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The point of this thread is to hopefully help every player by having a collection of useful information all in one place.

I would think that most things have already been covered in this forum however my idea is to have your 3 snippets of information explained in a short and to the point way.

Maybe we can all learn something new regardless of game experience.

Well, here's my contribution:

1....10 thrust will lift 1 ton

2....The higher an engines ISP the more fuel efficient it is

3....In flight, hitting CAPS LOCK will switch your steering to "fine control"

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1. Mod-F5 (Alt-F5 in windoze) allows you to make named quicksaves and Mod-F9 allows you to load any quicksave.

2. Maneuver nodes can be slid around the orbit lines.

3. Caps-Lock not only engages fine control, but also RCS thrust balancing.

Happy landings!

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1. You can edit ships names in tracking station (apparently a lot of people did not knew this)

2. To focus the camera back on your ship in map mode, press backspace.

3. I recommend installing KER, KAC, and parachute safety indicator. They are very useful, and don't consume much ram. (Don't forget CKAN for easy installing)

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1: Landing gear exhibit less drag when mounted backwards.

2: A vehicle designed to waste the minimum amount of DV isn't necessarily the most efficient vehicle in terms fuel consumption, mass, or cost.

3: Specific impulse is useful for figuring out a lot more than just DV or wet-to-dry ratios. It can also be used to figure out thrust with fuel flow rates or vice-versa. Burn timers, staging models, etc. are all possible because of this.

Best,

-Slashy

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This thread really should be in Gameplay or Tutorials....

But anyway, how to use the re-root tool.

(1) Hold the Shift key and click your craft to pick it up (or click the current root part).

(2) Press 4 to enable the re-root tool.

(3) Click the part you want to be the new root.

Also, how to use the re-root tool on sub assemblies.

(1) Click a sub-assembly to pick it up (the ghostly parts of your craft you modkey(L-alt/R-shift/cmd)+clicked to copy).

(2) Press 4 to enable the re-root tool.

(3) Click the part of the sub assembly you want to be the new root (yes, you can re-root subs!).

And finally some special sub-assembly extras.

(1) Modkey+click parts of sub assemblies to make new sub assemblies of those parts.

(2) Shift+click parts of sub assemblies to cut them into bits.

Edited by sal_vager
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1. Pushing elevons gently into a wing part with angle-snap on will align the control surface correctly to the wing (on most wing parts).

2. When on the way to another celestial body, pressing TAB in map mode a few times, until you focus that body, will show your flight path through its SOI.

3. Honestly. Check your staging!

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This thread really should be in Gameplay or Tutorials....

But anyway, how to use the re-root tool.

(1) Hold the Shift key and click your craft to pick it up (or click the current root part).

(2) Press 4 to enable the re-root tool.

(3) Click the part you want to be the new root.

Also, how to use the re-root tool on sub assemblies.

(1) Click a sub-assembly to pick it up (the ghostly parts of your craft you modkey(L-alt/R-shift/cmd)+clicked to copy).

(2) Press 4 to enable the re-root tool.

(3) Click the part of the sub assembly you want to be the new root (yes, you can re-root subs!).

And finally some special sub-assembly extras.

(1) Modkey+click parts of sub assemblies to make new sub assemblies of those parts.

(2) Shift+click parts of sub assemblies to cut them into bits.

you enlightened my life

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Wow, some great stuff in here. Here's some spaceplane tips.

1. The Center of Mass should always be forward of the Center of Lift, usually the two spheres just touching is good balance.

2. Make sure to distribute your fuel tanks as evenly as possible around the Center of Mass. Verify the Center of Mass does not change as the fuel is consumed by removing all the fuel from the tanks in the SPH. CoM should be the same (or very close) when full and empty of fuel.

3. Try to keep all engines in-line with the CoM. This prevents any unwanted pitch/thrust coupling.

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Here's some random tips:

1. Jet engines have a Center of mass in front of the part. Put them on a hover with the nozzle pointing up, and the rover will have a COM below the ground, making it extremely stable.

2. Wings angled down (anhedral) can improve stability.

3. Pressing the Spacebar in the VAB will reset the camera to the default position.

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Here's some random tips:

2. Wings angled down (anhedral) can improve stability.

Isn't wings up more stable?

My tips

1. Use fins, sepratrons, or rolling your rockets to get rid of touchy-explody boosters.

2. Radiators are only good for visuals in stock game.

3. If all you want to do is go back to space from a surface, you won't need more than 2 TWR, on Eve or Gilly.

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Nice thread. Here's some random stuff from me:

1. In map view, if you click on the indicator for an apsis, the display showing the altitude will stay on. Great while fine tuning maneuver nodes.

2. If your spaceplane flies fine, but you can only get it to take off by launching off the end of the runway, have a look at the placement of your rear landing gear. Having it too far behind your center of mass will keep the plane from rotating at any speed.

3. Once you've designed a spaceplane that can reach orbit, drain it of almost all fuel and fly a circuit around KSP. No point in achieving orbit if the weight distribution with empty tanks won't let you land again.

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Wow, some great stuff in here. Here's some spaceplane tips.

1. The Center of Mass should always be forward of the Center of Lift, usually the two spheres just touching is good balance.

2. Make sure to distribute your fuel tanks as evenly as possible around the Center of Mass. Verify the Center of Mass does not change as the fuel is consumed by removing all the fuel from the tanks in the SPH. CoM should be the same (or very close) when full and empty of fuel.

3. Try to keep all engines in-line with the CoM. This prevents any unwanted pitch/thrust coupling.

. #1 was true until KSP 1. 0, now you want them on top of each other.
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  • 2 weeks later...

1) Spaceplane parts have better heat tolerance than rocket parts, which can be useful when aerobraking/capturing

2) You can squeeze some 1,000+ extra dV out of a light lander by setting up a final stage which only keeps the lander can, a probe core, electrics, an RCS tank and two monoprop engines

3) To get science, get into a low polar orbit and keep taking EVA reports/gravioli analysis as you overfly most (if not all) the biomes of the body you're orbiting.

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