Kerbal Space Program cheats

Building the right spacecraft and flying those successfully can be challenging in Kerbal Space Program. To aid beginners KSP has official, but not well-advertised cheats.

Emergency exit

When something goes terribly wrong (it can happen any time in Kerbal Space Program) on the PC press Alt-F4 to exit the program without saving. Windows terminates the program and you can load the game again with the state of the last save.

Before a risky maneuver, like a spacewalk, save the game with F5

Cheat menu

To open the official built-in KSP cheat press Alt-F12. There is an alternate way to open the cheat menu:

  • Press ESC to open the pause menu
  • Click the version info link
  • Click Cheats to open the main cheat page

These cheat settings are not saved, so when you launch the program the next day, you have to set them again.

Orbit

To place a spacecraft into a specific orbit and prepare the rendezvous with an asteroid or another ship open the Set Orbit panel.

The default settings on the Set Orbit panel place the spacecraft in a circular orbit around Kerbin at 86.75 km altitude above the surface.

  • Semi-Major Axis: The average of the apsides (Apoapsis and Periapsis) and usually measured from the body’s center in meters. The radius of Kerbin is 600,000 m, so the orbit altitude above the surface is 600 km less than this number.
    The Major axis is the distance between the Periapsis and the Apoapsis. The Semi-Major axis is half of it.
  • Eccentricity: The eccentricity gives how circular the orbit is (0 – 1).
    If a = Semi-Major Axis, based on these numbers we can calculate the
    • Periapsis = a * ( 1 – Eccecntricity)
    • Apoapsis = a * ( 1 + Eccentricity )
  • Inclination: The tilt of the orbit is given by the inclination in degrees ( –90° and 270°). Over 90 ° is a retrograde orbit (rotating against the planet’s rotation)
  • MNA: Mean anomaly at epoch, a pseudo-angle (up to 2π) expressing the proportion of the orbital period that has passed since the last periapsis (0 – 6.2831853071796). It shows how far we are in the orbit starting at the Periapsis.
  • OBT: it looks like this number does not have any effect on the orbit.
  • LAN: Longitude of ascending node specifies the tilt of the orbital plane (anticlockwise from the ecliptic at the ascending node) and its orientation (anticlockwise from the vernal point to the ascending node). (0 – 360)
  • Arg PE:  Argument of periapsis is the angle from the body’s ascending node to its periapsis, measured in the direction of motion. (0 – 360)

Editing the orbit in the save file

Set the bold values and delete the landedAt value to place the vessel into orbit.

		VESSEL
		{
			pid = b799bc0c84f845a4846b83a895338a2b
			persistentId = 1687642773
			name = Ast. IDB-108
			type = SpaceObject
			sit = ORBITING
			landed = False
			...
                        landedAt = 
                        ...
                        ...
                        ORBIT
			{
				SMA = 14166812485.399822
				ECC = 0.042225008870871029
				INC = 0.72660797415961664
				LPE = 340.34913835882173
				LAN = 321.06131061108044
				MNA = 0.31477348773277997
				EPH = 3608003.4179101563
				REF = 0
			}

When you edit the orbit attributes in the save file you need to specify the planet you are orbiting around.

REF

  • 0 = Kerbol
  • 1 = Kerbin
  • 2 = Mun
  • 3 = Minmus
  • 4 = Moho
  • 5 = Eve
  • 6 = Duna
  • 7 = Ike
  • 8 = Jool
  • 9 = Laythe
  • 10 = Vall
  • 11 = Bop
  • 12 = Tylo
  • 13 = Gilly
  • 14 = Pol
  • 15 = Dres

Rendezvous

To place a spacecraft next to an asteroid or another ship, use the Set Orbit cheat panel.

To place to spacecraft next to each other in orbit for docking

  • Select the first spacecraft in the Tracking Station and click the Fly button
  • Open the cheat menu with Alt-F12
  • Place the spacecraft in an orbit
  • Select the second spacecraft in the Tracking Station and click the Fly button
  • Open the cheat menu with Alt-F12
  • Place the second spacecraft in the same orbit
  • Select the first spacecraft at the bottom of the panel, set the distance, and click the Rendezvous button.

Save Game State

This is really not a cheat but can be very useful to save the game state from time to time to be able to return to a scenario if something goes wrong, or just to practice a certain maneuver. The game is automatically saved in reular intervals, or by pressing F5, but there is no way to go back in time to an earlier save. You can save the game state with a name before a complex docking maneuver, so if there is a collision between the vessels or any of them spins out of control, you can start over again.

Save the game state

  • Press the ESC key to bring up the pause menu
  • Click the Save Game… button,
  • Use a descriptive name, so it will be easier to find the state save later.

Load a saved game state

Unfortunately, the menus call the game and the games state the same. To load the saved game state, first load the game, and after that load the game state.

  • In the Kerbal Space Program main menu select Start Game
  • In the Game menu select Resume Saved
  • First, load the game
  • Press ESC to open the pause menu and select Load Save…
  • Select the game state and click Load

This will revert the game to the state you saved, no matter what happened after that in the game.

KSS space station construction in Kerbal Space Program

The easiest way to build a space station in low Kerbal orbit is to

  • build it in the Vehicle Assembly Building (VAB),
  • break it apart and save the modules as subassemblies,
  • launch the modules individually,
  • dock them together in orbit.

Build the space station

You can build the space station yourself, or load one from Steam.

Using a pre-built space station

I have run into stability issues with the KSS space station. When a few modules have been assembled, it started to wave side by side. I think the issue is, that the heavy fuel tanks are at the edges, and the center is hollow crew modules. Also, the docking ports don’t provide enough rigidity to the structure. If you want to use it

  • Subscribe to the space station of your choice on Steam
  • Load the KSS space station from Steam
  • Label the modules

Build your own space station

To make the station more robust, I use the Rockomax Adapter where the Clamp-O-Tron Docking Port Sr. is too big by itself to connect to the part, like the Rockomax HubMax Multi Point Connector.

The core

The core at the center of mass should contain the battery, reaction wheels, and control units

Z-4K Rechargeable Battery Units (4)
Advanced Reaction Wheel Large
RC-L01 Remote Guidance Unit
OX-STAT-XL Photovoltaic Panels

Additional Control

Use the Advanced Inline Stabilizer off the center of mass to assist in attitude control.

Joining modules

The Clamp-O-Tron Docking Port Sr. provides a very strong connection between large-diameter modules. If a smaller port is used between modules, reinforce it with a Rockomax Brand Adapter 02 and 4 Clamp-O-Tron Docking Port Jrs. attached with girders.

Crew modules

The MK1 Crew Cabin, and the MK3 Passenger Module provide comfortable accommodation, but those have smaller diameters. If you are looking for a large-diameter module with windows, use the Mobile Processing Lab MPL-LG-2

Fuel Tanks

To provide enough fuel for docking vessels, use the

  • Rockomax X200-32 large diameter, FL-T800 medium diameter long fuel tank for liquid fuel storage
  • FL-R120 and FL-R750 RCS Fuel Tank for monopropellant
  • PB-X750 Xenon Container for the IX-6315 “Dawn” Electric Propulsion System ( ion engine)

If the space station contains a Cupola

The Cupola can host one astronaut.

Launching the Cupola with a booster equipped with a Probe Core

When you launch the Cupola, place an astronaut in the cupola. Make sure the front of the Cupola and the Probe Core faces the same way, otherwise, the booster becomes uncontrollable, as the Cupola and the Probe Core will issue conflicting commands to the engines, the Reaction Wheel Module, and the RCS.

  • Rotate the Cupola, so the hatch is facing you (West) in the VAB.
  • Rotate the Probe Core, so the label is facing the same way (West in the VAB).
  • If the cupola is upside down, right-click the Cupola to open the menu, and click the Control Point button until it shows Reversed.

Controlling the space station from the Cupola

To control the space station from the Cupola set the control point correctly.

  • Right-click the Cupola
  • In the panel click the Control Point button until it shows Forward.

Great videos on space station construction

Kerbal Space Program configuration

To disable the game launcher for simpler game launch

  • In the main menu select Settings
    • On the General tab, check
      • Advanced Tweakables
      • Show Extended Burn Indicator
      • Ghosted Navigation Markers on Navball
      • Don’t Show Game Launcher
    • On the Graphics tab set
      • Ambient Light Boost 50%
      • Ambient Light Boost: Map 50%
      • Ambient Light Boost: Editor 50%

  • Press ALT-F12 to open the Debug screen
    • On the Physics page enable Visualize Autostruts
      Those are struts connecting parts for more rigidity, we will discuss their usage at Autostruts.

How to add comments to JSON files

JSON was designed to be a data only format, and deliberately does not support comments to avoid parsing directives which could break compatibility.

There is a way to add comments as custom elements:

{
    "//comment_1": "This is the first comment.",
    "//comment_2": "This is the second comment.",
    "Name": "John von Neumann",
    "Born": 1903,
    "item": {
        "//item_comment_1": "A nested comment.",
        "//item_comment_2": "Another nested comment.",
        "Field": "Computer science"
    }
}

Spacecraft specs in Kerbal Space Program

These are notes on the specifications of spacecraft for specific purposes.

Spacecraft to go to orbit

Rotate the spacecraft 90 degrees with “Q” so the pod hatch faces you in the VAB, the spacecraft heading 90 degrees on the launch pad for easier control with the elevator.

PartModel (symmetry)NotesStage
ParachuteMK16Min pressure = 0.6
Altitude = 1000
0
Command podMk1This should be the first part of the craft
Heat shield1.25 m
Upper stage
Decoupler TD-121
RCS fuel tankFL-R120Monopropellant = 100/250
Fuel tankFL-T100
Fuel tankFL-T400

RCS Truster block(4) RV-105On top of FL-T400 fuel tank
Battery(4) Z-100 Rechargeable battery packOn bottom of FL-T400 fuel tank
Solar panels(4) OX-STAT Photovoltaic panelsOn bottom of FL-T400 fuel tank
set Toggle Snap to 6 sided before placing it
rotate 90 degrees to horizontal
EngineLV-909 “Terrier” Liquid fuel engine2
Booster
Decoupler TD-123
Fuel tankFL-T400
Fuel tankFL-T400
Winglet(4) AV-R8On lower FL-T400 fuel tank
Radial decoupler for solid fuel boosters(2) TT-38KOn lower FL-T400 fuel tank4
Booster engines(2) RT-10 “Hammer” Solid fuel boosteron radial coupler
with “aerodynamic nose cone”
5
Booster main engineLV-T45 “Swivel” Liquid fuel engineTrust limiter = 655

To launch the space station modules to low Kerbin orbit

PartModel (symmetry)NotesStage
The station module
Upper stage
DecouplerTD-25 DecouplerThis will release the payload0
FairingAE-FF2 Airstream protective shell (2.5 m)1
Remote guidance unitRC-L01 Remote guidance unit
Fuel tankRockomax X200-32 Fuel Tank
Solar panelsOX-STAT-XL Photovoltaic panels (4)
BatteriesZ-400 Rechargeable Battery (4)
EngineRE-L10 “Poodle” Liquid Fuel Engine2
Booster
DecouplerTD-25 Decoupler3
Fuel tankRockomax Jumbo-64 Fuel TankOrange variant looks great
Radial decouplerTT-38K Radial Decoupler (4)On main fuel tank4
Main center engineRE-M3 “Mainsail” Liquid Fuel Engine5
Booster fuel tanksFL-T800 Fuel Tank ( 2 x 4)On radial decouplers
with “aerodynamic nose cone”
with EAS-4 Strut connectors to attach the top (3) and bottom (1) to the main fuel tank
Booster enginesLV-T45 “Swivel” Liquid Fuel Engnies (4)5
WingletsAV-R8 Winglets (4)On the main fuel tank

Tie down the payload

  • When the payload is attached make sure to select “Autostrut heaviest part” of every payload items.

Using FreeCAD

View rotation

Preset view rotations

Use the icons in the toolbar for preset rotations

Free view rotation

Press the shift key and rotate the view with the right mouse button.
See https://wiki.freecadweb.org/Mouse_navigation for more options.

To cut a hole

  • Create the object
  • Create a cylinder for the hole
  • Position the cylinder where the hole should be
  • On the left side of the “Part” workbench select the Model tab
  • First select the base object, after that the hole object
  • On the toolbar select the Cut icon
  • On the left side set the object as the base, the hole as the tool

Multiply objects

Create an array to multiply objects

To arrange the objects along a circle, create a polar array

  • Switch to the “Draft” workbench
  • Select the object to multiply
  • In the Modification menu select Array, Polar array
  • On the left side set the
  • Click the center of the circle to set the Center of rotation

Export part for 3D printing

Export from FreeCAD

To make sure the exported mesh contains the final object including all cuts

  • On the Model tab select the top level nodes
  • In the File menu select Export
  • Export as .stl

Convert the .stl file to .gcode in Cura

  • Open the .stl file in Ultimaker – Cura
  • Set the printer-specific parameters
  • Save the project in .3mf file for further modifications
  • Export the file to .gcode for 3D printing

Flying spacecraft in Kerbal Space Program

Controls

KeyFunction
F5Quick save the game
ZFull throttle
Left ShiftThrottle up
Left ControlThrottle down
XStop engine
SpaceStaging
TToggle SRS on and off
FTemporarily toggle SRS
Caps LockExact control mode
RToggle RCS on and off
MToggle map view
VCamera mode: Auto, Free, Orbital, Chase, Locked
“[” or “]”Cycles through nearby vessels.
` (backtick)Focus view on the current spacecraft

Avoid accidental staging

When you are in orbit and you don’t want to accidentally stage parts of the spacecraft, hide the staging panels.

  • Click the Display Staging button to hide the staging panel.
  • The Stage light will turn light red.

Time Warp

  • Press the period (.) key to speed up time, and press the comma (,) to slow down
  • Click the Time Warp indicator to change the Warp speed
  • Click the orbit and select Warp Here to time warp to that point

Warp to sunrise

Launch and docking are sometimes hard to do in darkness. Click the Warp to Sunrise button to advance the time to sunrise. Make sure no collision happens during the time change.

Flight information

In the Map view

Apoapsis and Periapsis

Hover above the “Ap” (Apoapsis) and “Pe” (Periapsis) icons to view the changing numbers, and right-click them to keep the numbers displayed.

Flight control

The NavBall

The NavBall symbols

Manual flight control

As we rotated the craft 90 degrees in the VAB, use the up (W) and down (S) keys to turn East.

Automatic attitude control

To enable automatic flight control after launch

  • Turn on SRS with “T” and
  • Click the Target icon

Automatic maneuver orientation

To automatically rotate the spacecraft to the maneuver marker

  • Turn on SRS with “T” and
  • Click the Maneuver icon

Note: You still have to initiate the burn, this is just for automatic spacecraft orinetation.

Automatic prograde orientation

To speed up the spacecraft keep it aligned prograde during the burn

  • Turn on SRS with “T” and
  • Click the Prograde icon

Automatic retrograde orientation

To slow down the spacecraft, keep it aligned retrograde during the burn

  • Turn on SRS with “T” and
  • Click the Retrograde icon

Changing orbit

Going to orbit

Start pitching east at 60 m/s speed. Slowly keep pitching over, always aiming about ~5-10° below your current prograde marker. If the spacecraft is long, the air resistance can flip the ship.

Maintain this until your map’s apoapsis point is at about 80 km.

  • 200 m/s 75°
  • 300 m/s 65°
  • 400 m/s 65°
  • Stage solid boosters
  • 500 m/s 60°
  • 530 m/s 50°
  • 600 m/s 40°
  • 700 m/s 30°
  • 800 m/s 25°
  • Stage lower-stage
  • Start upper-stage engine
  • 900 m/s 15°
  • 1100 m/s 10°
  • 1500 m/s 5°
  • Stop the engine when the apoapsis is 80 km (this already happens around 2000 m/s speed and 60 km altitude with the periapsis around -54 km)
  • Create and execute a maneuver at apoapsis to raise the periapsis to 80 km

Changing Apoapsis and Periapsis altitudes

  • To change the altitude of the Apoapsis and Periapsis burn at the opposite point.
    • To raise the Periapsis, at the Apoapsis turn prograde and start a burn. (Fine tune with radial in burn.)
    • To lower the Periapsis, at the Apoapsis turn retrograde and start a burn. (Fine tune with radial out burn.)
  • Click the Apopsis or Periapsis to place a Maneuver
  • On the Maneuver panel, open the Graphical Maneuver Editor
  • Set the “Scale”, the value of one click
  • Click the symbols to adjust the orbit

Return from orbit

To return from orbit lower the Periapsis to 32 km. The atmosphere will slow down the spacecraft preventing it to reach Apoapsis again.

  • At the Apoapsis turn retrograde and continue to burn until the Periapsis lowers to 32 km.
  • Open the parachute below the speed of sound (330 m/s) when the G force reduces to close to 0, around 100-150 m/s speed, at a height of around 3-5 km.

Maneuver nodes

We can set up maneuvers ahead of time and the spacecraft will execute them at the correct time with the correct burn length.

Create a maneuver node

  • Click the orbit and select Add Maneuver to place a maneuver node

Set up the maneuver

  • Pull the handles to plan to change the speed of the spacecraft into that direction. Watch the orbit to make sure you reach your desired destination. The farther you pull the handle the faster the orbit changes. Release the handle to stop the orbit change.
  • Watch the Apoapsis and Periapsis display to see the result of the burn

Delay and delete the maneuver

  • First, click the maneuver node to show the handles
  • Right-click the inner circle to switch to the other view
  • Click the red X to delete the node, the plus and minus icons to increment and decrement the orbit counter to delay the execution of the maneuver.

Execute the maneuver

  • Click the dashed planned orbit line and select Warp to Next Maneuver to move the time to 90 seconds before the maneuver
  • Rotate the spacecraft to align it with the blue cross on the NavBall
  • Split the burn duration around the node time, so start the burn before its time by half of its duration. Start a one-minute burn at T minus 30 seconds.
  • If the burn is very short, less than a few seconds, execute the burn with the low throttle for better control.
    • If you burn with the lowest setting, it is approximately 6.66% power. In this setting, you have to run the engine for 15 times longer than the estimated burn. So a 1-second full throttle estimated burn needs 15 seconds of low throttle burn. So start the burn at T – 7 seconds to center the burn around the maneuver time.

Stop the burn at the correct moment

To make sure you cut off the engine at the right moment, watch the resulting Periapsis or Apoapsis number, do not entirely rely on the calculated burn time.

  • Right-click the blue Periapsis or Apoapsis icon of the actual orbit to keep the number displayed, or open the Maneuver Node panel.
  • During the burn, watch the number change and stop the burn when it reaches the planned amount.

Close the maneuver

If you have already reached the correct orbit and the maneuver is no longer needed

  • Click the red X or green check mark to delete the maneuver

Warp to a location

To warp to a location on the orbit

  • Click the point on the solid orbit line where you want to warp to and select Warp Here

To warp to the next maneuver

  • Click anywhere on the dashed planned orbit and select Warp to Next Maneuver


    OR if the solid and dashed lines overlap
  • Click the Maneuver Mode button in the lower left corner to open the maneuver dashboard

  • Click the Warp to Next Maneuver button on the ORBIT display in the lower-left corner of the screen


    OR
  • Click the Next Maneuver button on the ORBIT display to go to the next maneuver
  • Click the Warp to Next Maneuver button on the MANEUVER display

Spacecraft construction in Kerbal Space Program

Key bindings

KeyEffect
SRotate part up
WRotate part down
ARotate part left (flat)
DRotate part right (flat)
QRotate part left
ERotate part right
Shift + W/S/A/D/Q/ERotate parts in 5° instead of 90° steps
SpaceReset part rotation
` (back quote)Search part
DeleteDelete selected part
1Place Mode
2Offset Mode
3Rotate Mode
4Root Mode
FIn Place mode: Toggle Symmetry between vessel or parent part
FIn Offset mode: Toggle between absolute or load centered offset
FIn Rotate mode: Toggle between absolute or relative rotation
RToggle Symmetry Method between mirror or radial
XCycle symmetry settings (next)
Shift + XCycle symmetry settings (previous)
CToggle Angle Snap
EnterReset staging list
Ctrl + ZUndo the last action
Ctrl + YRedo the last action
Mod (hold)Disable surface attach/exclusively use node attach
Shift + Left-clickMove the entire ship
The “Shift + Left-click” on any part of the ship to grab the entire craft, and release the mouse button to move it.
Left-click again to release it.
Control + Left-clickNavigate to clicked part in the part list
Mod + Left-clickDuplicate part or assembly in VAB

Placing Parts

To place the part to the correct location align the white dot to the parent where the part should be placed.

  • For successful staging, make sure the solid rocket boosters are attached to the radial decouplers.

    No matter where you grab the booster, the white dot always appears in the middle, so place one radial decoupler where the middle of the booster will be.

RCS

Place RCS blocks with 3 or 4 symmetry at the top and bottom of the craft equidistant from the Center of Mass (CoM). If more RCS blocks are needed, place them close to the Center of Mass (CoM).

Save on monopropellant

If your vessel has reaction wheels, you don’t need to waste fuel to rotate the craft. We can select what actions will the RCS system perform.

Enable Advanced Tweakables

  • In the space center press ESC to open the pause menu, and select Settings
  • Scroll down and enable Advanced Tweakables, and click the Accept button

Disable the rotation functions

  • Right-click the RCS truster block and select Show Actuation Toggles
  • Disable Yaw, Pitch, Roll
  • If you used symmetry to place the trusters, the others in the same group will be adjusted, but you still need to set up the rest of the groups of the craft.
  • As the Cupola has its own RCS trusters, configure those too

Staging

Stage 0 is for the parachute, the largest number is for the boosters.

Breaking up groups with symmetry

When you place parts with symmetry, those move together when you rearrange them in staging. To break up the symmetry groups

  • Click the part you don’t want to move to unselect it
  • Drag the rest of the (still selected) parts to the new stage

Spacecraft alignment

As you enter the VAB, you are standing on the West side of the VAB, facing East. When the pod is placed on the spacecraft, the astronauts (and the automatic probe cores) are facing North, so you have to yaw right for the Eastern gravity turn. Rotate the pod 90 degrees with “Q” in the VAB to face East, so steering can be done with the up and down controls, and maneuvers are going to be more intuitive in orbit. If the hatch of the Command Pod, or the Cupola, or the label of the Probe Core is facing you (West) in the VAB, it is in the correct position.

When you save a module as a Subassembly, it will always be inserted facing North (hatch facing South), so you should rotate it 90 degrees with “Q”.

Fairings

Turn off expansion animation

By default Protective Shells open when you mouse over them. It is designed to reveal their cargo, but can be unnecessary when used as custom aerodynamic nose cones. To temporarily disable the animation

  • Right-click the fairing and click the Fairing Expansion button to turn it off.

Edit the fairing

  • To edit the shape of the fairing, click the Edit Fairing button.

Flight abort

To safely abort a flight assign actions to the Abort action group. When you click the abort handle next to the altimeter or press the Backspace key the action group items will be executed. To open the parachute, press the space bar multiple times to advance through the staging sequence.

  • Select Action to create an Action Group
  • Select the Abort action group
  • Click the coupler under the pod
  • Add the Decouple action to the group
  • Select all liquid engines
  • And add their Shutdown Engine actions to the group
  • Select the engine of the upper stage in the fairing and add the Shutdown Engine action to the group

  • Select the radial decouplers of the solid rocket boosters. If placed with symmetry, it is enough to select one of them.
  • Add the Decouple action to the group

Propulsion design

To reach celestial bodies you need to provide the necessary Delta V to the mass of your spacecraft with your engines.

This cheat sheet, by Vaier from https://steamcommunity.com/sharedfiles/filedetails/?id=2477535173, can help to calculate the necessary engine power.

Engine selection

Use the ISP value to select the right engine for the right environment. Some engines perform better at sea level (ASL), and some in a vacuum (Vac.)

For boosters, use the engine designed for both, ASL and Vac.

For orbiters, use the engine designed for vacuum

Delta-v

To check the delta-v of the vessel, first, open the Delta-v panel at the bottom of the screen, and select Vacuum. Make sure NOT to add the orbital stage value to the booster stage’s Delta-v. Temporarily you can reduce the thrust of the upper stage engines to zero to use the red total value at the bottom, but don’t forget to turn them on again.

Trust weight ratio

The optimal thrust-to-weight ratio for boosters is around 1.5 – 3. Once in orbit, less than 1 is enough for speed changes. The less the TWR, the longer burn is needed.

  • To display the thrust-to-weight ratio click the orange tab of the stage.

Typical TWRs

Sea level: 1.3 – 1.35

Upper stage booster: 2.05 – 2.15

Orbital vehicles: below 1 is fine

Subassemblies

We can save modules of the spacecraft as subassemblies. We can build a complete space station in the VAB, select modules connected by docking ports, and save them as subassemblies. To launch the modules individually, we load a spacecraft to launch it, and place the module on top of it from the subassembly list.

  • In the Vehicle Assembly Building enable Advanced mode
  • Click the Subassemblies button
  • Left-click the docking port of the module and release the mouse button to grab it.
  • As the mouse still moves the module click the Subassembly Drop Zone with the left mouse button.
  • The subassembly save dialog opens, enter a name and description

Autostruts

Autostruts are struts, but can automatically be attached to three relative parts:

  • Heaviest Part (WARNING this can change as fuel is used up during flight, and as a result of docking)
  • Root part (the first part of the vessel construction)
  • Grandparent Part (for a solid fuel booster attached to a fuel tank with a radial coupler, the fuel tank is the grandparent part)

To see autostruts, enable the visibility in the Debug menu, see Visualize Autostruts

You can add autostruts to vessels in orbit:

  • Right-click the part and cycle through the autostrut attachment options by clicking the Autostrut button. In this example we have selected the Root Part

WARNING: It can cause wobbling in large structures, like space stations.

More information

The Kerbal Space Program wiki provides great information on spacecraft building and control.

Challah with raisins

Ingredients

  • 18 oz. (500 g) all-purpose flour
  • 3.5 oz. (100 g) bread flour if you use yeast
  • 6.3 oz. (180 g) sourdough starter, or 1 packet (0.25 oz., 7 g) active dry yeast, or 0.9 oz. (25 g) fresh yeast
  • 1 tsp sugar to rise the yeast
  • 5 – 6.75 fl. oz. (150 – 200 ml) 2% low-fat milk
  • 6.75 fl. oz. (200 ml) heavy whipping cream
  • 3 – 4 tbsp sugar
  • 1 tsp salt
  • 1 whole egg + 1 egg yolk
  • 1 whole egg at the end to brush the challah with it before you bake it
  • Raisins are optional (but recommended) approximately 1 cup
  • You can also add cocoa powder to half of the strands.

Preparation

If you use yeast, mix the yeast and 1 tsp sugar in 5 fl. oz. (1.5 dl) lukewarm milk and let it rise.

Sift the flour into a bowl, add salt, and sugar, and mix it. We make a well in the middle, and pour heavy whipping cream, egg, yolk, starter, and the 5 fl. oz. (150 ml) milk. We can add more milk if our dough is very hard during kneading.

We begin to knead. When it has pretty much come together into a ball, we put it out on the board and work out the dough thoroughly. It is good if our dough has a nice smooth, shiny surface and does not stick to the board.

Put in a bowl, cover it, and let it rise

  • with starter 4-5 hours
  • with yeast 3-4 hours

or put it in the fridge overnight.

Then cut into 4 or 8 identical pieces, depending on whether you want to bake one or two challahs. Add the raisins as you roll up the pieces one by one, cover them again and leave them to rest for 15 minutes.

After resting roll strands of the same length from the dough.

Braid the challah.

We lay it on baking paper and immediately brush it with a whole beaten egg. Make sure that the egg does not trickle between the braids. We now let our dough rise for about half an hour.

In the meantime preheat the oven to 375 Fahrenheit (190 Celsius). Brush the challah with the beaten eggs again, and you may sprinkle it with poppy seeds. Put it in the hot oven. After 10 minutes of baking, reduce the heat to 350 Fahrenheit (175 Celsius) degrees. The total baking time for smaller challah is about 30-35 minutes, and for the large challah is 40-45 minutes in total.

SnowRunner – Taymyr (spoiler)

Drowned Lands

Where to find cargo

LocationHasNeeds
Railway StationCargo container (2 slots)
Oil barrels (1 slot)
Cement (1 slot)
Service spare parts (1 slot)
WarehouseMetal beams (2 slots)
Vehicle spare parts (1 slot)

Quarry

Where to find cargo

LocationHasNeeds
QuarryConcrete slabs (2 slots)

Tasks

TaskWhatFromToNotes
Clearing The WayMetal beams x2Fallen tower (North)
Off-RoaderTruck repaired and refueledNorthService HubThe Service Hub location on the Quarry map is revealed when the truck is repaired and refueled.