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Jon Manning - The Kerbal Player’s Guide: The Easiest Way to Launch a Space Program

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Kerbal Space Program (KSP) is a critically acclaimed, bestselling space flight simulator game. Its making waves everywhere from mainstream media to the actual space flight industry, but it has a bit of a learning curve. In this book, five KSP nerdsincluding an astrophysicistteach you everything you need to know to get a nation of tiny green people into space.

KSP is incredibly realistic. When running your space program, youll have to consider delta-V budgets, orbital mechanics, Hohmann transfers, and more. This book is perfect for video game players, simulation game players, Minecrafters, and amateur astronomers.

  • Design, launch, and fly interplanetary rockets
  • Capture an asteroid and fly it into a parking orbit
  • Travel to distant planets and plant a flag
  • Build a moon rover, and jump off a crater ridge
  • Rescue a crew-mate trapped in deep space

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The Kerbal Players Guide

The Easiest Way to Launch a Space Program

Jon Manning, Tim Nugent, Paul Fenwick, Alasdair Allan , and Paris Buttfield-Addison

The Kerbal Players 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 OReilly Media, Inc. , 1005 Gravenstein Highway North, Sebastopol, CA 95472.

OReilly 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 corporate@oreilly.com .

  • 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 OReilly logo is a registered trademark of OReilly Media, Inc. The Kerbal Players Guide , the cover image, and related trade dress are trademarks of OReilly 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.

978-1-491-91305-5

[LSI]

Preface

Welcome to The Kerbal Players 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 dont 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, weve got you covered. If you want to try out some more advanced play, then youre also set. If you want to get really advanced and learn the actual rocket science behind what youre 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.

Theres 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 dont already have a copy of KSP, well show you where to buy it in .

Organization of This Book

This book is divided into three parts.

Part I

In , well introduce the game and get you flying.

, introduces you to the overall game and gets you flying with your very first rocket.

discusses the ins and outs of rocket design in Kerbal Space Program.

, teaches you how to perform orbital maneuvers, which youll find extremely useful when you want to do more advanced space trips.

, introduces you to the wonderful world of aviation and teaches you how to build planes that can reach orbit.

, wraps up the first part by introducing you to the wider universe of Kerbal Space Program.

Part II

In , well start introducing more advanced parts of Kerbal 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.

, 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.

, takes you beyond the starting planet, sending you out to the distant planets of the solar system. Youll be landing on icy Duna, colossal Eve, and mysterious Laythe.

, peeks behind the mathematical curtain and discusses some of the actual science that powers space flight.

Part III

In , well look at how you can extend the game for yourself and take your spacefaring journeys even further.

, shows you how to download and install modifications to Kerbal Space Program, which can add to and change your experience of the game.

, 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.

, completely changes the way the game is played by introducing mods that make the game much more realistic (and much more challenging).

, 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.

, wraps up the entire book with a tutorial on wiring actual hardware to the game, allowing you to create panels that interact with whats 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.
Constant width italic
Shows text that should be replaced with user-supplied values or by values determined by context.

Tip

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Note

This element signifies a general note.



Caution

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