In this chapter, we’ll get things started by first getting you set up with your copy of Kerbal Space Program. Once that’s sorted out, we’ll jump right into the whole business of space flight by designing, building, flying, and landing your very first rocket. If you’re lucky, not everything will explode!
If you haven’t already purchased a copy of Kerbal Space Program, fear not — there are many ways of acquiring it:
Regardless of how you wish to buy it (or the platform you’ll play it on), you will end up with the same game, so go ahead and get yourself a copy. We’ll wait right here for you.
This book focuses on the PC, Mac, and Linux versions of Kerbal Space Program. The game is practically identical on the Xbox One and PlayStation 4, though the keyboard and mouse controls are adapted for the console controls.
Once you’ve got Kerbal Space Program installed and set up, it’s time to start exploring space.
In this chapter, we’ll start a new game of Kerbal Space Program, take a tour of the Space Center, and launch something into the sky. It won’t be much, but it will be your something.
To start, we’ll take you on a tour of the Kerbal Space Center and talk about the various buildings and facilities available to you. We’ll then go inside the Vehicle Assembly Building, one of the most important locations in KSP, and start constructing your first rocket. Finally, we’ll launch it, and you’ll learn the basics of flying rockets.
Let’s begin by starting a new game of Kerbal Space Program. Launch the game, and you’ll be treated to a view of the main menu, shown in Figure 1-1 . Click Start Game, then click Start New. You’ll be prompted to choose what type of game you want to play. There are three options:
In this chapter, we’ll be playing in Career mode. This mode offers a fun challenge, because it gives you a number of constraints to push against.
You can have multiple games of KSP active at the same time. If, while you’re reading this book, you want to attempt a complex mission but don’t have the technology or funds to do it, you can always start a Sandbox mode game.
That said, it’s really rewarding to do complex missions after slowly building up your Career mode game.
Start a new Career mode game in Normal difficulty. You’ll be taken to the Kerbal Space Center.
To get started, you should first accept a couple of contracts, which will get you a little money to use on your first mission. Early contracts in the game are very simple, involving tasks like “launch a vessel,” “gather some scientific data,” and “get into orbit.” They’re perfect for getting started in the game.
Click on the Mission Control building. The Mission Control building is the small structure next to the runway. You can see a map of the center in Figure 1-2 . The mission controller, Gene Kerman, will offer you a selection of contracts that you can accept. Until you upgrade the Mission Control building, you can only accept two contracts at a time.
Accept the “Gather scientific data from Kerbin” and “Launch our first vessel!” contracts. You’ll be able to achieve both of these at the same time, on the same flight.
When you accept a contract, you’ll be given an amount of money up front. You’ll be given more money when you successfully complete the contract.
When you accept a contract, you must complete it before its due date. If you don’t, you’ll be penalized and will lose money and reputation. Fortunately, the first contracts that you’ll accept have no deadline.
Once a contract is accepted, it moves from the Available tab to the Active tab. Click on the Active tab to view the list of active contracts. You’ll see the two contracts that you’ve accepted (see Figure 1-3 ).
Now that you’ve received your instructions, it’s time to build your first rocket.
To build the rocket, you need to visit the Vehicle Assembly Building. Leave Mission Control, and click on the Vehicle Assembly Building.
When you build a rocket, you select parts from the Parts menu at the lefthand side of the screen (see Figure 1-4 ) and attach them to other parts.
Rockets need at least three things in order to fly:
In addition to these minimum requirements for getting a rocket off the launch pad, it’s good to bring along something to do while you’re in the air. In Kerbal Space Program, most of the rockets that you fly aren’t launched purely for their own sake; typically they bring equipment to use in orbit, such as landers and science experiments.
When you begin the game, one such experiment is available: the Mystery Goo Containment Unit. This is a pod that’s filled with…well, filled with something , and your science team believes that they can learn more about the universe by observing it in different situations.
There are many, many other types of parts available for you to use in your spacecraft designs, but these three are the most critical ones. The rocket we’ll build in this chapter will have one of each of these:
To begin constructing the rocket, take a look at the Parts menu (see Figure 1-5 ). You’ll see a single part in the Pods tab: the Mk1 Command Pod. Click the command pod. Because it’s the first part, it will immediately appear in the ship’s design.
Left-click to select a part; once a part is selected, move the mouse to reposition it, and left-click again to reattach it. Right-click and drag the mouse to rotate the camera.
Scroll up and down to move the camera up and down. If you hold Shift and use the scroll wheel, the camera will zoom in and out.
At the moment, there is only one engine: the RT-5 “Flea” solid booster. Click the RT-5 engine and attach it to the bottom of the rocket.
We now have everything we need to launch a rocket: a command pod, an engine, and fuel. However, there’s a very important part that needs to be added to the rocket if we want our pilot to be able to safely walk away from the mission. We need a parachute.
Attach the Mk16 parachute to the top of the command pod.
Finally, we’ll add the science experiments. Click the Mystery Goo Containment Unit, and attach it to the side of the command pod (see Figure 1-6 ).
When you’re flying a rocket, distribution of weight is important. If the rocket is lopsided , as it is right now, then the rocket will tip over during flight. To correct this problem, you’ll need to add a second Mystery Goo Containment Unit to balance it.
You can add a second one by selecting it from the menu and adding it at the right position, but there’s a simpler way: turn on the Symmetry mode.
To enable symmetry, click on the Symmetry Mode button, shown in Figure 1-7 . When you click on it, you’ll increase the number of parts that you’re placing at once.
Left-click the Symmetry Mode button to increase the number of parts. Right-click the button to decrease.
The Symmetry Mode button can be set to place two, three, four, six, or eight parts at once.
Next, click on the Mystery Goo Containment Unit. You’ll notice that you’re now moving two parts at once (see Figure 1-8 ). Attach the two parts to the command pod.
Next we need to set up the staging. In KSP, a stage is a group of parts; when you press the space bar, the next stage is activated, and all of the parts in that stage are activated along with it: engines are lit, separators detach, and parachutes deploy.
At the moment, both the engine and the parachute are in the same stage. This is not a good thing, because it means that when you press the space bar to launch your rocket, your parachute will deploy at the same time as your engine firing. This will make it very difficult to fly.
To fix this, we’ll put the parachute and the engines in separate stages. The engine will activate first, and the parachute will activate when it’s time to come back down.
The list of stages can be found in the bottom-right
corner of the screen. Create a new stage by moving your mouse over the list of stages. A +
button will appear; click it and a new stage will be added. Click and drag the Parachute into this new stage.
You can rearrange stages by clicking and dragging the orange bars at the top of each stage. Stages at the bottom of the list activate first. Rearrange the stages so that the stage with the engine fires first, followed by the parachute stage.
Finally, let’s give your ship a name. Click the craft’s name at the top of the screen and change its name to First Craft .
Click the Save button at the top right, and then click Launch. You’ll be taken to the launch pad.
We’ll now fly this rocket up as high as it can go. It won’t have enough fuel to reach orbit, but you’ll definitely complete your current contracts.
You’ll spend most of your time in KSP looking at a screen much like Figure 1-9 .
Let’s take a look at its different components:
Solid fuel rockets are not affected by the throttle’s setting — once they’re lit, they burn at maximum throttle until their fuel runs out.
You can also open the map by pressing the M key.
Because the altimeter measures altitude relative to sea level, you need to be careful when attempting to land at high altitudes. The ground might be closer than the altimeter suggests.
When you’re in atmosphere, your craft will be subject to drag, which will slow it down. The thinner the atmosphere, the less drag you’ll receive. Additionally, if you’re flying a craft that has wings, you’ll receive less lift when flying in a thinner atmosphere.
Different planets have different atmospheres. Duna, for example, has a much thinner atmosphere than Kerbin, and Mun has no atmosphere at all.
Before you start your flight, it’s important to know how to operate the game’s controls. Things can happen very quickly in KSP, so it’s helpful to know what buttons to press.
- W and S: pitch your craft up and down.
- A and D: yaw left and right.
- Q and E: roll clockwise and anticlockwise.
- Space: activate the next stage. If your spacecraft hasn’t yet taken off, this will activate the first stage.
There are quite a few keys in Kerbal Space Program, but don’t worry — you won’t be expected to memorize them all, and your first flight will be very simple.
While you’re on the ground, we can complete one of the contracts that you accepted earlier by asking Jeb to take a crew report:
You can deploy your parachute at any time after your engine finishes its burn. It won’t unfurl until it’s safe to do so — that is, you’re not moving so fast that it would be torn to shreds. However, if you release it too early, you might end up waiting a while before you land in the water.
You can increase and decrease the rate at which time advances by pressing the . (full stop) and , (comma) buttons.
In this chapter, we’ve gotten started with Kerbal Space Program and launched our first rocket. From here, there’s a bunch of different things you can do once you complete your first mission:
In the next chapter, we’ll play with maneuvers, rockets, planes, and more. See you soon!