Ksp Cheat Sheet
2021年9月7日Download here: http://gg.gg/vx9vx
*GitHub - Kowgan/ksp_cheat_sheets: A Collection Of Helpful ...
*Ksp Dv Cheat Sheet< Cheat sheet(Redirected from Cheat Sheet/nl)
Kerbal Space Program (KSP) is a space flight simulation video game developed and published by Squad for Microsoft Windows, macOS, Linux, PlayStation 4, and Xbox One.In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as ’Kerbals’. The game features a realistic orbital physics engine, allowing for various real-life orbital maneuvers such as. Cheat sheet - Kerbal Space Program Wiki. I Created a Cheat Sheet! - KSP Discussion - Kerbal. Resultado de imagen de kerbal tutorial. Cheat sheet - Kerbal Space Program Wiki. Cheat sheet - Kerbal Space Program Wiki. I Created a Cheat Sheet! - KSP Discussion - Kerbal.
(Deze pagina wordt nog vertaald)Kerbal space program raketwetenschappers cheat sheet: Delta-v kaarten, formules en meer voor jou referentie, zodat je van hier naar daar en weer terug kan
*1Wiskunde
*1.3Delta-v (Δv)
*2Math examplesWiskundeKracht/Gewicht Ratio (TWR)→ See also: Thrust-to-weight ratio
Dit is de tweede wet van Newton. Als de ratio kleiner dan 1 is, zal het voertuig niet van de grond komen. Je moet wel rekening houden met de zwaartekracht van de lanceerplaats en de manier van lanceren: een vliegtuig zal eerder van de grond komen, omdat vliegtuigen gebruik maken van horizontale snelheid. Ook zal een raket een hogere TWR hebben op bijvoorbeeld Minmus, omdat daar een lagere aantrekkingskracht aanwezig is.1}’>TWR=FTm⋅g>1{displaystyle {text{TWR}}={frac {F_{T}}{mcdot g}}>1}Where:
*FT{displaystyle F_{T}} Kracht van de motoren
*m{displaystyle m} Totale massa van het object
*g{displaystyle g} Lokale versnelling van de zwaartekracht (Oppervlaktezwaartekracht)GitHub - Kowgan/ksp_cheat_sheets: A Collection Of Helpful ...Gecombineerde specifieke stoot (Isp)→ See also: Specific impulse
Als de Isp hetzelfde is voor alle motoren in een trap, dan is de Isp gelijk aan die van een motor van hetzelfde soort. Als de Isp verschillend is voor de motoren in een trap, gebruik je de volgende formule:
Isp=(F1+F2+…)F1Isp1+F2Isp2+…{displaystyle I_{sp}={frac {(F_{1}+F_{2}+dots )}{{frac {F_{1}}{I_{sp1}}}+{frac {F_{2}}{I_{sp2}}}+dots }}}Delta-v (Δv)Basis berekening→ See also: Tutorial:Advanced Rocket Design
Basic calculation of a rocket’s Δv. Use the atmospheric and vacuum thrust values for atmospheric and vacuum Δv, respectively.Δv=ln(MstartMend)⋅Isp⋅9.81ms2{displaystyle Delta {v}=lnleft({frac {M_{start}}{M_{end}}}right)cdot I_{sp}cdot 9.81{frac {m}{s^{2}}}}Where:
*Δv{displaystyle Delta {v}} Is de verandering van snelheid in m/s
Basis berekening voor een raket is de Δv. Gebruik de Atmosferische waarden voor in de Atmosfeer, en de vacuum waarden voor in de ruimte.
*Mstart{displaystyle M_{start}} Is de start massa van de raket Mend{displaystyle M_{end}}
*Mend{displaystyle M_{end}} Is de massa van de raket zonder brandstof Mstart{displaystyle M_{start}}
*Isp{displaystyle I_{sp}} Is de specifieke stoot van de motoren in seconden.Echte Δv van een stage die begint in de atmosfeer op het lanceerplatform en eindigt in de ruimte Body ΔvoutKerbin 1000 m/s2 Geen verdere data bekend
Het berekenen van de Δv van een rakettrap kan een ander getal geven als de raket nog moet beginnen in de atmosfeer, bijvoorbeeld op het lanceerplatform. Δvout is the hoeveelheid Δv die nodig is om de atmosfeer van een hemellichaam te verlaten, NIET om een baan te bereiken. Deze formule is handig om uit te vinden of de hoeveelheid Δv in de Transition stage genoeg is om van de atmosfeer in de ruimte te komen.
ΔvT=Δvatm−ΔvoutΔvatm⋅Δvvac+Δvout{displaystyle Delta {v}_{T}={frac {Delta {v}_{atm}-Delta {v}_{out}}{Delta {v}_{atm}}}cdot Delta {v}_{vac}+Delta {v}_{out}}Maps
Een fan made map die laat zien hoeveel Δv nodig is om naar een andere plek te gaan.
Total Δv values
Δv change values
Δv nomogramMath examplesTWR
*Copy template:TWR = F / (m * g) > 1Isp
*When Isp is the same for all engines in a stage, then the Isp is equal to a single engine. So six 200 Isp engines still yields only 200 Isp.
*When Isp is different for engines in a single stage, then use the following equation:
*Equation:
Isp=(F1+F2+…)F1Isp1+F2Isp2+…{displaystyle I_{sp}={frac {(F_{1}+F_{2}+dots )}{{frac {F_{1}}{I_{sp1}}}+{frac {F_{2}}{I_{sp2}}}+dots }}}
*Simplified:Isp = ( F1 + F2 + ... ) / ( ( F1 / Isp1 ) + ( F2 / Isp2 ) + ... )
*Explained:Isp = ( Force of Thrust of 1st Engine + Force of Thrust of 2nd Engine...and so on... ) / ( ( Force of Thrust of 1st Engine / Isp of 1st Engine ) + ( Force of Thrust of 2nd Engine / Isp of 2nd Engine ) + ...and so on... )
*Example:Two engines, one rated 200 newtons and 120 seconds Isp ; another engine rated 50 newtons and 200 seconds Isp.Isp = (200 newtons + 50 newtons) / ( ( 200 newtons / 120 ) + ( 50 newtons / 200 ) = 130.89 seconds IspΔv
*For atmospheric Δv value, use atmospheric thrust values.
*For vacuum Δv value, use vacuum thrust values.
*Use this equation to figure out the Δv per stage:
*Equation:
Δv=ln(MstartMdry)⋅Isp⋅9.81ms2{displaystyle Delta {v}=lnleft({frac {M_{start}}{M_{dry}}}right)cdot I_{sp}cdot 9.81{frac {m}{s^{2}}}}
*Simplified:Δv = ln ( Mstart / Mdry ) * Isp * g
*Explained:Ksp Dv Cheat SheetΔv = ln ( Starting Mass / Dry Mass ) X Isp X 9.81
*Example:Single Stage Rocket that weighs 23 tons when full, 15 tons when fuel is emptied, and engine that outputs 120 seconds Isp.Δv = ln ( 23 Tons / 15 Tons ) × 120 seconds Isp × 9.81m/s = Total Δv of 1803.2 m/s2True Δv
*How to calculate the Δv of a rocket stage that transitions from Kerbin atmosphere to vacuum.
*Assumption: It takes approximately 1000 m/s2 of Δv to escape Kerbin’s atmosphere before vacuum Δv values take over for the stage powering the transition.
*Note: This equation is an guess, approximation, and is not 100% accurate. Per forum user stupid_chris who came up with the equation: ’The results will vary a bit depending on your TWR and such, but it should usually be pretty darn accurate.’
*Equation for Kerbin Atmospheric Escape:
ΔvT=Δvatm−Δvoutms2Δvatm⋅Δvvac+Δvoutms2{displaystyle Delta {v}_{T}={frac {Delta {v}_{atm}-Delta {v}_{out}{frac {m}{s^{2}}}}{Delta {v}_{atm}}}cdot Delta {v}_{vac}+Delta {v}_{out}{frac {m}{s^{2}}}}
*Simplified:True Δv = ( ( Δv atm - 1000 ) / Δv atm ) * Δv vac + 1000
*Explained:True Δv = ( ( Total Δv in atmosphere - 1000 m/s2) / Total Δv in atmosphere ) X Total Δv in vacuum + 1000
*Example:Single Stage with total atmospheric Δv of 5000 m/s2, and rated 6000 Δv in vacuum.Transitional Δv = ( ( 5000 Δv atm - 1000 Δv Required to escape Kerbin atmosphere ) / 5000 Δv atm ) X 6000 Δv vac + 1000 Δv Required to escape Kerbin atmosphere = Total Δv of 5800 m/s2See alsoRetrieved from ’https://wiki.kerbalspaceprogram.com/index.php?title=Cheat_sheet/nl&oldid=34902’ The debug toolbar upon loading into the game.
The Debug Toolbar is a window designed for testing and debugging purposes. It can however also be used by the average player to ease gameplay, cheat or “goof off”. The toolbar can be opened with Control+Alt+F12, or RShift+F12 on Linux. It can also be opened on the console versions by pausing the game and pressing this sequence of buttons on the controller (See Konami Code):↑↑↓↓←→←→As of 1.7.0, it has seven sections: Console, Database, Cheats, Physics, Contracts, Kerbals, and may have additional sections added for game expansions or DLCs. (In the future, outside plugins may be able to add debug screens, but this remains to be seen.)
*1Console
*3Cheats
*4Physics
*6KerbalsConsole
The console outputs the current states of many of the processes running in the loading and playing of KSP. The Console drop-down menu has six subscreens: Debugging, Input Locks, Performance, Flight Info, Version Info, and DeltaV Info.DebuggingThe debugging screen, upon loading the game.
This screen has five true/false options related to the console log and localization:
* Show All Log Errors on the Screen
* Show All Log Exceptions on the Screen
* Immediately Flush Log File to Disk
* Write missing localization keys to log as they are accessed
* Show localization keys on-screen(instead of translated text)PerformanceThe performance subscreen.
This screen has a performance graph as well as six related displays, in millibytes:
* Used Heap Size
* Allocated
* Reserved
* Unused Reserve
* Mono Heap
* Mono Heap UsedFlight Info
This screen shows the location of the active vessel, the time, and the current reference body and frame.Version Info
This screen simply shows the current version and any expansions.Delta-V Info
The main focus of this screen is a list of all the stages and each stage’s DeltaV, Thrust, Thrust to Weight Ratio, amongst other stats. Five true/false options for changing the main display:
* Show Parts -- adds a part list for each stage
* Show Vacuum(true on default) -- toggles between atmosphere and vacuum readouts
* Show all stages -- toggles between showing stages with or without thrust
* Show Engine Info -- adds an engine specification readout for each stage
* Verbose LoggingDatabase
The Database screen has statistics for the number of assets currently available, along with a tool to reload the asset database(only available in the main menu) and the texts dictionary. Also available is a complete list of all assets used by the game or mods, including a list of assemblies in use by the game.CheatsThe Cheats screen, seen from the launchpad.
This screen has ten true/false options that change the gameplay of KSP:
* Hack Gravity -- Slider changes gravity from 0.01 Gs to 10 Gs.
* Unbreakable Joints -- Parts will never disconnect.
* No Crash Damage -- Removes the possibility that parts will explode due to collision with other vessels or the ground.
* Ignore Max Temperature -- Removes the possibility that parts will explode due to heating.
* Infinite Propellant
* Infinite Electricity
* Pause on Vessel Unpack -- The game will be paused when launching.
* Biomes Visible -- Recolors
* Part Clipping in Editors
* Non-Strict Part Attachment Checks
A tool also exists to modify science/reputation by increments of ±100 or ±10 and funding by increments of ±100000 or ±1000 or to maximize any of these:Technology -- Researches all researchable techs with no Resource cost.Facility -- Upgrades all facilities to the maximum level.Experience -- Trains all your Kerbals to maximum experience.Progression -- Activates the three previous options.Set Orbit
This subscreen has two commands:
* Set Orbit -- Seven numerical entries from which you can set any orbit around any celestial body.
* From here you can teleport to within 150 meters of any object.Difficulty
This subscreen has seven true/false options which are set to true upon startup of a new savegame, but can be set to false to increase difficulty.
* Allow revert to launch
* Allow revert to editor
* Allow quick saving
* Allow quick loading
* Ignore agency mindset(False on default)Object ThrowerThe object thrower in use.
Like the legacy Whack-A-Kerbel, this subscreen allows you to throw either a cube or a sphere, at any mass, size or speed, by middle-clicking.PhysicsThe physics subscreen from the launchpad.
This screen has options to load, save, and change the physics database, to visualize auto struts, and for orbit targeting.Aero
This subscreen has three true/false options that change the way aero data is visualized for the player:Display Aero Data in action menusDisplay Aero Data GUIDisplay Aero Forces in FlightForce Display ScaleAlso available are three modifiers that allow you to physically change aero forces:
* Global Lift Multiplier
* Lift/Drag Multiplier
* Body Lift MultiplierDrag
First on this subscreen is an option to turn on or off drag itself.Also available is seven options and modifiers relating to drag:
* Replace Drag Cubes with Spherical Model
* Apply Drag as Acceleration Instead of Force
* Apply Drag To Non-Physical Parts
* Apply Non-Physical Part Drag At Parent CoM
* Global Drag Multiplier
* Drag Cube Multiplier
* Angular Drag MultiplierThermal
This subscreen has three sections: GUI, Thermal Escape, and Physics.GUI- Here, you can change how the player detects heat.Thermal Escape- Here, you can toggle Radiation, Conduction, and Convection and change the factor at which they affect the universe.Physics- Here you can change the physics of heat formation with four sliders:
* Generation Factor
* Newtonian Temperature Factor
* Solar Luminosity At Home
* Solar Insolation At HomeContracts
In this screen you can change all contracts: Active, Offered, Archive, and future.KerbalsThe Kerbals screen seen from the Astronaut Complex
This screen has a list of all kerbals, even applicants.Create
This subscreen allows you to create kerbals with any name, gender, role, experience, courage, stupidity, and with attributes including Veteran and Badass.Retrieved from ’https://wiki.kerbalspaceprogram.com/index.php?title=Debug_Toolbar&oldid=99863’
Download here: http://gg.gg/vx9vx
https://diarynote-jp.indered.space
*GitHub - Kowgan/ksp_cheat_sheets: A Collection Of Helpful ...
*Ksp Dv Cheat Sheet< Cheat sheet(Redirected from Cheat Sheet/nl)
Kerbal Space Program (KSP) is a space flight simulation video game developed and published by Squad for Microsoft Windows, macOS, Linux, PlayStation 4, and Xbox One.In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as ’Kerbals’. The game features a realistic orbital physics engine, allowing for various real-life orbital maneuvers such as. Cheat sheet - Kerbal Space Program Wiki. I Created a Cheat Sheet! - KSP Discussion - Kerbal. Resultado de imagen de kerbal tutorial. Cheat sheet - Kerbal Space Program Wiki. Cheat sheet - Kerbal Space Program Wiki. I Created a Cheat Sheet! - KSP Discussion - Kerbal.
(Deze pagina wordt nog vertaald)Kerbal space program raketwetenschappers cheat sheet: Delta-v kaarten, formules en meer voor jou referentie, zodat je van hier naar daar en weer terug kan
*1Wiskunde
*1.3Delta-v (Δv)
*2Math examplesWiskundeKracht/Gewicht Ratio (TWR)→ See also: Thrust-to-weight ratio
Dit is de tweede wet van Newton. Als de ratio kleiner dan 1 is, zal het voertuig niet van de grond komen. Je moet wel rekening houden met de zwaartekracht van de lanceerplaats en de manier van lanceren: een vliegtuig zal eerder van de grond komen, omdat vliegtuigen gebruik maken van horizontale snelheid. Ook zal een raket een hogere TWR hebben op bijvoorbeeld Minmus, omdat daar een lagere aantrekkingskracht aanwezig is.1}’>TWR=FTm⋅g>1{displaystyle {text{TWR}}={frac {F_{T}}{mcdot g}}>1}Where:
*FT{displaystyle F_{T}} Kracht van de motoren
*m{displaystyle m} Totale massa van het object
*g{displaystyle g} Lokale versnelling van de zwaartekracht (Oppervlaktezwaartekracht)GitHub - Kowgan/ksp_cheat_sheets: A Collection Of Helpful ...Gecombineerde specifieke stoot (Isp)→ See also: Specific impulse
Als de Isp hetzelfde is voor alle motoren in een trap, dan is de Isp gelijk aan die van een motor van hetzelfde soort. Als de Isp verschillend is voor de motoren in een trap, gebruik je de volgende formule:
Isp=(F1+F2+…)F1Isp1+F2Isp2+…{displaystyle I_{sp}={frac {(F_{1}+F_{2}+dots )}{{frac {F_{1}}{I_{sp1}}}+{frac {F_{2}}{I_{sp2}}}+dots }}}Delta-v (Δv)Basis berekening→ See also: Tutorial:Advanced Rocket Design
Basic calculation of a rocket’s Δv. Use the atmospheric and vacuum thrust values for atmospheric and vacuum Δv, respectively.Δv=ln(MstartMend)⋅Isp⋅9.81ms2{displaystyle Delta {v}=lnleft({frac {M_{start}}{M_{end}}}right)cdot I_{sp}cdot 9.81{frac {m}{s^{2}}}}Where:
*Δv{displaystyle Delta {v}} Is de verandering van snelheid in m/s
Basis berekening voor een raket is de Δv. Gebruik de Atmosferische waarden voor in de Atmosfeer, en de vacuum waarden voor in de ruimte.
*Mstart{displaystyle M_{start}} Is de start massa van de raket Mend{displaystyle M_{end}}
*Mend{displaystyle M_{end}} Is de massa van de raket zonder brandstof Mstart{displaystyle M_{start}}
*Isp{displaystyle I_{sp}} Is de specifieke stoot van de motoren in seconden.Echte Δv van een stage die begint in de atmosfeer op het lanceerplatform en eindigt in de ruimte Body ΔvoutKerbin 1000 m/s2 Geen verdere data bekend
Het berekenen van de Δv van een rakettrap kan een ander getal geven als de raket nog moet beginnen in de atmosfeer, bijvoorbeeld op het lanceerplatform. Δvout is the hoeveelheid Δv die nodig is om de atmosfeer van een hemellichaam te verlaten, NIET om een baan te bereiken. Deze formule is handig om uit te vinden of de hoeveelheid Δv in de Transition stage genoeg is om van de atmosfeer in de ruimte te komen.
ΔvT=Δvatm−ΔvoutΔvatm⋅Δvvac+Δvout{displaystyle Delta {v}_{T}={frac {Delta {v}_{atm}-Delta {v}_{out}}{Delta {v}_{atm}}}cdot Delta {v}_{vac}+Delta {v}_{out}}Maps
Een fan made map die laat zien hoeveel Δv nodig is om naar een andere plek te gaan.
Total Δv values
Δv change values
Δv nomogramMath examplesTWR
*Copy template:TWR = F / (m * g) > 1Isp
*When Isp is the same for all engines in a stage, then the Isp is equal to a single engine. So six 200 Isp engines still yields only 200 Isp.
*When Isp is different for engines in a single stage, then use the following equation:
*Equation:
Isp=(F1+F2+…)F1Isp1+F2Isp2+…{displaystyle I_{sp}={frac {(F_{1}+F_{2}+dots )}{{frac {F_{1}}{I_{sp1}}}+{frac {F_{2}}{I_{sp2}}}+dots }}}
*Simplified:Isp = ( F1 + F2 + ... ) / ( ( F1 / Isp1 ) + ( F2 / Isp2 ) + ... )
*Explained:Isp = ( Force of Thrust of 1st Engine + Force of Thrust of 2nd Engine...and so on... ) / ( ( Force of Thrust of 1st Engine / Isp of 1st Engine ) + ( Force of Thrust of 2nd Engine / Isp of 2nd Engine ) + ...and so on... )
*Example:Two engines, one rated 200 newtons and 120 seconds Isp ; another engine rated 50 newtons and 200 seconds Isp.Isp = (200 newtons + 50 newtons) / ( ( 200 newtons / 120 ) + ( 50 newtons / 200 ) = 130.89 seconds IspΔv
*For atmospheric Δv value, use atmospheric thrust values.
*For vacuum Δv value, use vacuum thrust values.
*Use this equation to figure out the Δv per stage:
*Equation:
Δv=ln(MstartMdry)⋅Isp⋅9.81ms2{displaystyle Delta {v}=lnleft({frac {M_{start}}{M_{dry}}}right)cdot I_{sp}cdot 9.81{frac {m}{s^{2}}}}
*Simplified:Δv = ln ( Mstart / Mdry ) * Isp * g
*Explained:Ksp Dv Cheat SheetΔv = ln ( Starting Mass / Dry Mass ) X Isp X 9.81
*Example:Single Stage Rocket that weighs 23 tons when full, 15 tons when fuel is emptied, and engine that outputs 120 seconds Isp.Δv = ln ( 23 Tons / 15 Tons ) × 120 seconds Isp × 9.81m/s = Total Δv of 1803.2 m/s2True Δv
*How to calculate the Δv of a rocket stage that transitions from Kerbin atmosphere to vacuum.
*Assumption: It takes approximately 1000 m/s2 of Δv to escape Kerbin’s atmosphere before vacuum Δv values take over for the stage powering the transition.
*Note: This equation is an guess, approximation, and is not 100% accurate. Per forum user stupid_chris who came up with the equation: ’The results will vary a bit depending on your TWR and such, but it should usually be pretty darn accurate.’
*Equation for Kerbin Atmospheric Escape:
ΔvT=Δvatm−Δvoutms2Δvatm⋅Δvvac+Δvoutms2{displaystyle Delta {v}_{T}={frac {Delta {v}_{atm}-Delta {v}_{out}{frac {m}{s^{2}}}}{Delta {v}_{atm}}}cdot Delta {v}_{vac}+Delta {v}_{out}{frac {m}{s^{2}}}}
*Simplified:True Δv = ( ( Δv atm - 1000 ) / Δv atm ) * Δv vac + 1000
*Explained:True Δv = ( ( Total Δv in atmosphere - 1000 m/s2) / Total Δv in atmosphere ) X Total Δv in vacuum + 1000
*Example:Single Stage with total atmospheric Δv of 5000 m/s2, and rated 6000 Δv in vacuum.Transitional Δv = ( ( 5000 Δv atm - 1000 Δv Required to escape Kerbin atmosphere ) / 5000 Δv atm ) X 6000 Δv vac + 1000 Δv Required to escape Kerbin atmosphere = Total Δv of 5800 m/s2See alsoRetrieved from ’https://wiki.kerbalspaceprogram.com/index.php?title=Cheat_sheet/nl&oldid=34902’ The debug toolbar upon loading into the game.
The Debug Toolbar is a window designed for testing and debugging purposes. It can however also be used by the average player to ease gameplay, cheat or “goof off”. The toolbar can be opened with Control+Alt+F12, or RShift+F12 on Linux. It can also be opened on the console versions by pausing the game and pressing this sequence of buttons on the controller (See Konami Code):↑↑↓↓←→←→As of 1.7.0, it has seven sections: Console, Database, Cheats, Physics, Contracts, Kerbals, and may have additional sections added for game expansions or DLCs. (In the future, outside plugins may be able to add debug screens, but this remains to be seen.)
*1Console
*3Cheats
*4Physics
*6KerbalsConsole
The console outputs the current states of many of the processes running in the loading and playing of KSP. The Console drop-down menu has six subscreens: Debugging, Input Locks, Performance, Flight Info, Version Info, and DeltaV Info.DebuggingThe debugging screen, upon loading the game.
This screen has five true/false options related to the console log and localization:
* Show All Log Errors on the Screen
* Show All Log Exceptions on the Screen
* Immediately Flush Log File to Disk
* Write missing localization keys to log as they are accessed
* Show localization keys on-screen(instead of translated text)PerformanceThe performance subscreen.
This screen has a performance graph as well as six related displays, in millibytes:
* Used Heap Size
* Allocated
* Reserved
* Unused Reserve
* Mono Heap
* Mono Heap UsedFlight Info
This screen shows the location of the active vessel, the time, and the current reference body and frame.Version Info
This screen simply shows the current version and any expansions.Delta-V Info
The main focus of this screen is a list of all the stages and each stage’s DeltaV, Thrust, Thrust to Weight Ratio, amongst other stats. Five true/false options for changing the main display:
* Show Parts -- adds a part list for each stage
* Show Vacuum(true on default) -- toggles between atmosphere and vacuum readouts
* Show all stages -- toggles between showing stages with or without thrust
* Show Engine Info -- adds an engine specification readout for each stage
* Verbose LoggingDatabase
The Database screen has statistics for the number of assets currently available, along with a tool to reload the asset database(only available in the main menu) and the texts dictionary. Also available is a complete list of all assets used by the game or mods, including a list of assemblies in use by the game.CheatsThe Cheats screen, seen from the launchpad.
This screen has ten true/false options that change the gameplay of KSP:
* Hack Gravity -- Slider changes gravity from 0.01 Gs to 10 Gs.
* Unbreakable Joints -- Parts will never disconnect.
* No Crash Damage -- Removes the possibility that parts will explode due to collision with other vessels or the ground.
* Ignore Max Temperature -- Removes the possibility that parts will explode due to heating.
* Infinite Propellant
* Infinite Electricity
* Pause on Vessel Unpack -- The game will be paused when launching.
* Biomes Visible -- Recolors
* Part Clipping in Editors
* Non-Strict Part Attachment Checks
A tool also exists to modify science/reputation by increments of ±100 or ±10 and funding by increments of ±100000 or ±1000 or to maximize any of these:Technology -- Researches all researchable techs with no Resource cost.Facility -- Upgrades all facilities to the maximum level.Experience -- Trains all your Kerbals to maximum experience.Progression -- Activates the three previous options.Set Orbit
This subscreen has two commands:
* Set Orbit -- Seven numerical entries from which you can set any orbit around any celestial body.
* From here you can teleport to within 150 meters of any object.Difficulty
This subscreen has seven true/false options which are set to true upon startup of a new savegame, but can be set to false to increase difficulty.
* Allow revert to launch
* Allow revert to editor
* Allow quick saving
* Allow quick loading
* Ignore agency mindset(False on default)Object ThrowerThe object thrower in use.
Like the legacy Whack-A-Kerbel, this subscreen allows you to throw either a cube or a sphere, at any mass, size or speed, by middle-clicking.PhysicsThe physics subscreen from the launchpad.
This screen has options to load, save, and change the physics database, to visualize auto struts, and for orbit targeting.Aero
This subscreen has three true/false options that change the way aero data is visualized for the player:Display Aero Data in action menusDisplay Aero Data GUIDisplay Aero Forces in FlightForce Display ScaleAlso available are three modifiers that allow you to physically change aero forces:
* Global Lift Multiplier
* Lift/Drag Multiplier
* Body Lift MultiplierDrag
First on this subscreen is an option to turn on or off drag itself.Also available is seven options and modifiers relating to drag:
* Replace Drag Cubes with Spherical Model
* Apply Drag as Acceleration Instead of Force
* Apply Drag To Non-Physical Parts
* Apply Non-Physical Part Drag At Parent CoM
* Global Drag Multiplier
* Drag Cube Multiplier
* Angular Drag MultiplierThermal
This subscreen has three sections: GUI, Thermal Escape, and Physics.GUI- Here, you can change how the player detects heat.Thermal Escape- Here, you can toggle Radiation, Conduction, and Convection and change the factor at which they affect the universe.Physics- Here you can change the physics of heat formation with four sliders:
* Generation Factor
* Newtonian Temperature Factor
* Solar Luminosity At Home
* Solar Insolation At HomeContracts
In this screen you can change all contracts: Active, Offered, Archive, and future.KerbalsThe Kerbals screen seen from the Astronaut Complex
This screen has a list of all kerbals, even applicants.Create
This subscreen allows you to create kerbals with any name, gender, role, experience, courage, stupidity, and with attributes including Veteran and Badass.Retrieved from ’https://wiki.kerbalspaceprogram.com/index.php?title=Debug_Toolbar&oldid=99863’
Download here: http://gg.gg/vx9vx
https://diarynote-jp.indered.space
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