The long awaited rescue is now under way. Part two should come out soon, I'm thinking early July. If you have any tips feel free to let me know because I'm not finished recording yet!
Your flight path on kerbin is also usually the optimal flight path to get off of Eve, getting out of the atmosphere as quickly as possible, then going from there. Also, that changing of orbit without engines may be because of an accidental kraken drive with the docking acquire force, just set that to 0 and hope that it is solved. Basically if 2 docking ports are within the "magnet" range of each other, you can set one's acquire force to 0 and one to max to get a kraken drive.
Tip with propellers: Hold alt when putting them on, and go into the settings for the motor and change the amount of nodes. You should also keep the actual angle of the blades the same, but use the deploy feature & deploy angle.
The issue you had while launching at 5:30 is because your vessel was physics easing (the fame slowly puts your vessel onto the ground when you use the position cheat). This stops once you touch the surface (which didn't happen in the video) or if you uncheck the checkbox "Ease to Ground" in the position cheat menu. You can tell that it's physics easing by the message at the top of the screen
I noticed that you have very steep ascend profile from kerbin, you don't have to. You're probably victim of an old rumor (which was true in ancient KSP versions) where atmosphere was dense as ****. It's no longer the case - more shallow ascend is more efficient (don't be scared with red atmosphere effects on a ship during ascend, it's worth the drag). And it allow for hand's free ascends! Just tilt the rocket at ca. 50 m/s to move prograde 10 deg to the right and hit follow prograde. If you end up too low - delay the tilt. If apo shoots too far into the space - speed up/increase the tilt. Such starts are way more satisfactory
Landing gears appear to be really glitchy these days, specially when attached to wing surfaces. Had many situations recently, on a new run, where landing gear just randomly bumps off the ground right off the sph.
Protip: The preset action groups can be controlled via the keyboard, gear is toggled by G, lights are toggled by U, brakes are on while holding down B.
Awesome video! A few tips: when launching, you can actually begin tipping over extremely quickly even with solid rockets. I recommend starting around 50-100m/s, and then tip over just a few degrees. Hold that position for a bit and then just lock to prograde. Gravity will drag your prograde marker down - aim for reaching 45 degrees (halfway between the top of the navball and the horizon) at around 9-10km in height. Then you can aim just above the horizon on the navball until your apoapsis reaches the right height. This is how it’s done in real life albeit at a smaller scale, and it improves efficiency a lot. The larger your circularization burn, the less efficient your launch (generally). Using that method you can very consistently achieve orbit on kerbin in less than 3500m/s of dV. It works a bit differently on other planets, but for kerbin it works great. On small atmosphere-less bodies you can tip over almost all the way immediately, and on a body like Eve you have to be going much faster before starting your turn. The main point is that speed is a pretty accurate determiner for when to start turning with a bit of practice. I’ll look out for part 2!
When building, I would move your camera to the side when placing something with nodes, if the nodes line up side by side, they lock in place, and you have perfect symmetry
16:22 oof the sticking out small head shields on sides, I can already feel your pain. Had a similar problem with inflatable heat shields, due to their high drag/mass ratio they do tend to flip your ship backwards.
The reason you're having trouble taking off is because your landing gear is behind your control surfaces. When you take off, those surfaces push down on your wing, so you want the landing gear to serve as a fulcrum. That way, when the tail is pushed down, the aircraft tilts up. You're having an easier time lifting off on Eve because the ground is bumpy, so it bounces you into the air and eliminates the problem lol You can also solve this by adding canards to the nose, which means you're lifting off by lifting the nose rather than pushing down on the tail. But that adds instability to the aircraft, so it's not a great idea. You should check out Scott Manley's aerodynamics for beginners series. It's pretty old but the principles are the same, and it's done in the KSP editor, so it's easy to grasp. The second video goes over this stuff if you're interested.
14:22 I believe your take-off on Eve was easier because at 13:37 you dropped the tail wheel spring strength giving your plane a pitched up effect while on the ground.
I might be super late to this, but I noticed that propellers kinda work like an IRL gearbox (maybe? I never drove a car lol), so you can use that yellow robotic controller from Breaking Ground DLC. You start with 0 degrees attack angle on blades, set “throttle” to control your blades’ attack angle in robotic controller’s action menu, first you go full throttle (about 70 deg. of blade’s angle of attack), build up your speed, and then you lower the throttle (thus lowering the AOA) which will increase your speed further, and then you’ll hit the cap at some point, but the thing is you really should use tweakable in-flight AOA on propeller planes, idk how this works, but it does. Some people can explain this, but I’m just sharing my experience.
Reid captain you’re so good at this game. Yesterday I was trying to get to the mun for the first time in sandbox mode and the farthest I got was crashing into the mun going 1000 meters per second
What the hell? If you get an encounter with the Mun, at the periapsis of your encounter you will go 900 m/s. Either you exaggerated or you got to the Mun very inefficiently.
If you put an electric propeler motor over a motorless fuel propeler motor you will cancel the torque and have extra energy from the generator of the motorless motor. As the generator has a fixed output, you can get free energy if the atmosphere is thin enough
The hardest rescue I have ever done was from kerbol orbit(near Moho) with grappler ,it took me hours to get an encounter and I needed a lot of Δv ,so I used ion engines ,which are unplayable without timewarp mods
Oo, i have a pretty weird rocket idea: Try to go to Moho and back using a rocket only made of parts from Jebs junkyard and rocket parts co. And ONLY parts from said manufacturer. Also, i want it to, if possible, contain a Hitchhiker storage container beacause i like the Hitchhiker storage container its my favourite part.
how come you don't use the tiny escape rockets to push the boosters away from the rocket when you stage them off? wouldn't the small increase in weight be more than offset by the increased efficiency of the gravity turn?
You have me someone that has 20 hours in the game and struggles to get to the mun and back on career mode and then you have this guy wich has the hardest missions in the game easily
Challenge! Game: Stormworks Objective: Make a homing missile launcher that automatically looks for a target, locks on to it and then fires a homing missile. It’s possible if you use radars!
Your most used word is "So" you say it in every third sentence. Saying it all the time is a bad habit. Just leave this interjection away. It gets annoying. Maybe it is just me getting annoyed, do not take this the wrong way. But try to listen to what you say and count. I respect your dedication to fly around half a Planet in a Propeller driven craft.