I feel maybe an “abandon ship” function where all kerbals would jump out of the rocket and parachute down would be nice, just to save a few kerbals here and there
@@felps_4500 My bad then, says a lot about KSP2's part manager that I have been unable to find them. KSP1 did it a lot better. Just right click, pin, and forget.
It brings me great comfort to know that you and some of the other super-users/content creators have a direct line to the developers for improving the game. It makes me feel much better about KSP becoming what it should be as time goes on. Thank you.
Don’t know if you know this Matt but you can view your thrust to weight ratio by just clicking engineer report in the VAB :) (it’s towards the bottom right of the UI)
Unfortunately like many things in the current version the power to weight figure breaks more often than not. Earlier I had a rocket which it claimed had a thrust to weight ratio of 0.24:1 yet it still left the pad just fine.
Except all of it sped up from sub-realtime, hiding the performance lag. That's "positive" to the point of misleading. I get it: KSP2 being unplayable is screwing over content creators, but they're forced to pretend everything is fine, or else they have no content to show.
@@jeremyfisher8512 less than 5 percent of all steam users meet the recommended specs and around a third meet the minimum. the game not well made simply on a software level much less an actual game level.
I just had the same bug with disconnecting 2 crafts. When you undock the port from the craft that doesn't have main control (like main crew capsule), it works fine. But if you decouple from the other port, it all gets bad. It's even worse if you reload save with bugged decoupled crafts, they just get eaten by Kraken.
As you might have noticed, the trajectories of the debris you left behind were all over the place. I dropped of a satelite with a shittle and when I looked at it on the map ot somehow managed to break orbit of kerbin on its own.
@@silmarian yeah i just guess based on what i think the twr would've been in ksp1 and it's caused a few rapid unscheduled disassemblies when trying to land you can still calculate it but that's no fun
@@Geeksmithing you can view T/W ratio for each stage when they are all separate in the VAB before final assembly. Simply focus view on a separate stage and it'll display stats for that stage. I will admit that it gets pretty buggy at times though
I made my own replica of the space shuttle, and during reentry I realized too late that my Center Of Gravity was behind my Center Of Pressure. I was so close to the KSC, but dang it hard to fly backwards. Almost nailed the landing too
Hey Matt, I know you have already done this in KSP, but since there is a water takeoff launch location in this sequel, can you please attempt to recreate the Sea Dragon?
I'm so glad you're making these videos, so I know it's not just me having problems in KSP2. Man, they said early access, but what they meant is "we haven't even begun to finish the game."
@@Lakita2880 Early access does not mean nearly finished. That is what the word has been essentially poisoned to mean. Early access means access to the game in an unfinished or very early state with the expectation for it to be buggy, lack features, etc. Early access is supposed to be for fans and enthusiasts, not for most people. The “poisoning” of the term early access started with Fortnite’s battle Royale mode in 2017.
The only unbiased answer to the quesion "Should you buy this game?" is a definite "No.". Simple as that. This game is no No Man's Sky. It is also no Cyberpunk 2077. It is worse. You get to pay 50€ to be a literal internal QA-Tester. It is absolutely ridiculous.
There's no campaign, and lots of performance issues on top of bugs. I'm going to wait a little bit for bug fixes. But on such a big game they need people testing it to speed up that process
Yeah, so will I. It is baffling that they decided to push the game in this state for the price they are asking. It's been over three years in development and this is really hard to justify this whole situation. I hope for the best with this game because I love KSP, but I'll wait a good while before buying it.
Def wait, it's not in early access state, it's a barely pre-alpha tech demo with pretty paint that's held together with duct tape. This is so most disappointed I have ever been with an early access title
It would be nice if the space shuttle heat shield tiles were a toggleable feature on the wings and the parts that fit with the shuttle cockpit. Especially if they actually function in the game.
As someone who never uses autostrut in KSP 1, I can confirm that in 2 the rockets are way wobblier for some strange reason. Even very conservative stacks like 5 parts on top of an engine will almost comically compress when I turn the engine on in space.
I personally prefer the blunderbirds intro with ksp footage, reminds me of the good ol' days of ksp, which ties in to the whole "intro Looks like an old film" theme, aswell as the old space center looking a little better imo
What's even better about how broken docking ports are is that struts will reattach. If you do a apollo style mission and the two parts are strutted together when they dock the struts reconnect through the vessel
11:37 yes matt because the 50 year old guy and the 35 year old business man in the waiting room with me will 100% know about KSP2 and want to watch with me
Yknow, the dedication this man has towards these videos is more than amazing. He literally said he would sit through sub 10 frames to upload a video💀. YOU NEEEED MORE SUBS
31:25 Partial Fix for broken docking ports: adding a decoupler in between the ports allows them to dock and be used as normal after what causes the glitch which I believe to be from staging your rocket. I did not play ksp 1 but from what I’ve read this was also a bug at some point in that game.
im happy to see that im not the only one who has continuously failed launches with ksp 2. i built so many simple rockets to go to the mun and out of nowhere mid flight my controls become inverted, craft starts rolling, missing power from my lander, or i get the lovely wobble. love your vids Matt
Love seeing multiple iteration runs. It makes us all feel better knowing not every one works well. Keep up the great work Matt! Can’t wait to see where KSP2 takes the channel! Best wishes, and best of luck with the algorithm kraken. ❤️😂
To create an interstage shroud, you place an engine plate to the bottom of a fuel tank. You then place your engine of choice on the engine plate, and place a decoupler at the engine plate's bottom node. This should automatically create a interstage faring. The length of the interstage can be adjusted in the engine plate's tab in the parts manager.
I discovered by accident but if you have a kerbal falling down towards kerbin, if you activate their jetpack whilst they are falling and then deactivate it cancels out all downward momentum, so even though there are no parachutes in the game you can still ensure crew survival when in Eva reentry
I also encountered a bug where random kerbals would just be flying around near my ship in sandbox, as well as satellites and other debris from the main menu. Additionally encountered the camera bug where it centers nowhere near your ship
You can view thrust to weight ratio in the engineer's report bottom right of the screen. Also a warning to landing, if you quickload a save with a landing, at least one of the legs will just fall off and the vessel is completely unrecoverable unless you lift off immediately. Even then, the camera is stuck to a space between the legs and the ship.
I really appreciate the time lapse in your building sequence. It gets 'to the point' a lot quicker, and allows me to enjoy the real "meat" of the video: the flying, crashing and explosions!
I've mentioned this before but the RAPIER engines should also really run on hydrogen (even though they don't) as the SABER engines they are based on IRL *do* run on hydrogen, and there is that natural synergy between nuclear engines and RAPIER
I would like to see a FPS counter on all of your KSP2 videos. That way, as updates are released from the devs, we will see the relative increase in performance (hopefully) or lack thereof and see if their optimizations and bug fixes are actually helping.
i think they should add all of the wing parts from KSP 1 along with the procedural wings so you could get more specific wing shapes and more accurate recreations.
You can pretty much recreate any wing shape you want, so you could just use multiple wings shaped to your liking. Making winged crafts is infinitely nicer now for me
I disagree. With the Procedual Wings, we can make the wings look like whatever we want. I'd rather us not have to put a wing together like fricken Legos.
I reckon while still learning the game, this is the perfect method, fiveish minutes of a recent 'learning experience' or 'rapid unplanned disassembly' followed by a regular successful mission.
You can see the thrust to weight ratio in the VAB by going to the bottom right, you and other creators all seem to not be able to find it (despite it being in the tooltips that show up on new campaign)
The spin at 9:55 is why my reusable launcher is closer to Buran than the Space Shuttle. No big tank, but a proper rocket that the orbiter sits on. Plus the orbiter has air breathing engines added so that it can fly itself back to KSC from anywhere on the planet.
I had the same problem with the docking ports. Also the thing with the to fast music. You can probably ungroup the sound from the Video and just adjust the speed of the video. Then shorten the sound clip and put it underneath. Hope that makes sense.
I did like seeing the initial short failed craft followed by a different longer successful one. I changed it up and we can see what does and doesn’t work and you get to use failed craft content instead of scrapping it.
I appreciate all your work on ksp1 Matt and looking forward to your content on the new part 2. Your video helped me make my first ssto back in ksp 1. Keep it up.
@10:00 I ran into the same issue with fuel tanks when trying to make a rocket with asparagus staging. It seems to me that either the fuel priority system hasn't been implemented, or it doesn't automatically drain from the tanks that are set to be staged first like KSP 1 does also 11:00, there is indeed a TWR calculation in the VAB, its under the "Engineering Statistics" tab in the bottom right
5:13 + I really like watching Kerbal content from you that has you at first struggling to solve a problem, then finally solving it-like the never ending battle against the kraken
i heard someone say something that would be very nice. wobbly rockets ARE good if you have a booster attached to only one decoupler cause it teaches you that you need more support. Also, a rocket that is stacked vertically should NOT be wobbly.
Hey Guys! Did u see the space shuttles name ''Brutus''? cause i need to know why he named it brutus and theres a comic called Pixie and Brutus in youtube which is REALLY CUTE. Idk if he has seen brutus and then named the shuttle brutus. pls tell meee. :)
Epic stuff Mr Lowne! way too early to make any comment on the format for KSP2 vids (countdowns and high speed builds and all) but I loved everything I saw! from the kerbals bobbing up and down in their little window as the shuttles land to the way our dear host was gracious enough to add extra fuel just so he could show off the craft from all angles with a double flip on booster seperation. KSP1, KSP2, space this week, I don't care, I'm there Matt. Thankyou for this grreat view into the KSP of the future(?)
The transfer manager also handles kerbals. I got stuck on Minmus with Kerbals in a hitchhiker and was about to end the mission because I couldn't figure out how to move them. Then I saw the transfer manager...great feature.
Not sure if you're aware of this Mr. Lowne, but you can click the 3 arrows pointing to the right (looking like a super fast forward button) to fast forward to just before (30 seconds or so) you need to start your burn. The arrows are above the trash can icon, and to the right of the "Required delta v" indicator on the maneuver box thing on the bottom of the screen.
About the docking port bug, it wasn't the struts. It happened to me twice after I did an Apollo style mission. EVA obliterated the command module of the lander at first, second try: successful docking, moved the crew to the return vessel, undocked -> craft obliterated, 0 struts on board
16:54 I thought those black ear-things were supposed to be the solar visor handles. You can't do visors yet either, so I thought that made sense. But their arms aren't long enough to get over the huge helmets so who knows?
I really liked your cuts to real time Matt in the Prerelease videos. Maybe a suggestion, if you like for situations like where your shuttle launch failure where your troubleshooting a cut to real-time for your reaction and thoughts about problem solving would be a neat way to mix it up. Love all your content!
Had to click when I saw !shuttle. Your KSP 1 shuttle videos are some of my favorite. I do like the single focused mission videos more, and seeing the build. It's alright to speed the build up some, usually only enough that someone could still pause to see what's going on if they wanted to though.
yeah had some bugs myself, the pause/unpause issue, stability with craft (flip happy), cant find parts (rcs thrusters) and such. took me an hour to build and edit to get to orbit. all that being said, still love it and only gonna grow as the bugs get patched.
This is a fun video. If you want to put a space station in orbit, though, might be easier to Skylab it? Put the station together and launch it with a giant rocket? If you want a larger station, maybe send up new sections in their own rockets? Sending it up in a shuttle could work, but with the struts as we saw them, it might be too much of a hassle. You COULD use a space shuttle to ferry crew back and forth, though. Only way I could properly see the shuttle ferry option working is if there's some kind of utility arm module like in the actual space shuttle.
I encountered that failure to detach glitch as well. My circularization state just stayed firmly welded to my now functioning interplanetary stage lmao. So I was dragging the circularization stage with me.
You can see your Dv for your stages by clicking the little blue arrow pointing left on the left side at the launch button. There is a bug were then you add any new stage it does not show it immediately, the only workaround is to press the launch button and then revert back to the vehicle assembly.
I feel maybe an “abandon ship” function where all kerbals would jump out of the rocket and parachute down would be nice, just to save a few kerbals here and there
or even in the abort action group
Parachutes aren't even in the game
@@AustinWigley Yes they are
@@AustinWigley key sign of someone who never played ksp thinking they know something about it
@@felps_4500 My bad then, says a lot about KSP2's part manager that I have been unable to find them. KSP1 did it a lot better. Just right click, pin, and forget.
It brings me great comfort to know that you and some of the other super-users/content creators have a direct line to the developers for improving the game. It makes me feel much better about KSP becoming what it should be as time goes on. Thank you.
I felt it when he said: "It's space shuttling time" and space shuttled all over kerbin, truly one of the ksp2 moments of all time.
*one of the best
He said what he meant, and meant what he said
@@KerbalHub nah, it's one of the moments
It really is one of the moments of our time
wow, 101 likes
Its safe to say that it was a very Kerbal launch for KSP2.
Don’t know if you know this Matt but you can view your thrust to weight ratio by just clicking engineer report in the VAB :) (it’s towards the bottom right of the UI)
Unfortunately like many things in the current version the power to weight figure breaks more often than not. Earlier I had a rocket which it claimed had a thrust to weight ratio of 0.24:1 yet it still left the pad just fine.
Sadly you cannot review it for each stage. KSP1 interface was simply better... more USEFUL information and less clutered.
It doesn't currently have a way to show the twr on other bodies also
@@tiagodagostini it’s still in early access and just released days ago.
@@tiagodagostini 1000% this. The UI evolved hard backwards.
20:57
"Despite the fact that the wings fall off and everyone died, that was a completly sucsessfull test flight!"
Jesus, it feels so KSP'ish
Жиза
Matt lowne has won the most kerbal sentence of the year award
Indeed.
It's just like real life as well. They've really upped the realism for KSP 2.
somehow, ksp 2 feels kerbaler than the original!
Matt’s coverage is the most fun and positive of the game, while still pointing out the issues
Except all of it sped up from sub-realtime, hiding the performance lag. That's "positive" to the point of misleading. I get it: KSP2 being unplayable is screwing over content creators, but they're forced to pretend everything is fine, or else they have no content to show.
@@WarwickAllison Bro game runs at 70 fps stable for me, I call bullshit
@@robocorpo My game ran fine on a 1070Ti and again on a RTX 2070 Super. I wasn't at 4k settings tho
@RBCO I do, I'll admit I have a beefy build but I definitely do. Don't automatically assume that if you can't get good frames that nobody can :/
@@jeremyfisher8512 less than 5 percent of all steam users meet the recommended specs and around a third meet the minimum. the game not well made simply on a software level much less an actual game level.
The blunderbirds coming back made me unbelievably happy!! Hope to see them prosper in future ksp 2 videos
I teared up in a very manly way. Loved that series, and miss it dearly.
We're gonna need a full video on the KSC in space.
Like this?
ua-cam.com/users/liveSB87pbs63G0?feature=share
Timecodes in the progress bar and the description
@@MattLowne The Kraken yet lives
@@notoriousgoblin83 ARISE, YE KRAKEN
@@notoriousgoblin83like the (Mo hole)? Wich has no ground.
RELEASE THE KRAKEN!
I just had the same bug with disconnecting 2 crafts. When you undock the port from the craft that doesn't have main control (like main crew capsule), it works fine. But if you decouple from the other port, it all gets bad. It's even worse if you reload save with bugged decoupled crafts, they just get eaten by Kraken.
2:44 Mat is a legend! Thank you Mat!
Mat Lawn
@@sacopanchez151 Tam Nawl
Lawn Mat
Matt Lowne
29:11 Kerbals hitting the griddy in KSP2 is the best feature they could have ever possibly added to the game
As you might have noticed, the trajectories of the debris you left behind were all over the place. I dropped of a satelite with a shittle and when I looked at it on the map ot somehow managed to break orbit of kerbin on its own.
A shittle 😂😂
imma build me a spice shittle
Nah that’s what we call a badly designed space shuttle
@@michaelplayz5476 I've built hundreds of them
I love building shittles
The rescue mission command pod landing on a mountain and then rolling down and exploding is the most Kerbal thing I've ever seen.
Matt you can view your T/W ratio on the engineers report in the VAB (it’s a little blue manual on the bottom right of the screen)
But currently only for the first stage unfortunately.
Only for the first stage and only for Kerbin. The first is pretty easy to work around, but the latter is a right pain in the thruster.
@@silmarian yeah i just guess based on what i think the twr would've been in ksp1 and it's caused a few rapid unscheduled disassemblies when trying to land
you can still calculate it but that's no fun
@@silmarian Still would've helped Matt for that first shuttle launch.
@@Geeksmithing you can view T/W ratio for each stage when they are all separate in the VAB before final assembly. Simply focus view on a separate stage and it'll display stats for that stage. I will admit that it gets pretty buggy at times though
I made my own replica of the space shuttle, and during reentry I realized too late that my Center Of Gravity was behind my Center Of Pressure. I was so close to the KSC, but dang it hard to fly backwards. Almost nailed the landing too
Hey Matt, I know you have already done this in KSP, but since there is a water takeoff launch location in this sequel, can you please attempt to recreate the Sea Dragon?
yes there is a direct ater launch place to use, cant wait to see hat matt does ith it
I'm so glad you're making these videos, so I know it's not just me having problems in KSP2. Man, they said early access, but what they meant is "we haven't even begun to finish the game."
yeah. I´m not the person to jump on "hate-trains", but gotta admit, feels more like an early access to the prototyping phase...
And this is after, at a bare minimum, after 3 years.
That is exactly what early access means though. Games being released nearly finished but named early access has sort of poisoned the term.
@@BrapBrapDorito keyword is nearly finished. This is not that.
@@Lakita2880 Early access does not mean nearly finished. That is what the word has been essentially poisoned to mean. Early access means access to the game in an unfinished or very early state with the expectation for it to be buggy, lack features, etc. Early access is supposed to be for fans and enthusiasts, not for most people. The “poisoning” of the term early access started with Fortnite’s battle Royale mode in 2017.
The only unbiased answer to the quesion "Should you buy this game?" is a definite "No.". Simple as that.
This game is no No Man's Sky. It is also no Cyberpunk 2077. It is worse.
You get to pay 50€ to be a literal internal QA-Tester. It is absolutely ridiculous.
I've decided to wait a bit on this one although i've waited for years already. It seems like a pre alpha version in many ways.
There's no campaign, and lots of performance issues on top of bugs. I'm going to wait a little bit for bug fixes. But on such a big game they need people testing it to speed up that process
Especially for this Money... i was disappointed even for alpha, i refunded...
Understandable.
Yeah, so will I.
It is baffling that they decided to push the game in this state for the price they are asking. It's been over three years in development and this is really hard to justify this whole situation.
I hope for the best with this game because I love KSP, but I'll wait a good while before buying it.
Def wait, it's not in early access state, it's a barely pre-alpha tech demo with pretty paint that's held together with duct tape. This is so most disappointed I have ever been with an early access title
I personally love these kind of timelaps videos of you building and launching missions with your commentary explaining what's happening
Timelapse*
It would be nice if the space shuttle heat shield tiles were a toggleable feature on the wings and the parts that fit with the shuttle cockpit. Especially if they actually function in the game.
That would be great
Now will the KSC get into orbit today
Seems to have been fixed :(
It just happened to me ….. so yeahhhhh
As someone who never uses autostrut in KSP 1, I can confirm that in 2 the rockets are way wobblier for some strange reason. Even very conservative stacks like 5 parts on top of an engine will almost comically compress when I turn the engine on in space.
I personally prefer the blunderbirds intro with ksp footage, reminds me of the good ol' days of ksp, which ties in to the whole "intro Looks like an old film" theme, aswell as the old space center looking a little better imo
What's even better about how broken docking ports are is that struts will reattach. If you do a apollo style mission and the two parts are strutted together when they dock the struts reconnect through the vessel
11:37 yes matt because the 50 year old guy and the 35 year old business man in the waiting room with me will 100% know about KSP2 and want to watch with me
@17:20 Yes, agreed. 10,000x. Sound design is epic beyond epic. Brilliant in every way.
Hi Matt! Love your KSP and planet coaster series! Keep it up, we love ya!
The test flight was like Space Shuttle Columbia 21:38
Yknow, the dedication this man has towards these videos is more than amazing. He literally said he would sit through sub 10 frames to upload a video💀. YOU NEEEED MORE SUBS
31:25 Partial Fix for broken docking ports: adding a decoupler in between the ports allows them to dock and be used as normal after what causes the glitch which I believe to be from staging your rocket. I did not play ksp 1 but from what I’ve read this was also a bug at some point in that game.
So I was right. It is so well optimized that a 4090 can't run it properly.
im happy to see that im not the only one who has continuously failed launches with ksp 2. i built so many simple rockets to go to the mun and out of nowhere mid flight my controls become inverted, craft starts rolling, missing power from my lander, or i get the lovely wobble. love your vids Matt
Love seeing multiple iteration runs. It makes us all feel better knowing not every one works well. Keep up the great work Matt! Can’t wait to see where KSP2 takes the channel! Best wishes, and best of luck with the algorithm kraken. ❤️😂
I love coming on here and seeing your videos because I know you have a positive attitude towards this game and it’s future. Thank you for that!!
"Because we need to deploy, the Blun-!"
I actually laughed out loud.
"I'm finally abre to play KSP2 at my own house, in my own PC, and the game won't start up lmao"
Love the slideshow Matt! Excited to see what direction this game goes in
To create an interstage shroud, you place an engine plate to the bottom of a fuel tank. You then place your engine of choice on the engine plate, and place a decoupler at the engine plate's bottom node. This should automatically create a interstage faring. The length of the interstage can be adjusted in the engine plate's tab in the parts manager.
There's a TWR on the Flight Planner in the VAB, but I don't think you can view the TWR for other stages, it's only your launching stage
I love the single mission focus videos but it’s already helping me come up with ideas seeing you throw stuff together!
I discovered by accident but if you have a kerbal falling down towards kerbin, if you activate their jetpack whilst they are falling and then deactivate it cancels out all downward momentum, so even though there are no parachutes in the game you can still ensure crew survival when in Eva reentry
I also encountered a bug where random kerbals would just be flying around near my ship in sandbox, as well as satellites and other debris from the main menu. Additionally encountered the camera bug where it centers nowhere near your ship
I had the exact same problem with my space shuttle and undocking the docking port destroying the craft
I also had the bug with landing gear where they dont hit the ground properly and stay in their pre landing "hanging" state
i like the time lapse build. your showing what you used so i know, but also i like thats its sped up and you talking behind it. its good
15:43 I have a real soft spot for when things look realistic and GOODNESS this game is gorgeous! It is just so very well done!
You can view thrust to weight ratio in the engineer's report bottom right of the screen. Also a warning to landing, if you quickload a save with a landing, at least one of the legs will just fall off and the vessel is completely unrecoverable unless you lift off immediately. Even then, the camera is stuck to a space between the legs and the ship.
You can see the TWR in the engineers report at the bottom, to the left of the launch button!
I really appreciate the time lapse in your building sequence. It gets 'to the point' a lot quicker, and allows me to enjoy the real "meat" of the video: the flying, crashing and explosions!
Short attention span
I've heard the launch countdown a number of times now, and for me at least, it never gets old :)
Please keep it in your future videos for now
I love the launch countdown, very cinematic and triumphant. I recommend keeping it.
That launch countdown isn't ever going to get old.
Except when it does
Nothing is more Kerbal than the wings falling off on a test flight and summarily declaring the vehicle fit for duty.
I've mentioned this before but the RAPIER engines should also really run on hydrogen (even though they don't) as the SABER engines they are based on IRL *do* run on hydrogen, and there is that natural synergy between nuclear engines and RAPIER
The TWR is hidden in the engineer's report, which is kind of dumb, but at least we do have it.
I would like to see a FPS counter on all of your KSP2 videos. That way, as updates are released from the devs, we will see the relative increase in performance (hopefully) or lack thereof and see if their optimizations and bug fixes are actually helping.
I will never expect it to run at >100 fps, because better performance just means more headroom for bigger rockets.
Near the Color changer there is an engineering panel that shows your twr
i think they should add all of the wing parts from KSP 1 along with the procedural wings so you could get more specific wing shapes and more accurate recreations.
You can pretty much recreate any wing shape you want, so you could just use multiple wings shaped to your liking. Making winged crafts is infinitely nicer now for me
I disagree. With the Procedual Wings, we can make the wings look like whatever we want.
I'd rather us not have to put a wing together like fricken Legos.
I reckon while still learning the game, this is the perfect method, fiveish minutes of a recent 'learning experience' or 'rapid unplanned disassembly' followed by a regular successful mission.
You can see the thrust to weight ratio in the VAB by going to the bottom right, you and other creators all seem to not be able to find it (despite it being in the tooltips that show up on new campaign)
There is a thrust to weight for your whole craft available, but there is no thrust to weight per stage, which may be worth complaining about.
The spin at 9:55 is why my reusable launcher is closer to Buran than the Space Shuttle. No big tank, but a proper rocket that the orbiter sits on. Plus the orbiter has air breathing engines added so that it can fly itself back to KSC from anywhere on the planet.
I love it ❤️ Can you build a Star Ship?
Well I found a new challenge here
@@KerbalHub haha
I had the same problem with the docking ports. Also the thing with the to fast music. You can probably ungroup the sound from the Video and just adjust the speed of the video. Then shorten the sound clip and put it underneath. Hope that makes sense.
The longer episodes i feel like are better to watch.
indeed!
I always like long videos. Especially for KSP
The blunderbirds music is "Colonel Bogey"!!!!!! I only just realised (its a great marching band peice)
The game looks so unbelievably beautiful..
I did like seeing the initial short failed craft followed by a different longer successful one. I changed it up and we can see what does and doesn’t work and you get to use failed craft content instead of scrapping it.
Unfortunately the KSC didn't get into orbit today.
I appreciate all your work on ksp1 Matt and looking forward to your content on the new part 2. Your video helped me make my first ssto back in ksp 1. Keep it up.
Hello, I am under the water
Please help me
Wait what?
I don’t know if this was intentional but I got the KSP2 trailer on here.
Great video, Love the look of the shuttle!
Iwas so happy and nostalgic when the blunderbirds came on.
Please leave the intro as is, its anazing!
This is truly a moment
@10:00 I ran into the same issue with fuel tanks when trying to make a rocket with asparagus staging. It seems to me that either the fuel priority system hasn't been implemented, or it doesn't automatically drain from the tanks that are set to be staged first like KSP 1 does
also 11:00, there is indeed a TWR calculation in the VAB, its under the "Engineering Statistics" tab in the bottom right
5:13 +
I really like watching Kerbal content from you that has you at first struggling to solve a problem, then finally solving it-like the never ending battle against the kraken
i heard someone say something that would be very nice. wobbly rockets ARE good if you have a booster attached to only one decoupler cause it teaches you that you need more support. Also, a rocket that is stacked vertically should NOT be wobbly.
Hey Guys! Did u see the space shuttles name ''Brutus''? cause i need to know why he named it brutus and theres a comic called Pixie and Brutus in youtube which is REALLY CUTE. Idk if he has seen brutus and then named the shuttle brutus. pls tell meee. :)
Epic stuff Mr Lowne! way too early to make any comment on the format for KSP2 vids (countdowns and high speed builds and all) but I loved everything I saw! from the kerbals bobbing up and down in their little window as the shuttles land to the way our dear host was gracious enough to add extra fuel just so he could show off the craft from all angles with a double flip on booster seperation. KSP1, KSP2, space this week, I don't care, I'm there Matt. Thankyou for this grreat view into the KSP of the future(?)
Devs: Let's make this game more accessible.
Also Devs: Make the game inaccessible to non billionaires.
Way to go.
I like both the focused videos and the kind of random combination of builds!
Of all the things that are rough or choppy or not quite finished yet, the sound I've seen from your videos is freaking epic.
Bring back the blunder birds
Bob certainly had one way to hit the gritty
you can see the thrust to weight ratoin in the entering summary in the bottom left
sometimes I play KSP stoned asf and I realize the people who do this irl are literally insane.
The transfer manager also handles kerbals. I got stuck on Minmus with Kerbals in a hitchhiker and was about to end the mission because I couldn't figure out how to move them.
Then I saw the transfer manager...great feature.
Not sure if you're aware of this Mr. Lowne, but you can click the 3 arrows pointing to the right (looking like a super fast forward button) to fast forward to just before (30 seconds or so) you need to start your burn. The arrows are above the trash can icon, and to the right of the "Required delta v" indicator on the maneuver box thing on the bottom of the screen.
I think ksp 2 needs heat shields that you can paint on the craft
You can see the trust to weight ratio on the bottom right in the vehicle assembly building😁 (It's called the enginering raport)
11:12 you can with one of the button next to launch when your entire craft is selcected.
About the docking port bug, it wasn't the struts. It happened to me twice after I did an Apollo style mission. EVA obliterated the command module of the lander at first, second try: successful docking, moved the crew to the return vessel, undocked -> craft obliterated, 0 struts on board
16:54 I thought those black ear-things were supposed to be the solar visor handles. You can't do visors yet either, so I thought that made sense. But their arms aren't long enough to get over the huge helmets so who knows?
I really liked your cuts to real time Matt in the Prerelease videos. Maybe a suggestion, if you like for situations like where your shuttle launch failure where your troubleshooting a cut to real-time for your reaction and thoughts about problem solving would be a neat way to mix it up.
Love all your content!
i reckon the sound department is the only department that can take an extended vacation during the next couple of months
Had to click when I saw !shuttle. Your KSP 1 shuttle videos are some of my favorite. I do like the single focused mission videos more, and seeing the build. It's alright to speed the build up some, usually only enough that someone could still pause to see what's going on if they wanted to though.
yeah had some bugs myself, the pause/unpause issue, stability with craft (flip happy), cant find parts (rcs thrusters) and such. took me an hour to build and edit to get to orbit. all that being said, still love it and only gonna grow as the bugs get patched.
This is a fun video. If you want to put a space station in orbit, though, might be easier to Skylab it? Put the station together and launch it with a giant rocket? If you want a larger station, maybe send up new sections in their own rockets? Sending it up in a shuttle could work, but with the struts as we saw them, it might be too much of a hassle. You COULD use a space shuttle to ferry crew back and forth, though.
Only way I could properly see the shuttle ferry option working is if there's some kind of utility arm module like in the actual space shuttle.
In the VAB you can see the first stage TWR in the Engineer Report, accessible from the small cluster of icons to the left of the Launch button.
I encountered that failure to detach glitch as well. My circularization state just stayed firmly welded to my now functioning interplanetary stage lmao. So I was dragging the circularization stage with me.
You can see your Dv for your stages by clicking the little blue arrow pointing left on the left side at the launch button.
There is a bug were then you add any new stage it does not show it immediately, the only workaround is to press the launch button and then revert back to the vehicle assembly.