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Tips for Beginners


Pi_

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This is not intended to be a comprehensive guide on how to play KSP.  Rather, it's a collection of notes I've posted in Twitch chat while watching new players stream KSP.  There are many great tutorials and guides in this forum.  Hopefully someone may benefit from this one.   :)

These notes apply to rockets only, not airplanes / spaceplanes.

References to hot keys (Z, X, M, Alt+F5, etc.) are obviously for the PC version.  If you play the console version, please feel free to post the appropriate controller buttons with the matching game action.

Default key bindings for PC version:  https://wiki.kerbalspaceprogram.com/wiki/Key_bindings

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STREAMING KSP

This game is known for being too loud in streams, set the master game volume to like15-20%

Move your webcam to bottom of screen next to the navball, either left or right side...  If you have an overlay, make sure it doesn't block the altimeter at top of screen... these two methods work for both the flight scene & Vehicle Assembly Building.  KSP viewers like to see all of the game UI.  :D

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ROCKET CONSTRUCTION

When building your ship, don't attach liquid fuel tanks directly above or below an SRB (Solid Rocket Booster) because they are incompatible.  Liquid fuel tanks require a liquid fuel engine attached underneath them.  SRBs are themselves the engine.

RCS (Reaction Control System) thrusters & RCS Fuel (Monopropellant) are for docking two ships in space.  And in career mode, you can remove the monoprop (RCS fuel) from the capsule/cockpit to save money and weight.  Later, as you build more complex rockets, you can use RCS for more control while in space.

Using fins to stabilize the rocket is a good idea.  And like many things in KSP, this idea is based on real world concepts.  When it comes to fins, think of the rocket as a dart or arrow...  fins should attach only to the BOTTOM of your rocket.

An important part of rocket construction is the staging list.  Even experienced KSP players sometimes forget to check their staging before launch.  Staging can be rearranged on the launchpad, however it is recommended to make staging changes inside the VAB (Vehicle Assembly Building).  Then click Save before going to the launch pad.

Most rockets are able to launch without the need for the red launch clamps.  If you do use the launch clamps, be sure to set them to the bottom of the staging list.  You want them to be released at the same time the rocket ignites at liftoff.

Career Mode: When building your rocket, do not put parachutes on the liquid boosters or SRB's of the launch stage.  This will save money and weight.  Because the game considers any parts that are jettisoned/decoupled during a mission to be debris (junk).  You don't get money back for jettisoned/decoupled parts, even if you put chutes on them.

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NAVIGATION

It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5.  This allows you to make a game save and give it a descriptive name.  To reload press Alt+F9.  By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission.  This is useful for reloading to practice a particular situation.

Press M to toggle between map view & ship view.  While in map view, click the tab at bottom center of screen to pop up the navball.  In the main menu settings, there is an option to have the navball visible in map view by default.

Orbital mechanics 101:  Wherever you are along an orbit, when you burn Prograde or Retrograde it will affect the OPPOSITE side of the orbit from the spot of the burn.  So burning Prograde expands the opposite side, burning Retrograde shrinks the opposite side.

Prograde means the direction of travel, Retrograde means opposite the direction of travel.  On the navball, Prograde :prograde: is the green marker WITHOUT the X in the center, Retrograde :retrograde: is the green marker WITH the X in the center.

Career Mode:  You must upgrade both the Tracking StationMission Control facilities to unlock Flight Planning (Maneuver Nodes). 

The 6 tabs of the Maneuver Node, these markers are also seen on the navball: 
Green tabs are called PROGRADE :prograde: (WITHOUT the X in the center) which adds velocity to direction of travel, and RETROGRADE :retrograde: (WITH the X in the center) reduces velocity from direction of travel.

Blue tabs are called RADIAL IN :antiradial: (little lines pointing INWARD) which deflects trajectory towards the celestial body who's S.O.I you're in, and RADIAL OUT :radial: (little lines pointing OUTWARD) which deflects trajectory away from the celestial body.

Pink tabs are called NORMAL :normal: (WITHOUT little lines pointing outward) which deflects trajectory North relative to the celestial body, and ANTI NORMAL :antinormal: (WITH little lines pointing outward) which deflects trajectory South relative to the celestial body.

When setting a maneuver node, a display appears on the right side of the navball.  This shows three pieces of information: total Change In Velocity (Delta-V) in Meters Per Second (m/s), total estimated burn time, and the countdown until start of the burn. 

The common practice is to start burning when the countdown shows half the estimated burn time.  Two examples: if the estimated burn time is 2m 17s, start your burn when the countdown gets to 1m 8s... if the estimated burn time is 42s, start your burn when the countdown gets to 21s.

When setting a maneuver node, a dark blue marker :maneuver: appears on the navball.  This is an aid so that you can pre-orient your ship for the burn.  For example if your maneuver node is 20 minutes in the future, roll/pitch/yaw your ship to that dark blue marker.  This will put your ship in the proper orientation when it's time for the burn... regardless of whether the burn is only prograde, or even a combination of prograde/anti normal/radial out.

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The methods & procedures described in the sections below are for beginner KSP players.  These techniques will become more refined as you practice and gain experience.

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ORBITING KERBIN

IN KSP THE ORBIT IS DEFINED AS BOTH THE APOAPSIS & PERIAPSIS BEING OUTSIDE ATMOSPHERE (FOR KERBIN THIS IS ABOVE 70k ALTITUDE, WHICH IS ALSO WHERE SPACE BEGINS)

FOR A SUB ORBITAL FLIGHT OVER KERBIN ONLY THE APOAPSIS NEEDS TO BE ABOVE 70k ALTITUDE

A CIRCULAR ORBIT IS WHEN BOTH THE Ap (APO-AP-SIS) & Pe (PERI-AP-SIS) ARE EQUAL

1) Before launching, always press T which activates the Stability Augmentation System (SAS), or click the SAS indicator at top-right of the navball.  This helps to keep the rocket from drifting off course, and it's much easier to control.  The Kerbal onboard must be a PILOT to use the SAS, not an ENGINEER or SCIENTIST.

2) At around 1-2K altitude start GENTLY tilting to the East... 90 degree compass heading.  While sitting on the launch pad, if the orange line on the navball is pointing down, then tilting the rocket to the RIGHT on the navball will be East.  The reason we launch to the East is to take advantage of the planet's rotation.  If you're using all SRB's for your launch stage, it will be hard to get the rocket to tilt... because SRB's do not have gimbal for thrust vectoring.  In which case you can launch straight up until the SRB's burn out, and then start tilting to the East.  Try for a constant gentle tilt to the East to 45 deg relative to the horizon.

If the rocket flips over, it's because the aerodynamic drag is overpowering the rocket's ability to counteract the drag.  This is usually caused by going too fast in the thick lower atmosphere.  Use throttle control to keep speed under 300 m/s while below 10k altitude.

Keep in mind that SRB's do not have throttle control, once they ignite they burn with constant thrust until burn out.  However while in the Vehicle Assembly Building, you can right click on an SRB and limit it's thrust... this will keep the speed down as well as allowing the SRB to burn longer.  The key is to NOT tilt too far past the Prograde marker on the navball while in the thick lower atmosphere.

3) Don't tilt past 45 degrees relative to the horizon.  Try to stay exactly on the East line of the nav ball (90 degree compass heading) as you tilt over.  After getting a stable tilt angle of 45 deg to the East, go to full throttle (press Z).

Now press M to toggle map view, then click the tab at bottom center of screen to pop up the navball.  In the main menu settings, there is an option to have the navball visible in map view by default. 

Mouse over that Ap (Apo-ap-sis) marker on the trajectory line.  When it shows 70-80k altitude cut throttle (press X) and coast... right click the Ap & Pe markers to pin the display to the screen.  Before you get to the Ap marker, continue tilting the ship over to just short of the horizon on the navball (it's the line dividing the blue & brown part of the navball).

4) The goal at this point in the flight is to build horizontal velocity.  Around 30 seconds before you get to the Ap marker burn full throttle again.  Stay in map view, you will see the trajectory line start to expand.  Ideally you want to keep burning exactly on that Ap marker.

So if the Ap marker starts creeping ahead of your ship, tilt a bit past the horizon into the brown on the navball.  If the Ap marker starts lagging behind your ship, tilt a bit back into the blue on the navball.  When the trajectory line completely encircles the planet, you will see the Pe (Peri-ap-sis) marker appear.  Lower the throttle to like 2/3 when you see the Pe marker appear.

As you continue burning, the Ap & Pe markers will naturally start to swap positions.  If you keep your ship burning exactly on the Ap marker, the swap happens very quick (at which point cut throttle).  If you can't keep your ship burning exactly on the Ap marker, the swap is slower... and when this happens the Ap marker may creep way ahead of you.  

If so, then you would cut throttle and wait till you get to the Ap marker again, then burn a little more Prograde to raise the Pe altitude to over 70k.  This will prevent your orbit from being too eccentric and keep it more circular.  Mouse over the Pe marker, when it shows 70K or above cut throttle (press X). 

Congratulations, you have achieved a stable orbit!

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MUN ENCOUNTER

It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5.  This allows you to make a game save and give it a descriptive name.  To reload press Alt+F9.  By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission.  This is useful for practicing a particular situation.

1) Get into an equatorial orbit of Kerbin.  This means tilting to the East after launch, and try to stay exactly on the 90 degree (East) line of the navball.  Then make your orbit relatively circular... meaning the Ap & Pe are close to the same altitude (like 75-80k).    If Ap & Pe are within 10k of each other that's close enough. (mouse over the Ap & Pe markers, or right click them to keep display onscreen)

2) If your orbit of Kerbin is not equatorial, that means it will be inclined relative to Mun's orbit, and it will be harder to get an encounter.  You can fix your inclination before burning towards the Mun by first clicking on the Mun and select Set As Target.  Now you will see two yellow markers & dotted lines touching your orbit line, these are the Ascending & Descending nodes, they show how many degrees your orbit is apart from the target's orbit.

Place a maneuver node on either of those yellow markers.  Now GENTLY pull one of the pink triangle tabs, depending on which direction you need to incline your orbit to match the Mun's orbit.  If the inclination is less than 1 degree that's close enough.

3) For a fuel efficient Mun encounter:  place a maneuver node anywhere along your blue orbit line, gently pull on the prograde tab :prograde: until the tip of the trajectory loop (the dotted line) is just short of, or just past the Mun's orbit line.  Then click in the center of the node and drag it around the blue orbit line until you see the encounter.

Another way to make sure your maneuver node is in the correct spot along your Kerbin orbit:  Before making the maneuver node at all, zoom out the camera in map view so you can see the entire Mun orbit line.  Now move the camera so you are looking straight DOWN on Kerbin.  In this view the Mun should be orbiting Kerbin in counter clockwise direction, if it's going clockwise you're looking up instead of down on Kerbin.  Now rotate the camera so that Mun is anywhere between the 2 & 3 o'clock position.  Now place your maneuver node at the 6 o'clock position on your blue orbit line.  Now gently pull on the prograde tab until the tip of the trajectory loop (the dotted line) is just short of, or just past the Mun's orbit line at the 12 o'clock position.

After setting your maneuver node, you can click on the Mun and select Focus View (while in map view) to better see the predicted trajectory, and you can tweak the maneuver node while in Focus View if needed. To switch focus back to your ship press Backspace or Tilde.

Alternate method for getting Mun encounter: After you have circular & equatorial orbit of Kerbin, go to ship view.  When you see the Mun start rising above the horizon of Kerbin, burn full throttle on the prograde marker of navball.  Then switch to map view to watch your trajectory.  As mentioned above, stop burning when the tip of the trajectory loop is just short of, or just past the Mun's orbit line (or when you see the encounter).  This method works because it's identical to the proper phase angle needed for the transfer burn to the Mun... which is also identical to the clock position mentioned above.

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ORBITAL RENDEZVOUS

It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5.  This allows you to make a game save and give it a descriptive name.  To reload press Alt+F9.  By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission.  This is useful for reloading to practice a particular situation.

You want your orbit to be on the same inclination as the target's orbit.  Click on the ship you want to rendezvous with and select Set As Target.  Now you will see two yellow markers & dotted lines touching your orbit line, these are the Ascending & Descending nodes, they show how many degrees your orbit is apart from the target's orbit.

Place a maneuver node on either of those yellow markers.  Now GENTLY pull one of the pink triangle tabs, depending on which direction you need to incline your orbit to match the target's orbit.  If the inclination is 1 degree or less that's close enough.

Get your Ap & Pe close to matching the target's Ap & Pe.  If the target is ahead of you, shrink only one side of your orbit a bit (but not both) to make your orbit smaller... that way you will catch up to the target.   If the target is behind you, expand only one side of your orbit a bit (but not both) to make your orbit larger... that way the target will catch up to you.

A technique to use when dealing with orbits near the atmosphere (70k altitude), you can just make your orbit higher, regardless if the target is ahead of you. This will take longer to get a close approach, but it will ensure that your orbit doesn't accidently dip inside the atmosphere. The target will keep moving farther away from you,  but eventually it will catch back up to you.

Ideally you want to get the two orange markers, or the two purple markers to be touching each other... this is the best case scenario for having the closest approach distance to target.  To get the markers to touch, you will have to place a maneuver node somewhere along your orbit, then experiment by gently using the Prograde or Retrograde tabs.  Observe the markers to see how they are affected by your maneuver node inputs.  You can also click-drag the maneuver node along your orbit line.  You can use either the orange or purple markers, you don't have to get both pairs of markers to touch.

In map view, before you actually get to the close approach markers (the two purple or the two orange), change to ship view.  Make sure you are NOT in time warp.  In ship view, you should be able to see the target's vessel label highlighted in yellow.  If not, do an Alt+F5 and give the save a descriptive name.  You will have to quit the game and back out to the Main Menu... like when you first start the game.  Go to SETTINGS, the very first one listed is Show Vessel Labels, make sure that's enabled.  Then reload the save you just made.

After reloading that save, if you still can't find the target in ship view, orient your ship to the pink circle :targetpro:  marker on the navball.  Now your ship will be pointed directly at the target.  The pink "Y" :targetretro: marker on the navball means your ship is pointed opposite the target.

The key for getting a rendezvous is a 2 step process that you will likely have to repeat a few times during your approach to the target.

Remember to stay in SHIP VIEW for this 2 step process...

Step 1:  Make sure your navball is in TARGET mode:  (click on top of navball where it says ORBIT or SURFACE).  Then kill your relative velocity to target down to zero by burning on the RETROGRADE :retrograde: marker on navball, NOT the pink Y :targetretro: marker... (if your velocity is less than 1 m/s that's close enough).

Step 2: Orient your ship to the pink circle :targetpro: on navball (Target marker).  Then burn GENTLY towards the target, you don't want to go very fast... because you don't want to go screaming past the target.  Keep an eye on the target's vessel label, you'll see the distance decreasing.  To speed up the approach, use 1 or 2 clicks of time warp.  When you're inside 1000 meters distance from target, use the 1% rule:  For example if you're 817 meters from target, do not thrust towards it more than 8 m/s.  Instead use 1 or 2 clicks of time warp to speed up the approach.

As you get closer, you will likely drift either left, right, above, below the target.  At this point, repeat steps 1 & 2.

A "pro technique" you can use:  as you approach the target keep an eye on the navball... if the retrograde marker :retrograde: is fairly close the Pink Y marker :targetretro:, you can orient the ship to the opposite side of the retro marker from the Pink Y, then burn GENTLY to "push" the retro marker directly on top of the Pink Y marker.

Keep in mind that for a rescue contract mission, you will not actually dock to the target.  You only need to get close, like 100-200 meters, then kill relative velocity a final time.  Then press the bracket keys [  ] to switch to the target.  Get the stranded Kerbal out of his ship (EVA), then use jetpack to get to the rescue ship.  See EVA section below.

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REENTRY TO KSC

Landing near KSC (Kerbal Space Center) takes practice.  The following procedures are just a guide, you will likely need to fine tune some of the parameters.

First, put a Kerbal in a pod with no other parts, go to launch pad and do EVA, walk/run the Kerbal over by the water tower.
Right click the Kerbal and plant a flag, this will serve as a permanent marker for KSC which you can see from orbit.  Then recover the pod.

General procedures for reentry & landing near KSC:
1) Be in circular & equatorial orbit around 75-80k altitude before making the deorbit burn.  If returning from the Mun or some other body you can use aero braking (appx 48-55k Pe altitude) to lower your Ap which saves fuel.  Be sure to keep the ship aligned to the Retro marker :retrograde: on the navball as you pass through the atmosphere.

2) Go to map view and move camera so you're looking down on the planet, you want KSC at the 6 o'clock position, and the ship to be at around the 9 o'clock position when you start the deorbit burn.

3) Stay in map view while burning, mouse over or right click the Periapsis (Pe) altitude marker on the trajectory line.  You'll see the altitude dropping.  Burn until the Pe marker disappears into the planet surface.  Keep burning and watch the point where the trajectory touches the surface, you'll see that point moving West towards KSC.

4) Stop burning BEFORE that point reaches KSC.  You want it to be touching the surface out in the ocean to the East of KSC...  but not too far East.  You will have to practice and fine tune exactly how far it should be.  Depending on your particular ship/space plane, you'll likely end up short of KSC to the West, or overshooting KSC and landing in the ocean.

5) Be sure to keep the ship aligned to the Retro marker :retrograde: on the navball as you fall through the atmosphere.

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EVA (EXTRAVEHICULAR ACTIVITY), ALSO KNOWN AS "SPACE WALK"

It is recommended before executing an EVA, that you press Alt+F5.  This allows you to make a game save and give it a descriptive name.  To reload press Alt+F9.  By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission.  This is useful for practicing a particular situation.

You must first upgrade Astronaut Complex to perform an EVA when not on Kerbin's surface.

While traveling in space (NOT while traveling in atmosphere), mouse over the image of the Kerbal.  Click on EVA so he will get out of the ship.  Press Space Bar to let go of the ship.  Press R to activate the jetpack.  Use SHORT BURSTS with the jetpack.  It is NOT recommended to make long constant burns with the jetpack.

Maneuver jetpack near a science experiment and right click the experiment.  Select Take/Collect Data (if the experiment was previously performed), if the experiment has not yet been performed, the Take Data option does not appear.  When you get back inside the ship, the science data will be auto stored in the ship.  This will allow the experiment to be performed again in a different biome. When you perform an experiment, a window pops up.  The text in this window will show what biome you're in.  Certain experiments must be reset by a Scientist before they can be used again.  When you Take Data from an experiment, a dialog box will indicate if a Scientist is required to reset the experiment.

While on EVA, right click the Kerbal and select EVA Report to get more science points, then get back inside the ship.

While landed on any planet or moon you can EVA to plant a flag, and for more science points the Kerbal can collect a surface sample. (You must first upgrade R & D Facility to allow collection of surface samples)

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Edited by Pi_
Minor revisions for clarity
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  • 4 years later...

Hi, I know this comment comes 5 years after this post was made but I just wanted to say;

Thank You!

I’ve only read as far as your Kerbin Orbit instructions, but I gotta say having a 91,472 AP and a 91,380 PE is insane to me given where I was trying to get yesterday. I followed your takeoff and orbit instructions and they made it soo much easier. 

Thanks again.

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