Campaign:From Start to Finish
The Kerbal Space Program is now starting and as a new President of the KSC, we should get going. This campaign will cover everything there is of KSP: From building the first test rocket to an Interstellar Planetary Station (IPS) whose orbit is beyond Eeloo. Do not dream too big if you're new because we'll cover some basic stuff first before we launch our first interplanetary mission. For now, we'll stick to the Kerbin's SOI
- Length: Unknown (A long time)
- Difficulty: Increasing from 0/10 to 7/10
- Skills Needed: We'll learn this along the way, but Basic Construction skill may be useful -> Basic Rocket Building (unfinished) and Basic Spaceplane Design (incomplete)
- KSP Version: 1.0.5 or 1.1
- Mods: MechJeb or equivalent, but MechJeb is recommended for its autopilot. Kerbal Alarm Clock is recommended to use
- Game Modes: Sandbox
For mods, do NOT install any mod that changes the solar system as it will cause the tutorial to be invalid (like Realism Overhaul). RemoteTech may be used for this campaign, but you must make sure that there is a commlink in all planets (otherwise, don't use it). Any Life Support mods may be used, but use it at your own risk. For mods that add new parts/modify stock parts, it is recommended to stay away from those and stay as stock as possible, although some (Like Near Future Electrical) are still allowed.
Learning How to Fly
Briefing: The KSC members welcome you to the community. Before you'll be allowed to send Kerbals up there, however, you'll need to prove to the staff that you can handle everything that's flying IN KERBIN. The 3 first missions are designed to teach you how to fly them.
Since this is your first mission, the structure of the construction points might be confusing, so there will be an explanation afterwards. There will also be another explanation for every new stuff you encounter. Take note that this structure is true for this campaign only
This mission requires the following craft to be constructed:
- Stayputnik Mk1
- 1x Z-200 Battery
- Launch Vessel
- 1x TR-18A Decoupler
- 1x FL-T100 Fuel Tank
- 1x T-1 Aerospike Engine
The structure for the vessel is divided into sections depending on the type of vessel. For now, a Payload is anything that you keep in space, i.e the functional part of the rocket. All manned command modules fit in this category, while probes can either be a Payload or involved in other stages.
A Launch Vessel is a set of rockets which functions to bring all of the other stages to the thinner atmosphere. It's not designed to go to space with the rest of the rocket, but it is possible for a Launch Vessel to go into space as long as the above stages are light enough. This stage can consist of multiple sections.
If it isn't light enough, the rocket will be placed into orbit by the Orbital Stage. Usually, this stage is a duplicate of the Launch Stage in terms of Δv, but since the whole rocket is lighter in terms of weight, small rockets are usually used for this stage. This stage should be able to finish orbit, but sometimes fine adjustments will be done by the next stage.
The Transfer Stage is the rocket - usually directly below the Payload - used for one of the following:
- Fine-tune orbit
- Rendezvous with another Vessel orbiting the same body
- Inter-system Transfer (Kerbin to Mun/Minmus or Jool to Laythe)
- Hohmann Transfer to a higher orbit
- Interplanetary Transfer
Usually, this stage would have the most economical engine with the highest Δv and the lowest thrust so that it could last longer. Due to the nature of this stage, it is common to leave this stage attached to the payload, unless the ship is going on a re-entry, atmospheric braking or landing.
For those functions, the Landing Stage serves that purpose. It should be noted that this stage can be absent for a craft under re-entry or atmospheric braking, but it is essential for landing (thus the name Landing Stage).