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A basic tutorial for beginners-construction and basic flight


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Hey y'all! Saw the word 'tutorials' here, hope it's the right place

 

 
 
A Basic Tutorial of the VAB, SPH and Flying
 
For KSP 1.0.4 and up
By EVA_Reentry
 
 
 
 
Congratulations! You have joined the legions of would-be rocket scientists. You has Kerbal!
 
 
Part the First
 
Measurements
 
There are a lot of measurements in KSP. This will explain them.
 
-Weight: 
Weight is measured in metric tons
 
-Height/Width/Length:
Measured in meters and centimeters
 
-Thrust
Thrust is always measured in kN (kilonewtons). To lift ten metric tons, an engine capable of producing 99.6 kN of thrust is needed. A useful resource for calculating this is convertunits.com. Always round up to the nearest whole number of tons and round down to the nearest whole for thrust when calculating.
 
-Speed is measured in meters per second. When an engine says it produces X amount of thrust at a Mach number, use convertunits to calculate between Mach and m/s
 
-The measurement for amounts of fuel in a container is liters
 
-Height and Distance
Heights and Distances are measured in meters and kilometers
 
-Heat is measured in degrees kelvin
 
 
Part the Second
 
-COM, COL, and COT
 
-The COM, COL, and COT are very important for air/spacecraft design, assuming you want to fly and not just blow things up, which is, of course, totally acceptable.
 
-The COM
 
The COM is the center of mass. The center of mass is where the gravitational force of the vehicle is centred. Before launching an aircraft, make sure that it is in the latitudinal middle of the plane when viewed from the top, and that it is in between the landing gear. If building a rocket with an RCS system, put RCS blocks, flaps/winglets, or reaction wheels as close as possible to the COM. Also known as the Center of Gravity.
 
-The COL
 
The COL is the centre of lift. This where the lift force from the wings and canards are centred. Before launching an aircraft, make sure that the COL is behind the COM. Move the wings up and down the fuselage to adjust. The COL makes absolutely no difference in rockets, unless you are building a shuttle. It is a better idea to build the plane in the SPH and then load it in the VAB.
 
-The COT
 
The COT is the centre of thrust. It really doesn’t matter that much, but make sure that it is inline with and behind the COM and COL. If, somehow, it is lopsided, correct it by moving the engine around.
 
 
 
Part the Third
 
VAB/SPH Controls
 
Q: Roll part left 90°
W: Pitch part down 90°
E: Roll part down 90°
A: Yaw part left 90°
S: Pitch part up 90°
D: Yaw part right 90°
 
Any of the above + shift: Roll/Pitch/Yaw part 5° instead of 90°
 
X: Increase symmetry 1 
C: Angle Snap/Circular Snap
Shift+X: Decrease symmetry 1
 
 
Numpad Arrow UP: Circle camera up
 
Numpad Arrow L: Circle camera left
 
Numpad Arrow R: Circle camera right
 
Numpad Arrow DOWN: Circle camera down
 
Numpad +: Zoom in
 
Numpad -: Zoom out
 
Home: Scroll Staging Sequence Up
 
End: Scroll Staging Sequence down
 
PageUp: Move camera up
 
PageDown: Move camera down
 
Ctrl + Z: Undo last action
 
Esc: While building a fairing, this cancels it
 
Alt: Modifier key
 
Alt + F12: Cheats/debug menu
 
LMB: Left mouse button
 
RMB: Right mouse button
 
MMB: Middle mouse button
 
Alt + LMB: Hover over the root part of an assembly and press this to duplicate it
 
1: Place Mode. Use this to build
 
2: Offset mode. Use this to move parts up, down, left, and right on their attachment node(not rotate)
 
3: Rotate Mode. Use this to pitch, yaw, and roll parts
 
4: Root mode. Change the root part.
 
Part the Fourth
 
Sizes and Fuselages
 
Size 1 (Tiny): Smallest size
 
Size 2 (Small/Mk1/): Small size
 
Size 3 (Medium/Rockomax): Medium size
 
Size 4 (Large/Kerbodyne): Large size
 
Mk2: Slim fuselage, reminiscent of SR-71 fuselage
 
Mk3: Large Fuselage, reminiscent of Space Shuttle fuselage
 
Surface Attach: Radial Attachment
 
There are more mod fuselage types
 
Part the Fourth
 
Resources (Stock)
 
Liquid Fuel: Simple fuel, used for jet engines
 
Rocket Fuel: LF and Oxidizer, used for rocket engines
 
Oxidizer: Only found with RF
 
Xenon Gas: Highly efficient fuel, only one consumer
 
Ore: Result of mining
 
Intake Air: Replaces oxidizer in jet engines
 
Electric Charge: Used to power Science equipment, lights, wheels, SAS. Generated by solar panels, fuel cells, alternators, and RTGs, and stored in batteries.
 
Monopropellant: Used for RCS and one engine
 
Solid Fuel: Used for boosters and CES
 
Dirt: An ore that can be scanned from the Narrow-Band
 
Karbonite: An ore that can be scanned from the Narrow-Band
 
Uraninite: An ore that can be scanned from the Narrow-Band
 
Water: Do I really have to explain that?!
 
Substrate: Similar to dirt. Nothin’ special.
 
 
Part the Fifth
 
Engines and Methods of Propulsion
 
•Engine types
 
Jet Engine: Efficient LF and IA engine. Jool and Kerbin Only!
 
Rocket Engine: Most common engine, consumes LF and Ox. Capable of flight in all atmospheres
 
Hybrid Engine: Only one stock type, the R.A.P.I.E.R. Mode can be switched from Intake Air and LF to Ox and LF, making it capable of flight in all atmospheres
 
Xenon Engine: Only one type, very efficient, but weak. Recommended for space probes
 
Monopropellant Engine: One example, O-10 ‘Puff’. Efficient. 
 
Wheels: Rover wheels. Consume Electric Charge and can go up to about 25 m/s
 
Solid Rocket Engines: Consume Solid Rocket fuel. Used as boosters and for the Crew Escape System. Cannot be shut down!
 
A Brief Tutorial: Downloading Mods in Windows
 
Go to curse.com/ksp-mods/, or another mod website, and download them
Make a folder to put the mods in
Once the mods have been downloaded and put in the folder, right-click on them and select ‘Extract All’
Once all of the mods have been extracted, you can delete the zipped folder
Open Documents
Go to Local Disk (C:)
Open the ‘Kerbal Space Program’ file folder (there might be a ‘2’ after Program. Not KSP_win!)
Make sure your mods folder is open in the background
In the KSP folder, there is another folder called ‘GameData’. Open it.
There should be only one folder in GameData, called Squad. If this is true, you are in the correct folder.
Open your mods folder
Right click on the mods you want to implement and press ‘Copy’.
Open GameData again
Right click on the folder and select ‘Paste’
Repeat steps 11-14 for each mod
Make sure you do this while KSP is not open.
Now, close out of your folders
And run KSP
Congrats! You now have mods!
*Make sure the mods are compatible with your version of KSP
It will take a little longer to load the game, but it is always worth it.
 
Downloading Crafts
Go to preferred website
Press download
Save to: Local Disk (C:)>KerbalSpaceProgram>Saves>(Whatever game you want to save it to)>Ships>SPH/VAB
Congrats! (Yeah, it’s that simple)
 
Now, back to How Do I Rocket
 
Part the Sixth
 
Flight controls and the flight interface
 
•Basic Airplane Flight
 
Q: Roll left
W: Pitch down/ Dive
E: Roll right
A: Yaw(turn) left
S: Pitch up
D: Yaw right
R: Activate RCS
T: Activate SAS
F: Toggle SAS
Z: Full Throttle
X: Cut Throttle
G: Lower/Raise LG
U: Toggle Lights
B: Toggle Brakes
Ctrl: Lower Throttle
Shift: Raise Throttle
Backspace: Activate abort action group
1-9: Activate custom action groups
F1: Screenshot
F2: Toggle Display
F3: View flight log
F5: Quicksave
F10: Jump to a quicksave
Alt + F12: Open cheats/debug menu
Numpad arrows: Move camera 
Numpad .: 
Numpad +: Zoom in
Numpad -: Zoom out
Space: Stage
CapsLock: Softer Controls (Not recommended for flight)
[: Cycle through active ships-forwards
]:Cycle through active ships-backwards
Esc: Pause menu
Delete: Docking Controls
M: Map view
C: Toggle IVA view
V: Toggle camera mode
 
•Takeoff routine
 
Once you have built your aircraft, press launch. The screen will go blank and then give you a view of your plane in the runway.
 
Press the brakes right away
Throttle up
Press space
Let your engines power up for a bit
Once you think everything is ready, press ‘B’
Let your plane taxi down the runway for a bit
Now hold down on the ‘S’ key
When or if your plane takes off, wait a few seconds, press ‘T’ and let go of ‘S’
Congrats! You may or may not be in stable flight.
If you want to do tricks, let go of T, turn on RCS if you want, and use the QWEASD keys to maneuver
Banking is an irritating endeavour. If you only use the A and D keys to turn, the plane will pitch down and revert to it’s original heading. Use the Q and E keys to roll onto the plane’s side, and then use S and W to turn. Once the turn is completed, press the roll key that you did not use to turn to level out.
 
Now for landings. Landing are a very unusual event, at least for beginners, and stable landings are even rarer. But, if you do get to that stage, here is a basic tutorial.
 
•For landing over land
Lower your throttle to half
Open your landing gear
Turn on your brakes
Gently press the ‘W’ key to lower your nose. Stay in a gentle dive
Lower your throttle even further
Keep doing steps 1-5 until you are ready to land
If you have LG lights, or lights in general, turn them in to see how close you are to land.
If you have parachutes, get ready to open them
The instant your wheel touches the ground, cut your throttle
Open your chutes
If there is no explosion, go to step 15. If there is an explosion, wait until you are going 5 m/s or slower and then:
Activate the abort action group if you have one
Hover over the kerbonaut’s image
Press EVA, spacebar, R, and hold down shift, in that order
If you did it right your kerbonaut will be out of the plane and should land safely. Should.
But if you don’t need to bail out, then simply let your plane bleed off speed. Success!
 
Now for water landings. In 1.0.4, you could splashdown, but not take off. In 1.0.5, water has been given physics and amphibious landings and takeoffs are now possible. If you want your plane to land in water, see Building Tips
 
Lower your throttle to half
Keep your LG closed
Keep tapping your air brakes if you have any, but don’t lock them open
Keep your aircraft pointed just below the blue of the artificial horizon, not any deeper
If you are currently above 200 metres, go to step 12. If not, go to 6
Bring up your throttle a bit. Assuming a weight of ~30 tonnes, you should be going about 85 m/s.
Steepen your dive but prepare to even out and brake
Continue step 7 until 400 metres
If your aircraft is amphibious, even out a bit but stay in the orange. If not, open any parachutes, slow to ~60 m/s, and keep your navball just in the orange. Make sure you are descending.
Open your brakes
Steepen just a bit
You should now be at about 200 metres. 
If you have any chutes open and find yourself tipping nose-down, cut them
If you are going faster, at this point, than 50 m/s, pull a sharp left yaw, keeping your nose as even as possible. This will bleed off speed.
Cut your throttle totally
Volplane to the surface
At +20 metres,
Straighten out so you are descending but as straight as possible. At 20 metres and below, ground effect will take over, so just keep it level
Touchdown!
 
Part the Seventh
 
Building Tips
 
-Planes
•Seaplanes
 
Keep your wings high up, with your engines on top of the wings
Put pontoons in your wings
The pontoons should be a Mk2 fuselage, as the have the highest crash resistance
Always keep your engines above any possible waterline
Struts!
The K.A.X. Aerospace mod and FantomWorks KAX+ mod has a size 3 fuselage cockpit. This mod is recommended for seaplanes.
Twin tails are good, too
MasterTech Aerospace has a fuselage with a 120 m/s crash resistance. This is recommended for pontoons
Keep wings straight and supported
Put a parachute or two on the centre of mass for a nearly guaranteed landing
 
SSTOs
The Mk2 and 3 fuselages are the best for these
Have lots of cargo bays
Make sure there are parachutes
Unmanned has less risks, of course, but what’s the fun in that?
Make sure it has heavy LG and is capable of amphibious landings
Use a combination of rocket and jet engines for propulsion
Use lots of RCS ports
Put on lights, space is dark[citation needed]
The heat shield tile mod provides a radially attachable heat shield tile. Coat the bottom with this.
Make sure it can generate electricity
 
Jet Fighters and Stunt Planes
The best stock engines are either the J-404 Afterburning Turbofan or the JX4.
I generally use a Mk1 Inline Cockpit and transition to a Mk2 fuselage
TweakScale mod allows you to resize parts, making available new and interesting nose cones
Use swept wing with control surfaces in the wing-to understand this concept, look at the Gull stock plane
Have an action group to toggle afterburners
Use the CH-3J SAS nosecone
Lots of control surfaces!
Have an action group for afterburners
 
Crew Modules
Generally, the Mk. 1-2 capsule is the best
Use offset to tuck the chutes in
If you have tweakscale, don’t use the 2.5m heatshield. Instead, use the Mk. 1 heatshield and increase it’s size to 2.5m. This will give you 1600 units of ablator, more than the standard 2.5m.
Attach the LES tower to a docking port, not a decoupler, so that you can attach a lander or complete a docking mission.
Use a separator, not a decoupler to attach the CM to the SM.
For the service module, be sure to have a good supply of LF and OX.
Also include batteries, RTGs, data transmitters, science experiments, RCS ports, flywheels, and solar panels in the Service Module. Generally, the SM is used to complete the orbital burn, as well as returning from other planets. Never, ever, detach the SM before degrading your orbit enough to reenter.
Make sure you can detach the LES tower before reentry, or your capsule will flip over.
Attach structural girders (not the tiny one) to the bottom of the CM. They have a crash resistance of 80 m/s, and will probably save your capsule if your parachutes fail.
Fuel load is important; make sure there is enough to get you wherever your destination is.
If you have Tweakscale, increase the size of the Oscar-B tank as well as the Spark engine. The Oscar-B is smaller but holds more fuel than the medium 2.5m tank, and the Spark will consume only 15 units per second while generating 512 kN in an atmosphere.
 
Landers
Put a docking port in top for Apollo-style missions
Use monopropellant engines for ascent engines; it is better to have one standardized fuel system.
Use any engine you like, though, for descent; that stage won’t be coming back anyways.
Don’t be stoopid; no parachutes unless you are landing on Jool or plan to reenter with the ascent stage
Use RTGs, not solar panels, for electricity
Make sure you have a ladder and lights
 
Recommended Mods:
KAX Aerospace and all related KAX mods
MasterTech Aerospace
SSTU
MechJeb
Tweakscale
B9 Aerospace
Generic Inline Cockpits
SpaceY Heavy Lifters
Near Future Series
Heat Shield Tile
Modular Rocket Systems
 
KerbalX.com is a website where you can download crafts
beta.kerbalstuff.com has a ton of mods
 
Types of Crafts
 
SSTO
Cargo
Jet fighter
VTOL
Shuttle
Station
Base
Probe
Lander
Orbiter
Rocket
 
Part The Eighth
 
A basic explanation of the physics behind flyte in KSP.
What is this ‘Lift’ you speak of?
Answer: Planes work by moving forwards with enough speed to trap air under it’s wings, holding it aloft. If your wings are too small, too little air will be trapped for it to rise. Different wing types have different results and advantages. 
     2.   What is thrust?
Answer: Thrust is the amount of pressure that the exhaust of an engine put out. Hopefully, your engines are facing pointing behind your plane. When they generate this pressure, the aircraft will move forwards. Thrust will affect mass; if your plane weighs seven tons and your engine generates eight tons of thrust, the plane will technically be massless, with one ton of thrust pushing it forwards. This would be like flying in space, but there is still an atmosphere and you have lift-generating surfaces. Therefore, you have thrust and lift but not mass, meaning you will move forwards and take off. However, say your shuttle is reentering with it’s nose down; if you burn your engines, this will actually add to mass, meaning the spacecraft will speed up. Generally, one should re-enter with their nose up. To understand this, watch a video of a space shuttle reentering. Assuming you have engines and they are on, the plane will always move in the retrograde direction of the engine unless it a) outweighs the thrust generated, or, b) is on an angle steep enough for gravity to counteract engine thrust. 
     3. What is gimbal? Why does it work/not work?
Answer: Gimbal is when an engine vectors, or points, it’s nozzle or wherever the thrust emits from. If you read this tutorial carefully, you will have a basic understanding of the CoT. If your engines can gimbal, here’s what would happen when you press ‘S’. The nozzles would point upwards, directing the thrust to point up. You’d think this would send the plane into a dive, but remember: only the engines are moving. The thrust will push down on only the center of thrust, which is generally close to the back of the plane. Because the back is pushed down, the plane turns into a giant lever, with the center of mass as the fulcrum. From the CoM and forwards, the plane will pivot upwards, while the engines will revert to normal upon the release of the ‘S’ key and the plane will remain with the nose up and the engines now pushing away from the plane. Ta Da! The same thing will happen, but flipped, when ‘W’ is pressed. 
     4. Explain me control surfaces.
Answer: Control surfaces include winglets, rudders, elevators, ailerons, tailplanes, and flaps. They work much like an engine gimbal, vectoring the air sweeping over them instead of thrust. We’ll use the ‘S’ key example again to explain it. First, the wings. Your wing should not ever be one giant control surface; you will stall. When ‘S’ is pressed, the flap will point upwards, vectoring the airflow over it upwards. Now that the air flowing over is generating lift, it will act as thrust. However, instead of pushing down on the CoT, it will do so with the CoL.  Now onto vertical stabilizers, tailplanes, ailerons, rudders, etc. The main problem with these is that they are placed on or near the CoT to assist with vectoring (if you have wing mounted engines, this might be different). They are far from both the CoL and CoM, which means that although it will certainly vector airflow, it will push the nose down and will have great difficulty keeping the CoM and CoL from reverting to their original position. Not much can be done about this, aside from totally messing up the plane’s aesthetics and putting the tail dead center. :-(
 
 
 
 

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