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In-game documentation/wiki.


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It has been suggested in a couple of threads to add an in-game documentation system. This thread is for ideas about the implementation of such a system.

Some options for implementation I have seen or thought of below.

Civilopedia style documentation.

This would have tabs similar to the Civilopedia in Civ 5, with tabs for parts, celstial bodies, and terms. With an image of the subject, a description and some stats.

For a celestial, the stats could be radius, mass, GeeASL, and a picture of the body, similar to that in the R&D archives.

Parts could be sorted by type, similar to in an editor, except available in all scenes.

Terms and other useful info could be information about TWR, DV, orbits, inclination, tranfers, etc.

Manual style.

Something more page based, sort of an introduction to all the things that you need to know in KSP. Perhaps embedded videos, for teaching docking, and more advanced things.

I will update the thread with additional ideas as they come.

Edited by Robotengineer
Changed prefix to Discussion.
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Why not both? One for helping you DO things, the other for helping you KNOW things.

I kind of likd the Civilopedia. It's always annoying when I have to open the internet in a seperate window, pushing my computer to its limits( not even exaggerating here).

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I have a few comments.

The first is that a centralized place for part stats and body information isn't really needed, since that information is already contained in the two locations you'd actually use them (the VAB/SPH and the map view). Now, outside of game we have the Wiki, but I don't really use it unless I'm talking to someone and I don't have the game open or unless I'm looking for delta-v requirements etc.

The second is that a really good manual on the UI and just understanding the game (eg, how to read the navball, basic orbital mechanics (retroburn to lower, pro burn to raise), and how to translate what the game is giving you into the info needed for flight) would be amazing, and probably worth two or three dev-months worth of time to get very understandable. Same basic outline of say, the DCS A-10 manual: purpose, terms, UI explanation, how to fly, advanced maneuvers, etc. Tips to avoid common errors (backwards docking ports etc) would be nice. I don't know how long a great comprehensive manual would end up being, but maybe...200 pages? Split into separate docs (how to use the editors, orbital mechanics, quick start guide, career overview, etc). It should definitely be available outside of the game for printing or whatever, and maybe there could be a simple manual pdf reader in-game as well?

The third idea is that videos of maneuvers aren't needed. We have the tutorial system for a reason, and a good interactive tutorial is an effective way to teach.

The biggest hurdle to manuals and really good docs using language rather than pictographs is that they'll have to be translated into a variety of languages, although I imagine the community would help out there.

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The thing is, I have to go to the VAB to look at the parsts, go to the tracking station to see planet stats, and go to the Science Buildibg to look at the tech tree. Why not keep it all in one place? I would like to see all the tech nodes too...

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The thing is, I have to go to the VAB to look at the parsts, go to the tracking station to see planet stats, and go to the Science Buildibg to look at the tech tree. Why not keep it all in one place? I would like to see all the tech nodes too...

I guess what I'm missing is why you'd want to see a parts list when you're not building ships, or see the tech tree when you're not actually unlocking it.

Although I'd also like to see the full tech tree before it's unlocked.

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I agree that the best way to learn maneuvres is by actually doing them in a tutorial scenario. Basic stuff like how to achieve a stable circular orbit, and maybe a transfer and a landing on a body with no atmosphere..

The other things is that this game is supposed to represent a planet-bound race learning how to get to space isn't it? There's no reason why they would already know 'how to land on EVE' or anything like that.

What I personally would like is some kind of thing where you actually have to discover and study planets before you know anything about them. It could be worked as maybe having to first track the planet in the tracking station to learn it's position, size and movement, and then having to deploy a probe in that planets SOI to learn about its atmosphere, gravity etc. and once you have that info it is available to you from then on in the Kerbopedia, and Wehrner Kerban could give you pointers on how he thinks a landing on a body with those characteristics might go.

This would add another layer of complexity and realism to the game, as well as providing more information incrementally rather than knowing everything about everything at the start, which is unrealistic and a bit boring.

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This isn't going to take up any more of KSP 4GB of memory space, is it? Because I've already got that too full.

I'm not sure how much RAM it would take up, it would probably use the data that's already stored in the KSP code, so shouldn't be much.


Tuts are useful of they are good, but sometimes if you just don't get the stuff at the start of the tut, it's best to watch a video. I learned how to dock after watching multiple vids, but HOCGamings was the one that I learned on because he explained relative orbital velocities. I probably should write a post in the tuts thread, if there is one.

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I guess what I'm missing is why you'd want to see a parts list when you're not building ships, or see the tech tree when you're not actually unlocking it.

Maybe you want to check which parts you have unlocked and what they're capable of doing before accepting a contract. Or you might want to check which contracts are available, before you decide which tech tree nodes to unlock. Or maybe you want to compare the stats of many different engines quickly, instead of having to go through many separate windows, where most of the space is used for unnecessary information, like picture and flavor text.

The space center works in a logical way, but the design is bad from UI perspective. Astronaut Complex, R&D, Mission Control, and Administration Facility shouldn't even exist as separate screens. Their functions are so simple that they could be implemented as windows that are accessible from anywhere. Keeping VAB, SPH, and the Tracking Station separate can be justified, but you should be able to switch between them without having to go outside first.

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