@@MikeAben I always found it funny how a crew compartment with nothing else attatched to it ends up in space. No comms, no heat shield, no parachute, not even a failed engine. The last 1 would atleast make it belivable.
@@Shiftry87 vessel was destroyed by the impact with an asteroid or another vessel. Or maybe faulty decoupler(or stupid crew member) decoupled the compartment at the wrong time.
Mike Aben I forgot how nice stock KSP looks. I use like 70 mods, such as insterstellar extended and rss and more star systems like real exoplanets and loads of other mods. I also rarely use stock parts in the VAB now, so I enjoy the way the stock game looks and feels, but it was a pain to install and find all the 70 mods so I don’t think that I will ever remove them ever ever ever.
I have played KSP for 700+ hours, all that time I could not get a single rendezvous, but you got me to my first. You have a like button slaughtered and a sub : D
I did a triple rescue last night in low Kerbin orbit. 2 of them were so close I didn't bother with more than rescuing the first of them, then just powering over to the next using the nav-ball to line up. But... ORBIT PHASING!!!!! It would have worked getting to the far one and coming back in!!! I'll be trying this from now on!!!!!
@@MikeAben True. But these craft were right at 20K from each other. I rescued the slightly lower one first, then sped on to the slightly higher and further ahead one, while powering slightly off target toward radial in. It took a few slow-downs and corrections, but I built my craft with plenty of fuel. A single tank and a poodle and the RCS system and I had some fuel left when I cut the last stage loose to reenter.
At first glance a way to optimize this could be to launch at 1 of the low orbit kerbals first. With practice this can be done pretty accuratly with just some minor changes while in orbit. Now u got 1 so u head out for the high orbit rescue next and after that u use the orbit Rendezvous Trick for the last kerbal in low orbit and finaly your deorbital burn. This way u dont waste any fuel betwinn the 2nd and 3rd rescue. The way u did it in the video u needed to spend fuel betwinn the 2nd and 3rd rescue to slow back down again to match it´s speed. Maybe i am overthinking this but it looked like your way did 1 burn that could have been avoided if were talking fully optimization. The only downside i can think of is the inclination diffrence as u head out for rescue 2 in high orbit and then back down again before rescue 3 but becouse u are so far out the Delta-V required to fix it should be tiny. The mistake i think u did was that u needed 4 burns before the first rescue. Launch, Orbit, 1st rescue encounter, 1st rescue match speed. The best way from my pov would be to launch into the first rescue in low orbit so that way your orbital burn could also be used as an encounter burn assuming your launch timing was close enough that when u hit orbit u end up just ahead of the target and u could do the same technique u did for your 2nd rescue encounter. Now u have only 3 burns before first rescue. launch, Orbit/1st encounter, 1st rescue match speed. So instead of 9 total burns including deorbit u now have 8 total burns from launch to landing. All of this ofc depends on a fairly tight launch window so that u can use the orbital burn as a 1st encounter burn. But if we are talking optimization i think this would be more fuel efficent. What do u think.
I'm not sure it's right to say the best place to do your burn is half-way between where you are and where you want to be if where you are initially is arbitrary; that would imply that when you got to the mid-point you should re-plan for your burn for your new mid-point ad-infinitum. Isn't it something more like you want to be roughly a quarter revolution away for inclination changes and half a revolution for height changes?
That is a more general way to say it, though typically your encounter will be half an orbit from your transfer burn, so it will usually amount to the same thing.
Instead of saying "slow down" and "speed up", what you actually mean is that burning prograde makes your orbit/period longer, burning retrograde makes it shorter. Because in the moment of the burn of course you are speeding up when you burn prograde for example, but you also make the way the craft has to travel to come back to that point longer. So if your target is in front of you you want to make your orbit shorter to catch up to it, if it's behind you you want to make your period longer to fall behind.
It's more like it slows you down or speeds you up relative to the target. Saying it flat out without the mention of the reference frame makes it sound way more confusing and weird than it really is
If you mean during my first rendezvous, I'm burning retrograde relative to the target, but that's prograde relative to Kerbin. If we keep Kerbin as a reference it all makes sense. Relative to Kerbin, my velocity is less than my target's, so the target is catching up to me. To rendezvous, I need to match its velocity, which means burning away from it (retrograde relative to target). However, this is increasing my speed relative to Kerbin, so in that frame I'm burning prograde.
@@MikeAben love the fact that you reply even to old vids you deserve a pay raise and your the only thing that kept KSP 2 alive for me cause I woulda been quit without you they need to pay you too
@mike, I had a high above kerbin rescue, but the orbit was going retro around kerbin and a huge inclination. What I did was got a non crewed module out to his orbit so I could take control of him, then I used his jet pack to get his periapsis down near the planet. Now iv just got to work out a way to get him, but I guess the only way will be to launch at 180 degrees with alot of DV ? Any tips?
Definitely launch into a parking orbit with the same inclination has the target. It sounds like the target orbit is pretty eccentric. If so raise your orbit to touch the periapsis of the target. Put a maneuver node there and use it to get your rendezvous.
@@_RandomPea You want to be going in the same direction. I just found this old tutorial that I hope will help. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-eaflQT5yxmc.html
@@MikeAben well I'm getting a tonne of practice here :) his relative speed is around 2k at periapsis, and slows to 450 at apoapsis, pretty much halfway to the mun. So I was trying to be clever and get out there and in theory I would need 450 to slow at intercept. Then what another 450 to get up to speed with him, so I just need just over 1k deltav to be safe. handbrake turn! Gotta be possible??!