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The second part of our mission requires the player to head towards Eve, so let’s do that. Now our player will have his vessel launched from our mobile launchpad. Now, under the Location tab we have our custom launch Site among the launchsite options. Let’s return to the Create Vessel node’s SAP by left clicking the Create Vessel node in the canvas. You can also set the location by defining the desired latitude and longitude. You can interact with the GAP: Right-clicking the body lets you move around the planet and left-clicking defines the location of the mobile launchpad. By doing this, a Graphic Action Pane (GAP) is displayed, showcasing the body you selected. In the SAP you’ll find a “Create LaunchSite” tab, where you can set the Site Name and the Planet Body where it will be located, let’s name our site and select Mun as our Planet Body. This node allows us to create custom launchpads and we want to launch from Mun, so let’s do that. Lets left-click on the LaunchSite node, drag it to the canvas and dock it under the Create Vessel node. You can display the tooltips by hovering the mouse over the nodes in the Sidebar, and by right-clicking them you can pin them as you would with parts in the VAB. Before moving on, let’s name the vessel, “La Rescatadora” seems like a good name. You can also create a vessel for the player to use and add Vessel Restriction here, but we won’t do that for the purposes of our mission. You can also define the Facility where the player will build the vessel and select a default Launch Site. We want to launch from a Launch Site, so we’ll select that option. Under the “Location” Tab, you can define the situation of the vessel, whether it will be landed, in orbit, or at a launch site after the player finishes building it and hits the Launch button. We want to have the player build their own vessel, so we’ll leave the “Player Built” selected under the “Create Vessel” Tab. Let’s open the SAP for the Create Vessel node. Nodes docked to the start node define the vessels and launch sites that are created at the start of the mission. Moving on to the Create Vessel node, you’ll notice that it’s docked right under the Start Node. Each node has different settings, so we’ll be making adjustments to the other nodes we’ll include for our mission. For our mission we’ll leave those settings as they are. The Start Node defines the starting parameters for our mission and by Left-clicking it you’ll open its Setting Action Pane, where you can adjust the Difficulty Settings and the Mission Start Time amongst other things. These are grouped in different categories, depending on their function and purpose, for example, location related actions.īy default, a new mission includes a Start Node and a Create Vessel node. In the sidebar a wide selection of nodes is available for you to choose from. So without further ado, let’s begin!Īfter entering the Start Game screen, you’ll find the expansion’s game modes listed below Scenarios.Įnter the Mission Builder and you’ll see the Mission Canvas in the center of the screen, the Sidebar holding all the nodes on the left, and both the Setting Action Pane and Graphic Action Pane on the right (both are blank as nothing is selected yet). Finally the player will continue with the rescue mission, return safely to Kerbin and land at a designated area. During the flight, a random part will fail and the player will have to perform an EVA to repair the vessel. To illustrate this tutorial, we’ll create a mission, where the player will have to build a vessel that will be launched from a mobile launchpad located on the Mun and head to Eve to rescue a stranded Kerbal orbiting the planet. By following this guide, you’ll be able to create and play missions from day one. In this article, we will detail how the you can use the tools of Mission Builder to create all sorts of exciting and inventive missions. If you have been following us, by now you should be aware of the Mission Builder, an exciting new feature that puts the process of creating and editing missions in your hands, using an intuitive and powerful interface. In the upcoming weeks, we’ll be posting articles with the purpose of preparing you for the launch of the expansion. As we are getting closer to the release of Kerbal Space Program: Making History Expansion, the first ever KSP expansion, it’s a good time to start detailing how some of the features will actually work.