Make a space station around another planet and simulate some kind of disaster and go rescue them. It's not exactly a rocket, but maybe try docking with a space station using only srb's, that would be very difficult
send jeb to the moon and rescue him but once hes in the moons orbit send ANOTHER rocket to save both kerbals and land on earth btw i love your videos keep up the good work👍
The reason that you couldn’t get near to Jeb was not because of the atmosphere, but because the planet was rotating when you were falling. Great vid though :)
@@TeReaper That is another good mod that I did not think of that you should definitely have now that I remember what it is, but trajectories literally shows a red x will you will land, accounting for the planet's spin and atmosphere.
RC: But hey, we got him, right? Jeb: Years in isolation has fueled my rage against kerbals and I will now commit major warcrimes in every corner of the globe.
You can rotate selected parts by 90 degrees using WASD, this would be better, than connecting it the wrong way, and rotating and moving it after that. Thank you jeb.
By the way if you have problems with decoupling boosters you can use sepatrons which are basically tiny solid fuel rockets meant to stop boosters from hitting your rocket
Rocket idea: make a spaceship/jet hybrid and then make it so you can fly to a planet like a normal spaceship, but once you are there you can Detach the jet and fly around on that planet. thank you Jeb!
Would only be possible at Laythe, its is the only planet exept kerbin where Jet engines work, and Laythe is a planet that requires more complex orbital maneuvering to actually get to
I know I'm super late but there's something in options that gives extra tweakables and if you turn that on you can activate autostrut and rigid connection which will stop the boosters bouncing about(and make the rocket in general less bendy)
FYI - parts can only attach to one parent node. That means if you have three engines and attach a Tri stack adapter to them, it will only connect to one of the engines. If you need more thrust in an upper stage, use one bigger engine (mainsail, rhino, etc.) rather than multiple engines. Other tips: - use WASDQE to rotate parts before attaching them - use sepratrons to push boosters away from the rocket without exploding. If stuff is still exploding, make sure the sepratrons aren’t firing directly at a fuel tank and making it overheat - there are crew capsules that can hold multiple kerbals - because of Bendy Physics™️, it’s sometimes wise in KSP to build wider instead of taller - Start your gravity turns earlier. It’ll save fuel
Use some freakin' separatrons Also for landing trajectories, they'll be affected by both: A) atmospheric drag, chutes, any other slowdowns by engines will all modify your final landing location compared to the one originally calculated during de-orbit B) Duna will be rotating under you as you land
Starting with the reason you keep crashing, short landers with a wide base will make your lander more stable on the surface of any planet. Also, having the drogue chutes so low will throw your craft off balance and make it harder to land. You can land way more efficiently by burning a little bit on the opposite side of Duna of your target and use the atmosphere to slow you down. You could make your transfer stage way smaller by using vacuum engines as opposed to sea level engines. You can check the efficiency in construction by checking the isp/specific impulse of each engine and experiment. I recommend the wolfhound engine or nuclear engines if you have them. Remember not to use too much fuel tanks for this stage so that you have less launch mass. Another way to reduce mass is to make your return module and lander modules separate, reducing the mass you need to return and therefore reducing launch mass. To solve your separation issues, I’d recommend using separatrons or really small solid fuel boosters to ensure you don’t crash into any stages on launch. I’d recommend looking at other videos to improve your flight profile and overall craft design because they really help. Cool vid, cant wait to see you become a master astrophysicist.
You fall down to duna in about 4 minutes, duna has a rotational velocity of ~30m/s, so from the time you line up your trajectory right on top of jeb to the time you end up landing, jeb has moved about 7km to the right and that’s why you couldn’t land right on top of him right away. There’s also some aerodynamic drag that causes your craft to have less horizontal velocity so that can also confuse things.
If you start the rocket spinning (i.e. Q or E key) shortly before decoupling your radial boosters, it'll send them outwards and clear of your main stack. Or you could just use Sepratrons, but they aren't really necessary.
the reason why you were drifting while trying to land by jeb was because Duna was spinning under you, and some other stuff (your lander is shaped REALLY weird) also some advice, when changing you inclination (normal and anti-normal) the ascending nodes are the most efficient place to do that, and when you are attaching those big boosters, you should use the big hydraulic detachment manifolds because they are the best
It would be super fun to make a space station slowly to refill fuels. Mine the fuel from another planet to help do future missions. If memory serves right you've made some stations, but never really use them to the peak possible preformances.
All you had to do was decrease the decoupler force and add a few separation SRB's. That would get the wobble to a minimum and prevent the rocket from breaking.
@@ReidCaptain Didn't really expect a reply, but it is very appreciated! Btw, were you going to make another Scrap Mechanic Video? there are many addons that adds literal Drive Shafts, and others that add Gears... I love yo creativity and Keep Rockin