orbit around Kerbin (70&nbsp;km), the nominal amount of delta-V needed to reach other destinations is:<br />
<br />
{| class="wikitable"<br />
!Body<br />
!Δv<br />
|-<br />
| [[Mun]]<br />
| ~860&nbsp;m/s<br />
|-<br />
| [[Minmus]]<br />
| ~930&nbsp;m/s<br />
|-<br />
| [[Eve]]<br />
| ~1033&nbsp;m/s<br />
|-<br />
| [[Duna]]<br />
| ~1060&nbsp;m/s<br />
|-<br />
| [[KEO|Geostationary Orbit]]<br />
| ~1120&nbsp;m/s<br />
|-<br />
| [[Moho]]<br />
| ~1676&nbsp;m/s<br />
|-<br />
| [[Jool]]<br />
| ~1915&nbsp;m/s<br />
|-<br />
| [[Eeloo]]<br />
| ~2100&nbsp;m/s<br />
|-<br />
| [[Kerbol]] escape<br />
| ~2740&nbsp;m/s<br />
|}<br />
<br />
== Reference frames ==<br />
{{:Kerbin/RefFrame}}<br />
<br />
== Gallery ==<br />
<gallery><br />
Kerbin ISA Topo 0 21.jpg |Topographical map of Kerbin as of {{version|0.21}}<br />
Kerbin map from 0.14.jpg | A projection map of Kerbin, as of [[0.14.1]] and before (including the old demo).<br />
Kerbin color.png | An accurate full-colour projection map of Kerbin as of [[0.14.2]] to [[0.17.1]]<br />
KerbinDeltaVMap.png | A map displaying the delta V needed from/to Kerbin<br />
Kerbin_mun_minmus.jpg | Kerbin, Mun and Minmus.<br />
Kerbin,_Mun,_and_Minmus.jpeg | Kerbin with its two natural satellites, the Mun and Minmus, seen from KEO. Minmus can be seen just above the horizon of Kerbin on the left side of the picture.<br />
kerbin map 800.gif | A topographic heightmap of Kerbin made with the ISA MapSat plugin<br />
Kerbinmun500550km.png | Kerbin and the Mun, barely visible from ~500,550,000m<br />
Kerbin ISA Topo.png | Topographical image of Kerbin '''from 0.17.1'''. The terrain is slightly different in the latest version.<ref>http://forum.kerbalspaceprogram.com/entry.php/247-A-Brave-New-World</ref><br />
Kerbin r0 1.png | An unmanned probe on escape trajectory, flying past Kerbin, Mun and Minmus<br />
KerbalPolar1.png | Kerbin's North Pole<br />
Screenshot255.png | Kerbin's South Pole<br />
Solar eclipse in LKO.jpg | A solar eclipse from low Kerbin orbit (LKO).<br />
<br />
</gallery><br />
{{SpoilerBox<br />
|description=Easter Eggs Are Shown<br />
|content=<gallery><br />
Kermmunist_Launch_Site.png | The second launch site (currently unused).<br />
KEasterEgg.png | Kerbin from above with the Runway Easter Egg<br />
File:Crashed Polar UFO.png| A Crashed UFO on Kerbin's northern ice cap.<br />
<br />
</gallery>}}<br />
<br />
== Changes ==<br />
;[[1.2]]<br />
* Added biomes.<br />
* Mass reduced to compensate for g0 and G changes.<br />
;[[1.0.5]]<br />
* Kerbin actually spun up to have a 6 h synodic day.<br />
;[[0.90]]<br />
* Updated biomes.<br />
;[[0.22]]<br />
*Biomes added.<br />
;[[0.21]]<br />
*Terrain revised to produce more detailed and interesting landforms.<br />
;[[0.19.1]]<br />
*Fixed ladders on the fuel tanks near the launchpad.<br />
;[[0.19]]<br />
*New mesh for the launchpad and area (no launchtower anymore).<br />
*New mesh for the runway, with lights and sloping edges for rovers.<br />
;[[0.18]]<br />
*Terrain overhaul: Entire planet redo. Deserts, darker and greener grass, islands, darker ocean/water, snow capped mountains. Looks more realistic.<br />
*Several [[List of easter eggs|Easter Eggs]] added.<br />
*Airport added to island off of KSC coastline. (Not a launching point)<br />
;[[0.17]]<br />
* Improved atmosphere visuals. <br />
;[[0.15]]<br />
* [[Minmus]] added.<br />
;[[0.14.2]]<br />
* Much more varied and taller terrain added. Prior to this, some mountain ranges exceeded 600 m in height, but the tallest point was at an altitude of approximately 900 m.<br />
;[[0.12]]<br />
* [[Mun]] added.<br />
;[[0.11]]<br />
* Terrain overhaul, oceans became wet.<br />
;[[0.10.1]]<br />
* Atmosphere extended from ~34,500 m to ~69,000 m.<br />
;[[0.7.3]]<br />
* Initial Release<br />
<br />
== Trivia ==<br />
Kerbin's continents are derived from libnoise,<ref>http://libnoise.sourceforge.net/examples/complexplanet/</ref> a coherent noise generating library, though they have been increasingly modified with time.<br />
=== Real-world comparison ===<br />
Kerbin has approximately 1/113<sup>th</sup> the mass and a 1/10<sup>th</sup> the radius of Earth.<br />
<br />
== Notes ==<br />
<references /><br />
<br />
{{Celestial Bodies}}<br />
[[Category:Celestials]]<br />
[[Category:Planets]]</div>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Navball&diff=79796Navball2018-01-12T19:35:05Z<p>Whoop whoop pull up: /* Radial in and radial out */</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|200px|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'', and ''Target''. ''Target'' mode is only available if a target is selected.<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. Speed represents the magnitude of the craft's velocity vector relative to the point of reference. For this reason, speed is never negative. Even when you're moving toward a target (as in a docking maneuver or losing altitude rapidly in a spaceplane), your 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 may be important for future movements. The blue background hemisphere indicates the skyward direction ("up," away from the center of gravity), while the brown indicates the opposite ("down," toward 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 />
{{clear|right}}<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 three 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), so the orientation of the craft's velocity is constantly changing.<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 orientation of the velocity vector of the craft relative to the point of reference; it indicates in which direction the vessel is moving at that moment. This may not be the direction the craft is facing (which is indicated by the level indicator). Conversely, the chartreuse yellow retrograde marker always faces in exactly the opposite direction. If the prograde marker is exactly aligned with the gold level indicator, the craft is facing "forward" in the direction of travel. If the level indicator is over the retrograde marker, the craft is facing "backward." As the craft orbits around a body, these markers will gradually move, because the velocity vector is constantly changing.<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 />
In Surface mode, in which case the prograde and retrograde vectors will account for the rotation of the pertinent celestial body. Basically the navball and the prograde/retrograde vectors will act as if the ground and atmosphere don't move. This is useful for jet plane navigation because air intakes and wings work on the velocity relative to the atmosphere. And finally, by sustaining alignment of the surface prograde and the horizon, the aircraft will maintain altitude, which is helpful for staying in the optimal altitude for a given jet, yielding the best fuel efficiency.<br />
<br />
In Target mode, the prograde and retrograde indicators represent the orientation of the relative velocity between the active vessel and the target. Prograde here is ''aligned'' with the relative velocity, while retrograde is ''against'' the vector. In other words, if you accelerate prograde in Target mode, you are adding to the relative velocity (increasing the rate of closure or departure) and accelerating retrograde will subtract from the relative velocity (decreasing the rate of closure or departure). To hold steady with the target (i.e. maintain distance), burn retrograde to decrease the Speed display (the magnitude of the relative velocity) is zero. However, it is important to note that if the craft and the target's orbits are not closely aligned, their different ''individual'' velocities will cause the objects to converge or diverge again--accelerating Target retrograde '''does not synchronize orbits'''. In short, to perform a rendezvous, set your target and then use Orbit mode to align the orbits and assume an intercept posture. Once your distance is reduced to about 1km or less, switch to Target mode, and accelerate retrograde until the relative velocity is zero. Finally, still in Target mode, use the navball target vector to close to the desired separation (or the anti-target vector to separate to the desired distance) for station-keeping or docking.<br />
{{clear|right}}<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 Hohmann 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 />
{{clear|right}}<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). Nerdy types may notice that in Orbit mode, the radial vectors aligns with the vessel's acceleration-due-to-gravity vector, just as the prograde and retrograde vectors align with its velocity.<br />
<br />
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, and (if the navball is in Surface mode) prevent the craft from flipping over to point downwards if it bounces during landing.<br />
{{clear|right}}<br />
<br />
==== Target and anti-target ====<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 and away from 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, but to the craft itself; switching navball modes will not cause the target vectors to jump around as it would the other indicators.<br />
{{clear|right}}<br />
<br />
==== Maneuver ====<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 it does have an arrow pointing at it if the marker is not visible. (In other words, if your maneuver is coming up soon and the target indicator is not visible, rotate rapidly toward the arrow if you want to hit your mark.)<br />
{{clear|right}}<br />
<br />
<span id="Navigation"></span><br />
==== Navigation marks ====<br />
{{Main article|Navigation marks}}<br />
Each [[contract#Survey|survey contract]] gives possibility to mark the target area of the experiment on the [[map view]]. If the target area is assigned the marker of the experiment appears on the navball signing the direction towards the target area. The color of the marks differ by the contracts.<br />
<br />
The signs of the navigation mark system:<br />
<br />
[[File:Report-mark.png|link=Science#Crew Repor|crew report]]<br />
[[File:Eva-mark.png|link=Science#EVA Report|EVA report]]<br />
[[File:Sample-mark.png|link=Science#Surface Sample|surface report]]<br />
[[File:Thermometer-mark.png|link=2HOT Thermometer|temperature scan]]<br />
[[File:Pressure-mark.png|link=PresMat Barometer|atmospheric pressure scan]]<br />
[[File:Seismic-mark.png|link=Double-C Seismic Accelerometer|seismic scan]]<br />
[[File:Gravity-mark.png|link=GRAVMAX Negative Gravioli Detector|gravity scan]]<br />
[[File:Balloon-mark.png|link=Sensor Array Computing Nose Cone|atmosphere analysis]]<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>Whoop whoop pull uphttps://wiki.kerbalspaceprogram.com/index.php?title=Action_group&diff=79795Action group2018-01-12T19:22:44Z<p>Whoop whoop pull up: /* Available action groups */</p>
<hr />
<div>[[File:action_group_entry.png|thumb|right|200px|Click on the Hammer & Spanner icon to access Action Groups.]]<br />
[[File:Action groups abort.png|thumb|right|300px|Configuring an abort sequence using action groups]]<br />
An '''action group''' is a group of part actions that can be triggered using certain buttons or keys. They can be configured under the ''Action Groups'' tab in the [[VAB]] or [[SPH]]. <br />
<br />
== Enabling action groups ==<br />
The action groups button is not initially visible. The [[VAB]] or [[SPH]] buildings must be upgraded to enable them. At level two, basic action groups are available allowing the stage, gear, light, RCS, SAS, abort, and brakes groups to be customized. At level three, custom action groups are available.<br />
<br />
== Available action groups ==<br />
{| class="wikitable"<br />
! Name !! Triggered by<ref group="note" name="input">Names taken from "Input" section of settings</ref> !! Default key !! Default effect<br />
|-<br />
| Stage || Launch/Stages || Space || Activate all parts of next stage<br />
|-<br />
| Gear || Landing Gear || G || Toggle position of all landing gear<br />
|-<br />
| Light || Lights || U || Toggle all lights on/off<br />
|-<br />
| RCS || [[RCS]] Toggle || R || Toggle all RCS thrusters on/off<br />
|-<br />
| SAS || [[SAS]] Toggle || T || Toggle all SAS modules on/off<br />
|-<br />
| Brakes || Brakes || B<ref group="note" name="function">Brake is the only hotkey that automatically toggles off when the key is released. However, if the game is saved while holding down the Brake key, and the save is then loaded, the brakes will remain on, and the Brake key will need to be pressed again to release them.</ref> || Hold to activate all brakes<br />
|-<br />
| Abort || Emergency abort || Backspace || -<br />
|-<br />
| Custom01 || Custom action 1 || Alpha1 || -<br />
|-<br />
| Custom02 || Custom action 2 || Alpha2 || -<br />
|-<br />
| Custom03 || Custom action 3 || Alpha3 || -<br />
|-<br />
| Custom04 || Custom action 4 || Alpha4 || -<br />
|-<br />
| Custom05 || Custom action 5 || Alpha5 || -<br />
|-<br />
| Custom06 || Custom action 6 || Alpha6 || -<br />
|-<br />
| Custom07 || Custom action 7 || Alpha7 || -<br />
|-<br />
| Custom08 || Custom action 8 || Alpha8 || -<br />
|-<br />
| Custom09 || Custom action 9 || Alpha9 || -<br />
|-<br />
| Custom10 || Custom action 10 || Alpha0 || -<br />
|}<br />
<small><references group="note" /></small><br />
<br />
== Uses ==<br />
[[File:Escape tower.png|thumb|The tower lifts up the [[command pod]] with the ''Abort'' action group]]<br />
An action group can cause any action that can also be triggered by right-clicking a part and making a selection from its popup menu. This makes action groups useful for coordinating the functions of multiple parts all over a spacecraft, or for making the same change to several identical parts. Action groups trigger all their parts simultaneously, allowing quick changes in situations where using the popup menus would be impractical or dangerous, such as surface landings or while the engines are throttled up during a maneuver.<br />
<br />
Common uses of custom action groups include:<br />
<br />
* An abort or [[command module]] ejection sequence.<br />
* Extending [[ladder]]s along with landing gear.<br />
* Switching from [[jet engine]]s to rockets on an [[Single-stage-to-orbit|SSTO]] to avoid asymmetric flameouts.<br />
* Switching active [[engine]] groups on complicated [[craft]] such as VTOL planes.<br />
* Toggling the [[gimbal]] lock of all engines.<br />
* Deploying [[solar panel]]s.<br />
* Activating multiple [[environmental sensor]]s.<br />
* Deploying [[parachute]]s.<br />
<br />
To create a sequence for an action group, the action group has to be selected. It then shows all actions which are executed in this action group and it is possible to remove any action from the sequence. When a part is selected it also shows all actions possible which can be triggered and will highlight all parts which are affected. The action apply to all parts which are placed together with symmetry. From there it is possible to add remaining actions to the sequence.<br />
<br />
== See also ==<br />
* [[:Tutorial:Action group]]<br />
* [http://gaming.stackexchange.com/questions/114367/kerbal-space-program-number-binding/114369#114369 Tutorial by Doc Faustus] to answer ''Kerbal space program number binding'' on Arqade<br />
* [http://steamcommunity.com/app/220200/discussions/0/864978835564032975/#c864978835644239443 Explanation by You're Killing Me Smalls!] answering ''Group actions'' on Steam community<br />
<br />
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[[Category:Game interface]]</div>Whoop whoop pull up