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Learning Curve help


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A huge problem I am finding with Kerbal Space Program at the moment is the learning curve. After 115 hours of playing the game, I can say that I sort of know my way around it. But at the same time there is so so so much I can not do and that makes me so limited. To summarise, I will say what I can do so far:

- I can launch a rocket to both moons and land on it (not easily though)

- I can get satellites and Kerbin's into orbit

- I can just about rendezvous

- I can build a plane

- I can get three satellites into kerbostationary orbit

But that is about it, and theres so much more to do, like exploring planets, making space stations, making efficient rockets, rendezvousing with asteroids and potentially redirecting them, theres loads! and I just dont see any help for this sort of intermediate level. Theres loads of beginners tutorials, but none of these really cover these advanced issues. So once again I will summarise into a list what I would like to learn:

- How to actually/efficiently design a rocket, how much fuel I will need, what rockets are best...

- How to make a space station, how to design one etc...

- How to get out of kerbins orbit in a controlled manner.

- How to get to other planets

- How to deal with the new aerodynamic updates (I am getting used to these more and more now)

- How to build a lunar colony

- And just how to become an expert at the game!

Please can somebody help me with these problems, I know im not the only one as well, my friends are all the same. If you are an 'expert' or are proficiently good, how did you manage to get past this intermediate level, what videos or guides did you use, or could you make your own to help? Please can you help me, I love this game, and there is so much to offer, and I wish I could unlock this.

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Welcome to the forums!

There's a ton of helpful stuff here and here.

And I'll put in a plug for my own docking tutorial here. :)

Guide to KSP terminology here.

And if you're heading to other planets from Kerbin orbit, my favorite calculation tool (with nice graphic display) is at http://ksp.olex.biz.

There are so many tutorials out there that the amount of material can be overwhelming. Here are some good topics to educate yourself about:

  • Delta V ("dV"), what it means and how to find it (recent forum thread on the topic)
  • TWR, what it means and how to choose it. (A recent forum thread on the subject which makes good reading.)
  • The significance of specific impulse (Isp) and how it changes with air/vacuum for various engines

Have fun!

Edited by Snark
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You're doing well!

If you can get to orbit (at all!) and land on the moons then you've really conquered the learning-curve; you just haven't discovered the extra information you need yet. When you look at it you'll find it's easy compared to the things you've already done.

My Exploring The System was specifically written to explain going everywhere by starting small. It's mostly out of date now (update still waiting on KSP versions to settle down a bit) but the design basics depend on maths and physics, which don't change (outside atmosphere) so there's a lot of good information there anyway. Whatever changes happen in any version rely on this: mass is critical, keep it low, choose engines based on Isp rather than thrust, unless you just need thrust for launching/landing. Design and build for the required deltaV, and use a deltaV map to make sure you know what it is your vehicle requires.

For your specific questions:

  1. deltaV, Isp, as above
  2. Anything floating in orbit is a 'space station' if that's what you call it. Good idea to have docking ports, the rest is up to you
  3. Planets have to be aligned for an efficient transfer between them; that's the concept of a 'transfer window', but is just like going between Mun and Minmus if you want to practice. Use a transfer window planner.
  4. Is the same thing, no?
  5. New aerodynamics mostly mean doing a more realistic gravity turn - design for launch TWR of 1.1 - 1.3, yaw right at 100m/s velocity or 1km altitude to 5-10 degrees then lock SAS to prograde once your heading comes into line. Look at the hundreds of threads about designing a rocket and/or spaceplane with aerodynamics in mind. Bear in mind that someone said "You've got to flip a rocket or two" before you get used to the way drag affects launches.
  6. Put some Kerbals on a moon, call it a colony (like space-stations, they're whatever you want them to be)
  7. Practice

Remember - if it was easy it wouldn't be fun.

If it was easy there wouldn't be so many threads about all the same things.

If we didn't practice we'd all be stuck in the same place (probably KSC).

There are no rules about what you 'should' do.

ETA: Snark has pointed you at 'the drawing board' (as my signature does). READ stuff and try it - make sure things are for a compatible version though as 1.0, particularly, did change a lot of stats as well as introducing the new aerodynamics.

Edited by Pecan
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I found the Scott Manley career mode walkthrough youtube vids helpful (I think the more recent ksp version starts at #3 in the series), as well as the Kerbal Space Command youtube channel for ideas on building space colonies.

Scott's video series (there are good tips even in the earlier videos):

Skip to the Duna mission:

Kerbal Space Command

Edited by Waxing_Kibbous
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