I love how no matter what, Matt just cannot bring the right amount of crew. Whether it's not counting correctly or just forgetting to check on the stubborn game defaults, there is always one too many.
7:20, hey Matt! They did actually significantly increase the thrust and the specific impulse of the new swerve engine compared to the nerv. It's now more efficient and provides more TWR relative to its size!
It is indeed a lot lighter than 5 Nerv engines, and has better thrust than 5 Nerv engines, and also better ISP. Makes the Nerv engine kinda pointless, but i won't complain.
@@TimbavatiLion On the forum they showed that the nerv engine will get major upgrades. Like a retractable nozle (able to use in vacuum and atmosphere ) and trust boost with oxidizer
@@TimbavatiLion That's because the SWERV is supposed to be a Gas Core NTR, which are on a whole new level in terms of thrust and ISP when compared to Solid Core NTRs like the NERV.
My Duna return maneuver plan did the opposite to what I had intended; rather than returning to Kerbin I was suddenly on my way out to Jool. Infinite fuel has never been so useful.
i really love that light bounces off of celestial objects now, the spacecraft being lighted up only by münlight is such a beautiful aesthetic addition to the game
YES! FINNALY! I never checked if they fixed the bug at the bottom, so this should be interesting. For those who don't know: The bug was that you would go straight through the bottom of the hole and fall to the center of the planet. Once you reached the center you would be launched out at interstellar speed
22:19 The maneuver planner glitch happens to me fairly frequently. I pack extra delta-V and try to burn where I think my ejection angle should be. It's funny because the orbital mechanics work the same as in KSP 1, but the maneuver planner doesn't calculate something correctly and tends to point me in the wrong direction. The first one I remember was a Mun return to Kerbin and it had me fire in line with the Mun's prograde vector which, shockingly, took me to way too high an orbit. Reloading and turning the way I expected to burn and burning about what I expected to burn, I was close enough to aerocapture.
Wrong orbit line appearing when escaping from a SOI - that is a bug I experienced twice; once when escaping Mun and once escaping Minmus. As far as I remember I had to abandon and restart both missions due to that bug, since I usually pack so little margin with Mun or Minmus missions. I also don't know why this happens, it never made sense to me... In the end I developed the habit of re-checking by myself if this orbit line makes any sense considering my burn direction. Hope it gets fixed soon, before it breaks too many people's sanity!
As a newbie to KSP I can confirm that ambient lighting sliders are in the base game. Love your content! I've successfully landed on the Mun and Minmus multiple times thanks to you and the other big KSP creators!
Getting the EXACT same exiting SOI bug. I set it up the maneuver painstakingly, burn, and then as soon as I leave the planet's SOI its put me on a far worse trajectory. Its like I burned at the complete opposite side of the planet I'm trying to leave from. I fixed this by creating a prograde maneuver node on the opposite side of the planet that requires roughly the same delta V as the initial burn. Then when I start orbiting the sun I correct from there.
With how much the devs fixed in the first patch and how open communication has been, all the naysayers seem to have departed (mostly). Can't wait to see how far you can go as they add new features in the future
The Nuclear Engines in KSP2 actually have more powerful thrust values than they did in KSP1, so you're not tripping out on that Matt. That was one of the things they touched on in one of the interview videos.
The height limits for time warp are stored in one of the easily accessible files of the game, don't remember which one specifically, so this would be one of the easier mods to make to unlock them
I'd like to suggest a mission to establish a permanent outpost on the rim of the mohole. It would make finding the mohole on future missions easier, and also provide for space tourism.
Yes, Infinite fuel is a real Live Saver at the moment. Sometimes the projection of the planned Burn is like within 80km of my target planet, I do the burn, and end up like 15 mio. km away...
When this Bug happens, it seems like the manouvers are calculated exacly inverted. I noticed this on a mun Mission, when the game wanted me to performe the escape burn on the wrong side of the mun.
Ive had the glitch with the orbit being wrong after leaving a planet. Ive also noticed that the enterance trageetory dosent line up. Seems some of the planets are rotated in the game files
I had the glitch as well while trying to retrun to kerbin. I made a manuever and ended up burning away from duna orbit not thinking about it (also the orbital fade is reversed, super confusing after ksp 1). I think the manuever is wrong and not the final orbit after you exit SOI.
The new terrain I ksp2 is crazy, I haven't explored much outside the kerbin system but kerbin's poles are crazy. Even though the mountains don't seem as tall, there are some really cool ranges. Minmus has some cool cliffs and craters as well.
The matter of Kerbals not having enough space in the cockpits is concerning, it has happened too many times... What if it's not forgetfulness? What if it it not Matts fault, what if... IT IS A MURDER! A certain Kerbal could re-write plans to have an extra Kerbal on board at the wrong time. A perfect plan that would go over everyone's head...
I always wish for a wireframe overlay for the dark side; like your HUD computer has the terrain elevations stored and can project them onto your HUD. Exploration! \o/ :D That docking was nowhere near as painful as when I was learning to dock my mining and tanker ships. Large docking ports, overpowered and unbalanced RCS, and _no idea_ what I was doing! No tutorials other than the in-game manual. It was painful for a while. It's easy now though. That orbit thing is absolutely a bug. The orbit shown outside Moho's SOI is kind-of the opposite of what the game predicted when you were inside Moho's SOI. It's the game's job to inform you relatively accurately, but a complete reversal of the results of your burn is about the most inaccurate the game could be. It must be a bug. Someone commented he thought some of the planets are reversed in the game files. Single-mission Life on Laythe would be EPIC! It would be good to see more challenging missions again. I have started to miss them after all. :) Pretty cool landing! Good show, Matt!
A lyfe on laythe video sounds great, I think I would be interesting to see a revamped version of the underwater Base, maybe one that could move horizontally
I'm hoping to see some new KSP2 series in the near future that involves building a system-wide communication network, multiple space stations, land bases on several planets (including Kerbin) etc. etc. Seeing as how the game is very recently released, I guess it will be a while before that happens.
21:30 yup, just happened to me on the last version with a mision to Jool. Wasted almost half of my fuel to fix the orbit, since the planned burn put me on Kerbol escape trajectory as soon as I left Kerbin's SOI.
Matt, the SWERV is not just five nukes trapped together. It is a "nuclear lightbulb" style closed cycle gas core engine, which is a near future engine we don't quite know how to make irl. The real life version would actually have lower twr than a sold core one like the Nerva, so it is pretty overpowered in KSP 2.
Here's a tip for the fairings: You can actually make whatever fairing you want, to do this, all you have to is get the pop up error message, next select any part from the part picker, and congratulations, you have tricked the system! enjoy
Matt trying to dock the lander with the mothership: _HIts solar panels_ Solar array: i got u fam Also solar array: _Remains intact after being hit with a lander_
My fairings always do that drop straight to hell thing. I was kinda surprised to see other players who weren't dealing with that. It has been very consistent for me.
21:45 Hey! So i've almost encountered something really similar to this. the maneuver node and the orbit it was showing were calculated wrong. I don't know why. But the solar orbit you ended up in actually seems to make more sense considering you were burning against your solar orbit to leave moho (i had to look really closely, but after you finished moving it it was against the sun). I was planning my return from Duna and the maneuver node just simply didn't make sense. I was trying to exit duna and slow my solar orbital velocity but no matter what direction i left it had my solar orbit projecting outwards. It was like the game was thinking "oh, well they're increasing Delta V by 1km/s so once they leave duna there solar orbit HAS to be higher! I didnt test it, i just gave up at that point, but I think it's the same thing that happened to you here.
7:20 SWERV is a nuclear saltwater engine (NSWR), instead of a nuclear thermal rocket (NTR) like NERV passing hydrogen through a hot reactor, NSWR is basically like riding a contnious Chernobyl, the nuclear salts reach criticality in the combustion chamber. It also has like 1700s of ISP compared to like 800s of ISP giving you all that delta v.
I have a bug with changing the flight path compared to the maneuver layout appeared every time I flew from Duna. I realized that it shows a completely opposite maneuver from the real one. And I dealt with this bug by thinking how a real maneuver could be by having the trajectory of the planet and so on. For example, if I start in the opposite direction from the movement of the planet, I will most likely be closer to the sun, and then I created corrective maneuvers outside the planet's gravity.
22:06 I've had that happen in the first game, too, albiet not to the degree I couldn't just course correct. SoI changes have always fucked with orbits in KSP since the dawn of time.
Avid KSP1 fan here. Cool that they carried the Mohole over; though I think they truncated it a bit too much. It would have been better if, say, it were ended in a small bowl-shaped cap (instead of the rude conical point), perhaps at a width slightly larger than a small lander or something precisely _because_ the coning made it a challenging terrain to work on and thus a landing a real reward.
I remember when it didn't have collision in this game (idk if it's still there) so you'd get sucked into the core and you'd get flung out the other side at near lightspeed
Yup, trajectories changing once you exit a sphere of influence is annoying. They also happen at random times and as far as i know, there is no way to tell if you got the bug or not. This was a real issue for my single rapier Laythe ssto mission lol.
Matt the S.W.E.R.V. is more powerful because it's a gas core reactor, instead of running at 1000ºK it runs by >5000ºK so it gets the fuel hotter and more isp
The mohole (or MoHeart, as its also called) now has a secred discoverable inside of it! You should visit it again, and be sure to bring some science experiments to see what the dialogue has to say.
I've had the same bug of the totally wrong orbit when leaving an SOI despite the maneuver node saying I'm right on target. Hopefully something that'll be fixed in a future patch because I do the same as you, infinite fuel to get on the expected trajectory
Interesting bug I’ve run into multiple times now. When I was trying to build a space station, I was sending up a craft to bring additional parts. When I time warped my cargo ship, my targeted space station (which was already in LKO), decided to change its orbit to an elliptical 1,000,000km orbit in a crash trajectory. sad face lol :(
Expand on the hotel and resort (Eeloo if I recall) and have a little theme park or another large building. I'm thinking it needs a definitely 100% safe ferris wheel that isn't a payload launcher at all.
Be cool if they added some sort of 'radar' system component that could allow you to switch to a wireframe / depth map of planets and crafts when in the shadow. It would be more realistic, and visually striking whilst also allowing for the game to be played easily!
Orbit went from peri at Moho’s orbital line and apo past Kerbin to apo at Moho peri close to the sun. The game pretty much flipped your trajectory as if your burn happened on the opposite side of the planet.
What about a multi-launch, multi-vessel generational/pseudo colony ship in KSP1 that goes out of the system, and then when KSP2 adds the other systems, you can launch a much more advanced ship to rendezvous with it for rescue or upgrades? It might also make for a nice visual just to have a retro-KSP1 and a futuristic KSP2 ship side-by-side, but since you'd have to make the same ship twice and then basically cheat it into position, I understand if you think that's a bad idea.
If you check the part stats in the VAB, you will see that the NERV is identical to the original, but the SWERV actually has better stats than just slamming multiple NERVs together.
Yea if its too dark finding the mo hole can be challenging for most. So its nothing to feel ashamed about.😄 but the first thing I do when I touch down in the mo hole is to plant my flag in the mo hole.🤣🤣🤣
I had the trajectory changing when transferring too. I was leaving Duna from a 270 deg orbit, did the burn, and ended up in a complete opposite trajectory around the sun. I thought maybe it's because my orbit wasn't 90 deg but the game expects me to be? Regardless I reported the bug because it's very reproducable.
Someone once told me restrictive time warps were implemented bcs in ksp1 the game could do very weird stuff to the physics of your craft, like massively alter trajectories, glitching it appart or even totally exploding it if you would warp too fast while close to a planet/moon.. don't know if that still (or ever did) apply to either ksp today
I had a similar experience when using multiple command pod/lander cans. Every time I had to revert to VAB due to... ahem... _structural issues._ I had to go into the crew manager to make Bill *Get Out of the F++king Rocket!* Edit: also that SOI orbit glitch has been the bane of my existence, you are not alone in this. 😆
The Nerv engine in KSP2 has 75kN thrust in vac. at 3 tons. SWERV has 700kN thrust in vac. at 10 tons. So nearly 10x the thrust for only 3x the weight. which is a way better deal than x5 Nerv
they've sorta increased & fixed the terrain glitch errors w/ more unique looking & easy to see liquids i haven't played the game in a minute so i never really observed any type of glitches or technical issues on KSP lol.
that maneuver glitch happens to me all the time, really frustrating, I use the unlimited fuel cheat, because I did have enough fuel to make it back to kerbin
matt: “i forgot to add lights!”
the unmatched power of the sun shining through the ground: “fear not my child”
Bro. Matt Added Lights On The Lander So The Lander Can See In The Dark (Mohole)
I love how no matter what, Matt just cannot bring the right amount of crew. Whether it's not counting correctly or just forgetting to check on the stubborn game defaults, there is always one too many.
They used to say "The more the merrier " ....
Matt's kerbals love space so much, they sneak on board! ;)
Kerbal Stowaway Program 😄
@@juliasophicallol >D
7:20, hey Matt! They did actually significantly increase the thrust and the specific impulse of the new swerve engine compared to the nerv. It's now more efficient and provides more TWR relative to its size!
It is indeed a lot lighter than 5 Nerv engines, and has better thrust than 5 Nerv engines, and also better ISP. Makes the Nerv engine kinda pointless, but i won't complain.
@@TimbavatiLion its probably going to be a lot later in the tech tree when science mode gets added though
@arro_rockets ok Mr. science biologist
@@TimbavatiLion On the forum they showed that the nerv engine will get major upgrades. Like a retractable nozle (able to use in vacuum and atmosphere ) and trust boost with oxidizer
@@TimbavatiLion That's because the SWERV is supposed to be a Gas Core NTR, which are on a whole new level in terms of thrust and ISP when compared to Solid Core NTRs like the NERV.
Imagine an extra astronaut sneaking their way on board and nobody noticing til the rocket was in space lol
Kim Stanley Robinson's gonna sue.
that's the premise of the movie stowaway, which Scott Manley was a consultant for
@@AdrianColley ah, a fellow red mars enjoyer
I guess the Tintin comic Explorers on the Moon by Herge kind of follows that idea as one of the plot points
@@jeremyglass4283Never knew Scott consulted for that. Not a bad movie imo.
Matt: *struggles to find the mohole*
Matt: This never happens to me I swear!
He doesn't wear his goggles when he plays KSP2 so he had trouble.
🤣🤣
Stop comenting i am toxic
@@Sup-zd1nkwe should stop commenting because you are toxic?
Matt, if you need help finding the video, the timestamp is 11:50
Rebooting Life on Laythe will be pretty cool once the colony features are added to KSP2
Make a life on jool with glitched parts or a floating base
My Duna return maneuver plan did the opposite to what I had intended; rather than returning to Kerbin I was suddenly on my way out to Jool. Infinite fuel has never been so useful.
i really love that light bounces off of celestial objects now, the spacecraft being lighted up only by münlight is such a beautiful aesthetic addition to the game
I know I'm getting my life together when I wake up before the Saturday Matt Lowne video instead of searching for it as soon as I'm conscious
I believe in you Mason. Get that bread!
fake news. Scripted response to try and get likes on the comment.
damn! Don't out me like that! I get a dollar for every like I get /s
i was about to panic when i saw you enter kerbins atmosphere at 8k meters per second, then i remembered heating isnt in the game yet.
I hope he does another trillogy!!
just me and the boys reentering at mach 24
Its Ok. HarvesteR Didnt Add Heating Yet But There Is Aero.
YES! FINNALY! I never checked if they fixed the bug at the bottom, so this should be interesting.
For those who don't know:
The bug was that you would go straight through the bottom of the hole and fall to the center of the planet. Once you reached the center you would be launched out at interstellar speed
Saw that happen to Scott Manley on release day, pretty funny glitch
The ultimate gravity assist
22:19 The maneuver planner glitch happens to me fairly frequently. I pack extra delta-V and try to burn where I think my ejection angle should be. It's funny because the orbital mechanics work the same as in KSP 1, but the maneuver planner doesn't calculate something correctly and tends to point me in the wrong direction. The first one I remember was a Mun return to Kerbin and it had me fire in line with the Mun's prograde vector which, shockingly, took me to way too high an orbit. Reloading and turning the way I expected to burn and burning about what I expected to burn, I was close enough to aerocapture.
Wrong orbit line appearing when escaping from a SOI - that is a bug I experienced twice; once when escaping Mun and once escaping Minmus. As far as I remember I had to abandon and restart both missions due to that bug, since I usually pack so little margin with Mun or Minmus missions. I also don't know why this happens, it never made sense to me... In the end I developed the habit of re-checking by myself if this orbit line makes any sense considering my burn direction. Hope it gets fixed soon, before it breaks too many people's sanity!
As a newbie to KSP I can confirm that ambient lighting sliders are in the base game. Love your content! I've successfully landed on the Mun and Minmus multiple times thanks to you and the other big KSP creators!
Could have had a real "Cold Equations" scenario on our hands with the stowaway glitch if Matt didn't put such a crazy margin into his load out.
After watching RCE, it’s nice to see a Matt actually get into space.
Getting the EXACT same exiting SOI bug. I set it up the maneuver painstakingly, burn, and then as soon as I leave the planet's SOI its put me on a far worse trajectory.
Its like I burned at the complete opposite side of the planet I'm trying to leave from. I fixed this by creating a prograde maneuver node on the opposite side of the planet that requires roughly the same delta V as the initial burn. Then when I start orbiting the sun I correct from there.
With how much the devs fixed in the first patch and how open communication has been, all the naysayers seem to have departed (mostly).
Can't wait to see how far you can go as they add new features in the future
The Nuclear Engines in KSP2 actually have more powerful thrust values than they did in KSP1, so you're not tripping out on that Matt. That was one of the things they touched on in one of the interview videos.
21:40 ye I've had this glitch all the time the way around it is to only focus on the burn time and to ignore the new maneuver trajectory
matt is the only person ive seen actually made KSP2 videos
all the others made one KSP2 video, then went back to KSP1
The height limits for time warp are stored in one of the easily accessible files of the game, don't remember which one specifically, so this would be one of the easier mods to make to unlock them
that mohole looks significantly less deep than it was on day 1 when Scott Manley explored it
yeah i was noticing that it looked WAY less deep
I'd like to suggest a mission to establish a permanent outpost on the rim of the mohole. It would make finding the mohole on future missions easier, and also provide for space tourism.
Yes, Infinite fuel is a real Live Saver at the moment.
Sometimes the projection of the planned Burn is like within 80km of my target planet, I do the burn, and end up like 15 mio. km away...
When this Bug happens, it seems like the manouvers are calculated exacly inverted. I noticed this on a mun Mission, when the game wanted me to performe the escape burn on the wrong side of the mun.
Seeing the Moho against the terrain is like solving a magic eye puzzle.
Ive had the glitch with the orbit being wrong after leaving a planet. Ive also noticed that the enterance trageetory dosent line up. Seems some of the planets are rotated in the game files
I had the glitch as well while trying to retrun to kerbin. I made a manuever and ended up burning away from duna orbit not thinking about it (also the orbital fade is reversed, super confusing after ksp 1). I think the manuever is wrong and not the final orbit after you exit SOI.
The Mohole is one of the coolest features in KSP 1, nice to see how they decided to do it in the sequal.
I have a base in the mohole in ksp 1 , can’t wait to build another in ksp 2
Well, you'd best remember you have to have 2 spherical tanks to enter the Mohole. So don't forget those like Matt did.
You should have left Bill at the bottom of the Mohole, it would have been a perfect opportunity for a Blunderbirds Mission!
I love how bill kerman snuck into the ship, so funny
Matt: Days of a mun and back is over
Also, Matt: goes to the mun and back with the RSS mod
The new terrain I ksp2 is crazy, I haven't explored much outside the kerbin system but kerbin's poles are crazy. Even though the mountains don't seem as tall, there are some really cool ranges. Minmus has some cool cliffs and craters as well.
would be cool if there would be water ice in the mohole (for recourse gathering), because it never gets sunlight
The matter of Kerbals not having enough space in the cockpits is concerning, it has happened too many times... What if it's not forgetfulness? What if it it not Matts fault, what if...
IT IS A MURDER! A certain Kerbal could re-write plans to have an extra Kerbal on board at the wrong time. A perfect plan that would go over everyone's head...
21:10 I can't speak for KSP2 but I hat this bug in KSP1 a lot
I am honored to be one of the two being on the bottom of the Mohole
I always wish for a wireframe overlay for the dark side; like your HUD computer has the terrain elevations stored and can project them onto your HUD.
Exploration! \o/ :D
That docking was nowhere near as painful as when I was learning to dock my mining and tanker ships. Large docking ports, overpowered and unbalanced RCS, and _no idea_ what I was doing! No tutorials other than the in-game manual. It was painful for a while. It's easy now though.
That orbit thing is absolutely a bug. The orbit shown outside Moho's SOI is kind-of the opposite of what the game predicted when you were inside Moho's SOI. It's the game's job to inform you relatively accurately, but a complete reversal of the results of your burn is about the most inaccurate the game could be. It must be a bug. Someone commented he thought some of the planets are reversed in the game files.
Single-mission Life on Laythe would be EPIC! It would be good to see more challenging missions again. I have started to miss them after all. :)
Pretty cool landing!
Good show, Matt!
Now that we finally have collision and an actually flat surface in the Mohole, I am excited for the possibilities :)
A lyfe on laythe video sounds great, I think I would be interesting to see a revamped version of the underwater Base, maybe one that could move horizontally
casually reenters kerbin at over 8.2 km/s
25:41
Seems safe enough
I'm hoping to see some new KSP2 series in the near future that involves building a system-wide communication network, multiple space stations, land bases on several planets (including Kerbin) etc. etc.
Seeing as how the game is very recently released, I guess it will be a while before that happens.
21:30 yup, just happened to me on the last version with a mision to Jool. Wasted almost half of my fuel to fix the orbit, since the planned burn put me on Kerbol escape trajectory as soon as I left Kerbin's SOI.
I'd be interested in a rebooted 'Destination: Duna' all in one mission/video (in addition to Life on Laythe)
0:27 I love that the MK-2 lander can looks like the old KSP lander can, not the redesigned version
Matt, the SWERV is not just five nukes trapped together. It is a "nuclear lightbulb" style closed cycle gas core engine, which is a near future engine we don't quite know how to make irl. The real life version would actually have lower twr than a sold core one like the Nerva, so it is pretty overpowered in KSP 2.
I watch these twice, once while playing ksp and not paying attention and again when I have down time and am not playing ksp
Here's a tip for the fairings: You can actually make whatever fairing you want, to do this, all you have to is get the pop up error message, next select any part from the part picker, and congratulations, you have tricked the system! enjoy
I’m rewatching velocity lake, it’s very good. Combination with this, the only thing I’ve been watching if Matt Lowne
Matt trying to dock the lander with the mothership: _HIts solar panels_
Solar array: i got u fam
Also solar array: _Remains intact after being hit with a lander_
My fairings always do that drop straight to hell thing.
I was kinda surprised to see other players who weren't dealing with that.
It has been very consistent for me.
Any ships with the ball tanks always look like the goofy thermonuclear missiles lobbed at the Heart Of Gold in Hitchhiker's Guide To The Galaxy to me.
I hope you do a career mode in KSP2 id love to see a slightly uncut version of that, i really enjoy the gameplay
You could have just stranded a kerbal in LKO, then did a separate mission to rescue him.
21:45 Hey! So i've almost encountered something really similar to this. the maneuver node and the orbit it was showing were calculated wrong. I don't know why. But the solar orbit you ended up in actually seems to make more sense considering you were burning against your solar orbit to leave moho (i had to look really closely, but after you finished moving it it was against the sun).
I was planning my return from Duna and the maneuver node just simply didn't make sense. I was trying to exit duna and slow my solar orbital velocity but no matter what direction i left it had my solar orbit projecting outwards. It was like the game was thinking "oh, well they're increasing Delta V by 1km/s so once they leave duna there solar orbit HAS to be higher!
I didnt test it, i just gave up at that point, but I think it's the same thing that happened to you here.
7:20 SWERV is a nuclear saltwater engine (NSWR), instead of a nuclear thermal rocket (NTR) like NERV passing hydrogen through a hot reactor, NSWR is basically like riding a contnious Chernobyl, the nuclear salts reach criticality in the combustion chamber. It also has like 1700s of ISP compared to like 800s of ISP giving you all that delta v.
You really cracked me up talking about the extra kerbals getting added and getting them back or .... not
Woah caught this video super early. As usual awesome video Matt.
I have a bug with changing the flight path compared to the maneuver layout appeared every time I flew from Duna. I realized that it shows a completely opposite maneuver from the real one. And I dealt with this bug by thinking how a real maneuver could be by having the trajectory of the planet and so on. For example, if I start in the opposite direction from the movement of the planet, I will most likely be closer to the sun, and then I created corrective maneuvers outside the planet's gravity.
The velocity out of planets some times flip 180 degrees about the celestial body, the "fix" is to just put the node on the wrong side of the planet
22:06 I've had that happen in the first game, too, albiet not to the degree I couldn't just course correct. SoI changes have always fucked with orbits in KSP since the dawn of time.
Avid KSP1 fan here. Cool that they carried the Mohole over; though I think they truncated it a bit too much. It would have been better if, say, it were ended in a small bowl-shaped cap (instead of the rude conical point), perhaps at a width slightly larger than a small lander or something precisely _because_ the coning made it a challenging terrain to work on and thus a landing a real reward.
I remember when it didn't have collision in this game (idk if it's still there) so you'd get sucked into the core and you'd get flung out the other side at near lightspeed
New patch on Wednesday, hopefully things'll be a bit more playable
At 10:10; The "w-when we get to it, I suppose" struck me as very Bagginsy
Someone is definitely going to set up a launchpad in the mohole once colonies come out
Yup, trajectories changing once you exit a sphere of influence is annoying. They also happen at random times and as far as i know, there is no way to tell if you got the bug or not.
This was a real issue for my single rapier Laythe ssto mission lol.
Matt the S.W.E.R.V. is more powerful because it's a gas core reactor, instead of running at 1000ºK it runs by >5000ºK so it gets the fuel hotter and more isp
The mohole (or MoHeart, as its also called) now has a secred discoverable inside of it! You should visit it again, and be sure to bring some science experiments to see what the dialogue has to say.
so, worth noting that the mohole is different after the for science update, worth revisiting when it comes up in your mission list.
I've had the same bug of the totally wrong orbit when leaving an SOI despite the maneuver node saying I'm right on target. Hopefully something that'll be fixed in a future patch because I do the same as you, infinite fuel to get on the expected trajectory
Interesting bug I’ve run into multiple times now. When I was trying to build a space station, I was sending up a craft to bring additional parts. When I time warped my cargo ship, my targeted space station (which was already in LKO), decided to change its orbit to an elliptical 1,000,000km orbit in a crash trajectory.
sad face lol :(
Expand on the hotel and resort (Eeloo if I recall) and have a little theme park or another large building. I'm thinking it needs a definitely 100% safe ferris wheel that isn't a payload launcher at all.
Today is my happy day because I finally installed Ksp 2! I am very exited
Be cool if they added some sort of 'radar' system component that could allow you to switch to a wireframe / depth map of planets and crafts when in the shadow. It would be more realistic, and visually striking whilst also allowing for the game to be played easily!
Orbit went from peri at Moho’s orbital line and apo past Kerbin to apo at Moho peri close to the sun. The game pretty much flipped your trajectory as if your burn happened on the opposite side of the planet.
cool video like always.
have u ever heard of Flight of Nova?
it has fluent orbital and atmospheric flight and theres a free demo too
That snowscape, tho. Even Parallax can't look that good.
What about a multi-launch, multi-vessel generational/pseudo colony ship in KSP1 that goes out of the system, and then when KSP2 adds the other systems, you can launch a much more advanced ship to rendezvous with it for rescue or upgrades?
It might also make for a nice visual just to have a retro-KSP1 and a futuristic KSP2 ship side-by-side, but since you'd have to make the same ship twice and then basically cheat it into position, I understand if you think that's a bad idea.
If you check the part stats in the VAB, you will see that the NERV is identical to the original, but the SWERV actually has better stats than just slamming multiple NERVs together.
That extra Kerbal is the Impostor, eject him in space while in LKo and leave him to face his fate ;-)
That weird manuever changing bug happens to me as well! I sat there for 30 minutes reverting to a quick save scratching my head cause of that bug 💀
Yea if its too dark finding the mo hole can be challenging for most. So its nothing to feel ashamed about.😄 but the first thing I do when I touch down in the mo hole is to plant my flag in the mo hole.🤣🤣🤣
Just in time ready with the popcorn
matt i feel like maybe you could give making KSP 2 movie like in the good old days with KSP 1 cus that would be awesome and we havent seen one in ages
I had the trajectory changing when transferring too. I was leaving Duna from a 270 deg orbit, did the burn, and ended up in a complete opposite trajectory around the sun. I thought maybe it's because my orbit wasn't 90 deg but the game expects me to be? Regardless I reported the bug because it's very reproducable.
This particular rocket looks like something Spock would have on his desk.
Someone once told me restrictive time warps were implemented bcs in ksp1 the game could do very weird stuff to the physics of your craft, like massively alter trajectories, glitching it appart or even totally exploding it if you would warp too fast while close to a planet/moon.. don't know if that still (or ever did) apply to either ksp today
I had a similar experience when using multiple command pod/lander cans. Every time I had to revert to VAB due to... ahem... _structural issues._ I had to go into the crew manager to make Bill *Get Out of the F++king Rocket!*
Edit: also that SOI orbit glitch has been the bane of my existence, you are not alone in this. 😆
Well I'd say that the mission went better in the end, because you made a recoverable interplanetery ship :D
15:00 you kind need hdr to be able to display better the differences between light and dark
Can't wait for a Mohole base in the future
The Nerv engine in KSP2 has 75kN thrust in vac. at 3 tons. SWERV has 700kN thrust in vac. at 10 tons. So nearly 10x the thrust for only 3x the weight. which is a way better deal than x5 Nerv
Paint selection is perfect
You're entering the Mohole... you needed 2 of those spherical tanks.
that tank looks ridiculous
they've sorta increased & fixed the terrain glitch errors w/ more unique looking & easy to see liquids i haven't played the game in a minute so i never really observed any type of glitches or technical issues on KSP lol.
that maneuver glitch happens to me all the time, really frustrating, I use the unlimited fuel cheat, because I did have enough fuel to make it back to kerbin