it's refreshing coming back to these videos after a long break from the game. when i got back into it i realized i ended up over-engineering many of my builds, but seeing something a SIMPLE as this is nice to know that i still have much to learn and expand (and shrink) my horizons with vehicle designs.
Awesome tutorial for beginners! I wish I knew about your channel when I was more inexperienced I could've learned so much faster Keep up the simple tutorials!
Man, you're awesome! I don't need these tutorials anymore but I managed to do my first orbit some years ago with your videos, and I see you still make some daily! Thank you and keep up!
Just found your channel. I picked up KSP for free with the prime twitch deal they had going on. I am not going to watch this video (yet), but I just wanted to comment on how much I love your new player guide. I look forward to watching more of the advanced stuff like in this video later on. Keep up the good work.
My top experiences as a newbie: 1. add a million wheels. Traction sucks in low gravity! 2. add more wheels. I've watched the do the math videos and I did not watch them twice or take notes - honestly, having the gravity values for all the planets, I might actually take the time to calculate the expected quality of my traction for planets I haven't been to yet, so I don't send so many useless rovers like I did in the past! Often, the pain of learning a formula is much less than the pain of launching a lemon over and over again! (I took the Matt Lowne approach of putting my large bases for Mun and Minmus onto wheels, so they can get where they need to go - way better to grapple my spaceship with a drill rover and fuel it up directly, without having to move around fuel in multiple steps. But I have regrets about my early designs. Four wheels for a heavy rover on a hill on the Mun is not fun.)
Ay man, a tip for building with good simmetry (mirrored instead of radial) is to press R to change simmetry mode. That will make both wheels, wings, aillerons, etc etc etc be exactly opposite to each other, but leveled (My explanation is very bad, sorry, im not fluent at english)
@@MikeAben it got messed up because the structure was also placed in the radial mode, if you build it completely with mirrored mode, it shouldnt change
28:45 or so you have sas on when driving regularly, is that intended? Doesn’t the reaction wheel set to sas only mode mean it’s affecting your wheeling about here or did I miss something? I can never tell if I should leave it on or off for a rover and testing is inconsistent due to variability in my vehicles.
My guess is that "aim camera" comes when Advanced Tweakables is turned on in the settings. Something I always turn on at the beginning of games. I think everyone should. Aim Camera centers that part on the screen. It's really handy, especially on larger vessels.
Hello, idk if you know this games spaceflight simulator they are making a second game, and the graphics look good, and if it comes out, you mind trying it
There's the skycrane idea mentioned in the video. You can sling them under landers, drive them out of a payload compartment, deploy them using the robotic parts packed with the Breaking Ground DLC, have a kerbal build the rover on site. I'm sure there are other things people have thought of.
I built this thing part for part, did everything like you did, did not make it to Minmus, delta V numbers were all lower than what you had by a small margin and I was way off
You need to identify where the inefficiencies are occurring. This video doesn't talk about getting to orbit or transferring to Minmus. If that's where the problem is, there are other videos in this series that'll likely help (playlist link in the description). To help, you can look at the dV numbers from the video. If you are more than two or three hundred off from the numbers there at any stage, then that's the problem. This vessel has 4861 m/s of vacuum dV. If you are not close to that, there's something off in the build. I had 1290 m/s after achieving a Kerbin orbit, 368 m/s after the Minmus intercept, and 209 m/s after achieving a Minmus orbit. None of these numbers include the 357 m/s of monoprop in the rover.
My fault , I put my comment too far back I’m coming back to the game now and I’m currently heading to the mun. The encounter trajectory is swirling all over, it’s like a curved zig zag and it won’t be like how it was in this video and how I used to get it. I think the periapsis was still low enough though, any idea what i messed up?
Perhaps you have a different mode enabled for the patched conics in the settings? You can display the path in different reference frames. That's the only thing I can think of.
it's refreshing coming back to these videos after a long break from the game. when i got back into it i realized i ended up over-engineering many of my builds, but seeing something a SIMPLE as this is nice to know that i still have much to learn and expand (and shrink) my horizons with vehicle designs.
Awesome tutorial for beginners!
I wish I knew about your channel when I was more inexperienced I could've learned so much faster
Keep up the simple tutorials!
Man, you're awesome! I don't need these tutorials anymore but I managed to do my first orbit some years ago with your videos, and I see you still make some daily! Thank you and keep up!
Just found your channel. I picked up KSP for free with the prime twitch deal they had going on. I am not going to watch this video (yet), but I just wanted to comment on how much I love your new player guide. I look forward to watching more of the advanced stuff like in this video later on. Keep up the good work.
I love your channel. I haven’t played KSP in months but your videos always make me want to go back
Your videos are awesome. They are easy to understand and they make me feel smart when I understood the topic afterwards
Thanks for the vid I’ve been struggling to make a simple rover this will be great!!!
Your Videos are so good i watch them depite having 694 h in KSP
My top experiences as a newbie:
1. add a million wheels. Traction sucks in low gravity!
2. add more wheels.
I've watched the do the math videos and I did not watch them twice or take notes - honestly, having the gravity values for all the planets, I might actually take the time to calculate the expected quality of my traction for planets I haven't been to yet, so I don't send so many useless rovers like I did in the past!
Often, the pain of learning a formula is much less than the pain of launching a lemon over and over again!
(I took the Matt Lowne approach of putting my large bases for Mun and Minmus onto wheels, so they can get where they need to go - way better to grapple my spaceship with a drill rover and fuel it up directly, without having to move around fuel in multiple steps. But I have regrets about my early designs. Four wheels for a heavy rover on a hill on the Mun is not fun.)
The Rover as lander idea may work really well with liquid fuel because you can use leftover fuel for fuel cells
Ay man, a tip for building with good simmetry (mirrored instead of radial) is to press R to change simmetry mode. That will make both wheels, wings, aillerons, etc etc etc be exactly opposite to each other, but leveled
(My explanation is very bad, sorry, im not fluent at english)
If you are referring to the wheel being upside down, it was like that regardless of the symmetry mode. It can get messed up from time to time.
@@MikeAben it got messed up because the structure was also placed in the radial mode, if you build it completely with mirrored mode, it shouldnt change
Please do tutorials on mods such as modded parts or planet mods once you're done with contract tutorials!
28:45 or so you have sas on when driving regularly, is that intended? Doesn’t the reaction wheel set to sas only mode mean it’s affecting your wheeling about here or did I miss something? I can never tell if I should leave it on or off for a rover and testing is inconsistent due to variability in my vehicles.
In SAS only mode the pitch, yaw and roll is disabled but the reaction wheels will still try to keep the vehicle upright, so it's best to keep them on.
excelente video bro
Thanks
Cool vid
I see an option for the thermometer and barometer I have never seen "aim camera" , what is that option and why is it there.
My guess is that "aim camera" comes when Advanced Tweakables is turned on in the settings. Something I always turn on at the beginning of games. I think everyone should. Aim Camera centers that part on the screen. It's really handy, especially on larger vessels.
Hello, idk if you know this games spaceflight simulator they are making a second game, and the graphics look good, and if it comes out, you mind trying it
Thanks. I'm following it. One day someone's gotta build a space sim as good as KSP. Right? Right?...
@@MikeAben no, ksp is the GOAT (i still cant go to the mun)
@@Mehyilxdxd yikes,I started 2 days ago and I’ve carried tourists to the MUN in career mode
@@basalwharf3488 ;(
@@basalwharf3488I’m scared of crewed flights cause having living astronauts makes it way to sad for me
The only way I know to land rovers is as the lander how else do you do it?
There's the skycrane idea mentioned in the video. You can sling them under landers, drive them out of a payload compartment, deploy them using the robotic parts packed with the Breaking Ground DLC, have a kerbal build the rover on site. I'm sure there are other things people have thought of.
@ a payload compartment? I may be making my rovers to big 😅
I built this thing part for part, did everything like you did, did not make it to Minmus, delta V numbers were all lower than what you had by a small margin and I was way off
You need to identify where the inefficiencies are occurring. This video doesn't talk about getting to orbit or transferring to Minmus. If that's where the problem is, there are other videos in this series that'll likely help (playlist link in the description).
To help, you can look at the dV numbers from the video. If you are more than two or three hundred off from the numbers there at any stage, then that's the problem. This vessel has 4861 m/s of vacuum dV. If you are not close to that, there's something off in the build. I had 1290 m/s after achieving a Kerbin orbit, 368 m/s after the Minmus intercept, and 209 m/s after achieving a Minmus orbit. None of these numbers include the 357 m/s of monoprop in the rover.
Or you could just add more boosters and up the dV.
When is the next rss/rp-1 vid?
Can't be sure. Right now the series is on an indefinite hiatus.
My fault , I put my comment too far back
I’m coming back to the game now and I’m currently heading to the mun. The encounter trajectory is swirling all over, it’s like a curved zig zag and it won’t be like how it was in this video and how I used to get it. I think the periapsis was still low enough though, any idea what i messed up?
Perhaps you have a different mode enabled for the patched conics in the settings? You can display the path in different reference frames. That's the only thing I can think of.
@@MikeAben is it because I wasn’t focused on the moon? I just realized that; and I was looking at the other graphic
Playing KSP 2
You have my sympathy.
1st