# Kerbal Space Program

**URL:** <https://boards.straightdope.com/t/kerbal-space-program/593824>\
**Category:** The Game Room\
**Created:** [August 23, 2011, 10:07pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824 "2011-08-23T22:07:59Z")\
**Posts on this page:** 20\
**Page:** 4

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**Author:** ![SenorBeef](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/senorbeef/32/2220_2.png) [@SenorBeef](https://boards.straightdope.com/u/SenorBeef)\
**Post date:** [June 17, 2013, 10:01pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/61 "2013-06-17T22:01:54Z")

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Yes, I got that after setting up an orbital maneuver last night. I had to go back to the spaceport and restart the game to get functionality back. Clicking stuff still worked, but it’s like my keyboard commands were going to the wrong window or something.

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**Author:** ![Mithras](https://avatars.discourse-cdn.com/v4/letter/m/f04885/32.png) [@Mithras](https://boards.straightdope.com/u/Mithras)\
**Post date:** [June 17, 2013, 10:09pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/62 "2013-06-17T22:09:34Z")

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Assuming you’re at 1x warp, usually that means you’ve run out of power. Click to expand the resource meter display in the upper right corner and it’ll tell you how much electricity you’ve got. If that’s the problem, to prevent it you’d need to either attach/deploy solar panels (and have the sun visible) and (ideally) batteries or a number of the nuclear power sources.

If you have a sizable ship with a probe body instead of the standard capsule, I don’t think you’d have enough force to rotate the craft without RCS or extra SAS units. But the first scenario sounds more like it matches what you’re describing.

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**Author:** ![Kinthalis](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/kinthalis/32/16084_2.png) [@Kinthalis](https://boards.straightdope.com/u/Kinthalis)\
**Post date:** [June 17, 2013, 10:12pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/63 "2013-06-17T22:12:48Z")

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Question about space stations:

Do I need top put a docking port on both pieces that are meant to couple, or will a docking port connect to any other piece all by itself?

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**Author:** ![SenorBeef](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/senorbeef/32/2220_2.png) [@SenorBeef](https://boards.straightdope.com/u/SenorBeef)\
**Post date:** [June 17, 2013, 10:25pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/64 "2013-06-17T22:25:44Z")

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When you do rotate a ship with torque rather than RCS, what exactly is causing the motion?

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**Author:** ![Kinthalis](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/kinthalis/32/16084_2.png) [@Kinthalis](https://boards.straightdope.com/u/Kinthalis)\
**Post date:** [June 17, 2013, 10:30pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/65 "2013-06-17T22:30:18Z")

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> [@PacifistPorcupine](#):
>
> I managed to safely crash a rover unto the Mun. It handles horribly. I did notice it shows under Probe in the tracking station. Is there s way to switch it to Rover or does that depenf on the core I start with?
> 
> Also are any of the mods must have? Not looking to make the game easier or harder, just add variety.

Must have mods:

SubAssembly loader: Let’s you save parts of a ship for easy re-use. Essentially for developing launchers that you cna stick under your payload.

Space junk bay: Gives you a cargo bay hold like i the space shuttle. Great for transporting satellites or other parts.

Crew Manifest: LEts you edit kerbals as well as switch them in and out of your vehicles both on the launchpad and in orbit when docking.

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**Author:** ![Mithras](https://avatars.discourse-cdn.com/v4/letter/m/f04885/32.png) [@Mithras](https://boards.straightdope.com/u/Mithras)\
**Post date:** [June 17, 2013, 10:38pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/66 "2013-06-17T22:38:23Z")

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You’ll need docking ports on both parts. It’s important to make sure they’re pointing in the right direction as it’s too easy to attach the docking side of it to your ship when you’re building it. The part that needs to be pointing out to dock is the littler circle part. Also, the ports need to be of the same size. The Jr. size won’t dock with the normal sized ports.

And the in-game explanation for the torque is that the crew capsule and SAS modules have reaction wheels.

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**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [June 17, 2013, 10:48pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/67 "2013-06-17T22:48:17Z")

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> [@MichaelEmouse](#):
>
> Do you sometimes get situations where the ship doesn’t seem to be responding to control inputs?

Make sure the fast-forward is at x1. I’ve made that mistake before.

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**Author:** ![PacifistPorcupine](https://avatars.discourse-cdn.com/v4/letter/p/7ea924/32.png) [@PacifistPorcupine](https://boards.straightdope.com/u/PacifistPorcupine)\
**Post date:** [June 17, 2013, 11:06pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/68 "2013-06-17T23:06:38Z")

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> [@Kinthalis](#):
>
> Must have mods:
> 
> SubAssembly loader: Let’s you save parts of a ship for easy re-use. Essentially for developing launchers that you cna stick under your payload.

I spent a good 10 minutes looking for that in the base gsme. Seems lik e an obvious function to have.

> [@](#):
>
> Space junk bay: Gives you a cargo bay hold like i the space shuttle. Great for transporting satellites or other parts.

Once I start building a space station that will be extremely handy.

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**Author:** ![MichaelEmouse](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/michaelemouse/32/101_2.png) [@MichaelEmouse](https://boards.straightdope.com/u/MichaelEmouse)\
**Post date:** [June 17, 2013, 11:46pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/69 "2013-06-17T23:46:55Z")

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> [@Grumman](#):
>
> Make sure the fast-forward is at x1. I’ve made that mistake before.

Could very well be. It just happened again and I know my electricity was at 50/50.

> [@PacifistPorcupine](#):
>
> I spent a good 10 minutes looking for that in the base gsme. Seems lik e an obvious function to have.

You too, eh? I still haven’t found a way to save mid-game and I’m wondering if that’s because they haven’t put it in yet or I just haven’t found it.

I am glad to find that the game has expectedly created a small, dedicated following of experimenters and mentors on Youtube.

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**Author:** ![Kinthalis](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/kinthalis/32/16084_2.png) [@Kinthalis](https://boards.straightdope.com/u/Kinthalis)\
**Post date:** [June 18, 2013, 12:54am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/70 "2013-06-18T00:54:38Z")

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Another must have mod = Mechanical Jeb.

It serves two purposes. One, it gives you extra gauges and info that give you a ton of extra info on your flight.

Secondly, it gives you an auto pilot which can do all sorts of tasks like ascending, descending, gravity turns, rendezvous, docking, etc.

I personally mostly use the gauges and only engage the autopilot on some hard rendezvou maneuvers, but if you’re finding piloting the rocket to be frustrating and want to concentrate on design, then this is the mod for you.

Also Lazer docking cam which helps with manual docking immensely and Quantum struts for more stable structures are recommended by your friendly, local kerbal scientist.

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [June 18, 2013, 3:24am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/71 "2013-06-18T03:24:13Z")

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> [@SenorBeef](#):
>
> When you do rotate a ship with torque rather than RCS, what exactly is causing the motion?

Gyroscopic effect powered by electricity.

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**Author:** ![Knorf](https://avatars.discourse-cdn.com/v4/letter/k/58956e/32.png) [@Knorf](https://boards.straightdope.com/u/Knorf)\
**Post date:** [June 18, 2013, 3:48am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/72 "2013-06-18T03:48:36Z")

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My take on the point that KSP is still in beta, or whatever: There are few if any bugs, the game content as is is quite rich for exploration, there are tons of mods, and the game engine is robust. It’s pure sand box at the moment, but, honestly, I love it that way. I’ve no idea what the “Career Mode,” when enabled, might bring to the gameplay, but I also don’t feel like I’m missing anything as is.

I’ve easily put enough time into it already to justify buying it, beta or not, and enjoyed it thoroughly.

One thing that makes it durable and endearing for me: it belongs in the “losing is fun” style of games. I can’t count how many Kerbals I’ve lost testing space planes, and it was horrifyingly fun each and every time. Slowly, I learned, and am killing fewer Kerbals each mission. But fiery, terrifying death is never far away for Kerbal Space Program test pilots!

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**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [June 18, 2013, 9:55am UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/73 "2013-06-18T09:55:11Z")

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> [@Knorf](#):
>
> One thing that makes it durable and endearing for me: it belongs in the “losing is fun” style of games. I can’t count how many Kerbals I’ve lost testing space planes, and it was horrifyingly fun each and every time. Slowly, I learned, and am killing fewer Kerbals each mission. But fiery, terrifying death is never far away for Kerbal Space Program test pilots!

Part of the fun of losing, in my opinion, is that even a loss doesn’t have to mean a wipe. Stranding someone on the Mun or in orbit just gives you one more objective to strive for, and even an explosion during launch might leave enough of your spaceship to jettison your command module.

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**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [June 18, 2013, 12:50pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/74 "2013-06-18T12:50:11Z")

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I’m still waiting for the opportunity to download the full game, but I had a couple of my Hex Threes orbiting merrily, and decided to take a shot at the Mun. They weren’t built to land on the Mun, but why not?

Two dead Kerbals later, I’m building a dedicated lander. It can take off and land repeatedly under Kerbin gravity, and can land one more time with parachutes once the fuel runs out. Now I just have to build a rocket that can carry it.

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**Author:** ![Ike\_Witt](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/ike_witt/32/283_2.png) [@Ike\_Witt](https://boards.straightdope.com/u/Ike_Witt)\
**Post date:** [June 18, 2013, 1:49pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/75 "2013-06-18T13:49:09Z")

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First, I have cursed everyone in this thread for introducing me to this time sink. Please, let me know if you get itchy or anything, I need to know my curses are working…

Second, do I want to keep the centre of lift in the same area as the centre of mass? Should I make sure that each stage is balanced? I’m not anywhere close to the Mun or even space docking.

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**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [June 18, 2013, 1:59pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/76 "2013-06-18T13:59:26Z")

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> [@Ike\_Witt](#):
>
> Second, do I want to keep the centre of lift in the same area as the centre of mass? Should I make sure that each stage is balanced? I’m not anywhere close to the Mun or even space docking.

Lift only matters in the atmosphere. Unless you’re dropping stages at low altitude, you should only need fins on the first and maybe the second stages - dumping them early with the empty engines will save you some mass for orbital maneuvering.

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**Author:** ![Kinthalis](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/kinthalis/32/16084_2.png) [@Kinthalis](https://boards.straightdope.com/u/Kinthalis)\
**Post date:** [June 18, 2013, 2:16pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/77 "2013-06-18T14:16:40Z")

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If your center of mass and lift aren’t somewhat lined up, controlling the craft may prove difficult. If it’s off by enough, even SAS won’t be able to compensate and your craft will tumble around.

There are mods that help with this though, in case you’re looking to build something like the space shuttle, which the vanilla game doesn’t currently support.

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**Author:** ![Ike\_Witt](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/ike_witt/32/283_2.png) [@Ike\_Witt](https://boards.straightdope.com/u/Ike_Witt)\
**Post date:** [June 18, 2013, 2:21pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/78 "2013-06-18T14:21:35Z")

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> [@Grumman](#):
>
> Lift only matters in the atmosphere. Unless you’re dropping stages at low altitude, you should only need fins on the first and maybe the second stages - dumping them early with the empty engines will save you some mass for orbital maneuvering.

Ok, that makes sense but what can I do about unbalanced flight while heading up? Too many ships end up spinning uncontrollably. And where does space begin? I’ve had some orange glow on return but never noticed the altitude that happened at.

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<div class="post-metadata">

**Author:** ![Kinthalis](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/kinthalis/32/16084_2.png) [@Kinthalis](https://boards.straightdope.com/u/Kinthalis)\
**Post date:** [June 18, 2013, 2:44pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/79 "2013-06-18T14:44:47Z")

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> [@Ike\_Witt](#):
>
> Ok, that makes sense but what can I do about unbalanced flight while heading up? Too many ships end up spinning uncontrollably. And where does space begin? I’ve had some orange glow on return but never noticed the altitude that happened at.

There is an atmosphere reading on the instrument on the middle top of the screen. You need to be all the way to left to ensure you won’t be dragged back down by atmospheric friction.

Try and build rockets with some level of symmetry. There is a mirroring tool on the bottom left of the screen in the building where you build the craft (quick key ‘x’) that allows you to place 2/3/4/etc copies of whatever you’re holding directly opposite each other.

If you are using fuels hoses to move fuel about, double check the direction of flow, as fuel imbalances will also cause tumbles.

IT might also be that you are simply having trouble manually controlling the craft. Be sure to add an SAS module to your assembly and turn it on (quick key ‘t’) while ascending, only turn it off when you need to make course corrections.

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<div class="post-metadata">

**Author:** ![Grumman](https://avatars.discourse-cdn.com/v4/letter/g/43a26b/32.png) [@Grumman](https://boards.straightdope.com/u/Grumman)\
**Post date:** [June 18, 2013, 2:51pm UTC](https://boards.straightdope.com/t/kerbal-space-program/593824/80 "2013-06-18T14:51:50Z")

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> [@Ike\_Witt](#):
>
> Ok, that makes sense but what can I do about unbalanced flight while heading up? Too many ships end up spinning uncontrollably.

If it’s spinning around its vertical axis during launch, you can use Q and E to compensate.

> [@](#):
>
> And where does space begin? I’ve had some orange glow on return but never noticed the altitude that happened at.

70,000 KM is the highest reaches of the atmosphere, but it obviously thins out a lot before then.

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