Beruflich Dokumente
Kultur Dokumente
A place to find information about playing, and succeeding at, Kerba l Space Program.
Controls Compatibility
It mea ns controls are compatible with controll er-n avigation, including rad ial
menu or accelerator controls.
If both are compatible, you can toggle between modes by pressing the ,s Button button.
There is a lot you can do during construction. You will be picking and aligning parts, adjusting staging and
almost certainly coming back to add a chute that you forgot the first time.
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Rocketry/ Advanced / Girders, Plates and Struts
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Rocketry / Advanced/ Fairings
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Storing Ia Satelli
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Once a fairing base is placed you "draw" the shape of the fairing panels with the mouse. Below you can
see how this satellite was stored.
--1---r rrl--1+++-H~~, i
Attached to the top Building the fairing - All packed in snug 1 Staging the fairing to
a/the rocket on the wtth the cursor to j and tight., reveal the satellite.
fairing base. wrap the sotell!te.
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Aircraft
Aircra~
Those magnificient kerba ls in their f lying machines, and other aircraft information.
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The force of t he
This aerodynam ic force is
engines propel ling
ca used by a ir resistan~e ~s ~he
the plane forwards .
plane moves t hroug h the air.
I I ' I I
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Aircraft / Basics / Lift
(jetting a U~ Up
With a plane, lift is generated by air being shaped as it passes around the wings. Wings in KSP are
symmetrical, if there is no angle of attack (angle into the airstream), there is no lift generated by w ings.
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Aircraft/ Basics/ Thrust
the upper atmosp here and then us_e--.'.:ockets t~ pus h from there to o~it. 1
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+~ _
If you are trying to bu il d a Si ng le Stage to Orbit (SSTO) craft t hen you might use jet engines to asce nd to
..
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Aircraft l Basics/ Intakes ExJ)lained
Needing to Breathe
Intakes, like engines, come in many shapes and sizes. The key thing to remember is that they grab air
for jet engines, and the amount varies depending on speed and altitude. ·
The faster you go, the more air is captured; the higher
you go, the less air is captured (because the atmosphere
is thinner at higher altitudes).
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Aircraft/ Basics / Drag
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Aircraft/ Basics/, Control
r-1~- ..
RCS I
Thruster •
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lSources
These parts apply force to the vesse l - via airflow over
j +-art \ s urfaces, torq ue from gyroscopes, gimballed engine
-+-~.c-,e-+~-+-J-- moveme nt and d irect thrust from thrusters.
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Manual/ Construction Interface /~ ymmetry and SnapJ)ing
Angle Snap
.0 · Angle Snap On
The angle snap too l makes it easier to get exact ang les around
t he centerline of t he vessel. By default it works in 15° increments;
ho lding down , RB ~ w ill make it to work in finer 5° steps.
j 0 } Angle Snap Off
..,..,
ft
'-"
No Symmetry ~
'-._,,
l~o
·~
2x5ymmetry
...
••
••
,
3xSymmetry
4xSymmetry
and more...
2x Radial Symmetry 2x Mirror Symmetry
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Aircraft/ Basics/ Control Surfaces
, Controlling Airflow
In the atmosphere you can use contro l surfaces to redirect the airflow. T~e change in airflow wi ll change
the attit ude of aircraft. There are many parts that wi ll he lp you to do this.
I -
+--+-+-+-+-f-r--
+++-+-+-+-+-----
Be low are some very simplistic effects of
each ty e of contro l:
Affects Pitch
Affects Yaw
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Aircraft/ Basics / Center of Lift
The Col is found by adding the individua l lift components from all G.?} , ,
' - ,• , J
Center of Lift
parts of the craft. Lift is generated by w ings, control surfaces and
even some fuselage parts (via an effect ca lled body lift). ;~, i '- · Center of Thrust
i/'/i' In game you will only see the Col marker in the construction interface.
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Aircraft/ Basics/ Achieving Flight
Here are some basic themes that help build simple planes. i~-t Center 0f Thrust
0
Of course, once you have a firm grasp offl :ght; imaginatil (a nd·physicsf are the only lim its.
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Aircraft/ Basics/ Balancing Act
Balandng Act
Here are some examples of planes that suffer from ba lance issues.
Hopefully you can learn a thing or two from our mistakes.i
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Aircraft/ Basics/ Landing Gear
Let It Roll
As you aren't tak ing off vert ically you will need ~o~e stylish
av;-ec_;ca~lsro7bre7e~n•.'ccl,,.\..I-Mo±c--l--+-+-
whee ls to help with takeoff. T~esec,ch~
known to he lp wit h that pesky _r'-lrr-c!= -
land in g thing too. I
Hauing «;oo
You need to make sure the re are whee ls front and back, and at least one set are spaced w ide apa rt fo r
stab ili ty.
Nice spread for balance and stob!ltty This configuration is less likely to stay
· I upright in many situations.
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Communications Networ~
Communications Network
Here you will find out about CommNet and KerbNet functiona li ty.
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Communications Network/ CommNet
CommNet
Communication Networks allow your vessels to transmit data between each other and Kerbin. You can
create a CommNet with antennas which connect back to Kerbin's Deep Space Network (DSN).
These links are used for Control and for Science. You can extend the range and Signal Strength of DSN
connections by upgrading the Tracki ng Station and can increase coverage and Signal Strength further
with Relays.
Signal Strength
Remote Control s
"
Point
Communications Network/ CommNet / CommNet Interface
CommNet Interface
The current contro l path, as we ll as all potent ial li nks, and the who le network can be visua li zed in map
view and the tracking station . A pane l shows relevant Comm Net information inc luding contro l leve l,
s igna l strength, and destination type .
Cont rol State ·•· .,1I .. l!li >'~, Links to Disp lay
,__
~--
..........,-. ,.,_,.,,,_,,__,
,
. ...~-___. ... _.,. __ .
......
,
You will also see re leva nt
Comm Net info in the editor
and map views as shown here
Co"' 1,100.00
Communications Network/ CommNet / Control Lin ks
Control Units
A control link is a connect ion from the vesse l back to a contro l source. Th is contro l source is either a
Pilot Kerba l in a vesse l that offers remote contro l, or any of the ground stations on Kerbin (wh ich are
presumab ly staffed by ace pilots). A vesse l wh ich req ui res b ut lacks a contro l so urce w ill s uffer red uced
co ntro l ab ili ties.
\f ·¥· \f -¥-
Full Control Partial Control Partial Control No Control
Crewed IIProbes:11
Part Action Window ~ ~ ~
Stag ing ~ ~ ~
Autop ilot ~ ~ ~
Existing Maneuver Nodes ~ ~ ~
Full/Zero Throttl e ~ ~ ~
Toggle SAS/RCS/Lights/Gear ~ ~ ~
Yaw/P itch / Roll ~ ~
Throttle Up/Down ~ ~
Add/Edit/M aneuver Nodes ~
Any vesse l which lacks a Pilot Kerbal requ ires a contro l source for f ull contro l. Other kerbals can add
some contro l abi lity but cannot provide fu ll control.
Communications Network/ Comm Net/, iTransmission
Science Transmission
With the correct equipment, a vessel can transmit its science data back to Kerbin via Comm Net. The
higher the signal strength, the more science results from the transmission. It's always better to return
the data than to tra nsmit it, but a strong Signal can make a lot of the difference.
Signal Strength
The signal strength is the product of the signal strengths of all links on the path back to the DSN
or to a Control Point. For example:
f ~ -1-00-•t.- ~ -80_¾_ _ ~l
Ocdusion
Comm Net uses soft occlusion where signals are not cut off immed iately when the destination goes
over the horizon . In addition, atmospheric bodies allow bouncing the signal through the atmosphere,
furthering the distance below the horizon a destination can be.
Manual / ._Bight Interface
~ , _, _
. _ _ _ _._._ J \\
Staging
Stack
Kerbal Portraits
Relays
Somet imes, you are unab le to get to a control po int either due to extreme range, or because
something is in the way (terrain, or another orbita l body) . Re lay antennas all ow a signa l to be
'bo unced' from a vesse l, to a relay, then onto a control point or even another re lay!
Range
The maximum range at which two antennas can commun icate is the square root of the product of their
powers (the geometric mean). Antenna powers are divided into six classes, Class O through Class 5.
Cla ss O ante nna s are the interna l antennas on pod and probe cores; the other classes are sta ndal one
parts. The DSN also has three power levels, one for each Track in g Station leve l.
Most antennas can comb in e the ir power w ith each other on the same vesse l. However, do ing so has
dim in ish in g ret urns.
Class o 5Km 50Km 158Km 3.1Mm 8.6Mm 22.3Mm I 3.1Mm 15.SMm 35.4Mm
Class 1 50Km 500Km 1.58Mm 31.6Mm 86.6Mm 223Mm 31.6Mm 158Mm 354Mm
Class 2 158Km 1.58Mm 5Mm 100Mm 273Mm 707Mm 100Mm 500Mm 1.1Gm
Class 3 3.1Mm 31 .6Mm 100Mm 2Gm 5.4Gm 14.lGm 2Gm 10Gm 22.4Gm
Class 4 8.6Mm 86.6Mm 273Mm 5.4Gm 15Gm 38.7Gm 5.5Gm 27.4Gm 61.2Gm
Class s 22.3Mm 223Mm 707Mm 14.1 Gm 38.7Gm 100Gm 14.1 Gm 70.7Gm 158Gm
Communications Network/ KerbNet
KerbNet
KerbNet is a network of information that allows your space program to link its sensors directly to Kerbin's
scientific community. This in turn allows you to plan more efficient missions.
KerbNet is enabled on every probe core, as well as some more specialized parts. Each part has different
capabilities which affect the detail and sort of data available. KerbNet requires a communications link
with the Kerbal Space Center to access that data.
Mouf!1.airl•
s• SO' s. 174· 12· w
0" O' N, 17~ 6' E
Automatic Refresh:
Cyc les through KerbNet 's specified
automatic refresh inte rvals.
Scan Map:
Shows the celestial body you are
scann ing a nd the ac ti ve sca n mode.
Drag the targeting reticle for Information Panel:
information abo ut a specific location Shows information about where the
or to place a waypo int there. map is on the ce le stia l body and
more specific data about the targeted
location.
Scanning Modes
KerbNet has three modes of operation -- depending on the scanner 's capabi lities.
-·-.
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no",;,11,.••w
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O"!T~ll•"<O'W
'"""' , • S(l'~ l 7'"STW
Bas ic monochromatic sca n of the Avai lab le on more adva nced Ava il ab le on highly special ized
terrai n heights of t he ce lestia I KerbNet scanners. It allows you to KerbNet scanners. It allows you to
body. Plac ing the ta rgeting re ti cle see a colorfu l b iome map of the v iew deta iled scans of the resource
wi ll show you the height at any ce lestia l body below you. concentrations on a celestia l body
given location. in contrasting color schemes.
This al lows you to optimize your
It is avai lab le on most KerbNet hopping from biome to biome . This makes it much easier to
scan ners a nd is usefu l for locating decide where to set up your
safe landi ng sites. mi ning bases.
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Communications Network/ KerbNet / Waypoints and Anomalies
Waypoints
c,..t., i.l•nd
Every scan mode in Kerb Net all ows you to place
custom named waypoints on the map by moving
the targeting retic le to a location and clicking the
waypo in t button.
r--;-1-----. ? Anomalies
Sometimes a scan wi ll pick up something tru ly unexpected, and
your sc ientists w ill mark this with a quest ion mark.
Heat Injection
In the KSP thermal model these are the "basic" rules:
• Each part has connected internal and skin components;
• Connected parts have their individual components connected -
ie. Skin<=>Skin and lnternals<=>lnterna ls
• Heat "flows" between connected components to equa lize
temperature over time - th is is via conduction;
. o,•,.
-... -
• Via radiation and convection heat "flows" between the skin
...
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and environment (atmosphere I space);
• The sun and planetary bod ies emit radiation that
heat the skin of a vessel;
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Heat/ Engines
;···············l
..
' . . .
···············;···············l ···············:.
..
The Flow From Engines
It can be helpful to think of the heat
production being a module inside the i. l l i.
internals (like the combustion chamber).
..:
...
...
■
•
..- - .!
- .:
: Exhaust
.
...
.·-.. -.. -.. -. -. --. --. --. --. --. --.. --·- ---. --. -----. --. --. ------. --. ----·.
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Heat/ Core Heat
Heat Injection
Using the ISRU as an example you can think of the core as the
furnace that melts down Ore to prod uces resources. This process
has three important thermal po ints:
• The core has an optim um temperature, with inadequate cooling it will overheat (a nd be
less efficient);
• The process discards a lot of t he therma l energy through exhaust directly to the environment
(for drill s you can th ink of th is as the tai lings of the dri lli ng process);
• Some of the heat does "soak" into the interna l component of the part;
Convert-0-Tron
.~--····· ········
1 Fuel Tonk!
~---------------·
. ..
............................ ................ . (jetting to the Core of It
Skin Skin To keep the core from overheating you wi ll
need rad iators as the part soak is simply not
enough to prevent an issue.
: Ill
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...: : .
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Manual /,Bight Interface/ The NavBall
j_/
• -1
Thrott le Indicator sui- Id( J- ' -- - - _ . , A rt ificial Horizo n
Vesse l Heading
NauBall Markers
On the NavBa ll you wi ll see a range of symbo ls that indicate po ints of reference:
.& Retrograde
~ Ant i- Norma l
a Radia l- Out Leve l Ind icator
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Heat/ Radiator Panels
Heat Injection
Radiator Panels
Coming in surface and edge attached models, these
devices pump heat away from nearby parts, as well
as nearby core modules.
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Heat/ Thermal Control Systems
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Heat/ Feeling The Flow
...o,•,
-
. -
Part to Environment
.. Heat Injection
. . . . . . 1. . . . . .
Skin -
=.. ......... .
0 ■
Skin
1... . . . .
-
=........... .
f ■
Skin
1. .. . .· · :. . . . . . 1... . . . . :I.· · . . . ..1. . . . . ..
- t -
Skin -
Skin
The flow ofheat is not instantaneous. The transfer ofenergy happens over time.
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Heat / Heat Shields
Inflatable Shield
This part is deceptively sma ll when deflated. Once
deployed however, it can protect a large vessel
from behi nd the mammoth 1Om shi eld diameter.
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Career
The goa l of career mode is to bui ld your space program from its f ledg li ng roots to an epic undertaking
that reaches the lim its of the solar system . Seeing a ful ly advanced KSC with kerba ls orbiting or wa lking
on planets througho ut the system is an amazing reward.
--·
~:,
.,._
So let 's look at some of the deta il s.
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Career I Facilities
Facilities
As your career progresses you wi ll find that you 've outgrown your origina l Space Center. Lucki ly the
Kerba l Engineering department has your back, and through judicious application of Funds you can
upgrade each of t he faci lities from basic to world class.
Facility Damage
Whether by errant trajectory, decoupler issues or even
nefarious circumstance you may fi nd that you've damaged
one of t he facilities at the Space Center.
You can recover from these issues by repairing the faci lity
(at a cost of course).
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Career/ Currencies
Currencies
Throughout your career there are three currenc ies to keep an eye on.
Your Staff
The whole of kerbal society is knocking at the door to be involved in your Space Program. With the
seemingly endless list of applicants you will find that there are three areas (or roles) that kerbals
specialize in.
unravelling the universe (we just hope they get it put back tog~ er
by dinner-time). When situated in a mo ~i~ processing lab they can
-
The brainiacs of kerbal society. These guys and girls spend their time
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Career/ Kerbal Exi:,erience
Kerbal
As your kerbals get out and explore they w ill experience new and exc iti ng situat ions . These t rans late to
increases in each kerba l's exper ience leve l and can increase the ir sk ill leve ls.
Eac h kerba l ga in s experience from flybys, orbiting, fl ight, landi ng a nd p la ntin g flags on pla nets. The
f urthe r from home t hey are, t he mo re experience they w ill ga in for eac h, but do note they only get XP
for the first time they comp lete one of t hese arou nd eac h planet.
Engineers
EVA Interact with Experiments
Prag rade/Retrog ra de 5x La b Research
~ Near death experience is unrelated to this topic, but a !tkelyoccurence in a kerba!s lifetime.
Career I Contracts
Working for The Man
To advance your career you will need to take on contracts from the various companies based on Kerbin.
The rewards, goals and timelines for these will vary depending on your reach into the system and your
reputation.
...--~·-··--'"~-
opportunities.
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Manual /.f!ight Interface/ Mode Controls
Docking Mode:
Shows spec ia li zed control input
ind icators for the two docking
modes: rotat ion (ROT) and
tra nslation (LIN).
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Career I Technology
Aduanclng Technology
The core of any space program (aside from the actual space part of course) is in the research and
development of technology to advance exploration. You do this through the application of Science
points in the R&D facility.
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Career/ Strategies
Applying Some Strategy
In the administration bui lding you wi ll find representatives for some KSC departments who wi ll help you
to a lter how Funds, Rep utation a nd Scie nce are spe nt or ea rn ed .
Strateg ies come in two flavors, but all have a set up cost a nd allow yo u to adjust the commitment to
tweak the return on your investment.
n Strategies
These st rategies trade off o ne curre ncy
for another over t he long term, by affecting
Immediate Strategies .
These strateg ies are conversions of one currency to another o the spot. The setup cost is rea lly what it
wi ll cost you to get the reward, a nd they take effect immediate ly.
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Science
Science Points
Sc ience po ints (or Science) are needed to research techno logy areas
and unlock their re lated parts. These points are generated primari ly
through ex perime nt a nd observation t hroug ho ut the so lar system.
You will also get some for passing mi lesto nes and completing some
types of con t racts .
Crew/EVA Reports
A simple action the ci-ew perform as required. Once
you have done these you w ill rare ly get any reward
for repeating them with the same subject.
.,,
·Experiment Reports
These involve the use of science parts to perform
experiments. These tend to generate more data,
but you do need to keep the subject in mind.
Transmission Options
To t ransmit th e report you wi ll need a commun ications
antenna and enough EC to send the data. If you do not have
enough EC to send the data in one go then yo u can choose to
receive d iminished retu rn s (via the "All ow Partial" mode) or
have the report returned and try agai n ("Require Comp lete"
mode - this is t he def_au lt).
You can process your reports in the lab if there are scientists aboard yo ur vesse l. They w ill slowly process
the data into Sc ience points (us in g lots of EC), before returning th e report to yo u so yo u ca n deliver it to
Kerb in. The number ar,id leve l of the scie nt ists aboard affects how qu ick ly the report data is converted
into Science .
Another added side-effect is that t he lab can "c lean" Goo and Sc ience Jr modu les so they can be reused
after the ir data has been extracted.
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Resources
Resources
The solar system is rich in many things, one of which is Ore .
Whether you are sett ing u p a refue lli ng station for inter-
pla netary trave l, or just system hoppi ng with a mini
co nverter to top up your fue l tanks, th is section shou ld
have some usefu l information for you .
1r.t.l-l
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1-r-'·
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f a.-'~ 1 .1'
lr lD
w:
MJ/t: You do not have to complete an orbital scan before using the surface scanner.
Manual/~
Flight Interface/~----
---~-- The Staging
- Stack
The Staging Stack CURSOR
The staging stack helps you to visualize the vessel's current and upcoming stages. In flight mode It
shows you how much fuel is attached to running engines, and also lets you adjust the stages "on the fly."
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parts assigned to that stage are
activated.
l!l!I
\II~ ~
_ J~,,.,~ - - - - - • Empty Stage:
Ready to have parts dragged into it.
\\\'rn D
Moving Stages:._.../
You can select a stage pressing
r-.... I'll
- "Ill
-------eAdd Stage Below:
the A button and drag selected \11{4~1!1 This wil l add an empty stage that is
ready to have parts dragged into it.
one to change its order in the
stack.
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Moving Parts: e------ '/, -~ - I----•
,r
Active Stage Resources:
You can se lect a part pressing
the A button and drag it "7i - Shows the resources this active stage
between the stages by moving
its icon.
"7-.' - 1s consuming.
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Resources/ Asteroid Mining
Ore on Asteroids
Every asteroid in the so lar system has some amount of Ore in it. Genera lly speaking, the larger the
asteroid, the more Ore there is.
Ore on Asteroids
Every asteroid in the so lar system has some amount of Ore in it. Genera lly speaking, the larger the
asteroid, the more Ore there is.
Kerba l engineers have deve loped two sizes·of dri ll for you to use .
Major Drill
Made ·for lo ng-term m ini ng operations to extract e\lery 1,
last bit of Ore, pe rhaps as part of a refue llin g statio n.
Mini Drill
This is perfect for short hopping missions where you
wa nt to touch dow n, extract some Ore and move on.
Core Heat
Managing the core heat of these parts is key to a long ru nn ing operation. If the
core heat cannot be mainta in ed then efficiency suffers . Optimci l core heat is:
Drills: SOOK
Converters: 1 OOOK
. PartH at
Capacity
Whe n extracting Ore, or converting it to ot her resources, you must have room to
store the end product. If you are mining and converting then that means thinkin g
about storing two resources.
cCharge
These processes are very hungry for EC, so you need some
good EC sources (so lar or fuel ce ll s maybe) to back them .
Manual /,Bight Interface/ The Altimeter
Alright, it does show a few more th in gs tha n just a ltitude, a nd does let yo u co ntro l a number of fu nctions .
You can see t hese below.
* May contain "some" other information and controls.
Altitude:
A lti t ude above sea
level, NOT above
ground leve l.
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Manual /.f!!ght Interface /Time Controls/Action Menus
Using the time controls you can adjust or "warp" time as well as togg le
between mission elapsed time (MET) and universe time (UT).
, .. 00:03:03
- ·•-<•O"~""' ~0"•01
aeoc,,on Whee" l dl<
- Cant,al "'"' H•·•
- ••"''"'veuei
-- '°"'''"'"""
,,.,.e,oart
_ ,,,•.,.,c,,w
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Manual / ,Bight Interface /,!y.pp_ Launcher
:Re~ourtes
0 Electr1<:Cl'large
0 MonoPropellant
0 Liquidfuel
0 Oxidi,er
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Manual /.f!ight Interface/ Kerbal Portraits
Add/Remove Slots
Adjust how many portra its
are shown in t he li st
L Kerbal Information
The kerbal 's name . Th eir ro le and
ski ll leve l wi ll be shown w hen the
j EVA Action
Extraveh icu lar Act ivity: this
kerbal wi ll exit the spacecraft.*
cursor is over a portra it.
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Manual/ Construction Interface/ The Parts Toolbox
-,_
Toggle Advanced Mode:
Press the X button on categories -· +---• Sort Actions:
to show/hide the additional -"-"0--,--- In cursor mode, press the ' JJ,: 1 button
advanced filters including on a label to sort the parts.
resource type, bulkhead
Sile, tech level and more.
>----e Part Picker:
Press the A button to pick up parts
from the toolbox and use them in
the editor.
Part Details
Press the X butronon parts in the
toolbox to toggle the display of
additional info.
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Manual / ._Bight Interface/ EVA Activities
• Repair wheels.
• Collect surface samples
• Collect sc ience from experiments.
• Plant flags .
• Extend a nd retract pa ne ls.
• Extend and retract land in g gear.
• EVA reports.
• Repack parachutes.
• And more ..
In career mode some activities are avmlob/e to specific roles and levels only. For example, the "Repair
Wheel' activity 15 only avmlab/e to engineers that are level 3 and above.
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Manual/ MaJ) Interface
l ~.:::::==~-----""
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~·•;;~,J.~~wi.~ai.~lt.~.~-~
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·•~
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Active la:
Vessel r,
I'!:
Other
Vessel
Orbit Nodes
When looking at orbits there are a number of helpful in dicators.
~"
......
......... •·11
......
.....•·
., .... . ·····
.,___:::==-----~:::;?-'::.. .-::=::=:==::Active Vessel
- !Vo/c: The color a/the orbit helps to differentiate
between the active and target vessels.
Apoapsis/Periapsis Node:
Where the vesse l is furthest (Ap) and closest (Pe) to the p la net it is orb iting.
...
Ascending/Descending Node:
. ..........
These show where the active vessel's orbita l plane crosses the target vessel's. AN is where
the active vesse l goes from below the target plane to above it (and vice versa for DN) .
., ·~
Intersect Markers (Closest Approach):
Th ese show where you w il l be closest to your target. The downward marker shows where
the active vesse l wi ll be, and the upward one the target's pos ition at the same time.
■ Return to Game
Manual/ Map Interface/ Orbit Nodes (cont.)
Active
Vessel
Future Path :
1st Patch
Future Path
···...... 2nd ;tch
Maneuuer Node:
Where a maneuver has been planned. The orbita l path after the maneuver is the same co lor
as the maneuver node.
■ Return to Game
Manual/ Map Interface/ Maneuver Nodes
Maneuuer Nodes
This map too l is arg uably the most important too l for getting to your chosen destination . With it yo u plan
the location, d irection and orientat ion of a "b urn," a firing of the engines .
a0
GizmoA!temateMode
x
~ .-
gizmo modes.
The a lternate mode lets you move the node forward and backward
who le orb its pressing the L s or RB button.
De lete t he node if yo u need to clea n up pressi ng t he I X button.
I
■ Return to Game
Manual / Controls
Controls
How to contro l vesse ls and kerba ls so you can bui ld and explore .
Three d iffere nt gamep lay presets ca n be chosen to adapt to different p laystyles, namely:
Chang ing Preset changes the flight and editor controls, as we ll as the UI navigat ion.
You ca n change the preset in use in the main menu Settings sect io n, as well as through t he min isettings
ava il ab le throough the pause menu, in -game.
. ..... ......
■ Return to Game
Manual/ Controls/ In-Game Help
Controls Help
A list of the currently active controls can be accessed through both the pause menu ..
Manual/ Controls/ Cursor Preset
Cursor
Cursor offers backwards compatibi lity wi t h previous conso le installments of the game, and is p layed
largely w ith the virtual cursor, wh ich may be togg led on and off with ~ Button .
.,;,...~ - ~ - - - -
··-
!/ / ~
,/ / -;
Ji -a
:!l
,·,
;. - ~
-
..•· - ,..,,,,,,'::;;:
-
"'
"••
'"
••
, ..
~
~·
. "
-~ ·
'
. a.)
'
■ Return to Game
Manual/ Controls I Radial Preset
Radial
Rad ial is a balanced preset that changes some of the bindings and moves sli ghtly away
from the virtual cursor.
'~
-'B
--
'
J
.....
Part Details
You can adjust how much deta il is shown by pressing the I ~ ~ button wh il e a part is se lected in the toolbox.
•
Inc lud ing a one meter sca le for
refere nce .
Description:
Learn a b it more aboutthe use
and hi story of each part
■ Return to Game
Manual /Controls/ SimJ)lified Preset
Simplified
Simp lified removes the virtua l cursor and offers an entire ly conso le-oriented game experience.
i
ri:1
v irtua l cursor with a Look-At
system. Moving the camera
~ changes your currently -.
r,, ---~ se lected item; pressing 1.::,
Button
1
WE HA VE
LIFTOFF!
Time Controls
r
r;
■ Return to Game
Manual / Management Screens/ Astronaut Complex
Roster Tabs:
The th ree tabs here let yo u see ava ila bl e, assigne d and lost astrona uts. At the top yo u
wi ll see the max imum ros te r size you ca n have wit h t he curre nt level of th e faci li ty.
Applicants:
Thi s is t he li st yo u ca n hire new staff from. Yo u can see w hat ro le Lost Kerbals:
each appl ica nt has spec ialized in as we ll as some basic info on These kerbals have ha d an unfortunate
their pe rso nalities. "accide nt" du rin g the ir care er. Don't
wo r ry too much, as they wil l f in d th eir
In Career mode the cost to hire t he appl ica nts is shown at t he top. way home eventua ll y.
• Return to Game
Manual l Management Screens/ Administration Building
Available Strategies:
These are the strategies that the division heads have to offer
you. Selecting one will show you more information.
--· -~-
Active Strategies: Strategy Details:
Here you can see the strategies that are The selected strategy details and effects are shown here.
currently active, as well as the maximum
number you can accept at the current For offered strategies you can use the slider to adjust the
level of the facility. commitment you wish to make before accepting. For active
strategies you have a big red button to cancel them.
• Return to Game
Manual/ Management Screens I Mission Control
Mission Control
Mission Control has a mass of information on contracts -- whether offered, active or complete. You can
pick and choose the goals for your space program and check prospective rewards.
Contract List:
The three tabs here let you see ava ilable, active and completed
con t racts. The number you can have act ive is rela t ed to how advanced
the Mission Contro l facility is.
_________
__ . _____
...,_,..,_.,
_..,,.,, _...,,.,
___ _,
_____
... ...,__ ,.
__ . _. __ ,_,.,. ___ _ ___
......._ ,_
..,._
.... _.,_, _
,_. ...""""·
......
Contract Details:
The details of the selected contract and completion are shown here,
along with t he buttons to accept, decline and cancel (if you're not up to it).
Manual /, Management Screens/ Research and Development
· · ·· - • __ ,.,..c.-
■ Return to Game
Manual/, Management Screens/ R&D Science Archives
Report Details:
Toolbar: This li st shows deta ils abou t the report s t hat match your selected
Across t he top (from left to right) fi lter. The progress bar shows yo u the amo unt of science you have
are t he Techno logy and Science co llected for t hat particu lar report compared to the amo unt of
Arch ives tabs; t he current leve l of sc ience th at ca n be co llected. If t he bar is f ull th en th ere is no po int
Funds, Rep utation and Science; repeating t hat acti vity.
nd the way out.
,. ;:;· a = ,,-..
•• - . ,
·-
,,,-- _
. .._
f ;;""...="
.·-
~ ~
·-
_____
,,,,,.._,·-
""""·-~·
!R--~
............. -- __ _
~"' 10,,,,,,,., ,.,_....,,.,.,.,_ Out oP, .,._,,"' m
..._ _,
'j •••
-• .,. ,.,..,.._
,,_·-.
,-- _,.
___
.,_ ____
,.........
f ,_
"'lfl"""'
,.
""""'""" ............
."""""_,__ .,, - .,.,.,....
..,.____ .,, .......,_, __
-j. - ,~.,-w.._, '-----·-
'"-
-~------ -
.,_.....
-• - ,--,--H- ----- ,_
'"-
• •• '
,:-.:- ..
I :::;,.,.
I\"'!':!.'..
,.._,..,, _ .........
Report Filters:
Here you can filter the reports to be shown on the right.
Yo u can f il t er by planet, experiment. sit uation and biome.
Manual/ Management Screens/, il"racking Station
Toolbar:
The current date, t ime contro ls and a fi lter for vesse l types are across the top.
Tracked Objects:
Th is is the li st of all your active flights and tracked space App Launcher:
obj ects. Whe n se lected you w il l focus on t hat object, and can Yo u wi ll find lots of useful info
manage it using t he buttons below. You can also move th e about the selected obj ect through
came ra and interact w ith t he obj ects in t he ma in v iew. these Apps.
Locations
Locations
With places to go and kerba ls to see, you should get the he lp you need here.
Manual/ Construction Interface/ Action Groups
Action (iroups
With acti on groups yo u ca n cause m ul t iple actions to happe n at a single radial m enu action. A co mm on
setup mi ght be t o have all so lar pa nels t oggle on one radia l men u actio n, or all radiators extend. With
the layo ut seen he re yo u se lect an item on list ed acti ons to alter the gro ups .
~·-
---
--
--
-- This shows the ava il ab le
actio ns fo r t h e part
se lected in the ed itor
~
If t he part selected was
Custom Groups: p laced using symm etry
Th ese let you defi ne th en th e act ion w il l
act ions to occ ur when includ e all th e parts in
acc ese d from the the sy mme t ry gro up.
rad ial m enu Selecting a part in the scene causes it to be
highlighted blue for identification
• Return to Game
Locations/ Celestial Bodies
The solar system consists of seven planets and nine moons. Kerbals have looked up since
the dawn of time to figure out just how to reach and explore everyone of these shiny dots
in the sky.
Ker/Jin
The Sun .
The light at the center of the universe, this yell ow star provides light and
heat for all Kerba lkind.
Sci~ntists have noted a particu lar burning ·sensation and potentia l loss
C?f vision if it's stared at for long periods of time.
Return to Game
Locations/ Celestial Bodies/ Moho
Moho figures in kerba l mytho logy as a fiery p lace w ith oceans of flow in g
lava. In rea lity, however, it's muc h less int eresting.
nomical Sodety
. .
Sc ientists specu late about poss ible ways t o make it "Awesome li ke in th e
stories." Some of th ose ideas have led to new breakthro ughs in aerospace
technD logy. •·
4
••
,,
.l, I )
•
'I
J
■ Return to Game
Locations/ Celestial Bodies/ Eve
Eve is certain ly the purp lest object in the solar system. It's one of the large.r,
most visible objects, ma inly because of its very, very purple t int.
nomlcal Sodety
It is cons idered by some to be an almost sister p lanet to Kerb in. We ll ,
despite the purp le, and the toxic atmosphere, and the extreme pressures
and t~mperat ures . Act ually, it's not very similar at all , is it? Who are those
peop le?
. 4
••
Gilly
■ Return to Game
Locations/ Celestial Bodies/ Kerbin
Kerbin
A u~ique world, Kerb in has f lat plains. soaring mounta ins and wide, blue
oceans. Home to t he kerba ls, it has just the right conditions to support a vast,
seem in gly undep letable population of th e eager gree n creatures.
nomical Society
Reac hi ng a stab le orb it around Kerbin is one of the f irst th in gs budding space
programs strive for. It is said that a kerba l who can get their ship into orbit is
halfway to anywhere. •·
Th ere are two moons circling Kerbin: t he Mun, which is a nearby trip for the
adventurous, and Min mus .. seems m inty fresh somehow.
■ Return to Game
Locations/, Celestial Bodies/, Duna
Also known as the red dot that you can see if you squint at it rea lly hard,
Duna has long been a wonder to al l kerbals. ·
nomical Society
The planet has been he ld in mLlch awe due to its striking red co lor and
stark contrast to the color green.
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Locations/ Celestial Bodies/ Dres
Ores is a very sma ll planet. It was the first planet cons idered to be a dwarf.
Its orbit is highly irregu lar and, together with its size, it took a long t ime to
d iscover since half the t ime it was not w here scientists expected to find a
planet.
nomical
Due to (ts nature of frequent ing the bad parts Of space, th is dwarf p lanet
was officially labe led as "Not to be trusted': by t he sc ientific commu nity.
•
■ Return to Game
Locations/ Celestial Bodies/ Dres
Ores is a very sma ll planet. It was the first planet cons idered to be a dwarf.
Its orbit is highly irregu lar and, together with its size, it took a long t ime to
d iscover since half the t ime it was not w here scientists expected to find a
planet.
nomical
Due to (ts nature of frequent ing the bad parts Of space, th is dwarf p lanet
was officially labe led as "Not to be trusted': by t he sc ientific commu nity.
•
■ Return to Game
Locations/ Celestial Bodies/ Eeloo
The furthest planet from the sun, Eeloo is like a riddle, wrapped in a
mystery,inside an enigma, covered in ice.
nomical Sodety
. .
There's been a considerable amount of controversy around the status of
Eeloo as being a proper planet or just a "lump of ice going around the
The debate is still ongoing, as most academic summits held to address the
issue have devolved into, on good days, petty name calling, and on worse
ones, all-out brawls. ·
Locations / Facilities
l Crewing
The crew tab in t he co nst ru ctio n interface he lps yo u to ass ign kerba ls to t he seats in yo ur vesse l.
Astronaut Complex:
Press ing X wil l take yo u to
the AC w here yo u ca n h ire (o r
fire) me m bers of you r space
. _...... . -
prog ram .
,
■ Return to Game
Locations / Facilities/ Vehicle Assembly Building
From here they are moved over to the launc hpad fo r li ftoff.
Noll. Ignition ofrocket engines inside the VAB voids the KSC insurance policy
• Return to Game
Locations / Facilities / Spaceplane Hangar
It is from here that ma ny a p lane has been designed to investigate the home planet.
Career Limits
Level 1: 30 parts and no action groups
Level 2: 255 parts and basic action groups
Level 3: Un li mited pa rts and all action groups
Return to Game
Locations/ Facilities/ Tracking Station
It's a great place to get an overa ll view of your space program and who is out exp loring.
Level 3
Locations / Facilities / Astronaut Complex
From t his facility you can manage your crew roster and check t he status of any kerba ls who may have
unfortunately gone missing.
Career Limits
Level 1: Roster li mit of 5 and no off-Kerbin EVA
Level 2: Roster li mit of 12 and off-Kerbin EVA allowed
Level 3: Roster unlim ited and off-Kerbin EVA allowed
Return to Game
Locations/ Facilities/ Mission Control
You can pick and choose t he next goa ls for your space program, and check out the prospective rewards.
Career Limits
Level 1: 2 active contracts, flight planning unava ilable
Level 2: 7 active contracts and fli ght plann ing
Level 3: Un limited active contracts and flight planning
Level3
Return to Game
Locations/ Facilities/ Administration Building
These strateg ies can help to focus your space program towards specific rewards and goa ls.
Level 3
• Return to Game
Locations/ Facilities l Runway
The Runway
At the Runway, craft built in the SPH have a long flat surface to reach take-off speed. Conceivably, such
aircraft could even land back on it..
The 2.5km length is sufficent for a range of designs and sizes, making it the perfect place for all kinds
of tests.
Career Limits
Level 1: 20.0 x 15.0m - 18.0t
Level 2: 36.0 x 28.0m - 140.0t
Level 3: Unlimited
Level'3
■ Return to Game
Locations I Facilities/ Launch Pad
The Launchpad
The Launchpad is where vessels built at the VAB start their flights. We are reasonab ly confident it's at a
safe enough distance from everything else.
It is primar ily des igned for vertica l launches, but don't let that stop you from trying var iat ions.
Level 3
■ Return to Game
Locations/ Facilities/ Facilities Menus
Fadlities Management
You can access extra informati on about any of t he
faci lities in the KSC by pressing I ~I on it.
-
n, ..m,,.,,..,.,. ""''""'< - "°' '""'" ,., •
........ ....
-•-•'-"'"'-""'-·-
.............
-·--·-·- ____....-........._
Yolllde_,,,...,..._,,.
...........
. ...
acilities
•c----
·-·--·""-
~
......... ............
. ,...,
If due to some unforseen rocket, I mean
circumstance, a fac il ity is damaged - th is
is where you access the repair fu nction
as well.
■ Return to Game
Manual / Construction Interface/ Scene Actions and Vessel Details
Pressing _I you open a men u fr om w here y ou can cont ro l what happens to yo ur vessel.
■ Return to Game
Locations/ Easter Eggs
Orbital Definitions
Without knowing how an orbit is described you might find it hard to get a vesse l to the right destination
in space. That's why it is important to understand the components of an orbit that will help you on the
way to a s uccessfu l space program.
In this section t he parts of orbits, and orbital mecha nics, that w ill he lp you to shoot for t he stars w ill be
exp lained (and maybe even some of the mathemat ics involved).
Space Travel / Orbital Definitions/ Direction and Inclination
Orbit Direction
Orbits are described as prograde Prograde Orbit Retrograde Orbit
or retrograde re lative to the
planet's rotation.
Vessel
Direction
Orbiting the planet in the same
direction as its rotation direction
is a prograde orbit.
,.,,. .
· Topviewo/Kerbin
lndination
Periapsis
The point on an orbit closest
to the obj ect yo u are orbiting.
Apoapsis
The poi nt on an Orbit furthest
from the obj ect you are orb it in g.
What Is Eccentricity? Orbit eccentric ity describes how far from a circu lar orb it you are.
Parabolic: Ecc = 7
Elliptical
Ecc< J
Topvtewo/Kerbin
SJ)ace Travel/ Orbital Definitions/ Vessel Directions
Directions in Space
There are six d irections w hen look in g at a spaceship. These directi o ns are relat ive to
the orbit of the ship, so they w ill "move" as you burn or when you change Sphe re of
In f lu ence (SO I).
Normal
A
Prograde
Radial In
Radial Out
Retrograde
Anti-Normal
■ Return to Game
Space iTravel / Orbital Basics
Omml (J;ffijijj,i?i&h,IJ
SRace Travel/ Orbital Basics/ Orbits Defined
What is an Orbit?
An orbit is sometimes described as "falling and missing the ground." In the context of space trave l it 's
the way one object goes around another in space, and here it is about getting your vesse l to travel
around a body.
The most basic goa l of any Kerbin -based space program is to get into orbit and return back to Kerbin.
Topvtewo/Kerbin
Space Travel / Orbital Basics/ Atmosphere
To stay in orbit you need to be in space or the drag from the atmosphere
will slow you down. If you were to try orbiting in the _
a tmosphere, you would
... ·•
need to have .the engines running all the time -which isn't really orbiting.
. "··,.
Around Kerb!n the atmosphere extends 70km from sea level, t6 where space
begins.
Manual / Construction Interface/ Staging Stack and App Launcher
i\/ore. The staging stack is visible during flight as well, with some slight variations.
B Return to Game
SJ)ace Travel/ Orbital Basics/ Getting UJ) Tliere
So let's look at the simp lest met hod. Go iilg straig ht Up, the n turn in g East o nce yo u reac h your orb it
altitude.
■ Return to Game
Sf)ace iTravel / Orbital Basics/ Turning "with" Gravity
This means you need far less fue l at apoaps is to ~cce lerate to the orb ita l veloc ity.
• ~
·. A key here is to ensure you do not acce lerate too
• fast, wasting fue l f ighting the atmosphere . •
.,,
■ Return to Game
Space irravel /, Orbital Basics/ Staying Up There
Staying Up There
The gravity turn ascent w ill get you to orb ita l he ight, but it's not enough to keep you up there.
Once you reach the target altitude, you need to burn prograde to increase
your veloc ity. You burn until you are fast eno~gh to stay in orbit.
AtopoapsisburnPrograde -(r
_,' Ap
■ Return to Game
StJace iTravel / Orbital Basics/ Getting Back Down
Landing
-------;~$-----------.,:,o:e~sc~e~n~t:::C:::C=::::::::____~-- CurrentOrbit
Burn retrograde here ,0._
Space Travel / Orbital Maneuvers
Orbital Maneuuers
How to make maneuvers that adjust your vesse l's orbit. Bringing all these together you can end up
planning - and executing- a f light like be low to visit other worlds .
Enter
.,
,-'!.r••·
,a,· Piil ··············,-, ...
,................. -:----P•- --
._,. •
)Mun SO/
(
E/ect1dn
Maneuver
SJ)ate iTravel / Orbital Maneuvers/ DeltaV
Delta-v
Everything about moving in space is about changing your vessel's ve locity. Each maneuver is an equation
where you trade fuel for velocity, and this is measured in de lta -v.
De lta-v (or tw for short) is a measure of the imp ulse needed by a vessel to perform a maneuver.
Accelemtlon
Ma_neiNer
200mls .
Bmking
Manewer • -.!■ DB ,
200mls ...,__ 100mls 100mls
Retrograde
Burning retrograde will decrease your
Current
o_rbital ve locity and /owerthe altitude
Orbit
on the opposite side to your burn.
Topvtewo/Kerbin
SJ)ate iTravel / Orbital Maneuvers/~
Adjusting
- - Inclination
Adjusting Inclination
Norma l / Anti -Norma l are the directions at 90 degrees to the current path of trave l, perpendicu lar to the
orb it 's plane.
Normal
Burning in the normal d irection pus hes your
future orbit to the "North."
Result of
•· Normal Burn
., ...................
b
Result of
Anti-Normal Bum
Anti-Normal
Burning in the anti-normal direction pushes
your f uture orbit to the "South ."
Side view ofKerbin - Orbit direction (progmde) con be seen from gradient.
SJ)ace Travel/ Orbital Maneuvers/ Radial and Anti-Radial
...--------
Radial~ln •
•••
Burning in towards the planet wil l •
•
lower the orbit ahead of your vessel. · Orbit :
•
•
• . ',
··-... _____ __
··-----
--.·- ..
..-······· ·-------....
_
in
_
•,
Radial-Out .
••
-
: - #
Topvtewo/Kerbin
SJ)ace Travel/ Orbital Maneuvers/ Hohmann Transfer
Target Orbit
Hohmann Transfer
..'........ . To raise your orb it yo u fo ll ow steps like:
1. Burn prograde; :.._
2. Watch for t he apops is po in t to reac h
..•..
: Start Here
."
.
··
4lit
your desired altitude;
3. Wa it till you reach the new Ap;
4. Now burn prograde to circu larize your
orbit; . · · ·· I;"'\,
.....
.
......:.
....... .. ....
• •
·•. Transfer Orbit .•·
......... ........ For an elli ptica l orbit the best place for
........' . .... ....•• Step 1. is the_Pe of the current orbit.
............. ...........
Manual/ Construction Interface /.!!1gineers ReJ)ort
_
Enslneer's._Report
Basic Information : ~-
Here you wil l fin d things li ke part cou nt, size CtaftStats
and mass. In career mode you will see when Parts
you the hit the li mits of your fac ili ties. Ma ss
Siz e
He ight 70m/200m
Wi dth . 39m/150m
Le n ~ h 40m/150m
Checklist Severities:
There are three severity levels for checks:
Dolls• checldl!l
Show severity: -:l ..?.I, 0
,.,
o Informationa l
4 Warn ing • t-1 This command pod has
z, Critical crew assiined but no ..
pa rachut e attached
Design Checklist:
In the bottom ha lf of the app wi ll be the list
O (+)Emptycrewcab1ns
..1. (+) Hat ch Ob structed I
O (+ ) Unused MonoPropellan
re source~ -
~- _
~- -
1
~
'{OTJ/J
\ '/ '
~
of checks that may need your attention. You -~
don't have to fix t hese, but it is always a good
id ea to give them a once over.
■ Return to Game
S1>ace Travel/ Orbital Maneuvers/, Hohmann Transfer (cont.)
Current Orbit
Hohmann Transfer
To lower your orb it you fo ll ow steps li ke:
1. Burn retrograde;
•
2. Watch for the periapsis point to reach
~,...·········
Target Orbit
.. 4lit
your desired alt itude;
• 3. Wait ti ll yo u reach the new Pe;
r-'\ ., ...
.
Adjusting Apoapsis/Periapsis
Adjust in g the Ap/Pe is most effic ient at the oppos ite
node. This means burning at t he Ap to change the
Pe and vice-versa.
Orbit Point 1 2 3
Adjusting Inclination
Changing inclinat ion is most efficient where your orbit crosses the equator of the p lanet.
· Polar Orbit
Orbit with inclination of 90°, tak ing the vesse l
over the poles . .. . . ,
«-·,.·•
· EquCltorlal Orbit
Orbit with inclination of 0°, keeping the vesse l
over the equator.
(ieostotionClrg Orbit
· . Eq uatorial orb it'with a period eq ual to t he
planet's rotat io n. This means t he vesse l stays
above t he same po int on the surface .
KerbiSynchronous
Rocketry
~-
••
'
~= ,
I
Drag
_,_, ejght ++-+-t
This aerodynamic force is
caused by air res istance as the - Thi s force comes from gravity --
_: pu lli ng dow n on the rocket.
rocket moves through the air.
-1-: 7I .
r --+-
■ Return to Game
center of Lift
center of Thrust
Stability I
I
This method is using some of the principles
of static stability to help keep you going in the
_cri -- - ·-
+-' j j I
-+--+-+-+--+- - -
1-t
.
+I ··,
---+-+-+=~=~=~=~~~~---1--t-'.,..'t",-+-'r ight directi orl.
'
•
--
'
. •
'
■ Return to Game
Rocketry/ Basics / Centered
center of Lift
,, .- center of Thrust
-•=- __;;., .
■"1.--j-j-j H-t To do this, build your rocket keeping the center of thrust (Col) ++7
pushing through the center of mass (CoM).
-a t-11;
- - i - _
Aligned
"'Alo# Mission Control does not endorse the use ofjlre extinguishers as office chair propellant.
, , , , 1
■ Return to Game
Rocketry/ Basics/~ ymmetry
Symmetrical Sensibility r
t-i;
Using radia l symmetry and snap you can quickly add 2, 3, 4, etc
parts around the center of the rocket. to mainta in good ba lance.
I '
~
--
Trying to add these manually .
is possible, but it wi ll never be
exactly balanced. If you do it
manually you will like ly requ ire
constant inputs to stay on
course.• _ _ _ __
' (
■ Return to Game
Rocketry /, Basics/ Aerodynamics
■ Return to Game
Manual/ Construction Interface/ Centers and Costs
The second va lue is your avai lable Funds (if you 're in
27,280
career mode)
■ Return to Game
Rocketry/ Basics/, Control
r-1~- ..
RCS I
Thruster •
I
lSources
These parts apply force to the vesse l - via airflow over
j +-art \ s urfaces, torq ue from gyroscopes, gimballed engine
-+-~.c-,e-+~-+-J-- moveme nt and d irect thrust from thrusters.
. I I . I
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Rocketry/ Basics/ Engines ~
11 1 -
111
. Uqlid Fu~l lEngine ~ P~Wi ) +-i!!_t-+-tii-++~ I -
, I I I . I l .i..'!:..0-L.~!!~
· The primary engines for rockets . These have = I
I
-....... ,·--~=~=:=.+- .
var iab le thrust and require tanks of liq ui d
fue l (LF) and ox idizer (OX) attac hed. '
r., ~ 1--
--~~
/'
.... -
'
,,
,
11
RB)l-++- _
--
__
-
=~ ,.
As the name suggests t hese engines are
typica lly used as boosters to get th ings
moving. They carry the ir own fue l and( :=,~ -
once lit ca nnot be t hrott led or shut off. '-+-+--l
...I - ----I-
.J--.:
-
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--•~= ] · On+--
n
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I . Ion Engine l'-"t-+-'+- -
u u-+-+-~+-----
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·~ - - Th is fam ily of low thrust engines are part icular ly usefu l fas_
,;::._,.:::.
llli iii
probes . They ru n on Xenon Gas and Electric Charge (EC) and .
are palrticu lar ly usm
efu l for ~ong !ow
m thcm
ust_bm
~rnj's. ; -+-~ 1
. 1 1 m. . . .m . . .
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Rocketry /, Basics/ Supplies
MonoPropella +- - I_ .
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Rocketry/ Basics/ Service and Science
. . . I - -
I
I
ce
' There are a range of experiments you ca n pe rform'w ith equ ipment
---+---
ra ng in g from fu ll b low n labs dow to de licate gravio li detectors.
Service Containers
These uti lity parts can ho ld a number
ber of sma ll compo nents
mber
to protect them from drag, eat and m inor co lli sion.
I II
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Rocketry/ Basics/ Rechargi!}g SUP.tJlies
Solar Panels I I
Lightweight and re li able, these come in a number
of sizes and shapes.I - L
I · • I ·-,
::::-'-4-
_:_t-
/4 I .
,__I
' ,--+-~H--t-t+"A _
'
'
j
_,.,
. .___
I-.
•
\ ',
I '
.
I
' '
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Rocketry/ Basics/ Parachutes
What goes up does come back down. It is much eas ier, and more
efficient, to use parachutes when landing on bodie_s t _
h at have an
~-+-
+--1-t- atmosphere . Compared to an eng ine bu ;n ~~~ t
ll! .
m ind that not all the places you visit have atmosphere .
II •
1-.
--
~
·~
The staging stack icon displays the state of each parachute . The
color of the backgro und shows how safe it is to stage. The icon's - - •
color shows the state of the staged chute.
Risky to Deploy
Cut/ Shredded
Rocketry/ Basics/ Hatches and Ladders
·-
' '
-
' ' -
Climbing Aboard -
' '
-
There is a range of ladders to h elp you get aboard for t hat return
'
leg. Sometimes the hatch is j u st out of reach without some helpfu l
steps. -
-·
,- It~ '
/- , .
...
'
- l
I I
I I
. I
l
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Rocketry i Basics/ Multiple Stages
~
1·
Another benefit is that you are_n?t
go ing to try and land the who le
launch vessel. Just the important
partS~
1
I I
....._-i-----:;1-
S;;;J:0
, ,I:1, , 11-+-,-r . · •I · · ·
_~ St~glf!g':hi/e '!ngin~s a~ ~till ru~ning am have explosive consequences.
1
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Rocketry/ Basics/ Stability Assist
= &
What's IPushing ·1
7 L I _
' I ,
S.A.S. uses control sources to app ly force to get you back on target. If there's not enough force you
may need more contro l parts, or a different design. :..i-+-I I
I II
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Rocketry/ Advanced
Aduanced Roell
With enough practice and a lit!le luck you'll be doing things like this i~ time.
. ..I i • . I t·mt1_JT_L_rt1,1·t I
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