Regarding specific impulse, the reason that it uses the unit of seconds (as opposed to meters per second, because specific impulse is directly proportional to exhaust velocity) is so the figure is the same in any unit system that uses seconds. Otherwise, you'd have specific impulse for SI units, Imperial units, etc. Meters per second is also dimensionally equivalent to Newton-seconds / kilogram, or the impulse (change in momentum) provided by each kilogram of fuel. By using seconds for Isp, you can put in whatever gravitational acceleration value in whatever units system you want and it will still be valid.
i figured g would be a relative usage for an equation that calculates the decrease in drag along the projected flight path. unless they just have good enough tolerances for that
The other reason I believe has to do with how you measure specific impulse itself when testing an engine. You can't put a speedometer on rocket exhaust, so they have to measure how much force it's generating for how long with a certain amount of fuel, and then do calculations from there, and guess what you can't get rid of on the surface of earth (which is the only place you can test rocket engines) is? Yeah, that pesky 9.81m/s^2 gravity, which means I believe they also model force measurements around that? I could be wrong and it's true that they could just convert it, but irl you can't just set specific impulse in a config file, you have to have some way of testing it, and since gravity is in there, it makes sense that that would work it's way into the equation somewhere
BRAD! I'm so excited to another video from you! It's cool to see how well KSP1 spaceplane design has translated over: it seems KSP2 uses a similar drag model as KSP1 so I guess its not too surprising. Have you noticed any changes in the atmosphere in KSP2? Does it seem thinner, soupier, or about the same? Looking forward to more antics from Bill!
I haven't been playing enough KSP 2 yet to know why the phantom roll happens, but don't discard an actual bug at this stage Also, welcome back! It's good to see you again, I missed your videos!
One feature I would love to have back is the maneuver node planner mode where you can fine tune your node with the little UI in the bottom instead of having to angle my camera so that I can see my SOI intercept path and the node from wherever I may already be orbiting. Also being able to adjust the node with scroll wheel was always nice, and seeing my projected periapsis from the UI instead of having to look at the orbital trajectory itself to see my height.
Also, the ability to thrust during timewarm now makes ion engines a lot more fun to use. Also there is a bug that if power runs out during timewarm with an ion engine the engine will continue producing thrust (despite playing the engine shutdown noise)
Well well well look who came crawwwwling back. So happy to wake up to a new Brad video waiting for me and very excited for the next! Always enjoy SRB only challenges, or perhaps a nuclear engine-only video to demonstrate how strong the new ones are?
You'll have to wait a while longer (apologies) but my next project is in production. It's a big'un. Hopefully you'll catch it when it eventually comes out!
Additionally, there are two nuclear engines in KSP 2. One is the same as in ksp 1, a nuclear thermal rocket which passes hydrogen over hot nuclear core and the second is a gas core NTR, which heats hydrogen with nuclear plasma, thus putting way more energy into yhe exhaust. Considering the game isn't making you use up uranium when you burn the engine, I'd guess it uses closed cycle. Soon we should also get a third NTR engine which has an afterburner mode that lets you burn the hydrogen with oxygen for more thrust.
Finally someone else calling out the outrageous misappropriation of g in that equation and the rediculousness of specific impulse being measured in seconds. Bill will never stand for it.
>disappears for 2 years >Returns and makes video again >Gives us hope >As according to "youtube disappearing 101" disappear again to crush said hope(we haven't gotten here yet) I hope this doesn't happen
You call it suspiciously high performance, but that is actually reasonable for a gas core NTR. Thermal rockets get higher efficiencies when they can heat their propellant to higher temperatures, and the whole point of a gas core NTR is that by allowing the nuclear reactor to vaporize itself (and containing it in a quartz "lightbulb" for the design that that performance seems most close to) you can achieve much higher temperatures, and by extension better performance
I also had the same issue of phantom roll with large spaceplanes when I used the same way to control (SAS off, use trim instead). Very irritating. One thing I really want it the ability to view individual part aero stats. It would really help with optimization. Like I wanna figure out what is or is not occluded. As you said it did feel very familiar, but it still felt different and I couldn't put my finger on it. And as you said the rotation tool is annoying. Other issues I've had is with craft saves getting corrupted, but I also haven't played since launch. Really hoping they fix/add more and don't just abandon KSP2.
For the Phantom roll, I have noticed that if you revert to launch, the custom wings get screwed up. The wings get deformed and are asymmetric and create rolling. Never had it when going straight from the VAB to the launch pad or runway, but frequently have it when reverting to launch. Not saying that this is your cause for phantom rolling, but it might be.
Would be nice to have propellers that auto-pitched to provide the most efficient thrust profile possible as the craft ascends. For me this is what killed propellers in KSP-1.
We really need fuselage hydrogen tanks for sstos. Maybe if we could have a ksp 1 style skin switch that goes between a covered fuselage and the bare open tanks
The reason the new nuclear engine is "suspiciously good" in terms of ISP is because gas-core nuclear rockets are frankly NUTS, we're talking theoretical ISPs from 1500 to 3000 seconds, the KSP 2 engine is actually on the lower end of estimates. Instead of avoiding meltdown, openly embracing it and achieving much higher core temperatures really zoosts your exhaust velocity.
Shadowzone noticed KSP 2 has a lot in common with KSP 1.4; bugs included. Might be an idea to see if tricks from KSP 1.4 work. I hate the fact that Earth's gravity finds its way into physics math too. :) It's Newtons which annoy me; I'd much rather use grams of thrust.
As for the phantom roll, would using slightly angled wings (in a V formation) work to correct it (automatically)? Given that you're already using 2 stabilizers in the back to achieve stability in the yaw axis, maybe slightly angling them (into said v formation) might fix the issue for now? Maybe 5 degrees would already suffice? Not sure though, might give it a shot myself.
Good to see new content from you, Bradley, and that spaceplane is really something! Regarding the fairing stuff mentioned at 7:50, even after playing months of KSP2, I am still not sure if interstage fairings actually close or of I have just created an open cylinder. But then again, it doesn't appear that fairings really protect against hat yet, soooo.... I guess the devs have still some work to do on that front.
Let's go you're back! I thought you quit youtube after those years of waiting. Also, a few months later, after figuring out what is causing the "phantom roll", you are going to find a way to save 50% of the initial mass somehow. Keep it going!
2 years! Welcome back!, I'm imagining that you just got back from a mars flyby round trip that you spent sitting in a lawn chair strapped to a rocket to save mass. I'd love to see a crack at the land speed record for ksp2 if you ever find yourself bored of space :)
Video Idea: Leave the Kerbolar System with as much velocity as possible given the available parts Since KSP 2 has support for longer burns, long ion engine burns are much easier.
Not quite yet unfortunately, in my experience with the current version crafts with very low T/WR simply stop producing thrust during timewarp *but continue to consume resources*. I only found this out after sending Ion propelled probes to Eve and Jool. I have yet to see the problem with nuclear engines at least
I eventually would love to see a solar tour like what you did in Odyssey by Bill #1, and also about how the planets, engines, and equipment has changed since KSP1. Ex. 52k DeltaV is a lot, but in the context of KSP2 is it truly a lot, or can you get nothing of note done with it? Specifically, what is the new numerical environment and meta?
Regarding specific impulse, the reason that it uses the unit of seconds (as opposed to meters per second, because specific impulse is directly proportional to exhaust velocity) is so the figure is the same in any unit system that uses seconds. Otherwise, you'd have specific impulse for SI units, Imperial units, etc. Meters per second is also dimensionally equivalent to Newton-seconds / kilogram, or the impulse (change in momentum) provided by each kilogram of fuel. By using seconds for Isp, you can put in whatever gravitational acceleration value in whatever units system you want and it will still be valid.
Mmh, they could show the current calculated Delta v m/s also
i figured g would be a relative usage for an equation that calculates the decrease in drag along the projected flight path. unless they just have good enough tolerances for that
There's also an alternative to the version of the rocket equation used in the video which uses exit velocity of the engine instead of Isp
The other reason I believe has to do with how you measure specific impulse itself when testing an engine. You can't put a speedometer on rocket exhaust, so they have to measure how much force it's generating for how long with a certain amount of fuel, and then do calculations from there, and guess what you can't get rid of on the surface of earth (which is the only place you can test rocket engines) is? Yeah, that pesky 9.81m/s^2 gravity, which means I believe they also model force measurements around that? I could be wrong and it's true that they could just convert it, but irl you can't just set specific impulse in a config file, you have to have some way of testing it, and since gravity is in there, it makes sense that that would work it's way into the equation somewhere
@@leokastenberg800 yeah, it's just dv = Ve * ln(m0/m1) instead of dv = ISP * g * ln(m0/m1)
* important to note that Ve is exhaust velocity here
BRAD! I'm so excited to another video from you! It's cool to see how well KSP1 spaceplane design has translated over: it seems KSP2 uses a similar drag model as KSP1 so I guess its not too surprising. Have you noticed any changes in the atmosphere in KSP2? Does it seem thinner, soupier, or about the same?
Looking forward to more antics from Bill!
Yo it’s him!
Your turn, buddy.
Oh my god they both are still alive!!
Welcome back to you too, good Sir! Seems KSP2 is getting on track again.
It seems quite similar on the whole. In essence, the same drag model
HE'S BACK! BY THE NINES HE'S BACK! Always loved watching your videos, super stoked to see your name in my uploads again :D
I haven't been playing enough KSP 2 yet to know why the phantom roll happens, but don't discard an actual bug at this stage
Also, welcome back! It's good to see you again, I missed your videos!
With how upsetting the initial launch was last year it’s nice to hear that your first impressions of the game as it is now seem pretty positive.
Hi Bradley, this made my day. I'm not sad about the gap in uploads, I'm just happy that you're back!
One feature I would love to have back is the maneuver node planner mode where you can fine tune your node with the little UI in the bottom instead of having to angle my camera so that I can see my SOI intercept path and the node from wherever I may already be orbiting. Also being able to adjust the node with scroll wheel was always nice, and seeing my projected periapsis from the UI instead of having to look at the orbital trajectory itself to see my height.
Welcome back!
It's good to see you're back, I can only imagine what crazy missions you'll do in KSP2, can't wait!
Nice to see you too here. And congrats to your 1500 Subs!
@@mephisto8101 thanks!
wonder how krumpf reacted to bill's long awaited return!
(seriously though, welcome back!)
So great to have you back!!! I've really missed your creativity and ingenuity - I can't wait to see what you do next!
Also, the ability to thrust during timewarm now makes ion engines a lot more fun to use. Also there is a bug that if power runs out during timewarm with an ion engine the engine will continue producing thrust (despite playing the engine shutdown noise)
Good to see you back!
Well well well look who came crawwwwling back. So happy to wake up to a new Brad video waiting for me and very excited for the next! Always enjoy SRB only challenges, or perhaps a nuclear engine-only video to demonstrate how strong the new ones are?
Hey, it's been a while sice I saw something from you too. Good to see all the folks somehow returning.
You'll have to wait a while longer (apologies) but my next project is in production. It's a big'un. Hopefully you'll catch it when it eventually comes out!
Welcome back Bradley! To build an interstage you can use the engine plates or tube parts, which are both procedural
Additionally, there are two nuclear engines in KSP 2. One is the same as in ksp 1, a nuclear thermal rocket which passes hydrogen over hot nuclear core and the second is a gas core NTR, which heats hydrogen with nuclear plasma, thus putting way more energy into yhe exhaust. Considering the game isn't making you use up uranium when you burn the engine, I'd guess it uses closed cycle. Soon we should also get a third NTR engine which has an afterburner mode that lets you burn the hydrogen with oxygen for more thrust.
Finally someone else calling out the outrageous misappropriation of g in that equation and the rediculousness of specific impulse being measured in seconds. Bill will never stand for it.
Your Finally back!
You were always my favorite KSP you-tuber
can't wait for The Odyssey by Bill Season 2, where he boards a Xeelee Nightfighter, and destroys the Kerbol solar system
Or he finds a Forerunner ship and explores the galaxy and raises a lot of uncomfortable questions.
>disappears for 2 years
>Returns and makes video again
>Gives us hope
>As according to "youtube disappearing 101" disappear again to crush said hope(we haven't gotten here yet)
I hope this doesn't happen
The legend is back!
We just can’t wait to see the Odyssey by Bill!
Glad you're back!!
so happy to see you back :D
I LOVE YOUR VIDEOS, please keep making the odyssey by bill
THE LEGEND IS BACK
Very excited to see you back!
Oh how we've missed you so Bradley!
Welcome Back!
welcome back!!!
Welcome back to the internet, Brad! Glad to see you uploading again
I feel bad for bill. Also welcom back missed your videos
Bill had enough tormenting through all the bugs since release
Blowing everyone out of the water as usual I see
Super excited for this to become a good game in 5-7 years c:
The Return of the King.
Always a good day when Brad uploads
seems like the right vertical stabilizer is rotated by 5 degrees, too. I guess that might be the cause of the phantom roll.
The legend is back!!
the goat is back
You call it suspiciously high performance, but that is actually reasonable for a gas core NTR. Thermal rockets get higher efficiencies when they can heat their propellant to higher temperatures, and the whole point of a gas core NTR is that by allowing the nuclear reactor to vaporize itself (and containing it in a quartz "lightbulb" for the design that that performance seems most close to) you can achieve much higher temperatures, and by extension better performance
I also had the same issue of phantom roll with large spaceplanes when I used the same way to control (SAS off, use trim instead). Very irritating.
One thing I really want it the ability to view individual part aero stats. It would really help with optimization. Like I wanna figure out what is or is not occluded. As you said it did feel very familiar, but it still felt different and I couldn't put my finger on it.
And as you said the rotation tool is annoying. Other issues I've had is with craft saves getting corrupted, but I also haven't played since launch. Really hoping they fix/add more and don't just abandon KSP2.
Can't wait for some new misadventures lmao
Return of the king. 👑
For the Phantom roll, I have noticed that if you revert to launch, the custom wings get screwed up. The wings get deformed and are asymmetric and create rolling. Never had it when going straight from the VAB to the launch pad or runway, but frequently have it when reverting to launch. Not saying that this is your cause for phantom rolling, but it might be.
This would explain what I have observed so far. Will keep an eye on this.
Nice observation!
Return of the King
Would be nice to have propellers that auto-pitched to provide the most efficient thrust profile possible as the craft ascends. For me this is what killed propellers in KSP-1.
So i got the finale of For all mankind and a bradley video the same day?! Damn it's a good day!
HE'S ALIVE 🤩🤩🤩
the legend returns
We really need fuselage hydrogen tanks for sstos. Maybe if we could have a ksp 1 style skin switch that goes between a covered fuselage and the bare open tanks
The reason the new nuclear engine is "suspiciously good" in terms of ISP is because gas-core nuclear rockets are frankly NUTS, we're talking theoretical ISPs from 1500 to 3000 seconds, the KSP 2 engine is actually on the lower end of estimates. Instead of avoiding meltdown, openly embracing it and achieving much higher core temperatures really zoosts your exhaust velocity.
Shadowzone noticed KSP 2 has a lot in common with KSP 1.4; bugs included. Might be an idea to see if tricks from KSP 1.4 work.
I hate the fact that Earth's gravity finds its way into physics math too. :) It's Newtons which annoy me; I'd much rather use grams of thrust.
BRAD YOUR BACK!!!!!!
He's back!!!
HE RETURNSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Bradley, where'd have you been?! I was worried you were tired of KSP content.
I've experienced unwanted roll when using trimmed controls, so I'd stop using them. They are bugged
HE'S BACK
OM FKING GOD HES BACK
HE’S ALIVE!
As for the phantom roll, would using slightly angled wings (in a V formation) work to correct it (automatically)?
Given that you're already using 2 stabilizers in the back to achieve stability in the yaw axis, maybe slightly angling them (into said v formation) might fix the issue for now?
Maybe 5 degrees would already suffice?
Not sure though, might give it a shot myself.
I just wish the big golden tanks had a cover variant so it looks more aerodynamic
Is another canyon challenge possible.
On bilibili I found a video of Odyssey by Bill with Jool Diving
Where are your methalox fuel tanks? I only see hydrogen
Good to see you back.
The word 'nuclear' is pronounced 'nu clear'. There is no second u sound.
can we get a new reboot of the odyssey by Bill please :)
please more odyssey by bill!!!
Can ya send it to Tylo and back
oh fuck a community of super smart nerds
FINALLY i can actually LEARN SUMN
damn 2 years. It seriously hasn't even felt like that long wtf, glad to see you back
it’s seriously been 2 years???
@@Nicolas_Gamer5476 right? i could’ve sworn id just watched his latest videos
@@SPACECATIZZY yea last time i checked it was 5 months ago but that doesnt feel like 5 months ago
The legend is back!
Welcome back 💚
Any idea when the full ksp2 release is coming?
@@Voxelowojust wait
It never will! 😩
Good to see new content from you, Bradley, and that spaceplane is really something! Regarding the fairing stuff mentioned at 7:50, even after playing months of KSP2, I am still not sure if interstage fairings actually close or of I have just created an open cylinder. But then again, it doesn't appear that fairings really protect against hat yet, soooo.... I guess the devs have still some work to do on that front.
Almost all use cases for interstage fairings can be replaced by engine plates. An engine plate is basically an interstage fairing that builds itself.
@@TheWinsmith I can't remember how long you can make the engine plates fairing, so maybe interstage fairings can be extended longer?
Let's go you're back! I thought you quit youtube after those years of waiting. Also, a few months later, after figuring out what is causing the "phantom roll", you are going to find a way to save 50% of the initial mass somehow. Keep it going!
Ah, Bill's torment continues, better late than never
Bill likes it. He smiles eagerly during Brad's missions.
Your not wrong though
Welcome back Bradley! It's great to see you back and playing KSP2. i'm excited to see what feats you can pull off in the game!
2 years! Welcome back!, I'm imagining that you just got back from a mars flyby round trip that you spent sitting in a lawn chair strapped to a rocket to save mass. I'd love to see a crack at the land speed record for ksp2 if you ever find yourself bored of space :)
Has it really been 2 years? 😯😯 Welcome back!
glad to see you posting again!
Nice new video.
Can't wait to see what you have cooked up for KSP2!
Video Idea: Leave the Kerbolar System with as much velocity as possible given the available parts
Since KSP 2 has support for longer burns, long ion engine burns are much easier.
Not quite yet unfortunately, in my experience with the current version crafts with very low T/WR simply stop producing thrust during timewarp *but continue to consume resources*. I only found this out after sending Ion propelled probes to Eve and Jool. I have yet to see the problem with nuclear engines at least
We all missed you so much. Welcome back to ksp
omg he's back :D
proxima sighting
Welcome back!
I eventually would love to see a solar tour like what you did in Odyssey by Bill #1, and also about how the planets, engines, and equipment has changed since KSP1. Ex. 52k DeltaV is a lot, but in the context of KSP2 is it truly a lot, or can you get nothing of note done with it? Specifically, what is the new numerical environment and meta?
WELCOME BACK!
*ding* (Bradley Wistance video upload)
Me: Woooooo!!! Yeah baby! That's what we've been waiting for! Thats what its all about!
I'm glad you're doing well after 2 years! Don't feel rushed to make new videos and take your time to make great videos.
THE LEGEND IS BACK! the community missed you bradley, welcome back
I've been patiently waiting for a KSP 2 video from you. Thank you for delivering! I'm excited to see what you'll accomplish in this game!
Holy heck the king the legend has returned!1 Love your content
Glad you're back Bradley ❤ Can't wait to see more cutting edge efficient designs or some Bill shenaniganries in KSP 2
Dudes op for playing my fav game
woah, bradley is back!
Damn its been a while, bradley.
I have itches too to come back to making videos 😅 Were you nervous at all?
RETURN OF THE KING
Welcome back brad!!!!
This is why i stay subscibed