168澳洲幸运5开奖网:Kerbal Space Program 2 gives you the creative freedom to make any rocket that you want. At first, this freedom can be overwhelming, especially if you don't know how to make rockets. Fortunately, we are here to help you make and launch your first rocket.

Related: 168澳洲幸运5开奖网:Kerbal Space Program 2: Beginner's Tips

This guide will cover the basics of a rocket launch. Once you successfully launch, you can start playing around with your rocket design; for now, we are sticking with a simple walkthrough. Additionally, it's important to note that the tutorials in Kerbal Space Program 2 are very helpful, as they provide you with hands-on experience.

Kerbal Space Pꦿrogram 2 is currently in Early Acce🧸ss on Steam and as such, the content is subject to change. We will update these articles as required.

Putting Your Rocket Together

kerbal space program campus with gameplay menu options

Prior to launching a rocket, you will need to make it! To do so, head over to the VAB. If you completed the first few tutorials, t💯hen you may already knowไ the four basic parts that are needed for a rocket to fly.

First, you will need a command module. This is the second ta𝓡b on the parts list; you can choose from various sizes, but keep in min🍃d that larger pieces are heavier and require more fuel to move.

After you have chosen a command module, it's time to pick a fuel tank and engine. These go hand-in-hand; your engine will need to process the fuel type that the fuel tank holds. The bulk of engines and tanks are methalox, so we recommend choosing between these when you are making your rocket.

Try to match your command module size. For example, if you choose a small module, it's best to have the engine and fuel tank also be small. The size of the part will be displayed in the upper left-hand corner of the item's box.

Lastly, you will need to add a parachute to the top of your rocket. This will typically cap the top, allowing the command module to safely land back on the planet when retꦍurning. There are several types of parachutes; be sure to read the descriptions of each to find a normal parachute.

kerbal space program command modules list

In the VAB, there are several other tabs that you can click on. For your first rocket, you can ignore these tabs. If you want your first rocket to be remote controlled with a probe (chosen from the command module tab), then you will need a power source attached to your rocket. This tab can be found near the bottom of the tab column. For smaller rockets, a simple solar panel will do the job. You can choose a simple, flat panel, as 🌊well as one that can manually be extended.

Engineer Reports

kerbal space program rocket being built in the VAB

The Engineer Reports is a tab found on the bottom, right-hand corner of the screen. This report will essentially show you if anything is wrong with your build. For exa⛎mple, ꧒if you forgot to attach a parachute to the rocket, then a message will be displayed here, telling you.

Additionally, you will be notified if your mass is too large for the thrust. To avoid having too much mass when building your first rocket, try to start smaller. Don't go too overboard if you want to add features such as wings or stabilizers. Overall, simple will get the job done if you are new to the game.

Flight Plan

Next to the Engineer Reports, you can also bring up the Flight Plan menu. This will allow you to choose the location𝓀 you are trying to reach, and 𒆙display vital information. If you are totally new to Kerbal Space Program, you can ignore this for now.

Getting to another planet is a huge feat; for now, we will be looking at just having a successful launch. If you are interested in traveling to a new planet, you can select 'round trip' or 'one-way trip'.

Rocket Staging

kerbal space program 2 landing pod with parachute

When rockets launch in real life, parts will detach. Fuel tanks meant for launch will drop when they are empty, and only the essentials will remain. The process of how parts de⛄tach is called staging.

You can tweak the staging of your rocket directly from the VAB, as well as from the launch pad if you have yet to launch yet.

Directly above the launch button, you will see a few boxes with part icons. To st꧙age your rocket, you will need to place the stages in order from bottom to top, with the topmost step happening last.

If you have the four basic parts mentioned earlier, there will only be two stages; dropping the fuel tank, and deploying the parachute. If you have additional fuel tanks, these can have their own space. Alternatively, you can place them all in the same stage.

Decouplers can be placed between stages of your rocket. These act as a stage themselves; when the stage is activated, the decoupler will detach, dropping anything connected to it from the bottom. Decouplers aren't necessary, but they can help keep your rocket sorted.

To start, try having two stages; one for the fuel tank and one for the parachute. If yo🌺u have multiple tanks, you can sort the stages to have one per box or multiple in the same box.

Launching

kerbal space program rocket launching

Now, it's time to launch your rocket. From the launchpad, your rocket will probably be propped up on its engine. You can take your time here, looking at everything displayed on the UI. Once you are ready to go, press launch!

A countdown will start, but you can skip this to get to the launch. If your rocket doesn't have too much mass, it will start to rise into the sky. From here, don't press the launch/go button again until you are ready for the next stage. If you press it too early, your rocket will come apart too early.

Keeping Steady

kerbal space program 2 UI with RCS & SAS

More often than not, simple rockets should fly straight up into space without rotating too much. If your rocket starts to move around, there are some measures that you can take. First, you can manually move your rocket. To shift your rocket's nose up or down, you can use W and S (Pitch). To angle sideways, use A and D (Yaw). Lastly, you can use Q and E to rotate, or roll, the rocket.

kerbal space program 2 promotional image of spacecraft floating near a planet

Kerbal Space Program 2 also has a Stability Augmentation System (SAS). This is used to orientate yourself while flying. To activate SAS, head to the bottom, left-hand portion of the screen and click on the SAS button. The circle to the right can then be interacted with. During the launch, you can point straight up towards the sky, which will help you keep steady.

Entering Space

kerbal space program 2 pod on the moon

To the right of your altitude, you can see a little bar showing your location in terms of the atmosphere. Once your rocket passes the three blue bars, you are in space! From here, you can navigate and ♓orbit the planet, or just head back down if this was for practice.

In space, you can slide the green bar to the left of the navigation icon. This will increase/decrease your engine use. At full speed, you will be using the maximum amount of fuel to carry you through space. Lowering it will slow you down a bit, but also use less fuel.

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