You can make maneuver nodes without a connection to the kerbal space center, but only if you bring a pilot kerbal. Bob is a scientist, so you couldn't.
what was your first rocket to land on mun? minewas 5 kickbacks, two terriers, some fuel and all of this being 1,5 meters. now i have my best pilot stranded on the mun ): I'm gonna rescue her today because i dont have any more 1 star pilots (edit:) I'm gonna rescue her using a smol plane with prodobyne powered by Ion engines and terriers powered by solar power because thats just C H E A P
reid, the small engine you tried on your rocket before switching out for a dart was vacuum optimized: meaning it doesnt work on the surface of kerbin but excels for manuevering in space (and since duna barely has surface pressure, that extends to it as well)
Oh hey, you're using may logo! All the logos for the in-game brands were done by fans in a contest, and I did the Kerlington one. It always makes me proud to see it used by people, even like 8 years after the contest.
@@ReidCaptain In the VAB, you can set the DeltaV tool to show the stats in any planet if you want, so it would show you how any of the stages would perform in any planet atmosphere at any height. You can look at more detailed stats of the stage by clicking at the deltaV panel of the stage at the side to show other stats, such as ISP, (if enabled) Thrust to weight ratio, stage burn duration, and a few other stats.
Noticed no one has mentioned a mid-course burn. Once you got your encounter with Duna, make another maneuver node about 1/2 to duna.. make sure duna is still selected as your target, you can double click the planet and it will focus it. you can then fine tune a maneuver to give you a MUCH closer encounter with duna while using tiny amount of deltaV (between 5-15m/s) I personally use my mouse wheel because it can be VERY sensitive. And this part took me forever to figure out, if you press the ‘ key that’s below your ESC key it will refocus your current ship. Saved me so much time when I learned these things.
Read up on the Oberth Effect, it would save you tons of fuel. Basically, the Oberth Effect says that capture and escape maneuvers around celestial bodies is much more efficiently done when close to the bodies in question.
I accidentally stranded Jeb on my first manned Mun landing. Val tried to rescue him a few years later and got stranded (right next by Jeb). After 22 years of Jeb being stuck on the Mun and Val telling Jeb about her multiple Minmus landings, they finally were saved.
tips on rendez-vous make your orbit a bit smaller than the orbit of the object you want to rendez vous, then wait until a point where both your space crafts are near-ish. after that, get an encounter at the point approximatly where you would be at the same place as the object, much easier that way cheers
Three things I noticed: 1. Trying to exactly match up orbits when wanting an encounter with another spacecraft is okay when you're first trying it, however, it is usually better to have a slighty smaller/lager orbit if you need to catch/the probe needs to catch up. It just then takes less orbits for you to be near each other. 2. I know this is probably part roleplay, but circularizing your orbits while planning for reentry is mostly unnecessary. It just burns more fuel. Of ocurse if you have enough this isn't that much of a problem, but when the acutal mission comes you should not plan to do taht, as not to jeopardize the mission in the final stage 3. The docking ports were...interesting? But you can also use them as decouplers. While they are not as strong structually (which becomes a problem during launch, when a lot of thrust is being out through the spacecraft) I think struts can be placed and must be cut manually, although this is knowledge from about four years ago in modded KSP, so I don't know how well it holds up.
I love the honesty in your videos. Forgetting struts, etc etc. Most people would edit those out. But not you. Also, your ascents are not effiecient and you always over power your first stages. But it works and thats what matters
Fun video. You really need to start understanding TWR and specific impulse. Checking the values for each stage in their intended environment. Judging an engine based on whether it can take off from Kerbin sea level is a rather flawed strategy 🤣
those terriers engine would work pretty well on duna you can still track anything without a probe on the air, you just need to turn on "junk" on your tracker, cause itll show up as "junk" also, you should probly mess with your orbit while in interplanetary space, so that when you get an encounter, its a close encounter (
you can see engines thrust at sea level and in a vacuum in the description. also, there is isp which means how efficient those engines are (TIP: use nuclear engines for longer trips because they don't require oxidizer)
1:33 the engines intended for this adapter are the mastodons. The mainsails are way to big lol. This adapter is modeled after the Saturn V. And the according engine is the Mastodon, which is modeled after the F1.
The reason your terrier didn't do anything is because it is a vacuum optimised engine. Larger expansion ratio bell means its very efficient (and powerful) in a vacuum but practically worthless at sea level on Kerbin. The dart is a special kind of bell called an aerospike, which in theory is optimized for every altitude. That's why it can get so much efficiency in space while retaining all its thrust on the surface Lastly, your lander at the end wanted to face down because of the fin placement. The centre of lift always wants to be behind the centre of mass in the direction of travel. Think of it like a dart
This video makes me so mad terrier engines are super use full but only with out atmosphere like space, you can click on the delta v symbol at the bottom task bar in the VAB (it looks like a triangle) to select what planet/moon your on and then click on the engine symbol on the side bar in the VAB/(your staging bar) to see how much TWR it has, so 1 TWR makes it hover anything over that make it go up anything less makes it slowly fall.
also wing don't work in space so they're just making you top stage heavier and thus cant go as far, plus you only need wing at the bottom of you craft they are counterproductive at the top.
With the engines there's two stats you really want to pay attention to, its ISP and its thrust. ISP is basically how efficient the engine is (there's one for in atmosphere and vacuum). The terrier has a very high ISP in vacuum but garbage ISP in atmosphere its why it wasn't able to get of the pad with such a low payload. Thrust kinda speaks for itself Hopefully that helps with engine choices in future :). Also it would be very fun to see you try and build a plane for mars as it has a much thinner atmosphere (extra points if its a prop plane).
Omg that first rocket was So Kerbal. Post Edit: It might help you save some fuel if you burned radial in or out/normal or antinormal as soon as you're first encountering your desired planetary body to change your orbital plane and orbital trajectory before you hit your Periapsis during an initial flyby. In addition to saving some fuel on plane changes, the closer the Pe is to the planet/moon, the more the Oberth Effect takes effect, allowing you to make even more efficient burns when attempting to change your flyby into an orbit or your orbit into a descent. Same rule applies on ascent and when getting into orbit.
The terrier engine has about 1/3 of the ISP and the thrust when it's in an atmosphere. Just FYI. It's a very good engine for landers and the like Edit: Also I'd recommend using some aesthetic mods like Waterfall and Scatterer
I like videos where you do something in a game that’s not meant to do it. Like the poly bridge catapults and engines in besiege and scrap mechanic. Though I do like all of the kbs programs
I actually saved 2 kerbals the other day I had gotten them stuck back in the first year of my save and saved them at the end of the second year it took so many iterations of ships I tried space shuttles and regular rockets of varying sizes I landed on the mun maybe twice after the kerbals were stuck one time was with a buggy and another was a shoddy version of starship but the rover which I made to drive the kerbals to the rocket that lands on the mun and that crashed and then my starship well it wasn't the best in the end I launched a new design I had managed to confirm it could orbit the moon angle itself so it would land near enough to the lander and finally finally after all that time I landed it, i got jeb and bob on board the lander and flew back to kerbin and now I've launched bill into deep space along with some other kerbals and now they are stuck there so time for a new rescue midsion
You'd save alot of Delta v if you did a mid course correction to get a lower periapsis for Ur initial encounter as the correction would be really cheap but would save a considerable amount of Delta v
when returning from the mun don't aim your apoapsis to kerbin because you are adding extra velocity that way instead you should aim opposite of kerbin to save some delta-v