
Something to note is you'll probably notice alot of the landers (especially just 1-man return landers) are rather small. That is the KSP wiki's tutorial, and there are plenty more on Youtube which will show you the rockets others have come up with. This allows you to fly into the rotation of the planet so you aren't fighting against the planet's atmosphere the entire way up which can slow you down. When you get to 10,000 meters up, rotate your heading to 45 degrees east. That being said one of the easiest ways to burn up all your fuel is inefficient means of travel, especially leaving Kerbin. What I did early on when I first started playing was look at the game's stock ships (available on sandbox mode), a number of these are/were at LEAST capable of getting to the mun.
KERBAL SPACE PROGRAM BUILDING TIPS HOW TO
Messaggio originale di DEMON1945:Thank you and I have a question: Every time I try to go to the mun I run out of fuel leaving the atmosphere of kerbin and I've built small ships and big ships and I still run out of fuel at a low orbit was just wondering how to get a good weight to thrust ratio, also any tips on saving a stranded kerbal? That way if you DO crash you don't have to restart the ENTIRE expedition there and can simply retry your landing. Doesn't matter if you've been playing for 2 hours or 2 months. Before you ever make your attempt to land on a planet or moon, quicksave. Especially early on (Default keys F5 and F9 to quick load). Lights make landing on the dark side easier but why not just avoid the hassle and land where you have clear visibility?Ħ) Quicksave, it is thy lord and savior. The reason for this is so that you can see where you're headed.

If your ship is moving sideways at all when you go in for your landing, you're gonna have a bad time.ģ) more often than not you will gain more research points (in career mode) if you safely land your ship back on Kerbin, this gives you all the more reason to perfect landings.Ĥ) If you are controlling a sattelite, it needs energy to operate, make sure you have enough batteries or a few solar panels onboard.ĥ) Always Always Always try to land on the side of the moon or planet facing the sun. It will allow you to make the very slight adjustments you need to achieve a flat trajectory towards the ground. This isn't a bad thing, unless you are shooting for dropping a base on the planet/moon you're aiming for (especially in places like Mun where theres no atmosphere), less weight= less fuel wasted altering course.Ģ) When landing on a planet where there is little or no atmosphere, RCS is your friend.
KERBAL SPACE PROGRAM BUILDING TIPS FREE
Feel free to add your own if you know some other way to make the game a little less stressful.ġ) chances are you are going to burn up 80% of your fuel just breaking Kerbin's atmosphere, especially early on. RCS can also help you slow down without using the brakes and risking a tumble.These are a few tricks and tips I've picked up from playing KSP, while some of it may become out of date as the game goes along. To help with higher-speed maneuvers, add RCS thrusters, and use the RCS Down (I) key to add downforce and traction. It'll give you a slight edge in low-speed maneuvers. SAS helps to keep your rover stable, but once you're flipping, you're done for. This is only a real concern if your rover can be functional when the wheels are not. The TR-2L Ruggedized Vehicular Wheel can handle a higher impact before breaking, but is much more prone to breaking off. The wheel is a skid-steer, so long-wheelbase designs can be very hard to control unless you have many evenly-spaced wheels. The link to the hull isn't nearly as stable as it looks, so be ready to use struts. It's also very hard to build and use properly.

You'll want the motors to stop drawing power when using other systems, and when you're stopped, you want the rover to be as stable as possible.

Take the front and rear wheels out of the "brakes" action group, and they'll never flip you over.Īlways set an action group to "toggle all motors" and another to "toggle all brakes". Six wheels is the minimum if you plan to go more than 10 m/s. You can not only use the rover as a junction when building a station, but you can also use "Control from here" to change which direction is "forward"! Here are a few things I've learned from several successful rover missions.
