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Confuse the Newbs


SuperWeegee4000

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You can use time warp to make a long transfer maneuver go faster, but all the good players consider time warp to be cheating. If you want to play like a real Kerbal Space Programmer, fly all of your missions in real time without ever touching time warp.

The Oscar B fuel tank has the best mass ratio of any fuel tank. Build your ships entirely and exclusively out of Oscar Bs.

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In order to dock two ships in orbit, wait until the target ship is almost straight over KSC, then burn straight up until your paths intersect. If your intersect is reduced to exactly zero distance, the ships will dock automatically when they meet.

Before you even think of opening up the game, make sure you have at least two high-end graphing calculators handy. You will need all the functions of a TI-89 Titanium Edition in order to calculate orbits, and you'll need to use them fast, so be prepared to punch buttons quickly!

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In order to get between planets, the most fuel-efficient possible trajectory is the torchship maneuver: simply aim at the target planet, start burning your engine, and flip over and burn the other way once you get halfway there. If you run out of fuel before completing this, then you are obviously terrible at the game and shouldn't even bother whining to us on the forums because we'll never help.

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It is cheating to use mods, ask on the forums, watch tutorial videos, or read any external sources such as the Wiki or an orbital mechanics textbook. The game gives you all the information and explains all the concepts well enough so that if you're not doing interplanetary missions after the first week in bone stock KSP, the game is probably too complicated for you.

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If you want to effectively perform a circularization, throttle up when pointing prograde. And don't forget that the LV-1R is 10x more poweful than the Rockomax Mainsail engine (and it weights much more!) :P

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  • 3 weeks later...

When landing on Duna, parachutes work great thanks to the presence of atmosphere. Just remember: if you're using Deadly Reentry, be sure to pop your chutes late: do it too early, and reentry will burn your parachutes off, just like on Kerbin. Test things out home at Kerbin, where it is quick, cheap, and easy.

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Beginner: make sure you have enough fuel to get to orbit. If not enough, add more tanks.

Jool surface samples give most science.

When you land a ship with a rover, put a kerbal into his seat. He'll control the ship better from there, making landing just perfect.

Landing probes are easy: wrap a cube with scientific parts, transmitters and radial batteries, decouple it from the main ship, switch to it to get science. Then switch back.

As I understand, lying on massless parts makes the ship oscillate and doesn't let you switch.

Edited by Kulebron
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only aerodynamically shaped ships will fly- the stock air matters.

Also, if you keep a stable surface speed until your Apoapsis, you'll have more fuel to circularize with. So don't start your gravity turn until above the atmosphere.

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