Ksp Cheat Sheet
This is a list of the default key bindings of the standard game.Please note that PlayStation 4 and Xbox One bindings have not been included as of yet for either the Enhanced Edition or the original port! (the Enhanced Edition pause menu does have a list of controls)
From Kerbal Space Program Wiki Cheat sheet (Redirected from Cheat Sheet/nl) Jump to: navigation, search (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 Contents. Cheat sheet kerbal space program wiki kerbal space program rocket scientist s cheat sheet delta v maps equations and more for your reference so you can from here to there and back again 1 3 munity delta v map 2 6 sep 29th tutorials but because the chart posted above isn t very easy reading i took the liberty to edit wac s subway style delta.
Modifier key
Because KSP can run on different operating systems the modifier key (Mod) differs between them. Nada dering. In the table below, the default Mod key is mapped to the following keys (to use a different key, edit the entry in the'MODIFIER_KEY' section of the settings.cfg file):
- Windows: ⎇ Alt (e. g. ⎇ Alt+L)
- Mac OS: ⌥ Option (e. g. ⌥ Opt+L)
- Linux: KSP 1.1+: Right-Shift (e. g. Right-Shift+L) Don't confuse this with Left-Shift, which will fire your engines! KSP 1.0.5 and earlier uses a different key, which can cause issues in some window managers when playing in windowed mode. [1]
As an example, Mod+L locks the current stage. The key combinations in brackets show an example of the respective operating system's key combination: just swap Mod with the operating system's designated modifier.
Some keyboards also require to press a Fn key to access some special keys like F5. For example, Macs and some Linux devices such as ThinkPad, require Fn+F5.
It is advisable to shutdown your engines if you don't plan on activating them, such as before resource transfers, or if maneuvers have been completed. This will prevent accidental engine activation from a mistyped key. You can disable engines via control groups, or by right clicking on the engine to manually shut it down or activate it. This can be handy for contracts that require an engine to be tested through staging, but you don't want to discard the usable stage before it: Kill thrust with X, move the engine to be tested to the next stage, then activate the engine through staging. After activation, manually shut down the it tested engine (you'll need to manually re-enable/activate it later). Now you've completed your contract, and haven't wasted any useful stages. Using this, in combination with lock staging Mod+L, will help avoid mishaps due to operator error. |
Highlight legend
- - RCS
- - SAS
- - VAB/SPH
- - EVA
- - Docking
Key Bindings for English keyboard layout
Key | Effect | Since |
---|---|---|
System/UI Controls | ||
F1 | Screenshot | 0.07.3 |
F2 | Toggle UI visibility | 0.13.0 |
F3 | Toggle results screen | 0.14.0 |
F4 | Toggle ship labels - this includes docking target/distance indicators | 0.14.0 |
F5 | Quicksave | 0.14.0 |
Mod + F5 | Make a specific, user-inputted quicksave | 0.23.5 |
F6 | Previous action set | 1.7.1 |
F7 | Next action set | 1.7.1 |
F9 (Hold) | Load quicksave | 0.14.0 |
Mod + F9 | Load a specific quicksave | 0.23.5 |
F10 | Toggle temperature gauges | 1.0.1 |
Mod + F10 | Load saved game state dialogue box (hidden feature, looks in KSP/saves/scenarios/) | 0.14.1? |
F11 | Toggle temperatures overlay | 1.0.1 |
F12 | Toggle aerodynamic forces overlay | 1.0.1 |
Mod + F12 | Debug/cheat menu | 0.19.0 |
Escape | Pause Menu | 0.90.0 |
↑/↓/←/→ | Turn view Up/Down/Left/Right | ? |
Numpad + | Zoom in | 0.08.5 |
Numpad - | Zoom out | 0.08.5 |
Page Up | Scroll view up | 0.08.5 |
Page Down | Scroll view down | 0.08.5 |
Home | Scroll stage icons up | 0.09.0 |
End | Scroll stage icons down | 0.09.0 |
Flight Controls | ||
W | Pitch adjustment (down) | 0.07.3 |
S | Pitch adjustment (up) | 0.07.3 |
A | Yaw adjustment (left) | 0.07.3 |
D | Yaw adjustment (right) | 0.07.3 |
Q | Roll adjustment (left) | 0.07.3 |
E | Roll adjustment (right) | 0.07.3 |
Caps Lock | Toggle precision ('softer') controls | 0.08.5 |
Left-Shift | Increase throttle | 0.07.3 |
Left-Control | Decrease throttle | 0.07.3 |
Space | Launch or detach stage | 0.07.3 |
F (Hold) | Invert SAS state | 0.07.3 |
T | Toggle SAS | 0.07.3 |
C | Toggle IVA view | 0.17.0 |
V | Toggle camera view (auto/free/orbital/chase) | 0.17.0 |
` (back quote) | Reset camera | 1.2.1 |
Toggle camera movement with mouse | 1.2.1 | |
R | Toggle RCS | 0.11.0 |
H | RCS - translate forward | 0.11.0 |
N | RCS - translate backwards | 0.11.0 |
I | RCS - translate down | 0.11.0 |
K | RCS - translate up | 0.11.0 |
J | RCS - translate left | 0.11.0 |
L | RCS - translate right | 0.11.0 |
X | Cut throttle | 0.12.0 |
Z | Full throttle | 0.25.0 |
G | Toggle landing gear | 0.14.0 |
U | Toggle lights | 0.15.0 |
B | Wheel brake | 0.15.0 |
(none but can be modded)[2] | Parking brake | discontinued |
M | Toggle orbital map | 0.11.0 |
Tab | Cycle focus in orbital map | 0.11.0 |
Shift + Tab | Reverse cycle focus in orbital map | 0.11.0? |
Backspace | Reset focus in orbital map | 0.17.0 |
. | Time warp increase | 0.11.0 |
, | Time warp decrease | 0.11.0 |
Mod + . | Forced time warp increase (Physical time warp) | 0.17.0 |
Mod + , | Forced time warp decrease (Physical time warp) | 0.17.0 |
/ | Stop time warp | 1.1.0 |
. (numpad del) | Toggle navball | 1.1.0 |
Insert | Staging (default) controls | 0.18 |
Delete | Docking controls | 0.18 |
] | Focus through ships (next) | 0.14.0 |
[ | Cycle through ships (previous) | 0.14.0 |
1-9, 0 | Activate custom action group 1-10 | 0.18.0 |
Backspace | Activate abort action group | 0.18.0 |
Mod + L | Lock current stage (very useful before you accidentally hit the spacebar) | 0.08.4 |
Mod + W/S/A/D/Q/E | Trim pitch/yaw/roll | 0.15.0 |
Mod + X | Reset trim | 0.15.0 |
Right-click | Open part info window | 0.15.0 |
Mod + Right-click | Open multiple info windows for fuel transfer (right-click on two fuel tanks) | 0.18.0 |
Docking Controls | ||
Space | Toggle translation/rotation | 0.18.0 |
W | Pitch adjustment (down) / Translate forward | 0.18.0 |
S | Pitch adjustment (up) / Translate backwards | 0.18.0 |
A | Yaw adjustment (left) / Translate left | 0.18.0 |
D | Yaw adjustment (right) / Translate right | 0.18.0 |
Q | Roll adjustment (left) | 0.18.0 |
E | Roll adjustment (right) | 0.18.0 |
Left-Shift | Translate up | 0.18.0 |
Left-Control | Translate down | 0.18.0 |
EVA Controls | ||
W | Walk/jetpack forward | 0.16.0 |
S | Walk/jetpack backwards | 0.16.0 |
A | Walk/jetpack left | 0.16.0 |
D | Walk/jetpack right | 0.16.0 |
Q | Jetpack rotate left | 0.16.0 |
E | Jetpack rotate right | 0.16.0 |
Left-Shift | Jetpack up | 0.16.0 |
Left-Control | Jetpack down | 0.16.0 |
R | Toggle jetpack | 0.16.0 |
Space | Jump | 0.16.0 |
Left-Shift (Hold) | Run | 0.16.0 |
Mod | Toggle movement | 0.16.0 |
F | Use part | 0.16.0 |
B | Board | 1.0.0 |
Space | Jetpack - Reorient camera | 0.16.0 |
U | Toggle lights | 1.1.3 |
O | Toggle helmet | 1.6.0 |
P | Deploy parachute | 1.4.0 |
Shift + (W/S/A/D) + Space | Jump to different directions when on ladders | ? |
Left-click and drag left | Jet counter clockwise | ? |
Left-click and drag right | Jet clockwise | ? |
Left-click and drag up | Pitch down by jet | ? |
Left-click and drag down | Pitch up by jet | ? |
VAB/SPH Controls | ||
S | Rotate part up | 0.15.0 |
W | Rotate part down | 0.15.0 |
A | Rotate part left (flat) | 0.15.0 |
D | Rotate part right (flat) | 0.15.0 |
Q | Rotate part left | 0.15.0 |
E | Rotate part right | 0.15.0 |
Shift + W/S/A/D/Q/E | Rotate parts in 5° instead of 90° steps | 0.15.0 |
Space | Reset part rotation | 0.15.0 |
` (back quote) | Search part | 1.1.0 |
Delete | Delete selected part | 0.08.5 |
1 | Place Mode | 0.90.0 |
2 | Offset Mode | 0.90.0 |
3 | Rotate Mode | 0.90.0 |
4 | Root Mode | 0.90.0 |
F | In Place mode: Toggle Symmetry between vessel or parent part | 0.90.0 |
F | In Offset mode: Toggle between absolute or load centered offset | 0.90.0 |
F | In Rotate mode: Toggle between absolute or relative rotation | 0.90.0 |
R | Toggle Symmetry Method between mirror or radial | 0.90.0 |
X | Cycle symmetry settings (next) | 0.08.5 |
Shift + X | Cycle symmetry settings (previous) | 0.18.0 |
C | Toggle Angle Snap | 0.15.0 |
Enter | Reset staging list | 0.90.0 |
Ctrl + Z | Undo last action | 0.08.5 |
Ctrl + Y | Redo last action | 0.08.5 |
Mod (hold) | Disable surface attach/exclusively use node attach | 0.25.0 |
Shift + Left-click | Move the entire ship | 0.09.0 |
Control + Left-click | Navigate to clicked part in part list | ? |
Mod + Left-click | Duplicate part or assembly in VAB | 0.08.5 |
External links
- As PDF – Controls of version 0.22.0 as one single paged PDF
- As XLSX – Controls of version 0.22.0 as Excel Spreadsheet
- As PDF – Controls of version 0.18.0 as one single paged PDF
- As PDF – Controls of version 1.2.2 as one single paged PDF
(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 examples
Wiskunde
Kracht/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.
Cheat Sheet For Chemical Equilibrium
- Kracht van de motoren
- Totale massa van het object
- Lokale versnelling van de zwaartekracht (Oppervlaktezwaartekracht)
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:
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.
- 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.
- Is de start massa van de raket
- Is de massa van de raket zonder brandstof
- 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 | Δvout |
---|---|
Kerbin | 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.
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 nomogram
Math examples
TWR
- Copy template:
- TWR = F / (m * g) > 1
Isp
- 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:
- 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 Isp
Δv
- 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:
- Simplified:
- Δv = ln ( Mstart / Mdry ) * Isp * g
- Explained:
- Δv = 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/s2
True Δv
Kerbal Space Program Cheat Sheet
- 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:
Terminology
- 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/s2