The tip overlays and the flow of the explanation is fantastic. I am going to go back to the very basics videos to make sure I didn't miss any great tips on the stuff I am already comfortable with.
Earlier this year I picked up the game, gave it a try the same day and left it for a month 😂. I then found your series and is now one of my most played games the last few months, awesome series thanks a lot👌
Three points of unsolicited advice :) 1) There is no cheating, in a single player game all you want to do is have fun. If you're having fun, you're doing it right. 2) Use mods to automate stuff you think is boring, not stuff you can't do (unless 1 :) ) 3) Explosions are pretty, and rescue missions are fun :)
Not only is it a slow and graceful release, but the fins aren't another item to worry about in the staging. Locating them just above the center of the booster causes less tumbling and moves the aerodynamics further back for a safer launch. I developed this technique after several troubling launches before I unlocked sepatrons. Enjoy!
This tutorial series has done a better job of flattening Kerbal Space Program's steep learning curve than any others I've watched. You're an excellent educator, thanks for this.
I swear you are the only KSP RU-vidr that actually explains things in plain English. I've seen countless videos from others that show off the truss assemblies, but none of them took the time to explain how to actually do it.
your KSP tutorials are one of the bests I found on youtube, great quality, love the details with the timestamps, tips on screen and things like that. been playing KSP for a few years, and still enjoy and learn a lot with your videos. congrats!.
I generally use two parallel stages when I use them, and by rotating my vessel so they are parallel to the ground, gravity pulls them cleanly away on separation. And of course, saving boosters and using them that way is what they do in real life, pretty much for the same reasons. Although a mod which made using a subassembly cheaper would be welcome.
The EP-12 Engine Plate can also be used to discard the Launch Escape System when it's no longer needed. Just flip it upside down and toggle the variant to Short. Engine plates automatically generate a tubular fairing and include their own decoupler. They also only have one additional node, so the process is less finicky than dealing with the weird interstage nodes of the payload fairing! Edit: As far as I can tell, it's within .015 tons on the launchpad and maybe slightly lighter after decoupling, but it's tricky to judge the weight after staging.
I'm a little late but instead of using wings to make sure it doesn't collide you could place the decoupler further up so that it pushes the top of booster away from the rocket.
Not at the computer rn but, alternate arrangement for the abort system: * Launch escape rocket * Docking port * Capsule with radial parachutes. Probably more practical, though I wonder if maybe the docking port is weaker than a decoupler. Struts might be the answer there. First thing to test once I unlock separatrons, I guess.
Thank you for the entertainment, worth mention might be that your staging need to be checked when using sub-assemblies. I have failed that and wondered why my entire booster fell off when the solid fuel ones ran dry :)
Hello!!! To people reading these, you might be very new to the game, and you might have noticed that when you make super tall rockets it wobbles... what you want to do is first go to your settings and turn on advance tweakables, then after you turn that on you then go to your save of choosing then go to where you built your ship then right click it then you can see more options such as; Autostrut and Rigid Attachment DO NOT TURN ON RIGID ATTACHMENT FOR NOW! I don't have much experience on that feature but 1 and it made my rocket crumble. Now, autostrut is what you want and engage it on heaviest part, there are 3 settings available, those are heavies part, grandparent part and root part. Heaviest part is for making rockets stable and rigid. Root part is mainly for robotics, if you put a robotic part on heaviest part it will not work at all and grandparent part is for space stations. And that's all of it, I recommend heaviest part most of the time with the exemption on robotics, so have fun with this new information! 😀
ya so i am commenting first on this video and this feels weird anyways i am here first and i have nothing much to say but..... KEEP UP THE GOOD WORK FRIEND !!
Not using revert flight makes it so much more fun imo, giving hijinks and impromptu rescue missions when a flight goes awry. The only exception I’d grant would be if something blows up on launch pad and kills a Kerbal
In my own games I tend to separate testing from launch day. On launch day I deal with the consequences of whatever happens with the exceptions of Kraken attacks and landings which I still give myself permission to quick save before.
Thanks so much u just saved me I have been struggling so hard to get my payloads into orbit I either run of out of fuel don't get high and fall back down during my burn etc now I can just find out how much the booster can cary
Remember me? (Sorry I keep saying that ^.^) I have around like 25 mods for ksp, one of them is spectra (I cant get sve to work but spectra looks better) and the others are mainly adding parts like 7.5 rocket parts, many different launch pads and towers, solar panels and lots of antennae, many engines and science experiments, and a planetary base system, which is what this comment is about: I need help landing rovers and soon, my planetary base. I can build them just fine, but I have got no clue on how to land them on a body or planet. I tried keeping it under the engine and it just burned (no surprise) and I can’t figure it out. Please help me and thanks :) Also, I suck at sstos and I avoid them. Is it fine to skip making them and just building rockets? Final comment: Thanks for all the help and you are the only person that can answer my questions. Please continue to make tutorial videos and I hope you get 10k subs soon!
Of course you don't need to build SSTOs and just use rockets. There's no rules on how to play this game. Make it your own. By the mod list, it sounds very much like you're doing that. I've done a few rovers in my day, but not a ton. It sounds like its a build problem more than a how-to-land problem. Protecting the payload during descent can be done with large service bays or fairings. I'm not sure when I would be getting to a video on that. I'll add it to my list. Sorry if this isn't much help.
For landing stuff on an atmosphereless body, a Skycrane-like setup can be helpful, e.g. a setup of engines far above your payload. If your payload is not symmetric, you can use KER to see if you have any unwanted torque, TCA (Throttle Controlled Avionics) will also help you with that. If the planet/moon you're landing on has an atmosphere, the easiest approach is often going with parachutes, drogue chutes and airbrakes. Hope this helps!
Can you just put the rocket ito a very mild rotation before releasing the early stage boosters, and let centrifugal force do the rest for a smooth peel-off?
How do you activate custom action groups on xbox? BTW this is an awesome series, learned more interesting first few videos than I did watching most of Matt Lowes stuff.
This isn't very relevant to the video but I'm a bit stuck in terms of science. I've exhausted all the science in the KSC and have a probe on the Mun and Minmus, and I think the next step is to get science from the various biomes on Kerbin. Unfortunately I think I need supersonic flight in order to get to where I want on Kerbin, but I need 60 more science. Is there anywhere that I could get that last 60 science from?
You can access Shores, Water, Grasslands, Highlands, Mountains and Deserts within a short distance of the KSC, easily accessible with a basic jet. You can fly to other biomes if you like, but you'll get more science with less playtime landing in a different biome on the Mun or Minmus.
@@kennethwealot9592 I'm not sure exactly what you are asking here. Is this about the staging diagram on the right? The capsule itself isn't in the diagram, just things like engines and decouplers appear there. The capsule engine is on stage 1 at the end of this video. Let me know if this doesn't answer your question.
@@kennethwealot9592 Sure. The capsule is the Mk1-3 Command Pod. The engine is the Terrier and the fuel can is the Rockomax X-200. If you aren't seeing them you must not have them unlocked yet.
Came to video because title mentioned "re-rooting". Left because no chapter set at the "re-rooting" part, and don't feel like hunting through a 20+ minute video for it. Protip: set chapters for every item mentioned in your title.
Mike's reply to this on my notification feed was "The chapter is Using Subassemblies to Save Boosters. Pro Tip: It's impossible to include every word someone may be interested in a single title." I think he deleted this reply, I don't find it here. Mike, thank you for replying with the chapter within which "re-rooting" is discussed. My point wasn't that you didn't include "re-rooting" in your title, it was that you did have "re-rooting" as one of three things in your title but didn't have a chapter snap to it in a longer-than-average video. As a video searcher and consumer, definitely best practice among content creators, if they have chapter snaps, is to have a chapter snap to each keyword they have in their video title especially if it's a longer-than-average video. Not asking for you to include any more words I'm particularly interested in to your title, asking for you to have chapter snaps to at least the three keywords that *you* were interested in including in your title.
@@MikeAben I like the game but it hard to build some stuff, eg i build big cargo with doors onto airoplane head, i can put a decupler in and then nothing can click on to that, try to clock on tank and it tries to put it on the ground of cargo?