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51

There are several steps to successful dockings. Click on images for larger view. Set your target as your target. Time your launch: A general rule of thumb is to launch when your target is just rising in the west (unless your target is in a retrograde orbit). If your target isn't in an equatorial orbit, then you'll also want to launch when the orbital ...


46

Get out and push! Yes, I am serious. It works. Go on an EVA, activate the jetpack, and fly against the prograde-facing side of the capsule. When you are nearly out of EVA fuel (right-click on the astronaut to check how much you have left), get back into the capsule and leave it again to refill. You can do this as often as you want. It doesn't do much, ...


24

Edit: I re-evaluated this answer for version 1.0.2 - the results have changed slightly. I also added cost considerations to the answer With version 1.0, the antennas were rebalanced. But the stats listed on the construction screen seem to be misleading, because they have little relation to their actual performance. As an experiment I tested transmitting ...


24

If the pod has a parachute, you can perform a Manley manoeuvre: Orient your pod so it points retrograde. This is not strictly necessary, but makes things a lot easier. EVA from the pod and position yourself behind it, and begin pushing. Push the pod retrograde until its periapsis is below 60 km (anything below 70 will do, but lower is faster). If you are ...


20

Kerbals are currently immune to the ravages of: Hunger Thirst Intense G-Forces Boredom Spacesuit Rupture Sleep Deprivation Loneliness Catastrophic Bladder Malfunction So, in short, you can leave him orbiting indefinitely. For science. You monster. As to retriving him "eventually", you won't be able to dock if the ship doesn't have anything to dock with, ...


19

You've managed to stumble upon the pendulum rocket fallacy. Don't worry, you're in good company; Robert Goddard, the inventor of the liquid-fueled rocket, famously made the same mistake. Here's a nice video by Scott Manley demonstrating the issue: Scott's video also suggests one potential solution; if you can mount your ...


18

You can do this with Action Groups. This youtube tutorial provides a good example of how to do exactly what you want: In short, once you have the solar panels added to your ship: Click on the "Action Groups" icon at the top of the screen. It's the blue button that looks like two gears. Select "Custom1" or whichever ...


18

In Kerbal Space Program, Science depends on the location and the type of experiment. Altitude Corridor In detail, for Kerbin, this makes five altitude corridors (with some caveats): On the Ground (0m) Lower Atmosphere (≤ 18km) Upper Atmosphere (≤ 69km) Near Space (≤ 250km) Outer Space (> 250km) Biomes On top of that, Kerbin knows various ...


17

The command pod does matter, as well as what parts of your spaceship hit the ground first. The maximum impact speed that your capsule can sustain (in m/s) is given as the impact tolerance in the item card when constructing your ship: I suspect, but haven't tested that this holds true for all other available parts. As proof, for the pods though, I did a ...


17

Per the control list on the wiki, you can use F3 to bring up the flight log at any time.


17

Since Version 1.0, flying too fast through the atmosphere can damage your craft. To prevent this from happening, either try to reenter the atmosphere as slowly as possible by going into a low orbit first or place a heat shield on the bottom of your craft to prevent damage. When the rest of your craft survives the reentry even without a heat shield and only ...


16

Technically, you can escape Kerbin's gravity at any height, as long as you're going fast enough. To orbit the planet at any given altitude, you only need to be travelling at the corresponding horizontal speed, as shown in the table below. The only reason that you can't orbit the planet consistently at low altitudes is that it's difficult to maintain your ...


16

Science points are earn by doing experiments in diverse situation. Experiments include: Flight Science Operations A basic launch and land rocket will earn you some points. Better flights (orbital, Mun fly-by, etc) will get you additional rewards. Operation are also useful: doing EVAs and writing a report (right click on the Kerbal to do so) writing ...


15

Your probe is probably out of power. Unlike manned capsules, probes don't have any internal way of generating their own electricity.* You need to add solar panels (and remember to deploy them once in orbit), or Radioactive Thermal Generators to your probe. Running most chemical engines also generates power (which is how you can get into orbit), but due to ...


15

Kerbals can't die for any other reason than lithobraking (just like aerobraking, only difference is that you replace the atmosphere with the ground) and a collision with an object. When you're in control of the command module, try switching to Neil by using the [ and ] keys. Unless there's a lot of debris near by, it should only switch between the module, ...


15

Nope. You don't need to write them down. In the top right corner, second from the right, you can click on that icon to give you a summary of your current contracts. As you fulfill conditions, the little clock icon will turn into a green checkmark. If you fulfill the root objective (ie. Test a certain rocket, deploy a certain part) once all the ...


15

The are three core sections with many different toggles and sliders on the custom difficulty screen. The core sections are: General Options, Career Options & Advanced Options. For the sake of completeness I will explain what all the toggles in all the sections. General Options Allow Reverting Flights This toggle allows you to revert a flight too one ...


14

Another option for removing debris is to limit how much of it you want to keep around. One of the settings allows you to choose anywhere from no debris, to unlimited debris. This option is available under Settings in the main menu (the menu you see when first starting the game, not the in-game menu), and is called Max Persistent Debris. Keep in mind ...


14

As of version 0.20, the tracking screen will let you select debris and "end flight" to clear it out. Not nearly as much fun as some of the other methods on the page, but simpler.


14

Currently, resources such as oxygen, food, or other things necessary to sustain Kerbal life have not been implemented (except through mods). He won't even die of old age. Since you are in a stable orbit, your Kerbal is effectively immortal, so long as you don't touch him or his ship. Getting him back will be a bit trickier; to get the science he has, you ...


13

You can use the backspace key to focus on your current ship. This should reset the zoom level as well as the position.


13

Don't go onto an EVA when you are still flying through the atmosphere or your kerbal will get blown away. When you go on EVA, always press F as fast as possible to grab the ladder at the hatch. Sometimes the kerbal will already be on the ladder when you go on EVA and get right back in, but when he isn't, the chance is high that he will drift away when you ...


13

You can transmit your science, but this is less than ideal, especially since your station is in Kerbin orbit. For everything except EVA and crew reports, you won't get full value for that science. So, as your thinking goes, you should gather all the available science, and return it to the surface via a kerbal in a command pod. The way to do this is to ...


12

Parts in KSP don't have hitpoints and there is no performance degradation from heat or impacts. It's binary.


12

You have to upgrade 2 buildings: the tracking station (to level 2) and the mission control (to level 2). Just one by itself is not enough. If you upgrade mission control without the tracking station, you'll see a message telling you that "flight planning" is not available until the tracking station is upgraded.


12

The trick to make this easier is to lower the amount of solid fuel in the booster when you build your ship. The S1 SRB-KD25k "Kickback" Solid Fuel Booster has a dry mass of 4.5 tonnes and is capable of carrying 2500 units of solid fuel. Solid fuel has a density of 0.0075 tonnes per unit, therefore a fully loaded booster carries an additional 18.75 tonnes ...


11

In Sandbox Mode, Kerbals don't die. They "mysteriously disappear". They respawn after a short while (the original three (Jebediah, Bill, Bob) at a quicker rate than generic Kerbals), and can then be sent to their doom again. And again. And again.


11

M'vy's answer is correct for the most part. Transmitting Data You can usually only store 1 experiment (eg. 1 Mystery Goo unit can store the observations from 1 location. It has to be reset to perform another experiment). But using communication systems, like Communotron 88-88 OR Comms DTS M1 OR Communotron 16 You can transmit your scientific ...


11

Your question is actually about how fast you are going to spend the fuel of your first stage: Are you using four or five engines simultaneously to convert it into speed? When you use all 5 engines but throttle down to 80% trust, it's exactly the same as if you would use 4 engines at 100% trust. To answer this question, we first need to talk about what forces ...


11

Here is the whole procedure you need to do, right from the beginning. I'm writing all this just to avoid any confusion between your initial intersects, and fine tuning your approach. First thing here is to make sure your inclinations are as close as possible to eachother. If you are leading the ship/object you want to dock to, burn prograde to increase ...



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