The Kerbal Player’s Guide The Easiest Way to Launch a Space Program Jon Manning, Tim Nugent, Paul Fenwick, Alasdair Allan , and Paris Buttfield-Addison The Kerbal Player’s Guide by Jon Manning , Tim Nugent , Paul Fenwick , Alasdair Allan , and Paris Buttfield-Addison Copyright © 2017 Babilim Light Industries, Ltd, Secret Lab, Paul Fenwick. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc. , 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://oreilly.com/safari ). For more information, contact our corporate/institutional sales department: 800- 998-9938 or [email protected] . Editors: Brian MacDonald and Rachel Roumeliotis Production Editor: Nicholas Adams Copyeditor: Rachel Monaghan Proofreaders: Eileen Cohen and Jasmine Kwityn Indexer: Ellen Troutman-Zaig Interior Designer: David Futato Cover Designer: Ellie Volckhausen Illustrator: Rebecca Demarest November 2016: First Edition Revision History for the First Edition 2016-11-08: First Release See http://oreilly.com/catalog/errata.csp?isbn=9781491913055 for release details. The O’Reilly logo is a registered trademark of O’Reilly Media, Inc. The Kerbal Player’s Guide , the cover image, and related trade dress are trademarks of O’Reilly Media, Inc. While the publisher and the authors have used good faith efforts to ensure that the information and instructions contained in this work are accurate, the publisher and the authors disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights. 978-1-49191305-5 [LSI] Preface Welcome to The Kerbal Player’s Guide ! In your hands you have the most comprehensive guide to Kerbal Space Program (KSP) ever created. This book covers everything from getting to know the characters and planets, building rockets and planes, and understanding rocket science to modding and integrating hardware into the amazing game that is Kerbal Space Program. KSP is one of the most detailed and realistic space program simulation games ever created. After buying and playing the game, you will find yourself responsible for managing little green astronauts, performing research, running missions — oh, and flying around space in rockets and planes that you designed and built yourself. KSP creates a fantasy solar system remarkably like our own for you to explore: from colossal Jovians to tiny asteroids, you can find it all. The game takes a very realistic approach to running a space program, so don’t be too surprised if you learn some actual rocket science along the way as you play the game. Audience We wrote this book to be fun and useful for a wide range of readers. If you just want to learn how to play Kerbal Space Program, we’ve got you covered. If you want to try out some more advanced play, then you’re also set. If you want to get really advanced and learn the actual rocket science behind what you’re doing, how to use (and make ) mods for the game, or even how to build hardware that interfaces with the game, you are sorted , my friend. There’s really only one prerequisite for getting the most out of this book: you need a copy of Kerbal Space Program and sufficient patience for the trial-and- error process of learning to fly to literally outer space. If you don’t already have a copy of KSP, we’ll show you where to buy it in Chapter 1 . Organization of This Book This book is divided into three parts. This book is divided into three parts. Part I In Part I , we’ll introduce the game and get you flying. Chapter 1, You Will Go to Space Today , introduces you to the overall game and gets you flying with your very first rocket. Chapter 2, Rockets! discusses the ins and outs of rocket design in Kerbal Space Program. Chapter 3, Maneuvers , teaches you how to perform orbital maneuvers, which you’ll find extremely useful when you want to do more advanced space trips. Chapter 4, Planes in Space , introduces you to the wonderful world of aviation and teaches you how to build planes that can reach orbit. Chapter 5, The Worlds of Kerbal Space Program , wraps up the first part by introducing you to the wider universe of Kerbal Space Program. Part II In Part II , we’ll start introducing more advanced parts of Kerbal Space Program. Chapter 6, Running a Space Program , shows you the finer points of Kerbal Space Program, including how to manage your resources, perform research, and run the best space program this side of Kerbin. Chapter 7, Historical Reenactment , is a collection of missions that you can follow along with to re-create famous space flights, including the first human space flight and the first moon landing. Chapter 8, Getting to the Planets , takes you beyond the starting planet, sending you out to the distant planets of the solar system. You’ll be landing on icy Duna, colossal Eve, and mysterious Laythe. Chapter 9, Rocket Science , peeks behind the mathematical curtain and discusses some of the actual science that powers space flight. Part III In Part III , we’ll look at how you can extend the game for yourself and take your spacefaring journeys even further. Chapter 10, Introduction to Mods , shows you how to download and install modifications to Kerbal Space Program, which can add to and change your experience of the game. Chapter 11, Utility Mods , presents a selection of mods that can make your life easier, such as autopilot systems, tools for managing the various systems on board your ships, and alarm clocks that will keep you from missing important in- game events. Chapter 12, Adding Realism , completely changes the way the game is played by introducing mods that make the game much more realistic (and much more challenging). Chapter 13, Creating a Mod , provides you with the tools you need to create your own mods, using Blender and Unity to create a custom part that you can use in your own ships. Chapter 14, Adding Hardware to the Game , wraps up the entire book with a tutorial on wiring actual hardware to the game, allowing you to create panels that interact with what’s happening in the game. Conventions Used in This Book The following typographical conventions are used in this book: Italic Indicates new terms, URLs, email addresses, filenames, and file extensions. Constant width Used for program listings, as well as within paragraphs to refer to program elements such as variable or function names, databases, data types, environment variables, statements, and keywords. Constant width bold Shows commands or other text that should be typed literally by the user. Shows commands or other text that should be typed literally by the user. Constant width italic Shows text that should be replaced with user-supplied values or by values determined by context. TIP This element signifies a tip or suggestion. NOTE This element signifies a general note. CAUTION This element indicates a warning or caution. Supplementary Material Supplementary material (code examples, exercises, errata, etc.) is available for download at http://kerbal.institute . Later in this book, we’ll be including source code and snippets of configuration files that you’ll use to customize the game. In general, if example code is offered with this book, you may use it in your programs and documentation. You do not need to contact us for permission unless you’re reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from O’Reilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your product’s documentation does require permission. We appreciate, but do not require, attribution. An attribution usually includes the title, author, publisher, and ISBN. For example: “The Kerbal Player’s Guide by
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