Kerbal Space Program How-to Series: 7 – Satellites for Fun and Profit

(Current for KSP version 0.90) To receive contracts for satellites in Career mode, you must unlock nodes containing a probe core (Flight Control) and a permanent source of power (solar panels from Electrics) I recommend you research Advanced Flight Control for a probe with SAS capability. Recommended mods: Kerbal Alarm Clock Precise Node VOID (Vessel Orbital Information Display) […]
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Kerbal Space Program How-to Series: 6 – One Tiny Step (Minmus Landing)

(Current for KSP version 0.25) In this chapter we will look at a rocket that is capable of landing on Minmus, doing some science, and returning to Kerbin safely. Why Minmus? It may be slightly harder to get to, but it is more science-rich (and we’ve also already gotten science from the space around the […]
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Kerbal Space Program How-to Series: 5 – Around the Mun

(Current for KSP version 0.25) In this chapter, you will learn: To build a vessel that is capable of orbiting the Mun, doing some science experiments there, and returning. Some principles for medium-to-heavy-weight rocket design How to use struts to stabilize your vessel Plan a trajectory across spheres of influence Recommended mods: Kerbal Alarm Clock Precise Node […]
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Kerbal Space Program How-to Series: 4 – A Cask of Brandy (Orbital Rescue)

(Current for KSP version 0.90) Edit 2015-01-06: Changed the vessel design to be light enough for VAB level 1, and now uses the OKTO for SAS functionality This chapter is written for Career mode, though it may be useful if you’ve accidentally stranded a ship in orbit in Science and Sandbox and wish to rescue […]
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Kerbal Space Program How-to Series: 3 – Halfway to Anywhere (Orbit Kerbin)

(Current for KSP version 0.25) In this chapter you will learn: To have a vessel orbit Kerbin, then return to the ground safely The difference between liquid-fuel engines and solid-fuel boosters How to “tweak” parts “If you can get your ship into orbit, you’re halfway to anywhere.” — Robert Heinlein In this chapter, you will put your first […]
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Kerbal Space Program How-to Series: Appendix A – Your Root Directory (Mods, Flags, Vessel Files, Saves)

(Current for KSP version 0.25) Certain tasks in Kerbal Space Program, like installing mods and flags, downloading vessel files from this site or elsewhere, or moving vessel files between your saved games, require access to KSP’s root directory. If you installed KSP via Steam, you may find the root directory by opening Steam, then going to your Library. […]
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Kerbal Space Program How-to Series: 2 – Maiden Launch

(Current for KSP version 0.25) In this chapter you will learn: To accept and complete your first contracts (for Career mode) To build a basic rocket that will actually get off the ground To build a suborbital rocket (one that reaches into space for a short while) To manage your vessel’s staging First, if you’re playing Career […]
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Kerbal Space Program How-to Series : 1 – For Science!

(Current for KSP version 0.25) So I’ve recently been sucked into this game called Kerbal Space Program. It’s basically a rocket science simulator game; the story is that these little green guys called Kerbals want to explore their solar system. You can view it in all its glory by starting a game and going to […]
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Puzzle Pirates – Advanced Kraken Hunt mechanics

It is recommended that you read the basic kraken hunt guide first. This post will detail the more advanced concepts of the Puzzle Pirates kraken hunt. It will be most useful if you want to learn to wield the Powder Kit (colloquially known as being a “bomber”), but even those who don’t may find these concepts useful, […]
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