3:31 you could check your thrust to weight ratio or twr for short in the "Staging Analysis" part of that panel you opened, you should check for "Starting twr", for mostly all rockets it's above 1.0 or beyond if it goes under 1.0 like for example "Starting twr is 0.9" you will struggle at lift off cause you don't have enough thrust to move. So in conclusion your "Starting twr" should be above 1.0.
Hopefully he will see this comment. I quite literally feel pain while watching this I mean I love the game and that he is playing it, but when u know how to play someone doesn't....
3:31 you basically need to overcome the earths gravitational force of 9,81N/kg. This means you need around 10 times as much newtons of thrust as your weight (so 3,91kN of Thrust) Or just make sure the starting twr is above 1
3:10 You don't need to do any math here, the game gives you everything you need to know... Just look at "Starting TWR" which means "Thrust to Weight Ratio" Your TWR needs to be over 1.0 ... If it's less than that it means your engine is not powerful enough to lift the weight of your rocket, so you either need to use a bigger engine, add more engines or remove some fuel.
It only needs to be more than 1 if you are still on the ground. While in space you can use less than 1 twr. It’s just going to be slow. This is for anyone who doesn’t fully know what to do after launch.
@@TurkeyTray But usually in this game you start by launching your rocket from a planet, right? Seriously with something like rocket science there is always a ton of details and exceptions about every single concept so when we are trying to help noobs like ScrapMan it's probably not a good idea to bury them under all this theory, it's just going to confuse them even more and discourage them from learning. Just keep it simple and teach them bit by bit, step by step...
@@Reth_Hard Fair point. That comment is more of there to be used at any time instead of immediately. For example if scrap man sees it then he might know that second stages don’t need to be too powerful. I’m not the best at explaining stuff though.
For games like this or Kerbal Space Program, it's very recommended to watch at least one or two tutorials about the basic concepts. There is a UA-camr named Scott Manley that made very good videos about pretty much everything you might want to know about rockets. Don't look any further! He is by far the most known and respected UA-camr for this stuff and he's very good at teaching stuff about Rockets, from the very basic stuff to the most advanced and complicated concepts. (Rockets in games and in real life.)
Get “Check your staging” in the tech tree, it is going to be pretty much essential in order to get into orbit, essentially it makes you detach used fuel tanks and engines that would just be dead weight, also the new engine you unlocked should be used in vacuum, not to take off. So for example one good attempt to try and get into orbit would be to have a 1st stage with solid engines (which can only work with solid fuel types); than detach that 1st stage and use a 2nd stage with the Gnome engine (which uses liquid fuel types) which is more efficient at higher altitudes
man i wish your channel had been around when i was still obsessed with simple planes cause i would have loved to see what you did with it, but im happy to see you playing its successors successor!
A Tip : at 2:22 in the Menu under All Stages ,,Delta v“ is the total Speed the rocket Can get. Ist is pretty nice to know Cause if u know the Numbers u Can change the Build in cause Go change the value. Par Exempel the Delta V to Archive an stabile Orbit are around 3000m/s i guess.
Delta-v isn't how much velocity you can achieve, but by how the velocity can be changed by that stage (delta - change, v - velocity). To get to orbit in this game, I believe you need around 6km/s dv, but it's around 3.5km/s in kerbal space program or almost 10km/s in real life - depends on the scale of things. Also, escape velocity is how fast you need to go to escape the earths sphere of influence and get to other parts of the solar system
Starting TWR Thrust to Weight Ratio, ie If you dont have more than 1 then you dont have enough thrust to overcome weight. If you think of it as 1:1 TWR = (thrust in Gs or thrust needed to overcome weight) : ( at one planets gravity or 1G) so TWR of 1 would perfectly hover. a good rule of thumb is 1.2 absolute min and 1.4-1.6 or more is about optimal to not only overcome gravity at launch but to accelerate relatively quickly, spend less time in atmosphere and less time fighting gravity.
10:36 "those little course correction engines" are called RCS thrusters (reaction control system) and they use one type of liquid as fuel for fine-tuning things
The force that pulls you down to the ground is calculated by multiplying your weight by the acceleration of gravity, so if you weight 391kg, the force will be around 3.8kN, so I think that if your thurster produces less than that you are going to struggle at lift off
Loving the content, definitely want more of this! Also you can find out your thrust to weight ratio when building the rocket, make sure you move the slider from vacuum to atmosphere. This is why you were getting such a high burn time!
I think the gyro thing may be caused by not allocating enough space to batteries. There's a slider above the Volume for Gyros slider that is labeled Volume for Battery. It looks like your rocket is rotating, but then it's stopping like the gyro cut out or something, which could be caused by running out of battery.
The gyro isn't strong enough, especially at high velocity. Soon enough he'll get control planes for the fins which is much better (only in atmosphere) at aggressive maneuvers using and controlling the airflow for changes in direction. The gyro is great for zero/low atmosphere maneuvers that don't have to fight airflow.
It's very important to get the interstage technology. This allows you to drop part of your weight halfway through the flight allowing you to go much further.
What you're looking for is Starting TWR (thrust to weight ratio) in the Staging Analysis section right below burn time that you were looking at - it needs to be greater than 1 to get off the ground, but ideally your TWR should be somewhere around 1.5-2 unless you're doing something really crazy.. Like this: ua-cam.com/video/YZZV464z9g8/v-deo.html That's a Sprint anti-ballistic missile from the 70s, designed to intercept ICBMs. It only had a very short window in which to intercept an ICBM which was doing several kilometers per second so it was designed to accelerate at 100g and could hit Mach 10 five seconds after launch. It flew so fast that it experienced re-entry heating on the way UP and would glow white hot from it. It's absolutely the most batshit rocket I've ever heard of, and it had a TWR of around *85*.
This is good entertainment! I'm sticking around for the series to (hopefully) see that "omg" moment when somebody actually grasps basic relativity for the first time. You don't just "accidentally" get into orbit, but that's something you learn pretty quick w/ these amazing spaceflight simulation games. Subscribed!
The Delta V indicator in the build menu indicates how much speed the rocket can achieve in a zero-g vacuum, therefore imforming you about how far the rocket can travel. Btw, the equation for Dv is Dv= mv * IP (mf/mo)
Also, to get into orbit, you have to get the periapsis/perigee (the highest point of a orbital/suborbital trajectory) above the planets atmosphere. Then, wait till the rocket is just before the perigee and burn prograde (the direction your traveling in) until the apoapsis/apogee (the lowest point of a orbital trajectory) is above the atmosphere on the other side of the planet. Since it requires two burns, a liquid-fuel engine and/or multiple stages are needed. Additionally, the TWR should be around 1.3 for a normal rocket (unless you want to make a missle), not 2.5 or above. Balancing out the amount of fuel and the TWR is the key to efficiency. I never played Juno before, but I am a ksp (Kerbal Space Program) player, and if real-life physics apply to Juno, it should work.
General rocket games tips, solid rockets are very simple and cheap but they are not throtable, liquid motors are very expensive but throtable and usually have a gimble, if you want to figure out if a rocket can launch just divide Newtons by 10 and thats how many kg you can lift ( A N is 1 kg*m/s^2 this means that something with 1 N of force can acceleratr 1 kg at 1m/s^2 since gravity is arroung 10m/s^2 you will need about 10N per kg for takeoff) also, isp measures the efficiency of an engine,( it means the amount of seconds that a rocket that produces 1N of force can run while only using 1kg of fuel) basically, if a rocket has 200 isp and a different rocket only has 100 isp if they both have the same amount of fuel the first rocket will generate 2 times more force, and thus speed ( they will not necesarilly run longer, they will just run more efficiently)
Reentry can be an issue, but it’s best to try and move sideways, as that saves fuel and unnecessarily coming to a complete stop and dropping down With enough practice, you can use reentry on just on its own to slow down (parachutes too, and heat shielding) Drag is a major factor in reentry, so having a craft that is thin slows you down a small amount, the opposite is true for wide craft You can even use the atmosphere to change your orbit without reentering
16:20, Kerolox doesn't have burntime for the solid engine (first you used in the game) because it uses solid propellant and kerolox is a liquid one. Those are the two types of propellant in the rocket industry, so make sure to know which engine uses which propellant. And also, if you want to know if you will be able to take off, you can calculate your effective thrust by subtracting your mass in kg multiplied by ten to your thrust in N ( thrust [N] - mass [kg] x 10 ), don't forget to do the conversion or else you won't get the correct effective thrust (As you probably know 1t = 1000kg and 1kN = 1000N). The effective thrust is the ammount of thrust that is going to accelerate the rocket and must be positive if you want the rocket to take off, the ammount of thrust left is used to compensate the weight of the rocket.
Keep going! Plz! Help: the "starting TWR" is the thrust to weight ratio, it must be over 1 to start lifting up, 1,7 is the best value. And try to reduce the size of your fins or your rocket will be stuck to the direction you'll be going in the atmosphere! Great video, you'll learn, spacestuff Isn't as hard as it seams. 👍😉
Man it felt awesome when you're trying this game for the first time. Brings back so much nostalgia. You'll get better at it. I've been playing this game for more than 3 years, now it's just a simple game.
Good to see another episode of this game! I makes me realize how much knowledge I assumed, from a long time playing games like Kerbal Space Program, to be "basic" rocketry is not actually so obvious. Though the simple design of this game's menus and tutorial, while containing the right information, doesn't actually help much to point out some of the occasionaly critical information to someone new to it, like thrust-to-weight ratio, delta V, burn time, etc. so confusion is easily understandable. Nonetheless, a cool series to see being continued.
Solid fuel is for solid motors, liquid fuel like kerolox is for engines that run on liquid fuel. You can change the amount of thrust and turn off liquid fuel engines. Solid fuel engine is something like a firework.
Oooommmmmmgggggg I'm so glad your continuing this... I love seeing you out of your element.. also similar to how you can change the size of the engine you can add controll surfaces to your fins.... Took me a while to figure that out
So excited it seems you'll be continuing Juno, ngl when I first saw the game I thought "another Kerbal space program game(not that that's bad)" but I am excited to watch a series on you channel
here is your formula scrapman for how much thrust u need, thrust force in Newton= mass in kg x 10, for getting thrust in kN, u need to divide the thrust found out by 1000
try researching staging, you could use a powerfull engine to get off the ground to lower gravity, detach the empty fuel tanks and use a more efficient engine to go further when you are outside the atmosphere, your gonna really struggle with going to orbit without it you also need about 10KN to lift up 1 ton of weight your gyro isnt working after launch because you have no electricity left in your craft, try researching batteries for more power
1 kN is around 100 kilagrams of force so your first rocket would probably need around 3 kN to get a good velocity Edit: i meant before the radial symmetry added 3 more engines
ScrapMan , Really want to see you give "From the Depths" a legit try and check it out. It has a very steep learning curve and the UI isn't great but the game has the best and most customizable building of creations I have ever seen. Down to building the engines for your creations from parts , to building the guns and ammo types, and logic and programming, and oooo so much. It truly is a gem and if you can get past the learning curve and UI issues it's an amazing experience. I think you would really appreciate the complexity of the game and learning the systems and how things work and building a good creation is so rewarding.
Note that fins will always try to angle your craft towards the direction it is moving, which might be the reason you are unable to turn well with the gyro (this is only the case they are on the bottom / below center of mass, if they are above the center of mass they would try to face the rocket backwards)
i just got recomended the video where you made a wind proof drone in the trailmakers campaign so im gonna go binge re-watch your trailmakers campaign series
After watching this, I feel like I need to see you play some Kerbal Space Program! I don't think I've ever seen someone play that who doesn't have a good grasp of the basics of rocket physics so it would be neat to see how good of a teaching tool it actually is and how quickly you learn the fundamentals.
Engine TWR is thrust to weight ratio. Also make sure to check out the parameters for all the components. Engines can be fully customised. Gimbal helps you to aim your rocket too
Could have been a verbal typo, but for anyone who might not have known: When Scrapman at around 5:25 said that getting further away from the earth was gonna reduce earths gravitational pull on your craft. That's not exactly true. Sure getting further away from something does decrease the gravitational pull, but between the surface of the planet and in orbit, the difference is incredibly tiny. even the ISS and other different Satilites, are experincing the (almost) same pull that we are. Their "weightlessness" being due to the constant fall that they're in, being in orbit and falling around the earths curvature. The reason why spaceships go a lot further the further away from earth they are, is mainly due to air friction slowing it down until it can no longer keep up with the curvature of the earth. At a certain point (orbit) the resistance is almost 0, and with the right speed it could (techically) orbit forever.
You have 25 tech points. You should definitely get the "check your staging" tech. Especially since some engines are more efficient in thicker atmosphere, and some more efficient in a vacuum, and being able to shed weight as you go is crucial.
@ScrapMan a thing you should do is to go to your fins and click add control surface [it will add the thingy that controls planes which will tilt the planes in the air
Here's a good way to know if you're producing enough thrust ahead of launch; the rocket's mass in kg times 10 is about the amount of downward force the rocket experiences in newtons. As long as the thruster makes more than that you're good.
3:20 In order to calculate if the rocket will lift off the ground you have to find out what the force of weight(idk how to say it in english) , and the formula for it is G= m*g, where m is the mass and g is the gravitational pull of earth(10N) so to lift your rocket you need 3.91kN, and you only have 3.48kN
I once again ask you to build Mil Mi-32 tri propeller helicopter (When you click on the fuel tank, you have something called "Starting TWR" TWR being thrust to weight ration how much thrust you produce in comparison to how much you weigh if it is 1.0 you will just hover in place if it is below 1.0 you won't get off the ground and if it's above you will fly)
You will probably don't see that. But a very useful tip for this type of game is the Delta-V (∆v). It shows you the speed that you can reach in the Vacuum (starting to 0). So this is like the "fuel left" gauge that we have in more land type game. It's logicle, with the drag or different planet attraction (slingshot, forgot the real name). The delta-v can change. In KSP (don't exactly know JUNO but seems the same), you can go on some space object the hard way with a lot of Delta-V. Or use physics, and go the slow (and painful) way, and spare A LOT of Delta-V (like use 20x less fuel). This is a very very important concept to understand in this type of game... Hope you understood what I said and thank you for reading my comment xDD Hope you'll have fun with this new type of game on this series
And the TWR (Thrust to Weight Ratio), this is pretty straight forward. If it exceed 1, you're engine are powerful enough to launch it ! If it is lower than 1, add more engines... In orbit, this has no meaning. It's only relevant when lauching from an object (depens on his gravity)
And the cone engine is solid fuel engine, Solid fuel engine cannot be stop or cannot change their trust. The other more detailled one is a liquid fuel engine, Less powerful but has cardan (can change the direction of the thrust), but you can stop them and change their power (ctrl and shift in KSP, don't know for this game). The little engine (you showed on Appolo) are RCS thrusters, They are so useful for little adjustment or space rendez-vous, but don't really need it for your vessels for now. (And my bad for my English, I'm French)
Interstaging would probably have been a better choice over parachutes. Dropping some dead weight as you go up should help you get further down range. Be sure to do the tutorial options as they explains some of the interface, like looking at TWR and adjusting altitudes to see better numbers and the like.
3:50 The reason it's a bit hard to turn the craft is because your fins are trying to make you point exactly where you're facing and making it hard to turn away from that when going fast enough. I generally dislike having fins on rockets solely because of this reason.
You have a lot to learn :P Solid motors use a solid fuel so you have no throttle. Liquid Motors are throttle able and have the ability to gimbal. Those 4 port thrusters you pointed out are RCS thrusters and they are different to a pressure fed liquid rocket motor I'm surprised the game doesn't really describe it too much
A reaction wheel works by spinning a heavy weight and stopping it instantaneously which uses the 3rd law of Newton that says when an object is moving, an exact same force will be produced in The opposite direction of the object. Using this mechanic, you need to use your reaction wheel for less amount of rotation on your rocket so that you can have better results
When i saw the first video, i thought it was a sr ripoff because it was identical to the game and juno reminded me to jundro, now i have entered in shock. This is what it evolved to
First time ever getting "featured" in Scrapman's video, then I travel to Balaton lake, and I miss this episodes by 6 days... Concluson: dont miss any of Scrapman's video xd
If you want to know if you rocket can lift itself, In Staging Analysis, There is a value for "Starting TWR". TWR stands for Thrust to Weight Ratio, So if the Weight is too high for the Thrust, It won't take off. Anything below 1.00 is never going to take off because it's too heavy. If it's exactly 1.00, it will just hover in place. You'll want to have it above 1.00. The higher the number the better, but it also somewhat means less fuel to save on weight.
Basically if u get into the atmosphere, and u will fly ur rocket the orbital map will show where are u going to land, the lines, i think u need to buy it in tech tree.
TWR is the Thrust to Weight Ratio You need a TWR of at least 1 to hover, but having a little less than 1 is fine, since you're going to burn some fuel (and thus lose weight) while the engine warms up
3:31 you could check your thrust to weight ratio or twr for short in the "Staging Analysis" part of that panel you opened, you should check for "Starting twr", for mostly all rockets it's above 1.0 or beyond if it goes under 1.0 like for example "Starting twr is 0.9" you will struggle at lift off cause you don't have enough thrust to move.
So in conclusion your "Starting twr" should be above 1.0.
Hopefully he will see this comment.
I quite literally feel pain while watching this I mean I love the game and that he is playing it, but when u know how to play someone doesn't....
@@Unimaginablekatana Me too
Gotta remember to set the right altitude on the slider too. Some engines may have a very significant change on TWR if it's at sea level or vacuum
It should also be below 1.5, to avoid drag
@@blackholevortex I usually aim for a twr higher than 1 and below 3 that's the golden zone if ask me
Yay! Dis game will be continued in this channel!
he might not it depends on the views on this video.
@@ASGtheHERO so far they've sky-rocketed
@@Starvaze compered to the other videos they are a little behind.
Yes! Juno! I subbed
I need more juno
3:31 you basically need to overcome the earths gravitational force of 9,81N/kg. This means you need around 10 times as much newtons of thrust as your weight (so 3,91kN of Thrust)
Or just make sure the starting twr is above 1
WHOA WHOA SLOW DOWN ALBERT EINSTEIN
um, i dont think albert einstein was specialized in rocket science
haha imagine he makes a 1.02 twr rocket and is now confused about how stupidly slow it ascends
Seeing N per kg feels so wrong because it would just be 9.81m*s^-2 and multiplying it with mass gives you kg*m*s^-2 (-> Newton) again.
3:10 You don't need to do any math here, the game gives you everything you need to know... Just look at "Starting TWR" which means "Thrust to Weight Ratio"
Your TWR needs to be over 1.0 ... If it's less than that it means your engine is not powerful enough to lift the weight of your rocket, so you either need to use a bigger engine, add more engines or remove some fuel.
It only needs to be more than 1 if you are still on the ground. While in space you can use less than 1 twr. It’s just going to be slow. This is for anyone who doesn’t fully know what to do after launch.
@@TurkeyTray
But usually in this game you start by launching your rocket from a planet, right?
Seriously with something like rocket science there is always a ton of details and exceptions about every single concept so when we are trying to help noobs like ScrapMan it's probably not a good idea to bury them under all this theory, it's just going to confuse them even more and discourage them from learning.
Just keep it simple and teach them bit by bit, step by step...
@@Reth_Hard Fair point. That comment is more of there to be used at any time instead of immediately. For example if scrap man sees it then he might know that second stages don’t need to be too powerful. I’m not the best at explaining stuff though.
For games like this or Kerbal Space Program, it's very recommended to watch at least one or two tutorials about the basic concepts.
There is a UA-camr named Scott Manley that made very good videos about pretty much everything you might want to know about rockets.
Don't look any further! He is by far the most known and respected UA-camr for this stuff and he's very good at teaching stuff about Rockets, from the very basic stuff to the most advanced and complicated concepts. (Rockets in games and in real life.)
Watching him struggle and then successfully complete the missions in the end was satisfying
I can't wait to see you attempt breaking speed records in this game. It's pretty fun with it, and that's not even leaving the first planet.
the only thing I have achieved is orbit
I have gotten to the moon and Mars (I forgot it's name) in a automated rocket
Scrapman Figuring out how to use a liquid fuel Engine is the funniest thing I’ve seen today
Yea, it was hilarious
ye
Yes, and I love watching my favorite youtuber play space games!
Just what I was thinking
Gimballed engines provide additional control on assent. Loving the series btw, please keep it going!
Get “Check your staging” in the tech tree, it is going to be pretty much essential in order to get into orbit, essentially it makes you detach used fuel tanks and engines that would just be dead weight, also the new engine you unlocked should be used in vacuum, not to take off. So for example one good attempt to try and get into orbit would be to have a 1st stage with solid engines (which can only work with solid fuel types); than detach that 1st stage and use a 2nd stage with the Gnome engine (which uses liquid fuel types) which is more efficient at higher altitudes
man i wish your channel had been around when i was still obsessed with simple planes cause i would have loved to see what you did with it, but im happy to see you playing its successors successor!
A Tip : at 2:22 in the Menu under All Stages ,,Delta v“ is the total Speed the rocket Can get. Ist is pretty nice to know Cause if u know the Numbers u Can change the Build in cause Go change the value. Par Exempel the Delta V to Archive an stabile Orbit are around 3000m/s i guess.
Isn't that called escape velocity, or am I remembering wrong? I mean the velocity you need to escape the earth's gravity and achieve orbit
@@alkestos the escape velociety is Just the Delta v that u Need do achieve in order to get an Orbit Or escape the Earth Gravitation.
Delta-v isn't how much velocity you can achieve, but by how the velocity can be changed by that stage (delta - change, v - velocity). To get to orbit in this game, I believe you need around 6km/s dv, but it's around 3.5km/s in kerbal space program or almost 10km/s in real life - depends on the scale of things.
Also, escape velocity is how fast you need to go to escape the earths sphere of influence and get to other parts of the solar system
@@markinipannini 🫡
Starting TWR Thrust to Weight Ratio, ie If you dont have more than 1 then you dont have enough thrust to overcome weight. If you think of it as 1:1 TWR = (thrust in Gs or thrust needed to overcome weight) : ( at one planets gravity or 1G) so TWR of 1 would perfectly hover. a good rule of thumb is 1.2 absolute min and 1.4-1.6 or more is about optimal to not only overcome gravity at launch but to accelerate relatively quickly, spend less time in atmosphere and less time fighting gravity.
10:36 "those little course correction engines" are called RCS thrusters (reaction control system) and they use one type of liquid as fuel for fine-tuning things
I got into this game about a week ago, I've been playing simpleplanes for about 6 months or so, probably my favourite game
The force that pulls you down to the ground is calculated by multiplying your weight by the acceleration of gravity, so if you weight 391kg, the force will be around 3.8kN, so I think that if your thurster produces less than that you are going to struggle at lift off
Yes the game does it already it is called TWR thrust weight ratio
@@DavidRamirez-lq2co oh, I did not know that
@@distejn8407 see the minute 12:15 you have staring and ending TWR.
Loving the content, definitely want more of this! Also you can find out your thrust to weight ratio when building the rocket, make sure you move the slider from vacuum to atmosphere. This is why you were getting such a high burn time!
I think the gyro thing may be caused by not allocating enough space to batteries. There's a slider above the Volume for Gyros slider that is labeled Volume for Battery. It looks like your rocket is rotating, but then it's stopping like the gyro cut out or something, which could be caused by running out of battery.
The fins keep the rocket looking at where it's going (prograde) and the gyro isnt strong enough to combat that force
The gyro isn't strong enough, especially at high velocity. Soon enough he'll get control planes for the fins which is much better (only in atmosphere) at aggressive maneuvers using and controlling the airflow for changes in direction. The gyro is great for zero/low atmosphere maneuvers that don't have to fight airflow.
MORE, MORE, MORE of this please.... great content!
Kerbal Space Program is another great space game to try!
super happy you'll keep playing this game!
It's very important to get the interstage technology. This allows you to drop part of your weight halfway through the flight allowing you to go much further.
What you're looking for is Starting TWR (thrust to weight ratio) in the Staging Analysis section right below burn time that you were looking at - it needs to be greater than 1 to get off the ground, but ideally your TWR should be somewhere around 1.5-2 unless you're doing something really crazy..
Like this: ua-cam.com/video/YZZV464z9g8/v-deo.html
That's a Sprint anti-ballistic missile from the 70s, designed to intercept ICBMs. It only had a very short window in which to intercept an ICBM which was doing several kilometers per second so it was designed to accelerate at 100g and could hit Mach 10 five seconds after launch. It flew so fast that it experienced re-entry heating on the way UP and would glow white hot from it. It's absolutely the most batshit rocket I've ever heard of, and it had a TWR of around *85*.
This is good entertainment! I'm sticking around for the series to (hopefully) see that "omg" moment when somebody actually grasps basic relativity for the first time. You don't just "accidentally" get into orbit, but that's something you learn pretty quick w/ these amazing spaceflight simulation games. Subscribed!
The Delta V indicator in the build menu indicates how much speed the rocket can achieve in a zero-g vacuum, therefore imforming you about how far the rocket can travel. Btw, the equation for Dv is Dv= mv * IP (mf/mo)
Also, to get into orbit, you have to get the periapsis/perigee (the highest point of a orbital/suborbital trajectory) above the planets atmosphere. Then, wait till the rocket is just before the perigee and burn prograde (the direction your traveling in) until the apoapsis/apogee (the lowest point of a orbital trajectory) is above the atmosphere on the other side of the planet. Since it requires two burns, a liquid-fuel engine and/or multiple stages are needed. Additionally, the TWR should be around 1.3 for a normal rocket (unless you want to make a missle), not 2.5 or above. Balancing out the amount of fuel and the TWR is the key to efficiency. I never played Juno before, but I am a ksp (Kerbal Space Program) player, and if real-life physics apply to Juno, it should work.
Please keep playing the game, very enjoyable watching you go through the process.
maybe you could do a Kerbal 2 Playthrough when it comes out?
these videos are incredibly relatable, because we get to learn something together. please keep playing this game!
General rocket games tips, solid rockets are very simple and cheap but they are not throtable, liquid motors are very expensive but throtable and usually have a gimble, if you want to figure out if a rocket can launch just divide Newtons by 10 and thats how many kg you can lift ( A N is 1 kg*m/s^2 this means that something with 1 N of force can acceleratr 1 kg at 1m/s^2 since gravity is arroung 10m/s^2 you will need about 10N per kg for takeoff) also, isp measures the efficiency of an engine,( it means the amount of seconds that a rocket that produces 1N of force can run while only using 1kg of fuel) basically, if a rocket has 200 isp and a different rocket only has 100 isp if they both have the same amount of fuel the first rocket will generate 2 times more force, and thus speed ( they will not necesarilly run longer, they will just run more efficiently)
Reentry can be an issue, but it’s best to try and move sideways, as that saves fuel and unnecessarily coming to a complete stop and dropping down
With enough practice, you can use reentry on just on its own to slow down (parachutes too, and heat shielding)
Drag is a major factor in reentry, so having a craft that is thin slows you down a small amount, the opposite is true for wide craft
You can even use the atmosphere to change your orbit without reentering
I really love how you did this episode, It did look like a struggle but i think that was good.
16:20, Kerolox doesn't have burntime for the solid engine (first you used in the game) because it uses solid propellant and kerolox is a liquid one. Those are the two types of propellant in the rocket industry, so make sure to know which engine uses which propellant. And also, if you want to know if you will be able to take off, you can calculate your effective thrust by subtracting your mass in kg multiplied by ten to your thrust in N ( thrust [N] - mass [kg] x 10 ), don't forget to do the conversion or else you won't get the correct effective thrust (As you probably know 1t = 1000kg and 1kN = 1000N). The effective thrust is the ammount of thrust that is going to accelerate the rocket and must be positive if you want the rocket to take off, the ammount of thrust left is used to compensate the weight of the rocket.
Keep going! Plz!
Help: the "starting TWR" is the thrust to weight ratio, it must be over 1 to start lifting up, 1,7 is the best value.
And try to reduce the size of your fins or your rocket will be stuck to the direction you'll be going in the atmosphere!
Great video, you'll learn, spacestuff Isn't as hard as it seams. 👍😉
Man it felt awesome when you're trying this game for the first time. Brings back so much nostalgia. You'll get better at it. I've been playing this game for more than 3 years, now it's just a simple game.
Good to see another episode of this game! I makes me realize how much knowledge I assumed, from a long time playing games like Kerbal Space Program, to be "basic" rocketry is not actually so obvious. Though the simple design of this game's menus and tutorial, while containing the right information, doesn't actually help much to point out some of the occasionaly critical information to someone new to it, like thrust-to-weight ratio, delta V, burn time, etc. so confusion is easily understandable. Nonetheless, a cool series to see being continued.
It's great seeing you try again fixing problem and trying different things
Wasn't expecting this! I love this game and I am glad to see you play it!
Id recommend using around 80% of your fuel and save the rest for the "apex" (apogee) and boost towards velocity then, it will get you further!
Sure if he uses a liquid fueled powered engine, otherwise with solid rocket motors he would be screwed cause he cannot manage the thrust 🤷🏽♂️
Don't stop with this series! Loving it!
Solid fuel is for solid motors, liquid fuel like kerolox is for engines that run on liquid fuel. You can change the amount of thrust and turn off liquid fuel engines. Solid fuel engine is something like a firework.
Oooommmmmmgggggg I'm so glad your continuing this... I love seeing you out of your element.. also similar to how you can change the size of the engine you can add controll surfaces to your fins.... Took me a while to figure that out
So excited it seems you'll be continuing Juno, ngl when I first saw the game I thought "another Kerbal space program game(not that that's bad)" but I am excited to watch a series on you channel
Finally more of this game. Keep the good stuff up!
I would love to see much more of this series!
I love his gear shaped cam video. I haven’t seen another UA-camr doing the same thing
here is your formula scrapman for how much thrust u need, thrust force in Newton= mass in kg x 10, for getting thrust in kN, u need to divide the thrust found out by 1000
try researching staging, you could use a powerfull engine to get off the ground to lower gravity, detach the empty fuel tanks and use a more efficient engine to go further when you are outside the atmosphere, your gonna really struggle with going to orbit without it
you also need about 10KN to lift up 1 ton of weight
your gyro isnt working after launch because you have no electricity left in your craft, try researching batteries for more power
This is a great game for Scrapman. A nice interjection of newness to the channel.
love this series!!!!!! keep it going however long you want!
I'm loving this game so far, I hope this becomes a staple on the channel!
1 kN is around 100 kilagrams of force so your first rocket would probably need around 3 kN to get a good velocity
Edit: i meant before the radial symmetry added 3 more engines
ScrapMan , Really want to see you give "From the Depths" a legit try and check it out. It has a very steep learning curve and the UI isn't great but the game has the best and most customizable building of creations I have ever seen. Down to building the engines for your creations from parts , to building the guns and ammo types, and logic and programming, and oooo so much. It truly is a gem and if you can get past the learning curve and UI issues it's an amazing experience. I think you would really appreciate the complexity of the game and learning the systems and how things work and building a good creation is so rewarding.
What a pleasant surprise this second episode
Note that fins will always try to angle your craft towards the direction it is moving, which might be the reason you are unable to turn well with the gyro (this is only the case they are on the bottom / below center of mass, if they are above the center of mass they would try to face the rocket backwards)
This is cool keep it up scrapman
Those course correction engines (RCS thrusters) that you mentioned during 10:33 are usually pressure fed engines
You have to resize the cone on the top when expanding the fuel tank to reduce the drag resistance significantly.
i just got recomended the video where you made a wind proof drone in the trailmakers campaign so im gonna go binge re-watch your trailmakers campaign series
Please keep playing this game! Its very fun to watch
3:21 that's just plain wrong... you are OBVIOUSLY a genius
After watching this, I feel like I need to see you play some Kerbal Space Program! I don't think I've ever seen someone play that who doesn't have a good grasp of the basics of rocket physics so it would be neat to see how good of a teaching tool it actually is and how quickly you learn the fundamentals.
looking forward to more of this series.
Engine TWR is thrust to weight ratio. Also make sure to check out the parameters for all the components. Engines can be fully customised. Gimbal helps you to aim your rocket too
Could have been a verbal typo, but for anyone who might not have known: When Scrapman at around 5:25 said that getting further away from the earth was gonna reduce earths gravitational pull on your craft. That's not exactly true. Sure getting further away from something does decrease the gravitational pull, but between the surface of the planet and in orbit, the difference is incredibly tiny. even the ISS and other different Satilites, are experincing the (almost) same pull that we are. Their "weightlessness" being due to the constant fall that they're in, being in orbit and falling around the earths curvature. The reason why spaceships go a lot further the further away from earth they are, is mainly due to air friction slowing it down until it can no longer keep up with the curvature of the earth. At a certain point (orbit) the resistance is almost 0, and with the right speed it could (techically) orbit forever.
You have 25 tech points. You should definitely get the "check your staging" tech. Especially since some engines are more efficient in thicker atmosphere, and some more efficient in a vacuum, and being able to shed weight as you go is crucial.
@ScrapMan a thing you should do is to go to your fins and click add control surface [it will add the thingy that controls planes which will tilt the planes in the air
Here's a good way to know if you're producing enough thrust ahead of launch; the rocket's mass in kg times 10 is about the amount of downward force the rocket experiences in newtons. As long as the thruster makes more than that you're good.
3:20 In order to calculate if the rocket will lift off the ground you have to find out what the force of weight(idk how to say it in english) , and the formula for it is G= m*g, where m is the mass and g is the gravitational pull of earth(10N) so to lift your rocket you need 3.91kN, and you only have 3.48kN
It's thrust to weight and he can find that in staging analysis with the starting twr value
I once again ask you to build Mil Mi-32 tri propeller helicopter
(When you click on the fuel tank, you have something called "Starting TWR" TWR being thrust to weight ration how much thrust you produce in comparison to how much you weigh if it is 1.0 you will just hover in place if it is below 1.0 you won't get off the ground and if it's above you will fly)
You will probably don't see that.
But a very useful tip for this type of game is the Delta-V (∆v).
It shows you the speed that you can reach in the Vacuum (starting to 0).
So this is like the "fuel left" gauge that we have in more land type game.
It's logicle, with the drag or different planet attraction (slingshot, forgot the real name). The delta-v can change.
In KSP (don't exactly know JUNO but seems the same), you can go on some space object the hard way with a lot of Delta-V.
Or use physics, and go the slow (and painful) way, and spare A LOT of Delta-V (like use 20x less fuel).
This is a very very important concept to understand in this type of game...
Hope you understood what I said and thank you for reading my comment xDD
Hope you'll have fun with this new type of game on this series
And the TWR (Thrust to Weight Ratio), this is pretty straight forward.
If it exceed 1, you're engine are powerful enough to launch it !
If it is lower than 1, add more engines...
In orbit, this has no meaning. It's only relevant when lauching from an object (depens on his gravity)
And the cone engine is solid fuel engine,
Solid fuel engine cannot be stop or cannot change their trust.
The other more detailled one is a liquid fuel engine,
Less powerful but has cardan (can change the direction of the thrust), but you can stop them and change their power (ctrl and shift in KSP, don't know for this game).
The little engine (you showed on Appolo) are RCS thrusters,
They are so useful for little adjustment or space rendez-vous, but don't really need it for your vessels for now.
(And my bad for my English, I'm French)
Interstaging would probably have been a better choice over parachutes. Dropping some dead weight as you go up should help you get further down range. Be sure to do the tutorial options as they explains some of the interface, like looking at TWR and adjusting altitudes to see better numbers and the like.
3:47 add some small fins in the front so theres something to catch the wind
3:50 The reason it's a bit hard to turn the craft is because your fins are trying to make you point exactly where you're facing and making it hard to turn away from that when going fast enough. I generally dislike having fins on rockets solely because of this reason.
Yes I love it... I am a huge fan of this game... Cannot wait for you to reach your first orbit, sooooo satisfying
You have a lot to learn :P
Solid motors use a solid fuel so you have no throttle. Liquid Motors are throttle able and have the ability to gimbal. Those 4 port thrusters you pointed out are RCS thrusters and they are different to a pressure fed liquid rocket motor
I'm surprised the game doesn't really describe it too much
I would love to see you Go as far as you can in this game
3:20 just multiply rocket's mass by 10(9.8 to be accurate) and that will show how much thrust you will need to start moving
The game already gives you the rocket TWR, don't overcomplicate everything...
BTW your response doesn't even make any sense.
How to convert mass to gravitational force: multiply the mass by 9.8 (32 if in imperial units instead of metric)
So great that you are playing this game, I want to see more, I want to see you get a build a space station
You are learning quick Scrapman. BTW the fins are making it way harder to steer.
A reaction wheel works by spinning a heavy weight and stopping it instantaneously which uses the 3rd law of Newton that says when an object is moving, an exact same force will be produced in The opposite direction of the object. Using this mechanic, you need to use your reaction wheel for less amount of rotation on your rocket so that you can have better results
I just envisioned a colab video between You and Scott Manley, who could teach you about the basics of rockets. Could be awesome. ;)
Loving the game scrapman, please keep making videos of it
When i saw the first video, i thought it was a sr ripoff because it was identical to the game and juno reminded me to jundro, now i have entered in shock. This is what it evolved to
hope to see much more of this! : )
Scott Manley has great you tube tutorials on basic rocket design. Its for kerbal space program but the concepts should transfer over fine.
"Ohhhhhh, this has control"
And on that day, scrapman discovered what 'gimbal' means
YES, I LOVE THIS GAME! Make sure you try sandbox after you feel skilled enough to build rockets.
First time ever getting "featured" in Scrapman's video, then I travel to Balaton lake, and I miss this episodes by 6 days...
Concluson: dont miss any of Scrapman's video xd
Scrapman: “I don't happen to have those formulas just sitting around in my head”
The formula: *t/m* xD
i would love to see more of this
Im loving this series
If you want to know if you rocket can lift itself, In Staging Analysis, There is a value for "Starting TWR". TWR stands for Thrust to Weight Ratio, So if the Weight is too high for the Thrust, It won't take off. Anything below 1.00 is never going to take off because it's too heavy. If it's exactly 1.00, it will just hover in place. You'll want to have it above 1.00. The higher the number the better, but it also somewhat means less fuel to save on weight.
Basically if u get into the atmosphere, and u will fly ur rocket the orbital map will show where are u going to land, the lines, i think u need to buy it in tech tree.
YES YES YES YES YES!!!! THIS IS A SERIES🎉🎉🎉🎉🎉🎉🎉🎉🎉🎉
Damn I remember playing Simple Rockets on my phone, its crazy how far this game has gotten
You aren’t really leaving the gravitational pull of the earth, the ISS experiences ~90% of the gravity that you feel on the ground
Keep playing. Also your thrust to weight ratio or TWR is near the burn time and anything over one on your starting TWR means you will lift off.
yes
TWR is the Thrust to Weight Ratio
You need a TWR of at least 1 to hover, but having a little less than 1 is fine, since you're going to burn some fuel (and thus lose weight) while the engine warms up
@ScrapMan you should also put a fuel tank with "battery" in it so your gyroscope will work for longer because it takes batttery
I love watching these videos, and would actually love to see him play kerbal space program career mode.