Great timing! I was just working on a first shuttle earlier lol. One other topic i would love for you to cover is more advanced flight and what the differences actually are between the various engines and the intakes etc as the game doesnt do a great job on explaining that, had to use a few wikis. But yeah, this series has been invaluable and great to see you're still adding to it!
Just a note: By using the root (4) function in the vab, you can change the root part of anything, even parts not connected to the vessel (when you just merged a craft or brought it via subassemblies) so the 2nd advice is irrelevant since you can just bring the part you want and change its root part on the go :) Otherwise great video !
Seems like after many... learning opportunities and failed Kerbin low orbit attempts I have finally caught up with the series. Wanted to thank you for all the help so far! I got a question though: Where did you get the science for all the tier 6 upgrades? Did you use some sort of moon "jumper" collecting surface science? I've been trying to come up with a good build to hop from moon biome to moon biome, but have been unsuccessful so far...Any help? :)
@@MikeAben this is exactly what I’m trying to do right now but, redocking, putting the station in a polar orbit and building vessels capable of the mission parameters seem impossible. It’s pretty specific but I would be so happy if you’ve already made a tutorial or if you’d consider a tutorial for it in the future. Also I love your channel your my favourite RU-vidr I’m so excited about how big your gonna grow during ksp 2
@@jackturner3867 Actually, I'll be doing exactly this with the next tutorial coming out Monday, though there's not much on inserting, rendezvousing and docking as that's already been covered pretty heavily in my Contract Guide series. I'll post a link. ru-vid.com/group/PLB3Ia8aQsDKgM2v7mOP6QsC3Yv2CKZrmV
Unless you haven't unlocked the parts for a good SSTO yet. Honestly, SSTOs aren't really that practical either if your aim is just to get stuff into orbit as easily as possible.
I know that there are two mods that are good for reusability, the one where you attach parachutes and the one where you warp back to your quicksave. The one that I want to download is not usable in 1.11.2 according to ckan. will it actually break my game, or can I download it anyways?
When I couple subs with a docking port they tend to wobble, especially with bigger subs in larger delivery vehicles. Is there a fix without running struts inside of the fairings of payload parts? In that same vein Is there a way to disable subs when being carried? wheels and such turning. And like quick keys for solar panels on the delivery vehicle then enables radiators on the sub that is also set to #1. any input would ne appreciated. thanks guys
Wobbling can be fixed with either the struts part or using autostruts. Wheels and the like can be disabled in the context menu for the part (just turn off the motor and steering). If you've got a lot of stuff you want to turn off it would likely be more convenient to attach all that to an action group.
@@MikeAben thanks for the quick reply. So with action groups there's no way to differentiate one ship from the other? If I have action group 1 activate the steering on Rover and I also have it to activate the solar panels on the delivery vessel both would activate and when I push the button
@@MikeAben I like SSTO spaceplanes that take off from the runway since you can get a good size payload into orbit with them and return the whole vehicle for 100% value. With NASA style space shuttles I always wonder what benefit there is from the extra design complexity.
There's no reason to fly shuttles if you don't want to. In fact, they're rather inefficient. The booster required to bring this shuttle up is about four times heavier than what would be required to have brought up the payload only. There's a reason no one is building shuttles anymore IRL.