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1
Construction.
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> Z and Shift+Z change the symmetry.
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> Z and Shift+Z change the symmetry (Always design with symmetry where possible, and note how your symmetry can change when you decouple previous stages!).
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> X changes the angle snapping.
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> Alt + click on part on a craft clones that part and anything connected to it, except things 'above' it.
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> Shift + click lets you reposition the craft as if you'd grabbed the command pod.
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> WASDQE lets you rotate parts.
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> Shift + WASDQE lets you rotate parts in smaller increments.
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> Action groups are useful. Custom 1-0 are bound to the number keys. Abort is bound to backspace.
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> Action groups are useful. To add something to a group, click action groups (near top right) and then click the group you want to add it to (eg 1-0), then click the part you want to add to the group (eg your solar arrays, parts added in symmetry are all added when one is clicked) then select which action you want to perform with that action group.  Toggle is most commonly used.  Custom 1-0 are bound to the number keys. Abort is bound to backspace.
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> The Clamp-O-Tron Jr. can only dock with other Clamp-O-Tron Jr. docking ports. All other docking ports can dock with each other.
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> The HubMax Multi-Point Connector does not have docking ports on it. These must be added separately.
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> The arrow on decouplers points to the part that will be detatched. The decoupler will remain on the side the arrow is facing away from.
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> The arrows on fuel lines show which direction the fuel will be pumped, aka attachpoint 1 pumps to attachpoint 2.
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> The arrows on fuel lines show which direction the fuel will be pumped, the first part you click pumps fuel out and into the second part you click.  Useful for asparagus staging.
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Flight.
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> Capslock toggles fine movements.
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> Alt + WASDQE adjusts trim (changes the "centre point" of the controls so you can fly your plane ascending without having to hold S).
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> Alt + X resets the trim
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> X sets your throttle to zero immediately, cutting all engines.
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> Alt + ., uses physical time warp (craft aren't put on rails, can be used in atmosphere).
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> C changes camera modes. Some internal views have a radar altimeter that shows you height above ground instead of sea level that the main altimeter uses (useful for landing).
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> Hold the right mouse button and drag to move the camera off-centre.  (this has been changed to middle mouse+drag)
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> Double middle click to return the camera's centre to the craft's centre of mass.
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> L toggles all lights. (this seems to be changed to U)
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> U toggles lights on and off, lights consume electricity.
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> ] and [ switch to any nearby craft.
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> F1 to take a screenshot. Goes to KSP\Screenshots
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> ] and [ switch to previous and next craft.
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> F1 to take a screenshot. Goes to KSP\Screenshots, this directory won't exist until you take one screenshot.
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> F2 to toggle GUI elements (altimeter, navball, staging etc.)
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> F3 to toggle the flight results window.
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> F4 to hide craft markers (diamonds with names underneath).
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> You can target another object by double clicking on it when it is within visual range (2.5km) and you can target individual items by right clicking them and selecting target.
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> You can dock more precisely when you shift to docking mode (bottom left, 2nd option, below staging) and it is recommended to right click your docking node and click 'control from here', treating that point as the center of your ship for measurement purposes.
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> Enter docking mode when driving rovers to avoid SAS/pod torque flipping them over.  This also changes RCS controls, so typically you will want to turn RCS off when you are driving a rover that is not RCS-powered in docking mode.
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> Spaceplanes:
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> Shielded docking ports must be opened by right-clicking on them before they are able to dock.
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Spaceplanes:
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> Make sure your centre of mass is in front of your centre of lift, otherwise your plane will flip out. Front fuel tanks drain first, shifting the centre of mass backwards, so make sure it is still in front of the centre of lift in this case.  Raising the height of your center of lift will also help with stability if your lifting surfaces are on the front and rear of your plane, respectively.  If you just have central wings, it will probably be detrimental.
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> Hold shift to run while on ground in gravity. (this has been changed to pressing alt to toggle)
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> R turns on RCS, the kerbal will grab his thruster controls, then you can thrust around.
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> L turns on lights. (this may also be U)
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> Hold shift to run while on ground in gravity. You can also hit Alt to toggle movement mode between run and walk.
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> Press space to jump, be careful when on extremely low gravity bodies such as gilly, as a jump there can take 3-4 minutes to complete.
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> R turns on RCS, your Kerbal will grab his thruster controls, then you can thrust around.
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> L turns on lights.
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> Alt + F2 to open the debug console. It tells you what parts have crashed your game. You can sometimes see what's causing slowdown too.  (this has been changed to alt+shift+f12 as of 19.1)
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> Holding shift with WASD on a ladder lets you lean in that direction. Pressing space while doing this lets you jump off the ladder in that direction.
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> To delete all debris, go to settings and set persistent debris to 0, then start a flight, then reset the debris to what you had it to before.  This can greatly help with performance, especially if you have the 'stutter' bug.
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> Alt + Shift + F12 opens the debug menu in the VAB, and allows you to cheat/place parts without collision (useful for putting probe bodies inside discarded stages so you can switch to and delete them when no longer needed for manual debris removal) and see what crashed your game.