To access the BIOS features to configure your computer, while the computer is booting, press the key stated in the table.
Model | Key to press |
ASUS ROG Strix | F2 |
Knowledge Base for IT Professionals, Teachers and Astronauts
To access the BIOS features to configure your computer, while the computer is booting, press the key stated in the table.
Model | Key to press |
ASUS ROG Strix | F2 |
To turn off the boot up sound of the ASUS ROG Strix laptop
After a BIOS update you may need to set this again.
For certain games it is very useful to set the keyboard background colors based on their function in the game. You can group keys by color to find them easier during game play.
The effect contains the color of each key or key group.
There are mods for Kerbal Space Program 2 which make space flight much easier. We will not use “cheats”, these mods display the necessary information for easier maneuver node configuration, manual burn execution, and docking. We recommend the following mods:
As the Mun’s orbital plane is parallel to the equator of Kerbin, launch the vessel Due East (90°) with 0 ° inclination.
While still in Kerbin orbit, match the plane of the target planet’s orbit.
We will stretch our orbit to reach the Mun’s sphere of influence.
As the lander is attached to the command module, make sure you use the command module’s engine, and control the joined spacecraft from the command module. If the lander can is set as the “Control From” location, the burn will slow down the combined space craft and it will crash into Kerbin, instead of speeding it up towards the Mun (been there, done that).
To land on the Mun, create a maneuver with a negative periapsis to hit the surface a few kms further away, so you can slow down and start a steeper approach to avoid hills.
During landing and takeoff it is very important to know which way the lander faces. Unfortunately, if the Lander Can window faces upwards during deorbit and forward when the craft is in vertical direction, as during the real Apollo missions, the WSAD controls tilt the craft in the opposite direction as expected. If we want our kerbonauts to be able to use the window, we need to adjust to this. We can rotate the lander 180 degrees to make maneuvering easier, but we need to remember which way we landed. To be able to rendezvous with the command module, we need to take off in the same direction as we landed.
The Kerbonaut jetpack is very powerful, to be able to lift the Kerbal in a high gravity environment. It is too powerful in the low gravity of the Mun. To be able to make slow, precise movements, right-click the Kerbonaut, and set the Jetpack trust to 50%.
As we already mentioned above, to be able to rendezvous with the command module, we need to take off in the same direction as we landed.
As we already did it in Kerbin orbit, create a new maneuver in the apoapsis to bring the periapsis to the same altitude.
For the docking steps see Docking in Kerbal Space Program 2
Before you undock the lander transfer the crew and resources to the Command Module
To escape the Mun’s sphere of influence, and return to Kerbin, we need to increase the apoapsis retrograde relative to Kerbin.
To attach parts to spacecraft in orbit you can transport the parts in the cargo hold of your vessel, dock to it and do the upgrade.
Besides the part, take a mobility enhancer (ladder), so the Kerbal has something to hold on to, and a junior docking port with you to temporarily dock the vessel.
For construction in orbit, you need an engineer on board.
Make sure the astronaut only has the necessary equipment in their inventory. By default they have a parachute and an EVA pack in this order. If you take them outside for an EVA they take the parachute, and if they let go the hatch, lost forever. For EVA gave them only the EVA pack.
Approach the vessel (see https://pinter.org/archives/13067) and start an EVA with the engineer.
The astronaut has access to inventories in closeby vessels, so keep both vessels close to each other.
You can practice orbital construction on the launch pad and the runway.
As we learn to use our Ooni pizza oven we would like to share our findings to help other pizza lovers in the process. I am sure these tips apply to other ovens too.
As the pizza is baked on the hot pizza stone in the oven, you cannot easily remove the stone during baking. You need dough that does not stick to the pizza peel and the stone. If it sticks, you cannot put it in the oven, or you cannot remove it from the oven. If parts of the pizza stay in the hot oven it starts to burn with a considerable flame. During the dough preparation, you can take some steps to make it easier to work with it, so it slides off the peel, and you can remove it from the oven to rotate it after 20 seconds.
Pizza is baked in a very hot oven, but you don’t want to burn it.
Elegendő 2 nagy pizzához.
Here are some recommended mods for Kerbal Space Program.
Most of them don’t introduce new parts, don’t alter the save file, just provide additional functionality to make your Kerbal’s life less stressful.
When you install or update a mod, exit from Kerbal Space Program and start it again. The mod files are loaded during program startup.
CKAN – Comprehensive Kerbal Archive Network is a mod library to find and install Kerbal Space Program mods from a user interface.
If the mod in the list has AD in front of the line, it was manually installed in the Gamedata folder of the game. If you “Upgrade” those mods in CKAN, CKAN can check the compatibility, install updates, uninstall the mod. To have CKAN manage the manually installed mods
For more info see https://github.com/KSP-CKAN/CKAN/wiki/User-guide
Name | Description | Notes | Source | |
Utility | ||||
Docking Port Alignment Indicator | The Docking Port Alignment Indicator is designed to help you dock manually, by presenting target alignment and relative position in a clean and intuitive manner. | https://www.curseforge.com/kerbal/ksp-mods/docking-port-alignment-indicator | ||
Kerbal Engineer Redux | Kerbal Engineer reveals important statistics about your ship and its orbit during building and flight. | https://www.curseforge.com/kerbal/ksp-mods/kerbal-engineer-redux | ||
MechJeb2 | Autopilot for docking, rendezvous, etc. | https://www.curseforge.com/kerbal/ksp-mods/mechjeb | ||
HyperEdit | HyperEdit is a plugin for Kerbal Space Program, that allows you to teleport any ship, and edit any orbit – even the planets! | https://www.kerbaltek.com/hyperedit | ||
Transfer Window Planner – Fork (This version of the original mod shows the required parking orbit plane for more efficient ejection burn.) | Lets you visualize planetary transfer efficiency in-game. Using it you can select your planet of Origin and planet of Destination and it will present you with details about the required Delta-V to travel from Origin to Destination. | https://forum.kerbalspaceprogram.com/index.php?/topic/84005-112x-transfer-window-planner-v1800-april-11/#:~:text=The%20Transfer%20Window%20Planner%20is,travel%20from%20Origin%20to%20Destination. | ||
Kerbal Attachment System | It adds winches, pulleys, harpoons, and pipes. Now you can transfer resources in space without docking the two spacecrafts together. | https://forum.kerbalspaceprogram.com/index.php?/topic/142594-minimum-ksp-version-111-kerbal-attachment-system-kas-v112/ | ||
Trajectories | Provides forecasts of the trajectory where your spaceship might land while it adjusts the trajectory for any atmospheric disturbance. | https://forum.kerbalspaceprogram.com/index.php?/topic/162324-18-112x-trajectories-v241-2021-06-27-atmospheric-predictions/ | ||
BetterTimeWarpContinued | Customizable Time Warp, and Lossless Physics Warp | https://forum.kerbalspaceprogram.com/index.php?/topic/154935-112x-bettertimewarpcontinued-customizable-time-warp-and-lossless-physics-warp/ | ||
Visual enhancements | ||||
Parallax(2.0) | Parallax(2.0) completely reimagines the surfaces of planets. It combines a tessellation and displacement shader as well as vastly improves the terrain detail | Parallax was developed alongside Scatterer, so it is recommended for the best results to use them both together. | https://forum.kerbalspaceprogram.com/index.php?/topic/209714-112x-parallax-pbr-terrain-and-surface-objects-202/ | |
EnvironmentalVisualEnhancements (a.k.a. EVE) EVE-Redux | This mod adds clouds, city lights and tweaks everything up. | https://forum.kerbalspaceprogram.com/index.php?/topic/196411-19-112x-eve-redux-performance-enhanced-eve-maintenance-v11171-09092022/ | ||
Waterfall – Restock | This mods gives the plumes much lifelike textures at very good framerates. | https://forum.kerbalspaceprogram.com/index.php?/topic/196309-112x-waterfall-a-framework-for-continuous-mesh-driven-engine-effects-aug-2/ | ||
Pood’s skyboxes: – Pood’s Calm Nebula Skybox – Pood’s Deep Star Map Skybox – Pood’s Milky Way Skybox | This provides very nice star coverage in x-y-z direction. | https://forum.kerbalspaceprogram.com/index.php?/topic/126375-131-poods-opm-vo-outer-planets-mod-visual-overhaul-v035-2017-09-23/ |
A great list of mods with explanation is at https://www.keengamer.com/articles/guides/kerbal-space-program-guide-essential-mods-to-make-the-game-better/
CKAN is a mod loading application, see it at https://forum.kerbalspaceprogram.com/index.php?/topic/197082-ckan-the-comprehensive-kerbal-archive-network-v1312-juno/
Description from https://forum.kerbalspaceprogram.com/index.php?/topic/155700-112-ksp-ro-realism-overhaul-16-may-2022/
Realism Overhaul is a mod that makes Kerbal Space Program behave more like real life. If you’re interested in seeing what it’s like to fly rockets in the real world, this is the mod for you! Realism Overhaul does this by combining and configuring other mods, and mod and stock parts to perform as their real-life equivalents. You can expect things to be a little harder, and rockets to be a bit bigger, but the scenes far more epic, and the accomplishment that much greater.
Some of the most signfiicant changes include:
- Engines have real sizes and performance values, and use real fuels. Most of them have limited ignitions and suffer from ullage.
- Pods are as large as their real-life counterparts and weigh what they should.
- Propellant tanks have correct dry mass ratios.
- Solar panels don’t produce massive amounts of energy, but they are lighter. Similarly reaction wheels aren’t magically powerful anymore (though they still don’t require momentum dumping).
Kerbal Space Program Realism Overhaul adds the following folders
GameData\EngineGroupController
GameData\RealismOverhaul
Ships (adds realistic ships to the selection)
Currently, it does not overwrite any files, so deleting the GameData\EngineGroupController and GameData\RealismOverhaul you can restore the game to the original state. The added ships do not change the gameplay.
A great tutorial by Scott Manley