How to orbit a planet in kerbal space program




















It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. Is there a hot-key, trick or maneuvering technique to stabilize your craft in orbit so it does not roll, pitch and yaw relative to the planet it is orbiting? I'd like to get my first station part up there. I reckon it makes the job much more easier later on to attach something when it does not move.

Regardless of which you pick, enabling SAS by pressing T , will attempt to kill all rotation. It won't stay on the same heading because it can't take planet rotation into account , but it will make it much easier to dock. It will use electricity, though, so make sure you either have enough electricity, or can generate enough for SAS.

This is usually how people make sure their craft can dock. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more.

Stabilizing your craft in orbit Ask Question. Asked 8 years, 5 months ago. Active 7 years, 11 months ago. Viewed 2k times. Improve this question. Don't be tied to conventional wisdom. Make a mech suit ballerina that can shoot missiles. Girheim View Profile View Posts. Originally posted by Manwith Noname :. Heh, just to be clear, I didn't make that.

It is one of my favourite KSP videos though because it's so abstract. The main reason for posting it was to offer some humour and a counter point to most of the other comments while highlighting what I consider KSP to be at its core, a physics sandbox. It doesn't just have to be about making rockets, recreating things we have done in real life or following what the developers decided to make you do via contracts.

The biggest limit to having long term fun in KSP is your own imagination. Juggernoob View Profile View Posts. Browsing the workshop under each category maybe start from all-time most popular or most downloaded would help picture the endless possibilities of KSP. Last edited by Juggernoob ; 28 Mar, am.

I may have found a new game I'll be playing for a long time. I won't be using "mods" from the workshop. I never do. Vanilla for me, only. Workshop items and mods break games. Doesn't sound like this game needs them for the things I have imagined I would want to try and do. GunsForBucks mentioned customizing the game. Meaning modify it by editing or creating files mods? I probably won't be doing that. I'm still going through the tutorials at this point so I have a long way to go until I'm making un-manned vessels to do science stuff on other planets but I think that's the direction I'm going to start things off once I know what I'm doing in the game.

Totally understand your rejecting of mods. I don't use mods that modify stock parts neither, however some gameplay mods might be realistically helpful when designing craft and conducting missions. I think manually calculating launch windows just isn't a thing Learn more Have you been trying to get into orbit for ages but lacked the know how? Do you want to finally be able to fall towards Kerbin for an eternity? Log in Social login does not work in incognito and private browsers.

Please log in with your username or email to continue. No account yet? Create an account. Edit this Article. We use cookies to make wikiHow great. By using our site, you agree to our cookie policy. Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article Steps. Tips and Warnings.

Things You'll Need. Related Articles. Author Info Last Updated: October 18, Know what an orbit really is. Getting to space and getting to orbit are two very different things. Getting to space means you simply leave Kerbin's atmosphere by going above 70 kilometers 43 mi.

Getting to orbit involves gaining appropriate lateral velocity speeding up side-ways while also propelling yourself vertically. Design a ship capable of reaching orbit.

Everyone has their own style of ship-building; where one persons rocket may have 20 elaborate stages, another players ship may only have two stages and still be able to get just as high an orbit. Try playing around with a few stock ships and ships from the forums. Try breaking the design down into 3 main stages or sections. The first being the boost stage. This stage is your least efficient stage with the most power and biggest rockets. Solid rocket boosters also provide high thrust but remember that you can't turn them off!

This will push your apoapsis up to around 70— kilometers 43—62 mi. Your third stage or orbital module should be used only to circularise your orbit and de-orbit and an LV or Poodle engine attached to a small fuel tank like the FL-T or X will be fine. Keep 'Delta-V' in mind. Your delta-V is linked with the fuel capacity, weight and efficiency of your rocket.



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