@@tekbox7909 depends on if you wish to take a second breath... Heck lets add some more oxygen to that H-O-O! How about H-O-O-O? H-O-O-O-O? With enough unstable oxygen bonds you wont even NEED to breathe in this stuff!
you encountered the kraken, and you dont need struts if you enable autostrut in the games settings with "Advanced tweakables" right click a part and youll see an autostrut button if you take this advice. also make srue your center of aerodynamics is below your center of mass, thats why your rocket kept flying all over the place and was hard to control.
It should be noted that the position of the CoL in relation to the CoM, while a good rule of thumb, doesn't always tell you if the ship will be stable. For instance, there could be a shit ton of drag coming from a fat fairing, which isn't calculated in the VAB.
Honestly if I see someone hateing dart engines my face goes from this :) to this >:( Because dart engines are actually more powerful than normal rocket engines
@@ReidCaptain I believe that @Osmo was referring to when you first are launching. You spend about 5 seconds holding the shift button to get it to max throttle and then start your first engines. If you press "Z" once then you'll be able to save time launching. You also have radial decouplers and your boosters would start swaying around that point. You can put a strut between the booster and the rocket for better stability and the strut will break automatically once you stage the decouplers. Finally, do your gravity turns earlier! The closer your pitch is along your flight path, the more stable your rockets will be without needing to add fins or other aerodynamic assists that cause additional weight or drag. Generally if you are at about 45 degrees inclination and 10,000 meters then you'll have more wisely used your delta-v. G'luck!
This madlad actually just aerobraked at Eve without heatshields Oh yeah and also just landed without one too of course. I mean definitely doable, as proven, but there are much much safer alternatives
@@jmstudios457 Right, the UR-900. Full of toxic chemicals that spontaneously ignite when mixed, bigger than the Saturn V, dropping empty tanks with remains of toxic fuel on own land, and has a nuclear upper stage that can get blown up by the rest of the rocket. What could go wrong?
tip: when doing a orbit or going to another planet you can right click in your orbit, click add maneuver, and drag the the arrows, this makes a prediction of you orbit, it show the amount of Delta V nescessary and the time you need to burn. another tip: when your rocket need wings, in the bottom left up there is 3 buttons, click the center of mass(after that it will apear a yellow ball) and then the aerodynamic), after that put the wings then it will apear a blue ball, make that ball be inside the yellow one. (sorry if english bad lmao)
If you click on the little staging tab on the staging bar bottom right, it will extend out and tell you the TWR for the stage. As long as its better than 1, you'll be able to take off. You can also look at it relative to other bodies. Set the Dv calculator to Eve, design a ship able to take off from Eve with a TWR of greater than one relative to Eve's gravity and enough Dv to make it to Kerbin and then switch the Dv calculator back to Kerbin and then continue the build on to the next stage which should be a launch vehicle that has a TWR of greater than 1 relative to Kerbin's gravity and has enough Dv to get to Eve carrying the ship you just built. It'll save all the incremental tests where you're checking to see if it will get of the ground at each stage. You can get all the numbers required start to finish from the editor.
i know pretty much nothing about this game, and this is probably not possible, but what if u made a helicopter... a helicopter rocket... it... uses helicopter wings and flyes up
@@sebastiaomendonca1477 step 1: fly onto upper atmosphere. Step 2: activate engine, ditch the wings/idk. Step 3. Now u are in orbit with ur main 1st stage
You could have saved a lot of fuel by finalizing your eve approach and getting it to 80km while in orbit of the sun, and not super close to eve like you did. It could have potentially cost you almost no fuel :)
On the vehicle assembly building, you can click on a stage with an engine and it will show you the TWR of that stage. TWR is Thrust To Weight, if it's 1.0, it means your rocket won't accelerate nor decelerate when you're in kerbin. If it's above 1.0, it will accelerate, and if it's below 1.0, it will not gain speed. Of course, Weight depends on gravity. The ideal TWR for each stage is usually 1.5 for the lift off stage, 1.0 for orbiting stage and 0.5 for maneuvers in space. Also keep in mind, since weight is relative to gravity, your TWR will change for each planet or moon you're at. Besides that, great video though, you got my sub c:
Oh also, you can change the planet/moon that this twr menu references from on a little UI piece that emerges from a wrench icon (i think) on the lower right part of the screen. You can change altitude, atmosphere density and the planet/moon of choice that the TWR and Delta/v graphs will reference from
Quick tip for future rockets: rockets act like darts, you put the fins on the bottem for stabilizing, it makes them fly straight and you only need them for the first stages when the atmosphere is thiccer. Fins near the top cause a rocket to be unstable and usually makes it nose over
Why dont you use manoeuvres when doing ejection burns, circularisation burns and adjustment burns. It just seems a bit strange. Also, dart engines are quite good for landing on atmospheric planets as they are maximally efficient at all levels in an atmosphere, so good choice.
Manoeuvres are great for playing efficiently, but if "having enough fuel to come back" isn't the biggest concern, then "winging it" ought not to be the worst thing. Still, not MN-ing an interplanetary transfer is serious pre-0.18 old school vibe.
If your rocket is trying to flip, don't add more fins to the top, add them to the bottom, if your rocket needs to land in an atmosphere you can use parachutes at the top or air brakes at the top and that will stop it from flipping during landing
Yeah we can knock on the tips someone this adept at KSP should know, but at the same time.....dude flew into interplanetary space with no maneuver nodes and went almost straight to Eve. Kudos, man.
Fins offer almost no control if placed near the center of mass. Placing them near the top can cause drag when they are tilted or you go to far off prograde potentially making the craft flip over. The reason they are normally placed on the bottom is that when unused and you go off prograde the drag from them automatically tries to push the bottom back so the craft is facing prograde.
I love how kerbal adventures demand serious commitment sometimes. -45 min aero break maneuvering, 2.5km swim etc. So worth it for that flag plant tho 👌
Absolute kerbal engineering: - if it doesn't lift: Add moar boosters! - if it wiggles: Add moar struts! - if it's unstable: Add more fins! - If it't still unstable: add a ton of SAS!
You can use seperatrons to stop boosters from destroying the rocket and you should use RCS or SAS (electric) modules for stable turning of the aircraft. Wings/Control surfaces are useful but only help so much.
imagine placing fins on the top of the rocket to stabilize it and placing fins on the bottom of the lander when in atmosphere fins try to go in retrograde directions, and fins are useless outside of atmosphere
You should learn the asparagus system, because you are always struggling with your lift off sequence xD . And, put more single straw of metal to avoid the octopus effect xD .