I CANT BELIEVE THIS ACTUALLY WORKED!! // Kerbal Space Program!

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  • Опубліковано 8 вер 2024
  • So I continue my adventure of Science mode in Kerbal Space Program, and find something that I couldn't believe actually worked! It was completely accidental and I feel the game taunts me to build crazy stuff, so maybe next time I'll be back in sandbox?
    If you enjoy the video please give it a like and subscribe to the Real Civil Engineer channel for notifications when I post future videos! Thanks!!
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    WATCH MORE REAL CIVIL ENGINEER!
    TEARDOWN:
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    KERBAL SPACE PROGRAM:
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    POLY BRIDGE 2:
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    About Kerbal Space Program:
    Kerbal Space Program is the iconic rocket building physics game. Engineer increasingly complicated space shuttles to complete various missions around Kerbin, the Mun (Moon), and the Solar System. Earn science points to unlock spaceship parts to "complete" career mode!
    #realcivilengineer #ksp #engineering

КОМЕНТАРІ • 586

  • @RealCivilEngineerGaming
    @RealCivilEngineerGaming  3 роки тому +333

    See I told you Jeb would be fine! Anyway, before I get flooded with comments saying I don't read your suggestions- please bear in mind this was recorded before the last KSP video went live! Cheers guys, enjoy!

  • @jamieclarke321
    @jamieclarke321 3 роки тому +617

    press R and T to enable RCS and SAS, this gives you more steering control of the rocket

    • @wallacesantos0
      @wallacesantos0 3 роки тому +58

      Yeah, but RCS does nothing at this point

    • @ericshreve3743
      @ericshreve3743 3 роки тому +38

      RCS probably wont do anything right now, because they are small thrusters that aren't unlocked for him yet, but SAS will (as he found out towards the end)

    • @U_Geek
      @U_Geek 3 роки тому +9

      yeah I usually have sas on and have rcs on only when docking

    • @IparIzar
      @IparIzar 3 роки тому +5

      @@wallacesantos0 It doesn't really matter, it's a good habit to always R-T before launch

    • @wofeYT
      @wofeYT 3 роки тому

      Sass

  • @kevinstrout630
    @kevinstrout630 3 роки тому +225

    Finally found SAS! That'll be a game changer, you can press T to toggle it btw.

    • @rollymaster16
      @rollymaster16 3 роки тому +3

      He should have SAS on when launching off the launch pad.

    • @kaiserruhsam
      @kaiserruhsam 3 роки тому +7

      found and immediately forgot about

    • @GabenHood
      @GabenHood 2 роки тому

      Or "F" to briefly reset or engage it.

    • @gsquared8730
      @gsquared8730 2 роки тому

      @@GabenHood f

  • @EvelynnEleonore
    @EvelynnEleonore 3 роки тому +119

    3:30 I love that your approach for going to space is literally just building a drill that will pierce the heavens

    • @LL346u3r
      @LL346u3r 3 роки тому +9

      ROW ROW, FIGHT THE POWA

  • @beardedterror
    @beardedterror 3 роки тому +325

    I was dying laughing at all the antennas around the 3 minute mark. Good work on this video. I really enjoy your KSP series.

  • @wallacesantos0
    @wallacesantos0 3 роки тому +71

    - Solid rocket boosters doesn't have throttle control. And once they are fired, they will burn until the fuel goes out. They also doesn't have steer control. But they are cheaper (which is useless in science mode) and are more powerful
    - Liquid fuel engines allows the rocket to steer more when they are firing, and you can control the throttle mid flight. You might wanna do that to reduce power when the rocket is pointing the wrong way.
    - Speaking of that.... Watch out for your center of lift and center of gravity. If the center of lift be on front of the center of gravity, means that the drag will pull it down, making the rocket flip. So keep the center of lift always behind the center of gravity for better stability during atmosphere.
    - You only need one antenna. But right now, you don't need any, since you are always recovering the vessel or sending a manned flight. Antennas are used to control probes or to transmit data if you cant bring back the experiments.
    - Parachutes have a setting for which altitude they will open the drag stage and then open the full stage. You can control it in the VAB by right clicking it and dragging the green bar.
    - You can actually control everything that has a green bar on the VAB. Even the maximum thrust of the boosters

    • @hunterwilk
      @hunterwilk 3 роки тому +4

      Also, the throttle for the liquid second stage engine was stuck at full because the capsule wasn't in control of it, because it had decoupled but the force of the rocket kept it pinned to the top of the fuel tanks. I wish I could go back in time and play ksp for the first time.

    • @Juno101
      @Juno101 3 роки тому +2

      Clydesdale's and the smaller 1500 KN SRB have Engine Gimball, but yeah your right, the ones he has currently has have no Gimball.

    • @Kualinar
      @Kualinar 3 роки тому

      The small solid rocket boosters don't steer, but the two biggest DO steer.
      Not all of the liquid fuel engines can steer. The reliant sure can't.
      You can also change the initial and full deployment altitude of your chutes in flight. Right click the chute and you can change those settings. In the VAB, those changes always apply to all of the chutes of the same sort on the same staging slot. In flight, you only affect that specific chute.

  • @l_rudkin1185
    @l_rudkin1185 3 роки тому +47

    I’m pretty sure that when you use SAS it keeps the rocket straight an may avoid the spinning your experiencing if you turn it on
    Edit: you figured this out at the end , good vid though

    • @safepancake7551
      @safepancake7551 3 роки тому +1

      SAS kills unnecessary torque

    • @oasntet
      @oasntet 3 роки тому +7

      SAS uses available control surfaces, reaction wheels and reaction control thrusters to _try_ to do something you tell it. The default setting is to try to keep the rocket pointed the same way it is now. But with only the reaction wheels in the command pod, it's not going to have much torque.

    • @mikecrapse5285
      @mikecrapse5285 3 роки тому

      @@oasntet not much, but still some

    • @oasntet
      @oasntet 3 роки тому

      @@mikecrapse5285 yeah, it's enough to stop a spinning rocket in the high atmosphere or space (eventually) but it's not going to fix an unbalanced or out-of-control rocket in the lower atmosphere.

  • @justadudeandacamera
    @justadudeandacamera 3 роки тому +42

    I love watching RCE playing KSP, it's a big flash back to when I started playing 3 years ago XD You'll eventually get the hang of it RCE, keep it up!

  • @helloowo9415
    @helloowo9415 3 роки тому +80

    *I’m hypnotized by the rockets. Much. Butt. Merch.*

    • @RealCivilEngineerGaming
      @RealCivilEngineerGaming  3 роки тому +32

      Dammit I must have typos in my hypnosis spell, was meant to be "must buy merch" 😅

    • @abuBrachiosaurus
      @abuBrachiosaurus 3 роки тому +1

      @@RealCivilEngineerGaming I am legit dying lol

    • @Lucas_van_Hout
      @Lucas_van_Hout 3 роки тому

      @@abuBrachiosaurus please don’t

    • @busyminers6527
      @busyminers6527 3 роки тому

      @Uranium 233 hmm

    • @busyminers6527
      @busyminers6527 3 роки тому

      @Uranium 233 are you saying suicidal help is not good?

  • @aunulimansfield3277
    @aunulimansfield3277 3 роки тому +22

    SAS is a form of stability assist. It should help with your loosing control over the rocket issues

  • @AmaroqStarwind
    @AmaroqStarwind 3 роки тому +15

    You need to get some reaction wheels on that thing.
    Also try to make sure that the weight of your science modules and antennae are completely balanced, and try to burn your fuel more slowly.

    • @TlalocTemporal
      @TlalocTemporal 3 роки тому

      Most of the little greebly bits are physics-less, they don't count for aero or mass calculations. The Goo still does though, yeah.

  • @Dom1337
    @Dom1337 3 роки тому +139

    "Hello fellow engineers" *blushes in 2nd semester mechanical engineering*

    • @BierBart12
      @BierBart12 3 роки тому +13

      Why are all engineers so adorable

    • @busyminers6527
      @busyminers6527 3 роки тому +1

      @@BierBart12 tf

    • @shlushe1050
      @shlushe1050 3 роки тому +2

      Me too *blushes too *

    • @norulazri5987
      @norulazri5987 3 роки тому +5

      Me : *blushes in chemical engineering and suffers*

    • @markmadler6147
      @markmadler6147 3 роки тому +2

      hehe me too, except switched to Computer Engineering lol

  • @NeverlostatBSgaming
    @NeverlostatBSgaming 3 роки тому +6

    Reccomend pressing T to enable SAS to avoid spin issues, you’ll also want to make sure to space your boosters, and have spare parachutes, reaction control units, RCS fuel and thrusters.

    • @johncochran8497
      @johncochran8497 3 роки тому +2

      And be thankful for parachutes delaying opening until the velocity is low enough to not destroy them ... unlike earlier versions of KSP.

  • @PTB_BE
    @PTB_BE 3 роки тому +69

    Space-Bridge when?

    • @TheOneGaming0
      @TheOneGaming0 3 роки тому

      Rockets are space bridges

    • @Thoran666
      @Thoran666 3 роки тому +2

      Let RCE figure out how to plot a course to get into orbit, then the bridge will come naturally.

  • @872463051
    @872463051 3 роки тому

    To get to orbit, here are a few tips:
    1) ALWAYS keep SAS on.
    2) Start turning towards the east a little bit after you take off. Starting your turn around 100 m/s (your speed is on the top of the navigation ball) towards the East using the D key. Aiming for around 45 degrees (on the nav ball) between 10km and 15km (altitude is on the top) is a good starting point, but feel free to adjust as needed.
    3) Turn over slowly, only deviating slightly from the direction you're going. The direction you're going is marked by the yellow circle on your nav ball, and is called the "prograde vector." This marker is very important for orbital maneuvers! The opposite, which has diagonal lines around the outside, is called your "retrograde vector" and is pointing in the opposite direction you're traveling.
    4) Continue turning towards 90 degrees slowly. You can deviate even less from the prograde vector as you were before, as the craft will naturally want to tip over a bit.
    5) Keep firing your engines until your highest point (marked AP for apoapsis in the map screen) is in space. Space starts at 70km, but you want to aim for about 80-100km.
    6) When you get close to your AP, fire your engine at the prograde vector, which should be pointing East. Keep doing this until your lowest point of the orbit (marked PE for periapsis in the map screen) is above 70km. CONGRATULATIONS! You're in orbit! But save some fuel because.......
    7) To get back to Kerbin, you'll have to fire your engine in the retrograde direction until your PE height is below 70km. The atmostphere can slow you down from any height below 70km, but in a capsule your best bet is to aim for PE between, say 20km and 35km.
    Happy flying!

  • @TheAgentGray
    @TheAgentGray 3 роки тому

    Couple of quick suggestions for orbital flight -- The goal's to be flying so fast foward, that you're moving faster sideways then gravity is pulling you downwards... Horizontal speed matters way way more then vertical speed....but in order to build enough horizontal speed you need to not rip your ship apart with friction from air, so the goal's to escape the atmosphere, but then to fly horizontally as fast as you need to to make your entire flight path leave the atmosphere. Vertical distance doesn't really do you a whole lot of good after a certian point, and infact will likely just make reentry that much more dangerous.
    Also? you're burning way too hard early in your flight -- if you set off 4 solid rocket boosters, then set off another 4 after that, you'd probably have enough force to escape kerbal's gravity well... you're spending all your energy fighting the increasing friction with the air early, instead of saving it for when it will do more work

  • @oasntet
    @oasntet 3 роки тому

    KSP is a non-stop series of seemingly insurmountable learning bumps that open up new challenges with ever-taller learning bumps. To get to orbit, you're going to have to learn a bit of orbital mechanics, specifically gravity turns and burning prograde vs retrograde vs that weird anti-normal burn you did this time. And then remember you need a way to get back down from orbit or Jeb will be stuck up there until you jump over a couple more learning bumps to figure out how to get another ship near him...

  • @helloweener2007
    @helloweener2007 3 роки тому +1

    LOL
    This was real fun to see how someone without even to look how the game interface works is trying to get into space.
    I guess I would have failed more often when trying out how the game works but I did the tutorial.
    Some things that I find helpful when playing KSP. I am not very good, mostly because I don't take so much time for the game and I haveing an on-off relationshop with KSP.
    But at least I got to the Mün and back.
    When you want to do the experiments during flight and time is stressing you, it is helpful to pin the windows for the scientific devices in place. Just move it with the mouse where you want it to be and push the pin icon and the window will not close when you open an other part.
    Next to the pin symbol is a hash icon. When you click on it, you can enter numbers instead of having a slider for the configuration of the parts.
    In the spaceship construction, you can see information like the trust weight ratio. When you click on the staging, it will extend and show you the TWR for the stages.
    You can change the TWR by changing the trust of your engines or how much fule you have in your tanks. It is the only way to reduce the trust of the solid rockets. Here can the hash be helpful when you want a specific value. Faster than with the slider.
    For liquid engines it is a good way to make your change of trust smoother because if you set this on 50% for example the 100% trust you do in the control of the spaceship is only 50% trust of the engine.For liquid engines you can change the settings even in flight. When you do a maneuver that needs a very precise amount of low trust, you can set the trust of the engine very low.
    It is also a nice use for jet engine driven cars that are actually useful for exploring the area around the space center.
    With F12 you can toggle between aerodynamic forces shown or not during the flight. Good thing to see why your rocket or plane starts to go in one direction and also good for building jet engine cars because you can see if the installation of the wings and fins gives you the needed ground effect. They can go bigger turns with over 50m/s.
    A simple one I built with visual aerodynamic forces.
    steamuserimages-a.akamaihd.net/ugc/1661232359202835546/4512830FCF5209A69729E9C61F8D2CCAD5DA9F89/
    Maybe one thing to the SAS. It will turn off when you speed up the game. And it needs electric energy. Can be helpful to turn it off when not needed.
    So I just use it when I need to stabalize the vessel. And you need pilot or an advanced probe to use it. For the reentry you don't need it activ. When your command pod is pointing with the bottom in direction of your speed vector it will stabilize itsself with the air resistance.
    I guess with some more knowledge on the GUI you can focus a little bit more on the engineery part of the game.
    But maybe you found out some of the stuff by now.

  • @tombuster
    @tombuster 3 роки тому

    When you added fins to the top of the rocket it got way more unstable. When building rockets think of them like darts: mass in the front, aero in the back. There are buttons near the mirror button in the VAB that toggle the centre of mass, lift and thrust, very handy! In rockets try putting your CoM above your CoL (Yellow node above teal node) also try right-clicking the crew capsule to collect reports (you might need to upgrade the astronaut centre) which also give you science. Love the series by the way!

  • @enter_eagle
    @enter_eagle 3 роки тому

    I just want to thank you so much. i made a bookshelf out of cardboard, but the shelf sagged from the weight. so unidentified where the stress was and added triangles to redirect the force into the sturdier walls. worked like a charm!

  • @jasonwright1687
    @jasonwright1687 3 роки тому

    Well done. Rcs helps you maneuver in space, SAS is your guidance systems. When SAS is active and you are on the move, you can go into the map view where you saw trajectory there, and add maneuver nodes. I like to take off straight up as well, and always have the SAS on before launch. It helps to hit that slowdown point where you decouple boosters without flipping end over end.

  • @bryanworkman3902
    @bryanworkman3902 3 роки тому +1

    Those three buttons above the symettry selector will show Center mass, point of lift, point of thrust. Always make sure your point of lift is 'behind' your center mass to avoid all that tumbling at launch ;)

  • @Merembor
    @Merembor 3 роки тому +5

    I laughed so hard at the "helicopter" part, I couldn't breathe

  • @LolUGotBusted
    @LolUGotBusted 3 роки тому

    Solid rocket boosters don't have throttle. You can adjust their thrust in the VAB in the contextual menu. Unlike liquid fuel engines, once you turn on SRB's, they will burn until they are empty.
    Your ship has center of mass, and your aerodynamics should be behind that point. The further behind that point your control surfaces are the more 'wobble you might get on your stack, so find the sweet spot. You can turn on your CoM overlay in the VAB down by the radial button.
    SAS is basically you telling your pilot to grab the stick and stabilize. I recommend turning on SAS at launch.
    Well done! You're experiencing the collapse of the Dunning-krueger effect. You feel like you are doing worse as you are learning. This is normal, and a good sign. Keep it up! Failing that, revert launch.

  • @anglerfish61
    @anglerfish61 3 роки тому

    Small tip if you want it:
    if you want to go into orbit in the beginning; use the solid fuel boosters to go straight up (they dont steer) BUT you can combine the steering engine with the solid booster by putting them together in 1 stage. This way you can go up untill you reach 100m/s and then go sideways slowly untill you are at say a 45° angle at 10km. Then slowly go to 90° and keep it there. Use the map for refference.

  • @avion3033
    @avion3033 3 роки тому +2

    Tips for you from someone with 1,700 hours but still cant do much :
    No need to burn so much fuel and speed when you are in the thick part of the atmosphere. Try an exponential burn, where you start slow and accelerate when the atmosphere gets thinner.
    Delta-V is very important, its the amount of m/s you have left for your craft. (i dont know if it calculates for atmosphere i think it gives you that measure in vaccum)
    Use "Asparagus staging" where you use outer edge solid boosters first, detach them, and then move to the next ring of thrusters.
    Stabilization wings are best placed on the bottom of the rocket.
    Use M for the map and then you can click your trajectory to make a maneuver , essentially a guide to direct yourself on how to burn in a certain direction to acquire a different trajectory.
    Hope this helps!

  • @divine_2768
    @divine_2768 3 роки тому +1

    You should do a video/series with Matt Lowne (British Kerbal Space Program UA-camr), where he teaches you some of the fundamentals of Kerbal. I think it could be pretty interesting.

  • @chaoseclipse0121
    @chaoseclipse0121 3 роки тому

    Okay...some tips to help you out man. Hope you like reading word walls.
    1. Always turn on SAS (Stability Assist System) before launch. It'll help you keep your craft under control. Just remember to add batteries and Solar Panels when you can as Reaction Wheels consume Electric Charge (EC).
    2. Learn your Navball and Navball Icons.
    0 Degrees is Due North, 90 is Due East, 180 is Due South, and 270 is Due West.
    Green Icons are Prograde/Retrograde, Light Blue Circle is Radial In/Out, Pink Triangle is Normal / Anti-Normal.
    For Prograde/Retrograde, the icon with the crossing lines in the middle is Retrograde, and the one with a clear center hole and three outer notches is Prograde.
    For Radial In/Out, the Light Blue icon with the lines pointing inward is Radial In, and the one with four small lines on the outside in cross configuration is Radial Out.
    For Normal / Anti-Normal, the one that's just an empty Pink Triangle is Normal, and the one with the three lines on the outside is Anti-Normal.
    With a Maneuver Node set, you get a Dark Blue Icon. Face center of Navball to this Icon to point craft to proper Maneuver Node Direction.
    Also, once you're done burning, don't be afraid to use the Axis selector of SAS. Selecting Prograde will lock your craft to face Prograde, which is good for exiting the atmosphere. Retrograde Selection is perfect for locking your capsule to face Retrograde when entering the atmosphere. Locking Radial / Normal directions is good for when you want to jettison your service module just before re-entry so your service module doesn't hit you from behind or you hitting your service module when you overtake it. Once you have a Maneuver Node Set, you can have SAS lock the craft to face the direction you need to burn to perform the Maneuver at the Maneuver Node.
    Lastly, the light blue background of the Navball is the sky, and the Brown background is the Ground.
    If you see all Light Blue, then you're pointed directly to the sky (Absolute Radial Out from the Planet).
    If you see all Brown, then you're pointed directly at the ground (Absolute Radial In to the Planet).
    With half Brown and half Sky Blue visible, you're pointed at the Horizon.
    Blue Above Brown Below; Upright Flight. Brown Above Blue Below; Inverted Flight.
    Brown Left Blue Right; Left Side is Facing Ground and Right Side Facing Toward Space. Blue Left Brown Right; Left Side is facing Space and Right Side is Facing Ground.
    Also remember that your Navball tells you your pitch, where the further away from Navball Horizon you are, the more steep your pitch is (Sky Blue being Positive Pitch, and Brown being Negative Pitch, and the Central Dots in both being Postive 90 Degrees and Negative 90 Degrees).
    3. You need to remember, by default when you place command parts (Like the command pod) down in the VAB, the bottom of your craft will face Due North and the top of your craft will face Due South, which means if you want to do a NASA-style Gravity turn, you need to roll your craft 90 degrees to the right in order to pitch up to face the horizon. (Also, when you build in the SPH, your command part will be placed down by default with the nose pointed Due East and the top of your craft facing up). I find it helps to put an Antenna below the hatch to help make it more obvious what your orientation is when looking at the craft from the outside. I personally suggest changing the A and D keys to Roll Left and Roll Right respectively, and then change Q and E to Yaw Left and Yaw Right respectively, that way you're operating closely to aircraft controls. (I haven't started with default controls in a long time, but you should also set W and S to Pitch Down and Pitch Up respectively as well if it isn't like that by default).
    4. When you're in map mode, you can click on your current orbit line to set a Maneuver Node.
    Burning Prograde/Retrograde at Apoapsis (Apogee) will increase/decrease your Periapsis (Perigee) respectively.
    Burning Prograde/Retrograde at Periapsis (Perigee) will increase/decrease your Apoapsis (Apogee) respectively.
    Burning Radial In/Out will skew and distort your orbit around the Normal / Anti-Normal Axis.
    Burning Normal / Anti-Normal will rotate your orbit through the Radial Axis and change your Orbital Inclination.
    When you're in orbit (Unless you're in a Retrograde Orbit), your Orbital Prograde will always be Counter-Clockwise of your current Orbital Position, and you can only set Maneuver Nodes ahead of yourself, never in the past.
    Also, if you ever leave the map screen and you need to go back to edit a Node, just click on the Node and a contextual menu will pop up asking you what you want to do with the Node.
    Lastly, when it comes to performing Maneuver Node Burns, perform half your burn before the node and half after the node to get the most accurate burn possible.
    5. You ideally want to tip your rocket over gradually as you increase your altitude. I find the best way is every 250 m/s increase in velocity, tilt your nose toward 90 Degrees on the Navball by 10 degrees of pitch. You want to keep doing this until your craft faces the horizon (0 degrees pitch) or until your Apoapsis (Apogee) is somewhere between 70Km and 100Km (70Km is Kerbin's Carmen Line, anything below that Altitude will experience drag). If you're aiming for Kerbin High Altitude Orbit, your Apoapsis (Apogee) needs to be at least 250Km or higher. Just remember the greater your horizontal velocity and higher your Apoapsis is, the more time you'll get in the Map Screen to plot a Maneuver Node to help you Circularize your Orbit (Plus it'll cost less DeltaV to do as well). Also, the minimum speed to orbit Kerbin is just shy of 2400 m/s, which means you're going to need about 3800 m/s DeltaV minimal to reach LKO (Low Kerbin Orbit), which I suggest having about 4200 m/s DeltaV just to give you some error room.
    6. Once you combine 2, 3, 4, and 5 together, you can start doing all flying purely with the Navball, Altimeter, and Map Screen; it's not even necessary to visually look at your craft to fly it properly once you learn what your orientation is like through the Navball.

  • @ronburgundy9771
    @ronburgundy9771 3 роки тому

    A few quick notes:
    If your ships are glowing red on the way up, you're probably wasting fuel.
    You can combine 2 actions (or more) on a single stage. For instance, decouple the external engines and fire off the central engine. One press and done.
    SAS is Jebediah, or whoever your pilot is. It mostly just tries to keep the ship stable, but you can pick a target from the green/red circles to the left of your globe on the bottom.
    The top circle (currently green) is just general "keep stable."
    The next line down are prograde and retrograde. Which loosely translate into speed up and slow down respectively.
    I'll let you sort out the rest through engineering.
    P.S. check out Main Assembly for more engineering goodness.

  • @leokastenberg800
    @leokastenberg800 3 роки тому +1

    You want fins at the back of the rocket so that they make the rocket passively stable. If you put fins at the top, then the rocket will naturally flip and be incredibly hard to turn around.

  • @micahgallantz5142
    @micahgallantz5142 3 роки тому +1

    When using fins, you want them to be as low as possible, this will help keep you pointing forward. Also SAS. Great video!

  • @sometree2744
    @sometree2744 3 роки тому

    Right-clicking parts gives you more control over them, and experiments grant more science when you don't transmit them, and simply recover the vessel with the data inside the vessel or experiment modules.
    Don't forget SAS.
    Z will flood the throttle, and X will cut it.
    Fins will keep the side of the rocket you placed them on pointing backwards.
    Reverting a flight will reverse time to the selected time.
    If a module containing crew breaks, the crew inside WILL die.
    Solid fuel boosters aren't effected by throttle and can't be shut off.
    Try stacking stages on top of each other, putting decouplers in between them. This will decrease your drag by making your rocket skinnier.

  • @shlushe1050
    @shlushe1050 3 роки тому

    In reference to 4:00 your rocket spun backwards because your center of mass is lower than your center of drag. Since your drag is in front and mass is behind they want to swap places and so that creates a torque spinning your vessel backwards and keeps it that way.
    You can design your space vessel with that in mind (adding fins to the skinnier stage at the bottom to move your drag lower (which also give better control too)) or using SAS, which stabilizes the craft by brute forcing it to point a certain way by tuning itself

  • @chriswolf692
    @chriswolf692 3 роки тому

    Do some research into fuel crossfeed. You can fire ALL lower engines at launch. Your outer fuel tanks feed the inner fuel tank. This gets you more thrust at the start, and allows you to more quickly shed the excess weight (then continue to run your inner engine with a full fuel tank)

  • @AlgorithmicChaos
    @AlgorithmicChaos 3 роки тому

    the rocket with the additional set of fins is aerodynamically unstable because the fins are quite high up. so in this case the additional fins made the situation worse. You'll want to attach fins as low on the rocket as possible. otherwise it'll flip over and go backwards (as you experienced)

  • @tmaster4957
    @tmaster4957 3 роки тому

    PLEASE READ THIS
    OK pretty simple.
    left/right: a/d
    front/back: w/s
    rotation (clockwise, counterclockwise): e/q
    Also before you launch, press T to enable SAS. (basically it keeps your rocket pointed in the direction it is in when you enable it)
    edit: GOOD JOB on figuring out SAS :)

  • @krispee5842
    @krispee5842 3 роки тому +2

    Right clicking on the cockpit gives the option of crew report. That give science

  • @MrGonzonator
    @MrGonzonator 3 роки тому +95

    I feel like your design is in need of a truss.

    • @oasntet
      @oasntet 3 роки тому +9

      Cannot wait until he finds the trusses.

  • @alexjgilpin
    @alexjgilpin 3 роки тому

    He's honestly getting pretty close despite not having even the most basic understanding of some basic concepts. Everyone else already pointed out SAS so I'll add two other points:
    1) 10:45 Generally once above the atmosphere you'll want to pick a direction horizontal to the surface and keep flying in that same direction. The easiest direction is the point along the 90-degree line where blue meets brown. Straight-up-then-sideways isn't efficient but it works and is a good first way to learn how to get to orbit. Later on you'll discover gravity turns.
    2) 5:33 Think about how this rocket will look once all the boosters detach. What he is doing here is like adding feathers to the front of an arrow, near the arrowhead, instead of near the tail (engine). That's why it flipped around and started flying butt-first once the boosters had gone.

  • @snoodge-cv7fj
    @snoodge-cv7fj 3 роки тому

    the buttons next to the navball let you set sas to a lot more settings, prograde faces the ship the way your moving, retrograde does the opposite. radial faces your ship away from the planet I think, the other circle faces your ship towards it, normal points your ship -90 degrees relative to your trajectory and anti normal 90 degrees.

  • @dannypipewrench533
    @dannypipewrench533 2 роки тому

    8:34 McDonnel Douglas proposed a Delta based Barbarian launch vehicle that would have six Delta II first stages around a Delta II first stage core, and three Space Shuttle SRBs around the six outer first stages. They never built it, but it looks a little like your vehicle.

  • @crimsonharvest
    @crimsonharvest 3 роки тому

    If you want to steer a rocket it needs either control surfaces in atmosphere (from aerodynamic parts), gimbal on the engine, or torque from command modules / reaction wheels, or RCS thrusters.

  • @fancybutterpotato9714
    @fancybutterpotato9714 3 роки тому

    You can press t to enable sas and point a certain direction by pressing the symbols next to the nav ball. You can also put a decoupler on engines to make your rocket more efficient! Best of luck in your next missions.

  • @flameendcyborgguy883
    @flameendcyborgguy883 3 роки тому

    Heh, few things from rocket scientist:
    1: if you want to succesfully make orbit, you need to start falling on one side about 1:3 into the atmosphere, not like you were trying straight up.
    2: make more stages. Rockets are heavy, and decupling reduces weight.
    3: kerbals can take science from aparatus, so if you going to make robiter, make space science block, under deorbiting rocket stage, and simply EVA with your kerbal and take all of that sweet science to the capsule.

  • @davisdf3064
    @davisdf3064 3 роки тому +3

    KSP player here, strapping a thousand boosters together definitely is the way to go to orbit.

    • @xenodeath7065
      @xenodeath7065 3 роки тому

      Space yes
      Orbit no

    • @brijekavervix7340
      @brijekavervix7340 3 роки тому +1

      @@xenodeath7065 check out the SRB SSTOs that're out there

    • @ryanzhao4744
      @ryanzhao4744 3 роки тому +1

      strapping 500 forwards and 500 sideways will make your rocket go to orbit AND make your computer go to it's death

    • @Atlessa
      @Atlessa 3 роки тому +1

      MOAR BOOSTARS! :D

  • @nguvu4838
    @nguvu4838 3 роки тому

    You should do a full playthrough of this game. It has a lot to it and there is a lot of cool stuff you can get familiar with from an engineering perspective. Not to mention there is a Kerbel Space Program II in the works, and this will prepare you for that.

  • @EEVEEwolf1
    @EEVEEwolf1 2 роки тому

    With the command module you dont need SAS when coming down since the weight of the thing keeps it rear/builtin heatshield facing the ground. You only need a heatshield and sas when you have a heavier command module or alot of weight on your nose,

  • @kezmsfilms1300
    @kezmsfilms1300 3 роки тому +3

    3 Episodes of the SAS being off was killing me, I am so glad he finally switched it on

  • @quoniam426
    @quoniam426 3 роки тому

    If you can, put the decoupler and the chute on the same stage so the chute is armed wether you'll be short of power or not during the descent, just as a precaution, especially when you begin eploring further than low orbit without any power generation on your ship... Saved my Kerbals lives nummerous times at the beginning.
    You can configure chutes in the VAB and even change it in flight.
    The best setting is to set the chute to 0.6 pressure and 1000 m deploy for that kind of mission, 1500 m if the capsule is heavier, for the 1.8m cpasule for example (if you use drogue chutes as well, the drogues are better set to 0.4 and deploy at 5000 m. If you have one chute coming from orbit, a mid setting at 0.45 pressure and 2500 m deploy is the best, at least those are my own settings.
    Settings are different for Duna and Eve's atmospheres which are really different.
    Careful where you attach the boosters on the radial decouplers, do it by puting the boosters so their CoM is slightly below the decoupler (about 2/3rds of the booster or highier) and also don't forget to put the second stage or center core engine on the same stage as the decouples so your rocket continues to accelerate so it doesn't collide with the boosters that will be inexorably pushed back together by the aerodynamnic forces, at least until you use sepatron boosters to clean seperate your boosters and stages as they do IRL.
    Your capsule stays on the core after separation because of the engine acceleration., wait until the fuel is deprived to notice a change. And if you staged the center core at the same time as booster sep or just before, your rocket would be less likely to flip over, and selecting SAS also helps and don't forget to keep your plane marker on the navball as close as possible to the prograde marker (don't put to many boosters either, your TWR is way too high to start a gravity turn) and rockets don't like fins on the top, fins must be on the bottom. Try to put them between boosters so you keep them when boosters seperate. Those little basic fins don't like going into overspeed...
    Yeah, shader bug made the water disappear on a square, was visible from orbit.
    The game isn't that well optimized and offers decade old bugs still unresolved...
    No, it is not a helicopter, it is spin stabilization.
    For that kind of rockets, two boostrs are usually enough.
    Basic boosters have no gimbal, so they are unsteerable, plus that insane TWR would prevent you to steer the rocket anyway.
    Have fun !

  • @arturopezzi2138
    @arturopezzi2138 3 роки тому

    SAS is an automated craft stabilizing/orienting system (Stability Augmentation System) is key for ksp to go straight

  • @galfisk
    @galfisk 3 роки тому +1

    The color of each parachute icon in the staging sequence tells you whether it's unsafe, risky or safe to deploy that parachute under the current conditions.

  • @lechking941
    @lechking941 3 роки тому

    Well good tip from kerbal vet remember to balince the mass. As a engineer you should have a basic knolage of how vital center of mass is. A bridge will cc alaps if it can't sit under it's own mass. If itsbalinced the mass is centered the rockets will flight a lot better.

    • @lechking941
      @lechking941 3 роки тому

      Oh and bloody ABUSE that SAS (kerbal love to call it sickness avpidance system) it's yourai stavalization

  • @e1123581321345589144
    @e1123581321345589144 3 роки тому +1

    12:15 aaand that's why you get rid of the booster once it's spent.

  • @TriangularLad
    @TriangularLad 3 роки тому

    You can change the altitude at which the parachute opens if you right click it (or at least if I remember correctly). Also, throttle only works on non solid fuel engines.

  • @rando3749
    @rando3749 3 роки тому

    The drag coefficient for that rocket should be at least 0.34 with minor deviation. We can determine that by guessing the terminal velocity with an experiment and assume Kerbin has the same atmospheric characteristics as Earth. With a little bit of effort and cal based physics under your belt, you'll be able to launch your rocket to meet those altitude and velocity specific contracts.

    • @rando3749
      @rando3749 3 роки тому

      I should mention I put 300 hours into the game just messing about and following others' tables before I put my own math into it.

  • @gabriele1657
    @gabriele1657 3 роки тому

    Hi. Here some tips i hope you will find usefull ( probably other people already write it) :
    -Booster don't have throttle always max out ( unless you chang it in the VAB through the green slider)
    -Some thruster can swivel other not but with slightly better performance
    - Put controllable surface on the base of the rocket, that will stabilize the flight
    -SAS stabilize the control of the rocket at cost of battery ( constantly output control for the rocket )
    -Try use more liquid fuel thruster, they give better performance. Booster (solid fuel) are better to put heavy rocket up to certain altitude when liquid fuel thruster manage to continue the flight
    Hope it will turn out to be usefull. Keep going!!

  • @IstasPumaNevada
    @IstasPumaNevada 3 роки тому

    As a very experienced KSP player, I'd love to help someone learn the game. Not tell them how to play, but just give them pointers they didn't even know to ask for.
    But as long as you're actually learning _some_ stuff each episode, instead of aimlessly flailing about forever, this will remain entertaining. :D

  • @torfley
    @torfley 3 роки тому

    Use the SAS to not flip arround! The SAS stables the vassel/rocket (tot rotating) with any means possible.
    Edit: after you activate the SAS (by the way you can use the "T" key to activate the SAS) you can select where you want your rocket to point. For example, when reentering the atmosphere select the retrograde icon on the left of the list of icons that apear on the left of the navball (navball=that thing that rotates in the middle bottom of the screen) when you activate the SAS. The retrograde icon is in the top right of the list of things that apear when you activate the SAS (I know I said the same thing two times). Also, when launching, ACTIVATE THE SAS!
    Sorry because it's so long, I wanted it to be as simple to understant for somone who played KSP only that much.

  • @jamesmoulding
    @jamesmoulding 3 роки тому

    I think the most impressive thing is how close you actually came to doing a gravity turn - multiple times.
    I actually think your final rocket may have been able to get into orbit, especially now you know about Stability Assist.
    The only tip I would give (in addition from all the other great ones in the comments) is maybe try an intentional Gravity Turn. They are pretty simple, as soon as you are about 1km in the air just slowly start tilted towards the East, so by the time you hit space (at 70km) you should be fully horizontal.
    With that, stablity assist and better fin placement you'll have no problem hitting orbit.

    • @ryanzhao4744
      @ryanzhao4744 3 роки тому

      well if the maneuver is REALLY good he could fly over mun and come back

  • @tralecss
    @tralecss 3 роки тому +1

    5:24 All the water went because the thruster evaporated it with how hot they were xD

  • @T-minus-infinite
    @T-minus-infinite 3 роки тому +1

    Loving seeing you actually learning the game rather than the usual expert players

  • @stuchris
    @stuchris 3 роки тому +2

    you need SAS ("stability assist") to keep the craft stable and not wobble off of trajectory!

  • @BassianoGallo
    @BassianoGallo 3 роки тому

    it's been a few years since I've played KSP, but I think you'd have better stability control if you lead in the throttle. Don't start it super high. Start at like 25-30%, then gradually raise it as you ascend.

  • @ldpcraft2000
    @ldpcraft2000 3 роки тому

    Tips for stability: keep fins (aerodynamic center) toward the bottom, Use RCS to auto align toward your momentum, keep SAS on

  • @Noel201199
    @Noel201199 3 роки тому +1

    Actually you didn't give Jeb too much credit. To be able to use SAS, your spaceship needs to have either a probe advanced enough to provide SAS (which your rocket didn't have) or it needs to have a pilot aboard (note that not every kerbal is pilot, there are also engineers and scientists), so you only had SAS thanks to Jebs remarkable piloting skills.

  • @RSHastingsIV
    @RSHastingsIV 3 роки тому

    FYI: The parachute wont open until there is sufficient atmospheric pressure.
    In short, if it isnt opening the air is too thin. If it happens on Kerbal, then it's simply because you're too high up. If falling, just wait a bit longer and it will open.

  • @Thefreakyfreek
    @Thefreakyfreek 3 роки тому

    Played this game for 7 years now so seeing somone just getting started is fun to wach

  • @SallinKari
    @SallinKari Рік тому

    7:16 Just imagine this touching down in the middle of a battlefield, before just blasting everything with rocket fire.

  • @DTSills10
    @DTSills10 3 роки тому

    Someone more knowledgeable about Kerbal than I may have already said this, BUT, when building your rocket you should turn on your center of gravity, center of thrust(...?) and center of control(...? It's been a minute since I played y'all) and other visual helpers which will help you build more stable and controllable rockets.

  • @chrisakaschulbus4903
    @chrisakaschulbus4903 2 роки тому

    You're a beginner, nothing "got worse towards the end" and as a "somewhat novice" ksp player i think you already made great progress :D I really recommend the turorial missions though... they make life a lot easier and get you faster into the real meat.

  • @MC_Deamonking
    @MC_Deamonking 3 роки тому

    I started to play KSP in 6th grade. Not gonna lie, it was pretty difficuld back then. I got Jebedaya strandet on the moon and failed all three of my rescue attempts. And apparently it‘s pretty hard to build fast boats. I‘d love you to try building boats in KSP.

  • @forge_gamer5174
    @forge_gamer5174 2 роки тому +1

    10:39 I am just yelling and laughing to my self for you to TURN ON THE SAS THATS WHY UR SPINNING EEEEEEE lol also great vid

  • @TheTechAdmin
    @TheTechAdmin 3 роки тому +1

    8:03 This is why I've been watching your channel since 33k.

  • @lorendunlop4911
    @lorendunlop4911 3 роки тому

    Cutting the fine line of an asmr like voice that puts you to sleep and great amusing content that keeps you awake.

  • @legoloverjman
    @legoloverjman 3 роки тому

    Be sure to turn on SAS with T. As long as you have a kerbal or a SAS enabled remote device it was assist with stability. It is almost necessary to use to play ksp

  • @Kualinar
    @Kualinar 3 роки тому

    Please, activate the SAS ! Hit that T key ONCE.
    You can quickly kill the rotation by briefly time wrapping. Hit > then < and no more rotation.
    The fins need to be attached to the BACK of the rocket, NOT the front !

  • @brijekavervix7340
    @brijekavervix7340 3 роки тому +1

    He's gotten to space! Briefly... Next stop: Moho SSTO!

  • @Verrisin
    @Verrisin 3 роки тому +1

    " I did research. I'm confident this will..... hmm... why don't rockets in real life look like this? "
    XDXDXD

  • @FalcoGer
    @FalcoGer 3 роки тому

    steer with the ball, not the 3d model. That only works if you have a good point of reference (fixed camera or wings or something.)
    also SAS on all the time. At least if you're planning to do any maneuvers. Still uses power and you have no way to recharge it without the generator or solar panels.
    Also jeb is doing the sas. it's one of his pilot features. If you want a scientist use sas you need to include a probe module with that feature.

  • @tomenant718
    @tomenant718 3 роки тому +6

    Hey RCE, I just wanted to say keep up the good work

  • @theneonbop
    @theneonbop 3 роки тому +1

    To point forward hit the SAS button and hit the Prograde button, to point backwards hit the SAS button and hit the Retrograde button.

  • @bloodysquirrel1731
    @bloodysquirrel1731 3 роки тому

    You can use SAS to stabilize your rocket, just hit SAS when you are facing the direction you want to go.

  • @brickbrick2510
    @brickbrick2510 3 роки тому

    SAS helps keep the rocket of death pointing up or wherever you want to point it and it can help do maneuvers too (ps if you want to fly some planes I can make you some)

  • @donniedorko3336
    @donniedorko3336 3 роки тому

    Oh thank god he found SAS. That was... tough to watch. Excited to see more now that he can steer tho!

  • @SlayTheBordom
    @SlayTheBordom 3 роки тому +1

    (23) 7:16 We are FIRE. Amazing vid as always. Must've been blind when I read the report in the last vid thinking that it stated that Jebediah died. Once again, have a firey day and take care.

  • @ApofKol
    @ApofKol 3 роки тому

    1. It's not good to go straight up, you should try to go a little bit to the side and maybe it'd be better to use lower number of boosters/side engines. The fact that you're burning is quite a red flag lol
    2. With boosters, unlike normal engines, you can't control the throttle, they always go maximum power until they're out of fuel
    3. By pressing R and T you turn on SAS and RCS which helps the ship with stability and control
    4. You can pause the game if you can't click science things (or maybe that's only in creative, idk)
    5. I don't remember exactly how to do this one, but on the map, you can click somewhere on the trajectory line, choose something and stretch the line around the earth (for example). That will show you at what direction, position, power and duration to turn on the engines to get on the trajectory you chose (earth orbit for example). It's basically impossible or at least extremely hard to do more complicated journeys without this function.
    6. Great video, thank you sir

  • @The_Scarlet_Pimpernel
    @The_Scarlet_Pimpernel 3 роки тому +1

    I was screaming "you don't need any more bloody fins.. engage SAS!"

  • @mikewagner2299
    @mikewagner2299 3 роки тому +1

    There's a reason the phase "know enough to be dangerous exists" lol

  • @traisjames2
    @traisjames2 3 роки тому

    F3 to see what broke. When you hit space and separate you lose control of the engines but there is so much thrust your capsule can't separate.

  • @AnthonyArag1998
    @AnthonyArag1998 3 роки тому +1

    Would love to see a consistent series of this!

  • @soccercta100
    @soccercta100 3 роки тому

    PolyBridge: You should build a working Gustav Gun--that could be pretty epic

  • @Hexmonkey
    @Hexmonkey 3 роки тому

    To keep it from tilting and rocketing downwards or sideways you can tilt the fins so it spins

  • @jackbowman4444
    @jackbowman4444 3 роки тому +1

    great video! SAS gives you those options to the left of the navball. By default, it's set to stability assist but you can change it and the computer will try and point you in that direction. Prograde is the direction you're going retrograde is the opposite. A super important part of KSP is the maneuver node as well which you can see if you click along that trajectory line.

    • @LolUGotBusted
      @LolUGotBusted 3 роки тому

      He has a fully upgraded space center, doesn't he? Yes, clicking ahead of your ship on the trajectory will enable you to plan a maneuver. Getting your craft to 80km apoapsis and adding a maneuver node at the peak will enable you to circularize into an actual orbit!!

  • @tristanshort3547
    @tristanshort3547 3 роки тому +1

    you NEED to play more KSP bc it is cool and i like your struggles a lot.

  • @jimmy_valin5186
    @jimmy_valin5186 3 роки тому +1

    Please play this more! Love this series. :)

  • @tf23498
    @tf23498 3 роки тому

    Enable Rcs and Sas and also solid state boosters have no throttle control, they're all or nothing

  • @Robokid1354
    @Robokid1354 3 роки тому

    Hey mister engineer. I have a suggestion. Use the RCS button! It helps keep you straight. It will try to keep you the way you pointed the rocket.

  • @xelaxander
    @xelaxander 3 роки тому

    Oh God. Aim for a slightly lower thrust/weight of about 1.1-1.8 next time, Use SAS during launch. Also there are two beginner engines. The weaker one (Swivel) has thrust vectoring which you *might* want. Scott Manleys Tutoriales series, while old, is still relevant, too.

  • @justinh6913
    @justinh6913 3 роки тому

    Sas is stability assistance it keep your rocket from spinning and makes it easier to control

  • @henrygold7884
    @henrygold7884 3 роки тому

    You are so fun to watch. "Four...eight fins (giggles). Lol