Kerbal Space Program

I meant the two training scenarios you mentioned. Sorry for the confusion. IIRC, the first one will walk you through building a rocket and will teach you how to put it in orbit. The second one allows you to do a Mun landing. Both are extremely helpful and will teach you much of the basics.
(I'm really sorry about the confusion, I didn't mean to frustrate you)

The two training missions already start in space - when you launch them both, the guy right at the beginning says: "You should have finished the tutorials before doing this mission". But nowhere do I see a tutorial or mission that teaches you how to build a rocket.

A rocket building tutorial would have been amazing and would have helped a lot. I guess they took it out of the game for now? Bastards.

I have been watching youtube videos though and all that you have written has really helped.. so thanks!

The SAS thing I figured out (thanks to what you wrote about where it lights up).. I was expecting something to light on on the left hand side of the screen, as it was in a youtube video I was following. I guess they moved the indicator from the left to where it is now - which is what I wasn't noticing and did not think that SAS was on - so I kept thinking that my rocket design was off in some way.

First off, all capsules have SAS built in. SAS uses gyroscopes or reaction wheels to put a torque on your spacecraft. This will stabilize the craft and keep it pointin in one direction when you hit T and you see the little SAS icon light up above the navball. If SAS is not lit up, this means you can freely manuever the craft and change it's orientation. When you are manuevering, instead of exerting torque to stabilize the craft, the SAS is exerting torque to move the craft. You do not need to place an SAS module as the capsule has it built in. You only need extra SAS modules if you have a very large craft.

This was a huge breakthrough for me. Once I read this and figured out that I can move my spacecraft while SAS is off, and that I can't while it's on.. everything just clicked. Or at least some things.

The issue I am trying to figure out now is how to get my 2nd stage into orbit. My first stage gets me to about 10-12k, at which point I turn off SAS and reorient my rocket to a 45 degree angle (you can do this in any direction, right?).. but it doesn't seem like my 2nd stage has enough thrust, because even though at that point I am still gaining altitude, following the yellow dot on the spindle thingy becomes impossible - it eventually disappears behind the horizon.. and I start falling towards the ground, even though I am still burning at a 30-45 degree angle. I'm not quite sure if it's a question of not having enough trust or maybe me doing something incorrectly otherwise.

Before I figured out SAS, I was able to get rockets into almost near orbit.. My "blue orbit", whatever that's called, was half outside the planet, and half inside.. that felt like a pretty sweet accomplishment, and I thought that orbit wouldn't be too far away, but.. nope :lol:

A set of my rocket designs would blow up right on the launch pad, too, and Im' not quite sure why. The top (the capsule & co) would collapse down onto the modules below. This would happen over and over and over.. almost as if the top stage's engine was collapsing under the weight. Am I supposed to reinforce that part in any way? THe engine I use is not the heavy lifting one, so it is a bit smaller. So, that part of my spacecraft is a big skinny and looks a bit odd. And that's the part that kept collapsing under the weight (or so it seemed). Should I be using another engine? The heavy lifting one? I didn't see any other engines that size, but maybe I didn't look close enough.

So yeah, right now I've been doing lots of trial and error rocket building and trying to get it into orbit. I guess I'm going try using a heavy lifting engine for my upper stage now, but that doesn't seem right.

Both SAS and ASAS require electricity to run. During launch, the engines will provide the needed power to run it. However, when the engines are off, you lose power. To provide power, you have two options:
1) Solar pannels and batteries (make sure to deploy the panels after you are out of the atmosphere by right clicking them; you also have to install panels and batteries seperately, they are not a single unit)
2)Radioisotope Thermal Generator (RTG) - If you install this, you don't need other batteries or solar panels, as long as your power requirements are not greater than what it provides, though you can install multiple units.

If you have forgotten pannels, batteries or an RTG, then your A/SAS will not work and your mission will fail.

This seems a bit too advanced for me right now, but it's good to know. I am not even sure how to install and deploy solar panels yet.. I'll figure it out once I manage to get into orbit ;)

I do remember SAS working while I was floating in space, after all my fuel ran out. How is that possible? The indicator was on, and I wasn't able to reorient my spacecraft, until I turned it off.

If you press T and the SAS indicator does light up and you still veer off wildly, then your rocket is unstable. Place fins on it, RCS thrusters and make sure it's balanced out (as in make sure the design is symmetrical and not wobbly [correct wobbliness with struts]). A thrust vectored engine will also help you out.

All of the fins and fin-like objects at my disposal will be sas controlled? Or only certain ones?

Now that you have had time to play, does the PM I sent you about apopasis/peroapsis and prograde/retrograde make sense? If not, let me know and I'll throw up another tutorial with pictures.

It does. The apo/peroapsis stuff made sense to me right away, after I looked up a diagram of what they are. I'm a math guy, so that made sense right away. I'm still not quite clear on some of the details regarding prograde & retrograde, but conceptually apo/peroapsis makes perfect sense.

Godspeed Warpus, may your Kerbals not die very frequently,
hobbsyoyo

Oh, I wish they kept track of a death toll, cause mine is pretty high :scan:

I see those space stations you guys are building and I am both jealous and eager to get myself to that level of play.

I just wonder how easy it is to reach a space station? I mean, you have to reach its exact orbit AND arrive at the right time. Seems like you'd have to do a lot of planning for that sort of mission and I haven't seen any tools yet that would help you with that.
 
Figured out that I need that heavy booster for my upper stage. I also expanded my lower stage to include 4 rockets (3 attached to a central one), but the design seems highly unstable. I think my upper stage is too high - in every flight so far eventually the rocket starts tipping over.. at which point I have no choice but to detach my upper stage and use that..

I have so far been able to get into orbit once :D

Sort of. My periapsis is only 26km. Feels like good progress anyway

How do you guys do the multi-rocket thing on the bottom stage? The first couple times I tried it, it seemed like the fuel pieces weren't connected.. and it was hard to get them to connect. My current design (the one that got me into sort-of-orbit) has the side rockets fused into the middle one somehow. I'm using decouplers to attach them to my middle/main piece and you can barely see the decouplers and in some cases youcan't see them at all (they are right inside the fuel tanks).. Seems a bit odd, but it flies fine.. well.. it's highly unstable, but, it sort of works
 
The two training missions already start in space - when you launch them both, the guy right at the beginning says: "You should have finished the tutorials before doing this mission". But nowhere do I see a tutorial or mission that teaches you how to build a rocket.

A rocket building tutorial would have been amazing and would have helped a lot. I guess they took it out of the game for now? Bastards.
Wow that's stupid, yeah they must have removed them. Or maybe they were only in the demo?

In any case, yeah I apologize again for all the confusion. You aren't really missing much though, you have already learned about all that they will teach you.

I have been watching youtube videos though and all that you have written has really helped.. so thanks!
No problem!

The SAS thing I figured out (thanks to what you wrote about where it lights up).. I was expecting something to light on on the left hand side of the screen, as it was in a youtube video I was following. I guess they moved the indicator from the left to where it is now - which is what I wasn't noticing and did not think that SAS was on - so I kept thinking that my rocket design was off in some way.
Yeah figuring out how A/SAS works is a major breakthrough because it's not documented well. The whole game suffers from lack of documentation, even though it's in alpha a little bit of documentation would go a looooooong way to help new players.


The issue I am trying to figure out now is how to get my 2nd stage into orbit. My first stage gets me to about 10-12k, at which point I turn off SAS and reorient my rocket to a 45 degree angle (you can do this in any direction, right?).. but it doesn't seem like my 2nd stage has enough thrust, because even though at that point I am still gaining altitude, following the yellow dot on the spindle thingy becomes impossible - it eventually disappears behind the horizon.. and I start falling towards the ground, even though I am still burning at a 30-45 degree angle. I'm not quite sure if it's a question of not having enough trust or maybe me doing something incorrectly otherwise.
Can you take a screenshot of your rocket in the VAB or on the pad? That would help diagnose the problem.

As for the 45 degree angle thing, yes, you can orient to any cardinal direction at 45 degrees. However, for purposes of getting a basic orbit, always lean over on the 90 degree line. This is because as you lift off of Kerbin, the rotation of the planet tends to 'throw' your rocket along the 90 degree line. If you turn this way and burn, you get all the extra energy from the planet's rotation. Burning at any other direction means you are going to actually have to cancel out that extra energy, which wastes fuel.


As for following the yellow 'dot', I take it you mean the yellow circle that marks prograde? Yeah, don't follow that during launch. All it does is show you which direction your rocket is heading in. Even when you are burning straight up, it will begin to move toward the horizon because you have that extra sideways momentum from the planets rotation that will make your craft move in an arc rather than straight up.

Here's how the launch phase *should* work and why it works:

1) Turn on your A/SAS.
2)Throttle up to max and launch.
3)After you have cleared the pad, throttle back to a setting where you are still accelerating, but not particularly fast. Explanation: When you lift off, you are in the dense lower atmosphere, so the faster you go, the bigger your drag penalty will be. If you throttle up to the max while in the lower atmosphere, then you will waste a ton of fuel trying to push through your own drag. Keeping the throttle low really conserves a lot of fuel that you can later use to accelerate without drag. Really, in the lower atmosphere/first phase of flight, you just want to gain altitude and not worry too much about speed (as long as you are still accelerating upward). Also, there is a point called Max Q (different point for every rocket) where your rocket faces the maximum stress from aerodynamic, drag and thrust forces. This usually happens at a point in the dense lower atmosphere and if you are burning full out at that point, you are putting a lot of stress on the rocket. This causes many mid-launch explosions/breakups.
4) 10km is an arbitrary 'roll over' point, but it works very well for most designs. At 10km, you are through the thickest part of the atmosphere and you should have picked up enough speed that your apoapsis will be around 20km or so. At this point, rollover to 45 degrees (on the 90 degree heading line) and throttle up. [If you have side boosters, you need to make your rollover either before or after you have jetisoned any empty stages. Turning while jetisoning any stages usually results in a collision between stages] Watch your apoapsis rise on the map screen [if you click the little tab at the bottom of the map screen, this pulls up your navball, which lets you control the rocket while in the map view] until it's around ~30km or so.
5) When you have raised your apoapsis to around 30km [give or take, play around with these numbers to see what works best for your design], then roll over completely to 90 degrees (you should be lined up with the horizon on the 90 degree heading line) and burn full out. Your apoapsis will rise even though you aren't pointing up. That is because faster speed = higher orbit.
6) Keep burning until your apoapsis gets to at least 70km, this will put it above the atmosphere. I would shoot for closer to 100km though. Once it hits 70 or 100 or whatever altitude you want, cut the engines and coast up to your apoapsis. Be careful, because if you have raised your apoapsis to the desired altitude while you are still below 70km, then when you cut the engines you will face some drag that will lower your apoapsis after engine cut-off. If this happens, just burn again to make up the difference.
7) At your apoapsis, now you want to be aligned with the yellow circle (the prograde marker - should be more or less on the horizon on the 90 degree heading line) and burn. This will raise your peroapsis on the other side of the planet. Don't worry if your orbit doesn't have a peroapsis at first, as you burn it will appear on the other side of the planet. Keep burning until your peroapsis is at least to 70km.
8) Now you have an orbit. You can keep buring at the apoapsis to raise your peroapsis until it's at the same height as your apoapsis. When they come close to the same altitude, the apoapsis/peroapsis points will begin moving. Don't worry about it, just burn till they are at points you want them to be at. If you want to correct one sider, remember to wait till you are at the opposite side of your orbit and then burn prograde to raise the side you want to correct or retrograde to lower it.
9) To go back home, just burn in the retrograde direction until your orbit decays and brings you on a collision point with Kerbin. Make sure that after you have burned retro that you jetison everything below your capsule (unless you are attempting a powered landing - not advised for basic orbital work) and deploy chutes around 2km. They will deploy as drogues until 500m at which point they will fully open. Remember that if you are above land, the altitude marker is set to sea level, so don't wait until 500m to deploy chutes or you may crash. 2km should give you plenty of time

And your done!

Before I figured out SAS, I was able to get rockets into almost near orbit.. My "blue orbit", whatever that's called, was half outside the planet, and half inside.. that felt like a pretty sweet accomplishment, and I thought that orbit wouldn't be too far away, but.. nope :lol:
Yup, you were close. Just follow the steps above to get it right.

A set of my rocket designs would blow up right on the launch pad, too, and Im' not quite sure why. The top (the capsule & co) would collapse down onto the modules below. This would happen over and over and over.. almost as if the top stage's engine was collapsing under the weight. Am I supposed to reinforce that part in any way? THe engine I use is not the heavy lifting one, so it is a bit smaller. So, that part of my spacecraft is a big skinny and looks a bit odd. And that's the part that kept collapsing under the weight (or so it seemed). Should I be using another engine? The heavy lifting one? I didn't see any other engines that size, but maybe I didn't look close enough.
It probably did collapse under it's own weight. Use lots of struts to help with this. Also, use the launch gantry system. Under the structural tab, there is a girder looking structure. Use this (with the symmetry button) to attach around your rocket. Make sure the gantry is holding your rocket up off the ground so the weight isn't on your nozzles. Make sure the gantry is also placed in the first stage with your engines. This way, when you press space bar, the engines will ignite while the gantry simultaneously releases. This shoud keep your rocket together on the pad.

I would have to see a picture to diagnose any problems with respect to the engine type. However, it's likely that there was just too much weight resting on the engine, so use the gantries to hold it up. Engine size won't change much with respect to how much weight the nozzles can hold up.

So yeah, right now I've been doing lots of trial and error rocket building and trying to get it into orbit. I guess I'm going try using a heavy lifting engine for my upper stage now, but that doesn't seem right.
Don't use a heavy lifting engine for upper stages. The rule of thumb is that each stage should be smaller and use a less powerful engine than the one below it. If you alter this, you begin to create inefficiencies in your design.

Also, once you are out of the atmosphere, you don't need a lot of thrust or a big, fuel hungy engine.

If you have designed your rocket so that the final stage is above the atmosphere, I suggest using a nuclear engine. The thrust is low, but without drag or gravity to fight it doesn't matter. What does matter is the very high fuel efficiency of the engine (as measured by ISP - specific impulse - how you rate efficiency of a rocket). So it can burn for a very long time on the same amount of fuel. It loses a lot of efficiency in the atmosphere, so it's really only useful for outer space or planets with thin atmospheres like Duna.



This seems a bit too advanced for me right now, but it's good to know. I am not even sure how to install and deploy solar panels yet.. I'll figure it out once I manage to get into orbit ;)
You just attach the panels to the side of the rocket and right click on them to bring up a tab that you then click to deploy. Alternatively, you can use action groups to make them all deploy by pressing one button, but I'd worry about getting to orbit first as you say. :p

If you want me to re-explain anything at a later point, don't hesitate to ask.
I do remember SAS working while I was floating in space, after all my fuel ran out. How is that possible? The indicator was on, and I wasn't able to reorient my spacecraft, until I turned it off.
Hmm I don't know. Did you have a battery installed? I think there is some built in power reserves that you can draw on, but after a short while they will run out. In any case, always have a power source, be it panels+ batteries or RTG's.


All of the fins and fin-like objects at my disposal will be sas controlled? Or only certain ones?
Can you see the fins I have attached to the orange tanks on my space station? They look like Saturn V fins...those ones will work with SAS, not sure about the rest.

Here's how you check though:
Attach a fin to the rocket, then go to launch the rocket. Before you press spacebar, hit T to turn on A/SAS (if you have the ASAS module installed). If the fins start to wiggle like crazy, then they are being controlled by the ASAS system. If they don't move and you have ASAS installed and turned on, then they aren't movable. It might also tell you in the description in the VAB whether or not they are ASAS controllable but I'm not sure.

It does. The apo/peroapsis stuff made sense to me right away, after I looked up a diagram of what they are. I'm a math guy, so that made sense right away. I'm still not quite clear on some of the details regarding prograde & retrograde, but conceptually apo/peroapsis makes perfect sense.
Prograde = direction you are flying, marked by yellow circle on the navball. Retrograde = opposite to direction you are flying, marked by yellow circle with an X through it on the navball.

Burn in the prograde dirction (line your indicator on the navball up with the prograde marker) to raise your orbit by increasing speed. Burn retrograde to lower your orbit by lowering your speed.

Oh, I wish they kept track of a death toll, cause mine is pretty high :scan:
My Kerbonaut corps calls me hobbs the terrible, or they did till I killed them all. :lol:

I see those space stations you guys are building and I am both jealous and eager to get myself to that level of play.
I've been playing maybe a month. After you get to orbit and have done your first Mun landing, it all get easier. Once you have don't your first docking, you pretty much have all the skills you need. There is a lot of frustration at first, then things just click and you can do lots of fun stuff.

I just wonder how easy it is to reach a space station? I mean, you have to reach its exact orbit AND arrive at the right time. Seems like you'd have to do a lot of planning for that sort of mission and I haven't seen any tools yet that would help you with that.
Planning? Hahahahaha

Hahahahahahaha
hahahaha

Dude, no. I just throw stuff into space and hope it works.

Seriously though, it isn't that tough to reach a station once you know how it works. I can explain it all in a later post for you. Docking itself, as opposed to just getting to the station, is a bit tricky, but again it gets easier when you have done it once. I suggest, before trying to build a big station, just send up two orbiters with docking clamps and practice docking with them Gemini/Aegena style. That way, if you screw up royally you have only killed a few Kerbals and whatnot. It will save you frustration when you start putting together big huge pieces.

As for the tools, there is actually this awesome new manuever node thingamabob that does 95% of the work for you. It's awesome and I'll happily explain that too you as well when you're ready. (It would be too confusing to tell you about it until you can get to orbit)

Just let me know!
hobbsyoyo
 
Presenting the lolbiter:
Spoiler :
attachment.php


I have to work on the panel deployment angles, obviously, but this probe is ready for some deep space missions. I need so many panels, batteries and RTG's because this probe has 4 power hungry Xenon engines. I put that many engines on it so that orbital manuevers won't take forever, unfortunately, they still do take slightly less than forever.

It does have a NERVA cruise stage, so hopefully it can get to a planet alright. Not sure if the Xenon thrusters have enough thrust to get into orbit, if not, it can at least (hopefully) do fly-bys.
 

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Holy data gathering V'ger, captain! :eek:
 
I know, it's so ugly. :lol: The launcher is almost as bad too.

I wish you could take pictures and create maps with probes, then look at the maps and name features. Or do something scientific. The instruments we have are underwhelming.
_______________

Did you guys notice there is a new planet called Dres? It's really big, but it might be a dwarf planet. It's between Duna and Jool, maybe it's the start of an asteroid belt.
 
Wow that's stupid, yeah they must have removed them. Or maybe they were only in the demo?

Maybe. I did now see a youtube video with a guy going into a screen and having a "want to see the tutorial?" type message coming up, to which he quickly clicked "no".

But then,

support@kerbalspaceprogram.com said:
Yes, we kind of dropped the ball there, the basic flight tutorial is not in the game yet, we're making it as we speak, perhaps it was not such a bold idea to reference something that doesn't exist yet.

Best Regards,
KSP Support

Yes, I really did email them after not finding that tutorial. That is basically my panic/fallback/plan D strategy for solving a problem: ask as many questions as possible.

Either way, I still haven't put anything in orbit, but thanks a lot for your long walls of text with advice. I have read it all and have tried taking it in, but now that the weekend is over I probably won't have much time to screw around with ship designs.. I'll have to archive it all and re-read it in a week maybe.. or at least whenever I have a bit more time to give this one more try.

I can't wait until this game is finished.. and yeah, I know that is still probably a year or two away (right?), but I am seeing the possibilities in my head and they are quite exciting.
 
Yes, I really did email them after not finding that tutorial. That is basically my panic/fallback/plan D strategy for solving a problem: ask as many questions as possible.
Asking never hurts and you know you can always ask me!

Either way, I still haven't put anything in orbit, but thanks a lot for your long walls of text with advice. I have read it all and have tried taking it in, but now that the weekend is over I probably won't have much time to screw around with ship designs.. I'll have to archive it all and re-read it in a week maybe.. or at least whenever I have a bit more time to give this one more try.

I can't wait until this game is finished.. and yeah, I know that is still probably a year or two away (right?), but I am seeing the possibilities in my head and they are quite exciting.

Hey, don't feel like you can't 'cheat'. There are all kinds of tutorials on youtube where they walk you through building rockets for different stuff. Copy them, copy us, copy anything that works. You're still learning the ropes, but you deserve to do something fun other than killing lots of Kerbals.

I'll try and throw up some pics of basic rocket designs with annotations explaining how/why they work. I really think pictures would have helped you, sorry I didn't include them in the earlier guides. I'll try again when I have time.

And I know I've said it before, but there is tons of possiblities already in the game.

Teaser:
Today, I built a rocket with a friend that had two autonomous rovers strapped to the side. We landed it on the Mun and popped off the rovers then drove them off to explore craters. Then we built a giant Munbase on wheels and launched it. Well, it blew up because the launcher wasn't big enough. But still, soon I'll have a giant mobile base on the Mun and it even has side docking ports so I can attach new modules to it.

And cardgame built a goddamn space pirate ship! :lol:



Honestly though, it took me about 4 or 5 days of on and off playing before I got an orbit. Maybe 2 weeks for a Mun landing, but by that point I was spending a lot of time playing it and reading tutorials and watching Youtube videos to figure it all out. Once that was done, the sky was the limit.
 
You can get there (and all of the planets/moons) directly from Kerbin. You can't go and return from all planets and moons directly from Kerbin, but you certainly can go to and retun from the Mun in one shot, no orbital construction required.

You can either launch toward it after achieving Kerbin orbit and letting it line up while in orbit or line it up on the pad before launch and go for a direct injection.

If you go the orbital route, get your craft into about a 100km orbit around Kerbin. Wait until you see the Mun rise over the horizon. When it does, burn prograde until your orbit pushes out to the Mun's orbit. Then the orbit should show an encounter path. Warp until you are on the encounter path and then burn retrograde when you are near the Mun peroapsis. Keep burning till you are in orbit.

To land, burn retrograde at the point above the Mun you want to land on until your velocity zeros out. This will make you drop straight down on the spot you chose, you will have to be careful that you slow your decent though so you don't crash. You want to land at less than 10 m/s to avoid destruction.

To return, lift off and get and orbit, then burn until you break free free from the Mun and then, whenon Kerbin orbit, just burn retro till you get a collision vector.

The direct ascent method is exactly the same accept you line up the orbits before launch. Warp until the Mun is just below the horizon and launch. Keep burning past the part where you would normally set up a Kerbin orbit. Eventually, your path will intersect the Mun as the other method. This saves fuel because you don't have to set up an orbit.


Note that it takes almost exactly the same amount of fuel to get to Minmus even though it's further out. The inclination of Minmus' orbit and it's small size makes the encounter part a bit trickier to pull off though. I can link to a great video thay explains how to do it of you want.
 
Take advantage of mission planning and the map view — don't brute force it like we had to in .13 and .14
 
By mission planning, do you mean using the manuever mode?

I agree, that makes things a lot easier, though he should focus on getting to orbit first before trying to use it. It's not that intuitive and isn't explained in the game at all....though I'll explain it if asked. :D

I do have to say though that a Mun mission is so straightforward and requires so little fuel (relative to any other mission, just about) that if you really need to use manuever mode to squeeze out every last bit of efficiency, you're doing it wrong or have a bad rocket to begin with.

Honestly, that is the one mission I'd say the brute force approach is the least hassle.
 
Well true, but still it's a real helluva hassle to retroburn 7km/s of d-v
 
Well true, but still it's a real helluva hassle to retroburn 7km/s of d-v

How so?

1)Line up retro
2)Burn

Am I missing something? :confused: (And for the record, I'm just talking about simple go-and-return missions, nothing fancy like specified landing areas)
 
I'm talking about a straight ascent. My first munar mission ended in a 7300m/s impact.

[](/derpy) I just don't know what went wrong.
 
Take advantage of mission planning and the map view — don't brute force it like we had to in .13 and .14

That was a serious upgrade. I'm looking forward to using it for a Minmus mission to test it out later.

How so?

1)Line up retro
2)Burn

Am I missing something? :confused: (And for the record, I'm just talking about simple go-and-return missions, nothing fancy like specified landing areas)

7 km/s is a lot of delta_V. For comparison, I'm coming in around 200-250 m/s when I start my Munar landing burns.
 
Oh I've never had that happen from a direct ascent profile :lol: Though I've found practically every other way to crash in this game.

That was a serious upgrade. I'm looking forward to using it for a Minmus mission to test it out later.
Yeah, I just wish they'd get around to writing a 'how to' tidbit somewhere. It's not that hard.
 
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