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Let's Read I Want To Be A Kerbal! (KSP for beginners tutorial)

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Ulminati

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Right. Here we go. This will be a multi-part tutorial aimed at complete and utter newbies to Kerbal Space Program. The goal will be to get everyone proficient enough to at the very least go to other planets.

I'm currently planning to go over the following topics. List will be updated/linked as I finish the various parts.

- Essential mods (This post)
- Welcome to KSP (This post)
- Building your first rocket (This post)
- Going into orbit and back

[Coming Soon™]
- Rocketry 101
- Advanced rocket design (staging, fuel lines, engines, handy tricks)
- Orbital mechanics (using navball, Hohmann transfers, how to make your orbit behave like you expect)
- Going to the mun
- Landing on minmus
- Orbital rendezvous/docking
- Basic air/spaceplanes
- Modding your game for fun & profit!

We will be running a mostly stock game, except for a few "essential" mods that presents data already present in a more convenient way. Some parts - especially orbital mechanics and rocketry 101 will be huge walls of text. Fairly warned be ye.

Questions are more than welcome. If I can't cover them, some other Kodex Kerbal Kontroller will probably chime in.


Part 1: Essential mods
Before you even get started, there are a few must-have mods that it'd be foolish to start KSP without. Modding KSP is easy. Go to your KSP install directory. (Or if you used steam, then Steam/steamapps/common/Kerbal Space Program). In that folder you will have a subfolder called GameData. All mods are placed there, usually in their own little folder. Some exceptions exist, like modulemanager. We'll get to that in a second.

There are a few places to go for kerbal mods. The most up-to-date news are on the official forums here:
http://forum.kerbalspaceprogram.com/forums/35-Add-on-Releases

In paticular it's worth paying attention to the stickied thread here, which will show you if mods are compatible with the current version of KSP yet: http://forum.kerbalspaceprogram.com/threads/55401-Community-Mods-and-Plugins-Library

As an alternative to the official forums, there's also https://kerbalstuff.com/ which is pretty nice. Most mods are hosted there, but a few are only on github.

For starters, you want the following mods Kerbal Engineer, Kerbal Alarm Clock, Module Manager and Stock Bug Fixes

Engineer in paticular will save you a ton of headaches. Alarm clock is great for not overshooting maneuver nodes. Bug fixes should need no further explanation.

Once you've downloaded and extracted the mods, you should have the following in your Kerbal space Program/GameData folder:
KerbalEngineer/
Squad/
StockBugFixModules/
TriggerTech/
ModuleManager.2.6.1.dll

(module manager version number may differ from mine)

Part 2: Welcome to KSP

Now that that's over with, feel free to doubleclick that ksp.exe/launch it from steam. It'll take a while to load. Once the majestic music plays, you're ready to go!

s0p8aG2.jpg


Feel free to mess around in the settings for a bit. Then hit the New Game button

Training are tutorials that go over much of the stuff I'm about to write. But since you're here, they obviously weren't good enough for you. :P
Srsly though, they're a nice starting point and worth checking out if you're new. For now though, hit the Start New option.

G3lfiL7.jpg


You'll get a menu similar to this. There are 3 modes available. "Sandbox" gives you unlimited money and all parts. "Science" give you unlimited money, but requires that you collect "science points" to unlock parts. "Career" is what we'll (mostly) be playing. It gives you limited funds and reputation, which you must increase by completing missions. you can further tweak your difficulty in the difficulty options button. but for now we'll be going stock.

This leads to the kerbal space center (unupgraded version).
At the top is 2 toolbars. the centre one shows (left to right) Available Funds, Current Reputation and Science.
Funds upgrade buildings, recruit kerbals and pay for rockets. Funds are gained bu completing contracts.
Reputation is gained/lost for completing or failing contracts. higher reputation means you get better rewards from future contracts
Science is gained by performing experiments, and is used to buy access to new rocket parts

In the upper rught is your toolbar. It shows Kerbal Alarm clock (if you installed the mod), contracts (currently none) and messages (currently none)

KSC has the following buildings:
AnM3By2.jpg

- Runway (upper left strip) is used to launch aircraft
- Launchpad (small brown splotch in upper right) is used to launch rockets
- Spaceplane Hangar [SPH] (hangar next to runway) constructs aircraft
- Vehicle Assembly Bay [VAB] (Big building with the tracks leading up to launchpad) builds rockets
- Mission control (tiny guilding wedged in between VAB, SPH, Launchpad and Runway) is where you get new contracts
- Tracking Station (rightmost building) is where you keep track of the various stuff you have in orbit
- Research & Development (big complex at the bottom) is where you spend SCIENCE to get new parts
- Astronaut complex (wedged in between VAB, SPH and R&D) is where you recruit new Kerbals
- Administration building (left of Astronaut complex) is where you start various campaigns

Left-clicking a building enters it. Right-clicking gives you a description. All buildings can be upgraded for a number of funds. Hovering over the upgrade button will tell you what the upgrade does.



Part 3: Building your first rocket

Before we build any rockets, we need some missions. Click mission control (top left of vehicle assembly bay)
5tcmH0w.png


You start with a maximum of 2 active contracts. If you upgrade the Adm. building, this number goes up. the first missions available to you are always the same ones. for now, accept "Launch our first vessel!" and "Gather scientific data from Kerbin".

Un8l85k.png


If you check your active contracts, you'll notice you have a few others. "height record", "speed record" and "land distance travelled record" contracts are automatically accepted and don't take up slots. they'll give you a very sizable chunk of funds early on. Clich the "close button" (upper right corner) to go back to KSC. Then click the VAB.

You'll be spending a lot of time here.
q1UTLWA.jpg


A quick overview of the UI. In the middle is the assembly view where you'll be building your rocket. holding down right mouse button and dragging will rotate the camera. Mousewheel up/down will move camera up/down along your rocket. +/- zooms in and out.

On the left is your part catalog. It's divided into several tabs. From top to bottom: Pods, Fuel, Engines, Control, Structural, Aerodynamic, Utility and SCIENCE!!. At the bottom of the part catalog is the current cost of your rocket and your total available funds. To the right is symmetry mode (currently off) and angle snap (currently on). The column of 3 vertical buttons toggle showing Center of mass, thrust and lift respectively.

On th elower right is your toolbar. 2 new buttons show up here. The wrench with KER below it is Kerbal Engineer (if you installed that mod) and toggles the extra info UI that will show up in a second. The cogwheel with the wrench in it is the engineer report. Before launching any rocket, be sure to open the engineer report and check the design checklist for oversights.

Along the top is buttons to toggle between parts (Crane) and Crew (Kerbal silhouette), the name of your rocket (Click to change), the flag your mission will use (click to change) and New/Load/Save/Launch/Back to KSC buttons all the way to the top right.

Every vessel needs a pod (manned or probe) to function. So start by clicking the "Mk1 Command pod" in the part catalogue.

nYHAoKw.jpg

Kerbal engineer is not strictly necessary at this point, so click the KER button (lower right) to dismiss it for now.
right-click the command pod in the middle of your screen to bring up more info. Middle-click it to bring up even more. Left click it to pick it up and drag it around. Left click again to release. Note the greenish blobs that appear at the top and bottom. Those are what you'll be connecting most parts to.

Feel free to name your rocket something cool, then click the "engines" tab (third from the top) in your part catalog.

2LSU19U.jpg

We dont' have a lot of parts available at the moment. If you right-click a part, you toggle extra info. (We'll go over what it means in a later update). Left-click to pick up an engine, then move it out below your command pod. it will snap to the bottom and turn green when you get close. Left-click again to release.

Repear this step, but this time, drag the engine out to the side of the one you just placed. It will turn green as well and stick to the side. don't place it yet.
GQd6klI.jpg


Press "X" 3 times. Notice the "symmetry mode" indicator in the lower-left goes from a dog to several slices, corresponding to 1, 2, 3 and 4 parts. this will make you place parts symmetrically around the engine, keeping your center of mass in the center of the rocket. You want that, unless you're planning for your rocket to spin out of control. You can press shift+X to decrease symmetry. Attack 4 symmetrical engines to your first engine.

Contracts on their own don't bring in much science. so click the science tab (bottom) in the part catalog and select the pod called "Mystery Goo Experiment". Attach them to the rocket as shown.

dkz7B5s.jpg


now, they loot a little silly like this. notice the 4 buttons in th eupper-right part of the assembly window. you're currently on "place". the others are called Offset, rotate and root. Click Rotate, then click one of the goo experiments you placed.

Y2R5fLd.jpg


Click the blue circle and drag to rotate your goo canisters so they are inline with the engines. Then click Place again.

ScpEjfY.jpg


What goes up must come down. Click the utility tab in the parts catalog (above science, click the MK16 parachute and attach it to the side boosters as shown.

UMn08DC.jpg


Then click the Offset button and drag them outso there is space between the command pod door and the parachute for a kerbal to stand on.
uoLo50G.jpg


Check the engineer report and some issues pop up.
aXfxUpI.jpg


Unused monopropellant isn't too important. But there's no need to have it. If you right-click the command module, it shows how much monopropellant and electric charge the unit starts out with. you can click and drag on the slider to reduce monopro to 0. It'll make the pod a little lighter and your rocket will go a little faster and further as a reseult.

Parachutes on first stage is fa rmore critical. If you look to the bottom right, there's a list of stages and what gets activated in each. Currently, all 5 engines and parachutes are in stage 0. so they'll get activated at the same time. click the stage. Then click the small [+] button that appears to make a new stage called stage 1. Click the parachite group to open it and select all of them. then click and drag them into the new stage. finally, click and drag the "1 ///" header up above the "0 ///" header and release. your stages should end up like mine.
s1NNw31.jpg


If you want, you can switch out the crew in your rocket. but for now, Jebediah will do. Pilots in general are better at flying rockets, since they get access to SAS. If you're new at the game, you always want to have a pilot kerbal in your rocket and SAS enabled.
I4EDJlN.jpg


Now that's all in order, press launch (Green button, upper right in screen) to proceed to the launchpad.
Jrb478x.jpg


Horray, everything moves around again! The toolbar us back in the upper right like on Kerbal space Center. The staging moved from the lower-right in VAB to the lower-left in flight. (Make sure yours looks like mine). And a bunch of new stuff came up.

In the upper left is time warp. Period (.) and comma (,) increases/decreases warp. Rocketing is a lot of waiting to get there and time warp reduces the waiting time. Be careful when warping. It's easy to overshoot where you wanted to be and end up in trouble.

At the top is a lot of info. The 000070m indicator gives the command pods current altitude over sea level. The dial to the right of the height indicator shows your current vertical speed. Below the height indicator is your barometer. Bright/medium blue is thick atmosphere, dark blue is thin (upper) atmosphere, black is no atmosphere. This is important as rockets and engines will behave differently in vacuum and atmosphere. the 3 buttons to the right toggle lights (if the ship has any), landing gear (same) and brakes (same). If you hover over it, additional options appear. Return to space center and (if landed on kerbin) recover vessel. Both brings you back to the space center. Recover vessel removes it from the game world and gives you a portion of its value back. (the closer you are to KSC, the bigger the percentage) and pays out on any science on the ship.

In the bottom is your Navball. You'll mainly be using this to steer. On the left-hand side of th enavball is your throttle (shift/ctrl to increase or decrease. doesn't do anything righ tnow, since we're not using liquid engines). On the right is your G-meter that shows how many G forces yoru vessel is subjected to. too many of these and you could end up tearing it apart. Above the navball is your current speed. currently 0 m/s surface speed. It also has orbital velocity and (if you have one selected) relative velocity to target. you can toggle by clicking on the display.

But before liftoff -- Science!
Right-click a goo pod, then click "Observe mystery goo"
I4UWjGq.jpg


A short animation will play and you get the experiment results. You get different amount of science depending on where you do the experiment. The game refers to the various areas you can do science in as "biomes". KSC launchpad is a biome. Flying in lower atmo is a biome. flying in upper atmo is a bion. Space near Kerbin is a biome. Water on kerbin is a biome. Grasslands on kerbin is a biome. So are mountains. Other planets have different biomes, eg: the major craters on the Mün are all their own biomes. each biome has a maximum amount of science an experiment can get from it. so you have to visit them all!
2NweMmJ.jpg


If you have an antenna, you can transmit the data home to KSC for immediate science. This will usually yield less science than if you bring the experiment home and recover it. (And experiments are rendered inoperable after you transmit data). You are given the options to reset, keep or transmit the data. Select keep (green button) for now. The second type of experiment available to us righ tnow is crew reports. right-click rhe command pod, then select crew report to generate one and save it.
Ec8tPa8.jpg


The final type of experiment available to us is EVA. We can currently only do EVA on the surface of Kerbin. (gotta upgrade astronaut complex to EVA anywhere). Hover over the portrait of Jebediah Kerman in the lower right. 2 options appear: IVA and EVA. Click EVA to exit the pod. (If you click IVA, don't panic. Pressing V will toggle IVA and get you back out to 3rd person view).

VhOBXSs.jpg

controlling a kerbal is simple. WS will climb up/down ladders. WSAD will move you around when not on a ladder. Space will jump or let go of ladders. F will grab/climb on to things. B will board a capsule if you're on the ladder in front of the door. Right click Jebediah, then select "Eva Report" and keep date. then right-click the command pod. Click "Take data" to remove the crew report from the pod, then "store experiments" to store all data elsewhere in the pod. That will allow you to take a second crew report without overwriting the first. Press space to release your grip on the ladder. Take a second EVA report. (the one on the ladder will show up as "flying on kerbin" because... reasons. The second wll be EVA on launchpad. So extra science gained!) board the rocket.

Press T to enable SAS (only if you have a pilot). The SAS button on the top right side of the navball will light up, indicating that your pilot will try to keep the rocket from rotating Rotate camera to look at your rocket from a cool angle.

Press space to launch your rocket.
gEhKNWL.jpg

:happytrollboy:

your work is not done. right-click an unused goo experiment and observe it to get more science. Do the same for your crew pod. Notice the message counter in the upper-right corner reads 5. those are contracts (launch vessel, speed records, altitude records) you just completed for more funds!

KW9jbXy.jpg


Eventually, gravity will do its thing and you will begin to fall towards the ground. Before your altitude reaches 0 (I'd recommend 1-200m up to save time), press spacebar again to activate stage 0, which is housing your parachutes

nMYD89d.jpg

Once you're safely down, click recover vehicle. (I did a second goo experiement in the air and a second experiment while landed).

This will bring you bakc to KSC, wher eyou'll notice we got a bunch of cash and science. Yay!
CnLRcnY.jpg


Go to the R&D screen to spend your science!
Feel free to browse the tech tree for a bit to get an idea what's in there. We don't have a lot of science right now, so we'll be getting Engineering 101, Basic Rocketry and General rocketry
5HSVFul.png


Next, go to the Administration building and accept the missions to escape the atmosphere and orbit Kerbin
gxLDh7J.png


Orbiting kerbin will happen in the next post I make.
 
Last edited:

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Thanks a lot Ulminati. I want to get into this game, and this tutorial seems just great to ease me into the game (and the built in tutorials too ofcourse).
 
Self-Ejected

Ulminati

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Into orbit and back again!

Continuing where we left off, it's time to get into orbit! We'll need to upgrade a few buildings first. Right-click the launchpad and upgrade it for 75,000 funds. Then do the same with the astronaut complex. The bigger launchpad will support a ship heavy enough to go into orbit. The astronaut complex will allow us to EVA in space for mucho science.
1FvQTFK.jpg


Enter the VAB. Make a new vessel.
Mk1 command pod (pods). Parachute (utility) on top. Decoupler (structural) on the bottom. A pair of mystery goo experiments (science) on either side using symmetry mode (x).
ydDG3Fr.jpg


We unlocked some new engines. Liquid fuel engines can be throttled up and down (as opposed to solid-fuel boosters that are at 100% throttle until they run out of fuel and can't be turned off). Liquid engines are also more fuel efficient than solid-fuel ones. But they're more expensive too and have less thrust. Liquid engines require fuel, so click the fuel tab (second from top in part catalog) and selec the FL-T200 tank.
4J00SwJ.jpg


(Liquid) Engines will drain all fuel tanks directly above them. So we need a nice big stack of these to fuel our rocket. Instead of clicking in the part catalog, you can hold down alt and click a part to clone it and all parts connected to it. Do this until you have a stack of 10 fuel tanks.
ykL90ND.jpg


You currently have 2 engines available. the LVT-30 and the LVT-45. the LVT30 is cheaper, lighter and has higher thrust than the LVT45. On the other hand, the LVT45 has vectored thrust. That is, the base of the engine can swivel slightly to help you steer. Normally I'd go for the LVT30, but since we're all new here, the LVT45 is easier to work with. Stick one of those below your fuel stack. Then click the Kerbal engineer (KER) button in the toolbar in the lower right.
Z0sDobL.jpg


This brings up the kerbal engineer info. The things we're interested in right now are TWR and Delta-V.
TWR is thrust to weight ratio. That is, total power of rockets in the current stage, divided by mass of rocket. If TWR is less than 1, your engines aren't strong enough for the rocket to take off. The max in parantheses is TWR a split second before all the fuel tanks are empty.
Delta-V is a concept you will get intimately familiar with. If your rocket is orbiting something at a speed of, say, 2km/sec, it will take 100 Delta-V to change your speed to either 2.1km/s or 0.9km/s. Difference in Velocity. It's your fuel times the efficiency of your engine, divided by mass of vessel. The important thing right now is that you need ~4500 DeltaV to get into orbit on Kerbin and back down. So we'll need a little more juice.
RY6tFrZ.jpg


Add a decoupler below your engine. (Structural tab in part catalog) and a BACC "Thumper" solid fuel booster below the decoupler. You'll see Kerbal Engineer update to show the vessel has a total of 4482 DeltaV. It will actually have a bit more, as your liquid engine gets more efficient in vacuum. So maths say this should get into orbit! click the decoupler in stage 3 and drag it up onto the liquid engine in stage 2. (staging controls, lower right corner). Your rocket should now do the following:
First spacebar (Stage 3): Activate SRB
Second spacebar (Stage 2): Discard SRB, activate liquid fuel engine
Third spacebar (Stage 1): discard Fuel tank and liquid fuel engine
Fourth spacebar (Stage 0): Deploy parachute
BcZVwfE.jpg


Save your rocket. Click launch. Marvel at the wobbly majesty of your creation!
QXeY4WN.jpg


The next few steps will take some practice. If you need to pause, you can hit Escape. If something goes horribly wrong, hit Escape, followed by Revert Flight, Revert to Launch to start over.
First, you want to enable SAS. Only a pilot (Jebediah Kerman or Valentina Kerman in your starting roster) can do that. Second, you want to throttle up (Shift) to full throttle.
Once you're in flight, you can use WASD to rotate your ship. Movement of ships is relative to the navball in the bottom. Your pilot will attempt to stop rotating once you release the key, unless you've toggled SAS off.
Take a few deep breaths then press space. Today, we are going to space!
Fzt3dTR.jpg


You'll notice a solidfuel countdown in the active stage. (Lower left). for now, you want ot be going straight up until it is empty. Once that happens, press space to activate the next stage.
Throttle down slightly (about 75%). You don't want to go too fast in the lower atmosphere. that increases drag and wastes fuel. As long as your surface speed on the navball is slowly increasing, you're good for now. Enjoy the view until the altimeter at the top reads 11,000m
YdDngXL.jpg


Once you're at 11km and going at ~250-300m/s, it is time to begin your gravity turn. Increase throttle to 100%
Pay attention to the atospheric pressure at the top. It's currently in the middle blue area. that means the air is thinner, but it's still there. If you turn too sharply, you rish flipping out and breaking things. Slow and steady until you're in the dark blue pressure zone.
You want to be going towards the east. That's the way Kerbin rotates (counterclockwise, if you're looking down at the north pole). That means the planets rotation is added to your orbital speed. (You are rotating along with Kerbin when you're sitting on the launchpad). Orbiting clockwise would require more fuel, since you'd have to overcome that initial movement. Gently tap the D key a few times and notice how your navball is tilting. Also notice the green marker that looks like a circle on top of an upside-down T. That is your "Prograde vector". It points in the direction your vessel is currently moving, while the V-dot marker smack in the middle of the navball is the way you're pointing. While you're in thick atmosphere, you don't want to point your vessel too far away from your prograde vector. If you do, you're flying sideways and will probably flip out and explode.

Keep rotating until you're tilted about 45 degrees to the east (90 degrees on the navball compass circle). Once that happens increase throttle to full.
NkhdTtW.jpg


At about 20km, you should reach the upper atmosphere. Atmospheric drag is much less of an issue here. Keep rotating slowly until you're flying almost horizontal (prograde vector ~15 degrees above the brown horizon on the navball).
K0wRIKD.jpg


Once you get up high, your speed should change to "Orbit" instead of "surface". This is a good time to right click your command capsule and take a crew report and activate one of your 2 goo experiments.
FMatlvP.jpg


Press M to enter map view. Press the tiny tab at the bottom cente of the screen to bring up navball and rotate the planet to get a better view of your path. Mouse over the "ap" marker. This is your Apoapsis -- the highest point on your arc. You want this to be in space. In Kerbal space program, "space" starts 70km above kerbin. But it's good to have some leeway. Wait until your apoapsis is at 80-100km, then hit X to kill your engines.
JYe33qe.png

PN2I7pK.png


Next we want to raise the lowest point of our orbit (Periapsis). The most fuel-efficient place to do so is on the opposite side of the orbit (Apoapsis). So we'll coast slowly towards the apoapsis ane enjoy the view. You should have more fuel than I do at this point. I forgot to throttle up my engine to 100% for way too long becaus eI was tabbing between this thread and KSP
QdolAuV.png


Once you're almost at apoapsis, rotate your ship (should still only need to use D and A) to point at the prograde vector. Then throttle up and keep an eye out for the small "pe" marker on the opposite side of your orbit. you may have to rotate camera to spot it. Once it's at minimum 70km, hit X to kill engines. If you find it's takign too long to reach apoapsis, press . to enable time compression. Just don't overshoot apoapsis. Use , to reduce time compression down to 1x with time to spare to rotate to prograde. you don't need to use full thrust. If your (sub)orbital ascent looks anything like mine, you're almost at orbital speed already. Once periapsis is at 70+km, you're in space!
:happytrollboy:
Jpf5LVt.png


Time compress (press . a couple of times) until you're on the daylight side of kerbin. then remove time compression (press , a bunch of times).
XtuhOLS.png



Observe yoru second goo experiment, then hover over yoru kerbal and select EVA. It's time to science!
Right click the command pod. Take data, store experiments. That'll move the crew report from "pod" to "storage". enter the pod abain (b) and do a new crew report, so you have one from space as well as kerbins upper atmosphere. Then eva again and take an EVA report. Pay attention to the title on the report. You can right-click the command pod to store it without entering the spaceship again. On an equatorial orbit, you cna collect EVA reports from space above Kerbin's:
-Grasslands
-Highlands
-Mountains
-Oceans
-Shores (really small biome. you have to spam Eva report + reset when you near a coast until it pops up)
-Deserts
Collect them all for maximum Science!! (pay attention to what you're flying above). You can only store one copy of each in the pod.
M7Ah39G.jpg


By now you're probably feeling adventurous. so press space to let go of the ladder and float into the void!
KzBlTid.jpg


:happytrollboy:

Before you do this, you may want to quicksave (F5) s you can quickload (hold F9) if something goes wrong. Press R to toggle your EVA pack on. It uses monopropellant to move your kerbal around in space.
WSAD moves your kerbal back/forward/left/right. Shift/Ctrl moves him up/down. remember newtons laws of physics. there' sno atmosphere up here to give friction, so you'll keep floating off forever. Small taps in the direction you want to go is the best way to maneuver. slow and steady does it.
FUld5nu.jpg


Once you're donr gathering science, it's time to go home. you have 6 markers on your navball if you rotate. Disregard the blue and pink ones for now. You want the retrograde vector. That's the green one that looks like a circle with a cross in it, on top of an upside-down Y. Remeber to toggle SAS on again with R. (It was toggle off when you went EVA)
E2ph6mm.jpg


Once you're pointed retrograde, throttle up to get back down to Kerbin with your remaining fuel. then press Space to discard the empty fuel tanks and X to kill throttle.
QqwMd0Y.jpg

zrenY0l.jpg


On your way down through the atmosphere, it is VERY IMPORTANT that you keep your pod pointed at this retrograde vector. Your heat shield is on the underside and you want it to absorb the heat.
Once you hit 70km, time warp will stop automatically (assuming you had it on). this is a good time to EVA, grab a quick EVa report and go back inside the pod. Atmosphere at 69km is still thin enough that it won't blow your kerbal off the ladder and it's extra science! (remmber to re-enable SAS when you go back into the pod).
Y36Ureq.jpg


At this point you should start wondering if you should've added an ablative heat shield to your pod. :oops: You probably should've. It's in the aerodynamics tab in the VAB part catalog. Fortunately, the Mk1 pod has a small heat shield built in. If we'd attached anything under the pod (like a service bay), it would probably have burned up right about now.
DdTW2pr.jpg



Once you're in low atmosphere, hit space to deploy parachute. 2-300m should be fine. I did it a bit higher up because then I have time to write tutorial text during the descent. :P
MD6NyHn.jpg


Once you splash down, ou cna take another crew+eva report from whatever biome you land in to max out science gains. I did.
EZzPjhN.jpg


With that out of the way, you can recover your vessel. ou should now have a sizable amount f science and funds as well as some reputation.
tc4czz0.png


This should open up procedural contracts. See if any of them catch your fancy. Keep an eye out for "fly by the Mun" and "explore the Mun", we'll be doing those Soon™
c0HZq8T.png


Bro, you need to do something with our flag.. thats no Codexian flag
It is the glorious flag of Lenmark, from my first KSP Let's Play!
:rpgcodex:
 

Black

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Beginner tutorial? You put engines on a phallic shape and you fly, how hard can it be.
 

Makabb

Arcane
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I want to be a kerbal, but rocket science is teh hard, thx ulminazis
 

Vival

Augur
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Apr 13, 2004
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Besides the mods you listed Precise Node is a mod i can't really play without anymore since nodes are so damn frustrating to set up with the stock tool.
 

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Someone please make a decent docking tutorial, or give me some hints, because I'm at the end of my line. For the love of god, I can't finish the ingame docking tutorial. I do everything as it is written, but at the last point, when I'm at 10 km from the target, and I have to decelerate to 0m/s, the seperation between the ships starts to increase if I slow down.
 
Unwanted

jcd

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Last edited:
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
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DiNMRK
Someone please make a decent docking tutorial, or give me some hints, because I'm at the end of my line. For the love of god, I can't finish the ingame docking tutorial. I do everything as it is written, but at the last point, when I'm at 10 km from the target, and I have to decelerate to 0m/s, the seperation between the ships starts to increase if I slow down.

Approach:
- Target the ship you need to dock with. If your speed isn't set to target, click the speed window on the navball until it is.
- The two markers on your navball you're interested in is "Approach" (Purple dot with 4 quarter-circles around it) and "Retrograde" Green circle with an X inside and 3 stripes pointing out from it.
- Point towards approach vector, burn until you move at ~50-100 m/s (depending on how strong your engines are). Point retrograde. Once you get a bit closer, burn retrograde until you're moving at 0 m/s relative to target. (that should get you winin ~1km of your target)
- Turn towards approach, burn until relative speed to target is ~10-20 m/s. Turn towards retrograde, cancel out speed when you get close. This should get you within ~50-100m of your target

Docking:
- From here on, you're going to want to use RCS.
- Maneuver so that you're a bit out from the docking port you want to dock with.
- Rotate your vessel so that your docking ports are parallel
- You want to move at a slow speed while docking (< 0.3m/s when you make contact) so be patient and time warp is need be.
- While you are parallel with the docking port, you want to use horizontal/lateral thrust so align your prograde vector with the approach vector (moving directly towards the dockign port). And ideally you want both the approach vector and prograde vector on top of the marker in the middle of your navball.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
One recommendation on optimal designs for docking and modular transportation:

Tractor radial engines, either regular engines symmetrically side mounted near the upper end of the rocket through girders or actual radial engines put in the same configuration to "pull" the entire thing are great for docking because 1: they allow docking ports to be placed in parallel with the main axis of thrust both behind and in front of the vessel which makes it arguably even possible to disregard RCS(although you shouldn't) and 2: Having the thrust of a modular spacecraft ahead of the docking ports is usually more stable than having it pushing them instead as a traditional rocket would. Such "tractor" configurations are particularly great for reusable tugs designed to transport modules from Kerbin orbit to other planetary bodies. Just be careful to ensure nothing will be interfering with the exhaust from the "tractor" reaction engines if you try it. Tractor rockets may end looking very silly, yet fortunately, it's possible to totally avoid RCS.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,347
Location
Danzig, Potato-Hitman Commonwealth
Yeah, pulling>pushing. My first manned mission to Laythe (overkill in hindsight, but it was designed without aerocapture in mind) was a cruiser+lander in the front with 3 rockomax-64 orange tanks docked in the back. Much more stable that way.
 

J_C

One Bit Studio
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Developer
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Messages
16,947
Location
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Someone please make a decent docking tutorial, or give me some hints, because I'm at the end of my line. For the love of god, I can't finish the ingame docking tutorial. I do everything as it is written, but at the last point, when I'm at 10 km from the target, and I have to decelerate to 0m/s, the seperation between the ships starts to increase if I slow down.
do you have the hud set to show your relative velocity to the target? sounds to me like you're instead reducing your orbital velocity
No, I hat set it to target. I'm probably messing up my speed at the wrong time.

Someone please make a decent docking tutorial, or give me some hints, because I'm at the end of my line. For the love of god, I can't finish the ingame docking tutorial. I do everything as it is written, but at the last point, when I'm at 10 km from the target, and I have to decelerate to 0m/s, the seperation between the ships starts to increase if I slow down.

Approach:
- Target the ship you need to dock with. If your speed isn't set to target, click the speed window on the navball until it is.
- The two markers on your navball you're interested in is "Approach" (Purple dot with 4 quarter-circles around it) and "Retrograde" Green circle with an X inside and 3 stripes pointing out from it.
- Point towards approach vector, burn until you move at ~50-100 m/s (depending on how strong your engines are). Point retrograde. Once you get a bit closer, burn retrograde until you're moving at 0 m/s relative to target. (that should get you winin ~1km of your target)
- Turn towards approach, burn until relative speed to target is ~10-20 m/s. Turn towards retrograde, cancel out speed when you get close. This should get you within ~50-100m of your target

Docking:
- From here on, you're going to want to use RCS.
- Maneuver so that you're a bit out from the docking port you want to dock with.
- Rotate your vessel so that your docking ports are parallel
- You want to move at a slow speed while docking (< 0.3m/s when you make contact) so be patient and time warp is need be.
- While you are parallel with the docking port, you want to use horizontal/lateral thrust so align your prograde vector with the approach vector (moving directly towards the dockign port). And ideally you want both the approach vector and prograde vector on top of the marker in the middle of your navball.
Thanks, I will try it again with this.
 

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