Ultimate Guide to the Kerbal Space Program w Plane Instructions and Biomes

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Version: 0.23.5 Wernher Von Kerman

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Ultimate Guide to the Kerbal Space Program

Transcript of Ultimate Guide to the Kerbal Space Program w Plane Instructions and Biomes

  • Version: 0.23.5

    Wernher Von Kerman

  • Lovingly Dedicated to:

    Jebediah Kerman

    Bob Kerman

    Bill Kerman

    The Team at Squad.

    "We who are about to die, salute

    you."

    The Kerbonauts Guide to the

    Galaxy.

    1st Edition

  • Before you start:

    It is recommended that you laminate

    this guide.

    When you see a You should leave

    a tick/cross in DRY WIPE marker

    according to your current situation.

    Failure is always an option.

    Good luck and have fun exploring the

    Kerbal Kerlar System

  • KSP Basics:

    Delta-V - In astrodynamics a v or delta-v (literally change in velocity) is a measure of the amount of the effort that is needed to change from one trajectory to another by making an

    orbital manoeuvre.

    LXO Low Enter Planet Name Here Orbit. For example, LKO = Low Kerbin Orbit.

    Escape Velocity The velocity required to exit a planets sphere of influence.

    Periapsis (Pe) The lowest point in your orbit.

    Apoapsis (Ap) The highest point in your orbit.

    Prograde/Retrograde Prograde is forward relative to the direction of movement it will increase your orbital velocity.Retrograde is backwards relative to the direction of movement it will decrease your orbital velocity.

    Navball Used to get your bearings and to navigate when in space.

    Thrust-To-Weight-Ratio TWR for short is a ratio that defines the power of a craft's engines in relation to its own

    weight. If a craft needs to get into a stable orbit or land safely

  • on the current celestial body without using parachutes, then

    its engines must put out more thrust than its current weight to

    counteract gravity. In the terms of a ratio, a craft with a

    greater thrust than weight will have a TWR greater than 1.

    Inclination - The tilt of the orbit is given by the inclination.

    Usually the value is given in degrees where the value is given

    between 90 and 270. An inclination of 0 or 180 is equatorial, so the craft is always above the equator.

    Navball Point of Reference - As all movement in space is

    relative, the point of reference determines the object from

    which all distance measurements and velocity vectors are

    made. Clicking this area will toggle the point of reference

    between Surface and Orbit, as indicated by the green text. If a

    target is selected, there is a third option, Target. Changing

    the point of reference changes the location of the prograde

    and retrograde markers.

    Manoeuvre Nodes - A maneuver node is a planned velocity

    change along an orbit. Multiple maneuver nodes can be

    added which will affect the following maneuver nodes. After

    adding a node it shows the velocity change needed to reach

    the next new orbit next to the navball.

    Manoeuvre Node Directions

    Prograde/Retrograde - These vectors directly change the

    speed of the craft. Burning prograde will increase velocity,

    raising the altitude of the orbit on the other side, while

    burning retrograde will decrease velocity and reduce the orbit

    altitude on the other side.

    Normal/Anti-Normal - The normal vectors are orthogonal to

    the orbital plane. Burning normal or anti-normal will change

    the orbital inclination. On the navball the normal and anti-

  • normal vectors are located on the equator line directly

    between the prograde and retrograde markers.

    Radial in/Radial out - The radial-in vector points directly

    toward the center of the orbited body (center of the brown

    hemisphere on the navball), while the radial-out vector points

    directly away from it (center of the blue hemisphere).

    Performing a radial burn will rotate the orbit around the craft

    like spinning a hula hoop with a stick. Radial burns are the

    least efficient way of adjusting one's path - it is much more

    effective to use prograde and retrograde burns.

  • Navball Icons

  • Centre of: Mass The centre of mass, abbreviated CoM, or centre of gravity, is the location of an object where all mass is equally

    distributed around it. It is important to balance a craft to prevent

    it from getting out of control. Planes should have a centre of mass

    slightly in front of the centre of lift. For all craft the thrustvector

    should point to, point away from or go through the centre of

    mass. Kerbal Space Program Wiki

    Centre of Mass (Yellow)

    Centre of Thrust (Pink)

    Thrust The centre of thrust or thrustvector is the direction in which the thrust is acting and on which point the

    thrust acts on the craft. The thrustvector and centre of mass should

    be in one line to minimize steering. Kerbal Space Program Wiki

    Lift The centre of lift is used mainly when creating planes, it shows the axis and direction of lift provided

    by wings, control surfaces and winglets. Inside the editor it is

    showed as a cyan-coloured sphere (axis) along with an arrow

    (direction of the lift). The centre of lift should also always be

    behind the centre of mass. Kerbal Space Program Wiki

  • Kerbin

    A unique world, Kerbin has flat plains, soaring mountains and wide, blue oceans. Home to the Kerbals, it has just the right conditions to support a vast, seemingly undepletable population of the eager green creatures. Kerbal Astronomical Society

    Planetary Characteristics: V Stats (LKO):

    Sphere Of Influence: 84,159.3km Body: Delta-V:

    Atmosphere Present: Yes Mun ~860m/s

    Oxygen Present: Yes Minmus ~930m/s

    Atmospheric Height: 69,077m Eve ~1033m/s

    Surface Gravity: 9.81m/s (1G) Duna ~1060m/s

    Escape Velocity: 3,431m/s Moho ~1676m/s

    V To LO from Sea Lvl: 4500 m/s Jool ~1915m/s

    Synchronous Orbit: 2868.75km Eeloo ~2100m/s

    Pe for Aerobrake(Suggested): 36,000m KEO ~1120m/s

    Science Multiplier:

    Surface: 0.4

    Atmospheric: 0.7

    Space: 1

  • Mun

    The Muns discovery is widely regarded as one of the more important breakthroughs of Kerbal evolution. Granted it didnt happen all that long ago, but its still fair to say that Kerbals are wiser and more evolved now than they were back then. Kerbal Astronomical Society

    Characteristics: Mun Biomes:

    Sphere Of Influence: 2429.6km Biome:

    Atmosphere Present: No Midlands

    Oxygen Present: No Midlands Craters

    Atmospheric Height: N/A Highlands

    Surface Gravity: 1.63m/s (0.166G) Highland Craters

    Escape Velocity: 807.08m/s Canyons

    V To Low Orbit: 800m/s Northern Basin

    Synchronous Orbit: N/A (SoI too low) East Crater

    Pe for Aerobrake(Suggested): N/A Northwest Crater

    Science Multiplier: Southwest Crater

    Surface: 4 Farside Crater

    Atmospheric: N/A East Farside Craters

    Space: 3 Polar Crater

    Poles

    Polar Lowlands

  • Minmus

    Minmus is the smallest moon orbiting Kerbin. From the surface of Kerbin, it can be seen on clear

    days as a tiny blue speck in the sky.-Kerbal Astronomical Society

    Planetary Characteristics: Minmus Biomes:

    Sphere Of Influence: 2,247.4km Biomes:

    Atmosphere Present: No Highlands

    Oxygen Present: No Midlands

    Atmospheric Height: N/A Lowlands

    Surface Gravity: 0.491m/s (0.05G) Slopes

    Escape Velocity: 242.61m/s Lesser Flats

    V To Transfer: 920m/s Flats

    V To LO from Sea Lvl: N/A Great Flats

    Synchronous Orbit: 357.94km Greater Flats

    Pe for Aerobrake(Suggested): N/A Poles

    Science Multiplier:

    Surface: 5

    Atmospheric: N/A

    Space: 4

  • Eve

    Eve is certainly the purplest object in the solar system. Its one of the larger, most visible objects, mainly because of its very, very purple tint.Kerbal Astronomical Society

    Planetary Characteristics: V Stats*:

    Sphere Of Influence: 85,109.4km Body: Delta-V:

    Atmosphere Present: Yes Kerbin ~1030m/s

    Oxygen Present: No Moho ~810m/s

    Atmospheric Height: 96,708m Duna ~190m/s

    Surface Gravity: 16.7m/s (1.7G) Dres ~430m/s

    Escape Velocity: 4831.96m/s Jool ~1045m/s

    V To LO From Sea Lvl: 11,500 m/s Eeloo ~1230m/s

    Synchronous Orbit: 10,328.47km Gilly ~1650m/s

    Pe for Aerobrake(Suggested): 72,500m LEO ~12000m/s

    Science Multiplier: Kerbol Orbit

    ~80m/s

    Surface: 12

    Atmospheric: 7

    Space: 7

    *(From Orbit Around Eve + Does not include getting into orbit or landing)

  • Duna

    Also known as the red dot that you can see if you squint at it really hard, Duna has long been a wonder to Kerbalkind.Kerbal Astronomical Society

    Planetary Characteristics: V Stats *:

    Sphere Of Influence: 47,921.9km Body: Delta-V:

    Atmosphere Present: Yes Ike ~270m/s

    Oxygen Present: No Eve ~190m/s

    Atmospheric Height: 41,446m Dres ~460m/s

    Surface Gravity: 2.94m/s (0.3G) Kerbin ~1060m/s

    Escape Velocity: 1372.41m/s Moho ~840m/s

    V To LO from Sea Lvl: 1750 m/s Jool ~1075m/s

    Synchronous Orbit: 2880.00km Eeloo ~1260m/s

    Pe for Aerobrake(Suggested): 13,000m LDO ~1380m/s

    Science Multiplier: Kerbol Orbit

    ~110m/s

    Surface: 8

    Atmospheric: N/A

    Space: 7

    *(From Orbit Around Duna + Does not include getting into orbit or landing)

  • Dres

    Dres is a very small planet. It was the first planet considered to be a dwarf. Its orbit is highly irregular and together with its size it took a long time to discover since half the time it was not where scientists expected to find a planet.Kerbal Astronomical Society

    Planetary Characteristics: V Stats *:

    Sphere Of Influence: 32,832.8km Body: Delta-V:

    Atmosphere Present: No Eve ~430m/s

    Oxygen Present: No Duna ~460m/s

    Atmospheric Height: N/A Jool ~1315m/s

    Surface Gravity: 1.13m/s (0.115G) Kerbin ~1300m/s

    Escape Velocity: 558.00m/s Moho ~1080m/s

    V To LO from Sea Lvl: 555 m/s Eeloo ~1500m/s

    Synchronous Orbit: 732.24km LDO ~800m/s**

    Pe for Aerobrake(Suggested): N/A Kerbol Orbit

    ~350m/s

    Science Multiplier:

    Surface: 8

    Atmospheric: N/A

    Space: 7

    *(From Orbit Around Dres + Does not include getting into orbit or landing)

    **(Delta-V needed to get into orbit after ascent)

  • Moho

    Moho figures in Kerbal mythology as a fiery place with oceans of flowing lava. In reality however, its much less interesting.Kerbal Astronomical Society

    Planetary Characteristics: V Stats *:

    Sphere Of Influence: 9,646.7km Body: Delta-V:

    Atmosphere Present: No Eve ~810m/s

    Oxygen Present: No Duna ~840m/s

    Atmospheric Height: N/A Jool ~1695m/s

    Surface Gravity: 2.70m/s (0.275G) Kerbin ~1680m/s

    Escape Velocity: 1,161.41m/s Dres ~1080m/s

    V To LO from Sea Lvl: 1,400 m/s Eeloo ~1500m/s

    Synchronous Orbit: N/A (SoI too Low) LMO ~2200m/s**

    Pe for Aerobrake(Suggested): N/A Kerbol Orbit ~730m/s

    Science Multiplier:

    Surface: 9

    Atmospheric: N/A

    Space: 8

    *(From Orbit Around Moho + Does not include getting into orbit or landing)

    **(Delta-V needed to get into orbit after ascent)

  • Jool

    Jool is particularly known for being a rather large, predominantly green planet. Kerbalkind has longed to visit it since it was first spotted in the sky. Philosophers reason that the swirling green planet must be a really

    nice place to visit, on account of its wholesome coloration.Kerbal Astronomical Society

    Planetary Characteristics: V Stats *:

    Sphere Of Influence: 2.4559852109 m Body: Delta-V:

    Atmosphere Present: Yes Eve ~1045m/s

    Oxygen Present: No Duna ~1075m/s

    Atmospheric Height: 138,155km Moho ~1695m/s

    Surface Gravity: 7.85m/s (0.8G) Kerbin ~1915m/s

    Escape Velocity: 9,704.43m/s Dres ~1315m/s

    V To LO from Sea Lvl: 22,000 m/s Eeloo ~2115m/s

    Synchronous Orbit: 15,010.46km LJO ~2630m/s**

    Pe for Aerobrake(Suggested): N/A Kerbol Orbit ~965m/s

    Science Multiplier:

    Surface: N/A

    Atmospheric: 7

    Space: 7

    *(From Orbit Around Jool + Does not include getting into orbit or landing)

    **(Delta-V needed to get into orbit after ascent)

  • Eeloo

    Theres been a considerable amount of controversy status of Eeloo as being a proper planet or just a lump of ice going around the sun. 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.Kerbal Astronomical Society

    Planetary Characteristics: V Stats *:

    Sphere Of Influence: 119,082.94km Body: Delta-V:

    Atmosphere Present: No Eve ~1230m/s

    Oxygen Present: No Duna ~1260m/s

    Atmospheric Height: N/A Moho ~1880m/s

    Surface Gravity: 1.79m/s (0.172G) Kerbin ~2100m/s

    Escape Velocity: 841.83m/s Dres ~1500m/s

    V To LO from Sea Lvl: 840m/s Jool ~2115m/s

    Synchronous Orbit: 683.69km LEO ~2100m/s**

    Pe for Aerobrake(Suggested): N/A Kerbol Orbit ~1150m/s

    Science Multiplier:

    Surface: 9

    Atmospheric: N/A

    Space: 8

    *(From Orbit Around Eeloo + Does not include getting into orbit or landing)

    **(Delta-V needed to get into orbit after ascent)

  • Time Warp Altitudes

    Delta-V Map

  • Airplane Construction (By Keptin)

  • VAB Checklist*

    Booster:

    Fuel

    Engines

    SRBS

    Decouplers

    Struts!

    Control Surfaces

    Correct Staging

    Action Groups

    LES (Launch Escape System)

    Orbital Stage: RCS

    Monopropellant

    Fuel

    Engine (LV-909/Poodle)

    Batteries

    Solar Panels/Reactor

    Docking Port

    Lander/Descent Stage:

    Landing Legs

    Ladder

    Lights

    Parachutes

    Command Module

    S.A.S/Reaction Wheels

  • More RCS and Monopropellant

    Fuel

    Engine (LV-909/Poodle)

    Batteries

    Solar Panels

    Crew (Jeb, Bill, Bob)

    Science (Goo, Materials)

    Clear Hatch

    Snacks!

    *Some parts may not be available if you play in Career

    mode.

  • Rocket Construction Tools Presuming that youve already built your first rocket (If not, whack a RT-10

    Solid Fuel Booster onto a Command Pod Mk1 and launch!) These are tools

    designed to help make more efficient rockets:

  • To use this nomogram, pick a dV on the left and

    Isp on the right. Draw a straight line between them.

    The required mass fraction of your vehicle/stage is

    where your line crosses the Mass Fraction scale.

  • Do the same as before, choose your desired

    payload weight on the left and your mass fraction

    which you obtained beforehand and draw a straight

    line between them. This is the amount of fuel you will

    need to lift the payload, the dry fuel tanks and fuel.

  • You Done Goofed!

    Check That:

    Hatch isnt obstructed!

    Landing leg orientation is correct!

    You have enough electricity!

    You have strutted EVERYTHING!

    You have sufficient fuel supplies!

    You have crew!

    Action groups are set up!

    You have science modules!

    Parachutes for landings!

  • Flight Checklist:

    Pre-Launch: S.A.S

    Staging

    Crew

    Damage Check

    5Ps:

    Pods: Command Modules, Habitats etc.

    Propulsion: Fuel and Engines

    Power: Panels, Batteries, Reactors

    Piloting: RCS, S.A.S etc.

    People: Crew, (If using TAC) Food, Water

    etc.

    Launch:

    Increase Throttle

    Activate First Stage

    Ascent Stage:

    Jettison SRBs

    At 7.5-10km, Complete Gravity Turn

    Continue To Burn Until Desired Apoapsis

    is Reached

    Orbital Stage:

    Burn Pro-Grade until the Periapsis is

    within 0-3km of the Apoapsis Height

    Deploy Solar Panels

    Do Science

  • Perform Transfer Stage OR Burn Retro-

    Grade to return to Kerbin.

    Pre-Landing (When Returning or Landing Anywhere):

    Retract Solar Panels and Antenna

    Deploy Legs

    Arm Parachutes

    Crew Check

    Select Landing Area

    Post Landing:

    Do Science!

    Stretch Legs!

    Recover Vehicle (If landed on Kerbin)!

  • Flight Observations/Notes:

  • Orbit Guide

    1) Build a rocket. It should have enough Delta-V to get into LKO.

    A minimalistic rocket would be:

    Command Pod Mk1

    FL-T400 Fuel Tank

    LV-909 Liquid Fuel Engine

    TR-18A Stack Decoupler

    FL-T800 Fuel Tank

    LV-T30 Liquid Fuel Engine

    2) Turn SAS on and throttle up

    3) Countdown from 10.

    4) Press Space to launch and wait until you are at 10,000m,

    ensure that you head directly up (Keep your dot on the blue top

    dot on the Navball)

    5) Jettison your first stage with the spacebar

    6) Throttle down to 2/3rd power

    7) Turn 45 degrees East (Press D) and burn until your apoapsis

    is at 70-75km. You can check this by pressing M.

    8) As you approach apoapsis, orient your ship to the 0-degree

    latitude mark (Directly East) between the blue and brown

    halves of the navball.

    9) Once you are 10-30 seconds away from apoapsis, begin your

    orbital burn by using the Shift key to throttle up. You can go at

    full throttle or partial throttle, but you may overshoot when at

    full throttle.

    10) Wait until a periapsis appears directly opposite to your

    apoapsis and wait until its altitude becomes >70km. Hit X to

    turn off your engines instantly.

    11) Congratulations, you have made orbit!

  • Docking Tutorial Courtesy of Leforian 1. Time your launch by putting the target slightly behind KSC in its

    orbit like this.

    2. As you are burning start your gravity turn at the normal altitude.

    3. In orbital view try to get your apoapsis to meet the target's orbit

    ahead of the target.

    4. The tricky part is determining where to put the apoapsis. You can

    make it encounter sooner by burning more vertically, and

    encounter later by burning more horizontally.

    5. I misjudged the

    timing and my

    apoapsis crossed

    the orbit too late.

  • The top red carrot is where I will be, and the bottom carrot is

    where my target will be. I need to push my apoapsis farther

    away. Remember that burning directly prograde will raise your

    apoapsis further, so you will also have to burn slightly down in

    pitch to keep your apoapsis at the altitude you need.

    6. After moving my apoapsis forward for a minute or two I get a

    good 100 meter-ish encounter.

  • Formula Sheet For when you feel like Wernher Von Kerman

    Thrust to Weight Ratio

    Ft - Engine Thrust

    M Total mass of the craft

    g The local gravitational acceleration

    Combined Specific Impulse

    If the Isp is the same for all

    engines in a stage, then the Isp is equal to a single engine. If the

    Isp is different for engines in a single stage, then use the equation

    above.

    Tsiolkovsky rocket equation

    Basic v Calculation

    v - the velocity change possible in m/s

    Mstart - the starting mass in the same unit as Mend

    Mend - the end mass in the same unit as Mstart

    Isp the specific impulse on the engine in seconds.

    Fuel flow rate

    Orbital velocity

    - Gravitational Parameter of parent body (km3/s2)

    r Radius of orbit (km)

  • Notes Page

  • Science Modules:

    Mystery Goo Containment Unit: The Mystery Goo Containment Unit is a science part used to expose a goo to atmospheres and vacuum in attempts to gain science from observing the goo

    inside. This can be achieved either via action group or right clicking the container

    and clicking observe mystery goo. The unit cannot be reused after its results were

    transmitted, unless it is cleaned via the Mobile Processing Lab MPL-LG-2. Like EVA

    reports, the science gained from observing the Mystery Goo varies depending on different

    conditions in flight. Kerbal Space Program Wiki

    SC-9001 Science Jr. Science Jr. is the more advanced scientific sensor. It is used to retrieve science points and to complete science experiments in space or other

    celestial body. The unit cannot be reused after its results were transmitted,

    unless it is cleaned by theMobile Processing Lab MPL-LG-2. Kerbal Space Program Wiki

    PresMat Barometer: Displays atmospheric pressure to five significant figures, while active. A pressure below 0.0001 is shown as vacuum by the sensor. Lower atmospheric

    pressures markedly reduce lift and drag induced by the atmosphere, and

    cause a small change in engine efficiency. Kerbal Space Program Wiki

  • GRAVMAX Negative Gravioli

    Detector: This instrument shows the gravity in your current sphere of influence to a maximum of 4 significant figures and two decimal places. This can be

    used with altitude to estimate the mass of the nearest celestial body or to

    measure its surface gravity. Alternatively, it can be used with the

    accelerometer and altitude to make landing estimates. Kerbal Space Program Wiki

    2HOT Thermometer: The 2HOT Thermometer displays temperature to 5 significant figures when activated and right-clicked. There is no unit shown but it is assumed to be degrees

    Celsius. The 2HOT cannot be used to earnscience while distant from a celestial body,

    although it will continue to tell the temperature. Kerbal Space Program Wiki

  • Easy Science At Kerbin: Gather a:

    Crew Report! EVA Report! Surface Sample! Mystery Goo! Materials Bay!

    Kerbin Biomes:

    Launchpad Runway KSC Mountain Shores Tundra Water Grasslands Desert Badlands Highlands Ice Caps

    Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over Flying Over

  • Interplanetary Travel

    Orbital Transfer Guide

    10 Year Launch Window Calendar (Earth

    Years)

    Gravity Assists

    Delta-V Requirements

    Travelling To Duna, Mun and Minmus

    Landing and Parachutes

    KSC

  • Interplanetary Travel Orbital Transfer Guide

    10 Year Launch Window Calendar (Earth Years)

    Gravity Assists

    Delta-V Requirements

    Ideal Interplanetary Phase Angles

    Travelling to Duna, Mun and Minmus

    Landing guides

  • Orbital Transfer Guide In map view, put the blue cross on the planet youre orbiting and the red cross on your

    rocket. The point where the green line intersects your desired planet's orbit is where you

    want it to be when you start your transfer burn.

  • Gravity Assists: A gravity assist is a maneuver in which you use a flyby of a secondary celestial body (such as a

    planet or moon) to alter your orbit about the primary (typically the sun, but occasionally a planet: for instance, when navigating the Joolian moon system). Gravity assists are useful because they allow

    you to gain or lose orbital energy or make expensive maneuvers such as plane changes for free; however, they are difficult to set up and require careful planning and lots of patience. That said, once

    you master them, you can manage feats you wouldn't have thought possible. Stochasty

    1. Firstly, you have to put yourself into a transfer orbit, ensuring that the celestial body is travelling in the direction you want to go in.

    2. Time Accelerate until you reach the SoI of the celestial body. 3. Plan another course correction manoeuvre at Periapsis to increase your

    Apoapsis height after leaving the SoI, it is most effective when you are

    closer to the body, but ensure you wont collide with anything and that you wont be accidentally aerobraking.

    4. Time Accelerate until you leave the SoI of the celestial body. 5. When you check the map you will notice that your Apoapsis height has

    increased.

    6. You can repeat this, changing your course when furthest away from the body you are getting a gravity assist from, until you have reached a the

    SoI of another planet or anywhere really.

    7. You can use gravity assists to go from Kerbin to Duna, or Jool to Kerbin without using a lot of fuel. It is one of the most efficient ways of

    interplanetary travel but is also one of the hardest manoeuvres.

    8. You can perform a powered gravity assist. Accelerating at your periapsis has the greatest effect on your apoapsis. This still applies to your

    periapsis during a gravity assist. When you accelerate during your fly-by,

    fuel is used very efficiently to increase the apoapsis of your final

    trajectory. This is a very difficult technique because it is hard to control

    your final trajectory even when using a manoeuvre node but can save a

    lot of time and a lot of fuel.

  • Ultimate Guide to The Kerbal Space Program w Plane Instructions and BiomesUltimate Guide to The Kerbal Space Program123456789abc

    Biome Book1-Moho copy2-Eve copy3-Gilly copy4-Kerbin copy5-Mun copy6-Minmus copy7-Duna copy8-Ike copy9-Dres copy10-Laythe copy11-Vall copy12-Tylo copy13-Bop copy14-Pol copy15-Eeloo copy