I hadn't toggled on sas ever this video helped so much. I was so confused because everyone else's rockets were flying straight without issue, but for some reason mine was spinning out. Thank you very much.
Dude fantastic video. I haven't touched KSP in SUCH a long time (whatever the first update after career mode was added), these videos are helping me get back into the game with minimal pain and suffering haha. Thanks so much for the clear and concise explanations, and in a manner and tone of voice that is easy to listen and understand!
If I may add, what I have found by experience is that if you keep the vessel direction indicator on the navball within the circle of the prograde marker and keep the speed lower in in the lower atmosphere the rocket is much less likely to flip out on you. Also if you are trying to keep part count down or don't want to use a bunch of fins, you can stack the fuel tanks and use the external fuel ducts to move fuel from the lower tanks to the upper tanks to keep the center of mass from going lower than the center of drag. More fins will usually always make the rocket fly better but I prefer the look of rockets with no fins and love a challenge. I hope this all made sense and possibly helps someone someday.
I agree, but for this video I wanted to present the most simple solution as most people would be running into this problem very early into their games. Just to add, you don't need the external fuel duct to move fuel around. Right click on an engine in the VAB and open the Fuel Overlay. The higher numbers get drained first and you can adjust the numbers by right clicking on the tanks. Like you said, you want to keep the fuel mass forward on the rocket.
I just wanted to say that your videos are brilliant!! You are the first person (on youtube at least) to slowly and thoroughly explain how it works and without making people car sick from mouse movement and screen spinning. Keep it up and thanks 🙂
Thanks for the series I finally built a rocket that got into orbit on the first try. That wasn't a bundle of SRBs. I also learned that I could make sub assemblies and launched 1 of 3, okay more like 0.95 of 3 probes (damaged an extra relay antenna).
Nicely laid out and explained. There are a lot of small design and 'best practices' that I was not coming up with on my own that really accelerated my abilites. Well done sir!
KBS just became free to play on Epic Gamestore, I got it. Your videos have helped me so much, plus the way you explain it makes me feel like a buddy is telling me something he is enthusiastic about, not lecturing like a tired professor. I am so glad you made this video as I had the exact problem this video describes. I was there at the first Orbital video saying "How the fuck?! Did he make it work?!" Thank you mate, you have a new Sub.
You’ve earned a sub. Like holy shit. You weren’t really even trying to teach me how to get into orbit but now I understand delta V and everything else so much better now, thank you.
This video is awsome like your others... I always pray that my rocket don´t flip or start vibrating. This helps me getting a better rocket with less fails.
Thx, hopefully this will make the nasty prodobodyne fly properly. Yeah, with 60 cash rep and science flow I get to utilize that nasty no sas drag ball for a few flights
Very very good thank you for this one i was having a lot of problems flipping out so i went more to the low tech ssto to space cause i need to safe a kerbal in orbit around kerbal im watching ur rendezvous vid over and over having problems there now
Mike, my problem is that once I get into space, i don't have fuel to do anything else lol I can add more mass/stages but then it takes more to get into space haha.
I have a rocket that only goes uncontrollable after a certain speed or altitude. All I had to do was cut engine power on lift-off and not roll over until upper atmosphere. Cg and center of drag will definitely help.
Im hoping thus is my issue im having. I dont want to fall outa love with ksp, its far too relaxing and challenging for that to happen after just 10 hours in. o7 🇬🇧💜
I just started KSP and this video was extremely helpful thank you! One problem I have tho, one of the first contracts I accepted is flying over a site close to the space station through the thick atmosphere but with this rocket setup, as you explained, it's very hard to turn the rocket even when forcing it to. How can you make an easily manoeuvrable rocket in the atmosphere with the parts available to you in the early game of career mode?
i built a very large rocket launching a small base in one launch to minmus but for some reason it was constantly wobbly even out of the atmosphere, autostrut was on and i placed some normal struts connecting the base to the fairing. do you have any tips or just a better idea of going at this mission? (if this matters here, i have some mods like extraplanetary launchpads and ksp interstellar extended)
Now I'm having the opposite problem where the rocket is too stiff and I can barely change the trajectory I made it so the center of drag is wayy below the CoM and where the CoD is almost exactly the same as the CoM nothing works
Hello, I've watched several of your videos and I'm learning a lot, but I would really appreciate if you could explain why you like a TWR of 1.3 I know you've said many times it's just something you like to do, but surely it makes a difference in how the rocket flies?
1.3 is very typical of real world rockets. A rocket that is going too fast is hard to steer. Also, it means all my rockets behave in a similar way leaving the pad.
Ive been having flipping problems but not with beginning rockets, its with all the ones ive been building with rockomax parts, im really bad at building big rockets that aren't topheavy and don't flip, its so frustrating, i got a flight in orbit around the sun with like 600 science from an eve flyby and its out of fuel. I keep trying to pick him up but i can get close enough to him to have him fly over and still have enough fuel to get home
Those are tricky missions, especially if the target orbit is elliptical and/or inclined. You first need a good budget. I do have math videos on this, but you can also do this by setting up a maneuver with anything in low orbit that gets you to the target orbit. Then added further maneuvers until you are matching the target orbit. Add up the maneuvers for your budget. Likely a good idea to add 10% on top of that.
Hi Mike, first I want to thank you for all of your videos! They help immensely. So I have a question about rocket building: Assuming you have a rocket like the one in this video. The boosters are on the North and the South side of the rocket. Is there a difference during flight, if you put the boosters on the East and West side of the rocket (still flying in the East direction)? Could the gravity turn be affected due to more drag? I couldn't figure it out yet. Greetings from Austria!
Great question. The short answer is, I don't know. I've always gone north-south in situations like this because I think it looks like it should fly better, but I've never actually put it to the test.
The CoM will move as you drain fuel and especially as you lose stages. CoL can also move as stages are lost, and will actually creep forward at hypersonic speeds. Another reason could be flying too aggressively. You should always be close to the prograde icon on the navball, especially as speed increase.
@@MikeAben Based on what you’ve said I’ve figured out the problem but I don’t know how to fix this. I tested all of the stages and the COM is fine, but when I lose fuel it become top heavy. How do you adjust fuel priority to fix this
@@Metronomical3 Right clicking on a tank in the VAB gives you the ability to change the priority. It's possible you may have to go into your settings and toggle on "advanced tweakables". I have a video that talks about managing fuel flow. ruclips.net/video/jW756GUltXg/видео.html
why do you care about TWR? obviously cus low TWR wont launch but what are the downsides to a high TWR? only thing i notice is my rockets tend to become rigid on prograde when the aerodynamic effects appear which does tend to mess orbits up slightly but i can easily recover from it easily.
As drag goes up by the square of the velocity, too much velocity in the lower atmosphere reduces efficiency, and in extreme cases can cause things to explode. In addition, as you noted, the vessel is easier to control. In addition, addition, there's the ascetic factor.
Tried to copy what you were doing and despite well over two dozen attempts I was never once able to get anywhere close to orbit. I replicated your rocket exactly, the first stage usually goes without a hit and I decouple near the same altitude as you but despite burning similar fuel amounts I am far further from AP than you are when I reach 80K AP and when I begin burning along the horizon I run out of fuel before I am anywhere close to reach an orbit, let alone leaving fuel to return. What an immensely frustrating game that I can spend well over 4 hours trying to accomplish what should be a basic task in the game, it's tough not to just uninstall.
Unfortunately, it isn't a basic task. It's one of the tougher tasks in the game. I happen to have another getting to orbit video dropping on Monday that I think is better than this one if you want to try again.
I have gone over and over this tutorial, can not get this to work at all. When I fire the stage to decouple boosters the stage fires but the boosters just stay on the rocket. For what ever reason the booster engines won't detach. Tried it using smaller booster rockets with no problems. I then figured that maybe the fins are catching the boosters but to no avail. No matter how I set up the fins same problem. Extremely frustrating.
First of all, I'm sort of a beginner, and only just figured this out (haven't even gone to the Mun yet), so I'm just going to tell you what worked for me. Other people may have better advice. You have to circularize your orbit, which means to make sure your periapsis is also in space (70 km or higher), not just your apoapsis. I'm sure there are videos dedicated to that. If the problem is that you're already trying to circularize, and it drags you down before you can manage it, then you should try turning during your ascent to give you more time (getting the right amount of turning takes some practice, and I still don't think I have it optimized, but I apparently got it good enough). If you're already doing that as well, maybe try making sure whatever stage you're using to circularize your orbit has a higher thrust to weight ratio so that your burn can happen faster (1.3 to 1.35 isn't a hard and fast rule; I've seen people who say you can go up to 1.6 and others you say you can go even higher. I was using Terrier engines to circularize because people said they were efficient, but apparently the have a really low max thrust and so they're only efficient after you have circularized and are trying to go somewhere else like the Mun).
My rocket starts flipping just after launch. It stays stable for maybe 2 seconds and then there's no stopping it. My com is above my coa so I don't know what's going on. It is a tall rocket but still, there should be a way to get it up.
Both the CoL and CoM can move during flight. Try adding more tail fins. You can also adjust fuel priority so the lower tanks drain first. This will get the CoM to move forward during flight.
😐 100 hours in KSP. I place my fins so that the aerodynamics bubble is rougly inside the center of mass one. This must be why my smaller rockets keep flipping. Derp. Fins *way* back for stability-- Learn something every day...
What infuriates me is how my 100% balanced and symmetrical rocket will tip over in the lower atmosphere and after it's wasted half it's thrust right itself upright. But somehow my top-heavy rocket with an upside lander on top of the cockpit is totally fine.
@Mike Aben That's good to know. So does that the overlay in the SPH is more accurate? For reference I've been using the PS4 version and the shortcut keys are exactly the same if you plug in a keyboard. I just wish there was a way to toggle off the visual effects of exploding/burning parts as it slows everything to a crawl.
@Mike Aben That's unfortunate, I started playing about a month ago, and you're right it does take ALOT of trial and error. One thing of note about the revert feature that is jarring is if you revert to VAB or SPH after a catastrophic failure you will lose the cost of your vessel and any crew will be killed. I don't know if this is an issue exclusive to consoles but you have to revert to launch first to avoid this problem.
@@MikeAben oh I know, I just always get nervous when it gets low. Then again, I also loved getting 2 kerbals stuck in orbit around Duna because lack of Delta V planning. RIP.
Could have gotten into the why of it in 5 seconds. KSP physics suck. In reality having insane TWR making you go fast in one direction. That's how the laws of momentum work. Rockets in reality don't have fins all over them because they fly straight. Turning them is what is supposed to be what is difficult.
Up Next: Mod Installation Guide - ruclips.net/video/5gns59r9g0o/видео.html
Thank you so much ! This is a lot easier than the other rocket. My orbit with this one was so good, apogee and perigee were only 3km apart.
its the link to this video
@@anotsspaenORGINAL Thanks. Fixed.
Literally couldn have made a more appropriate vid for me
Same
Same 😂
This is brilliant! You deserve more views. Thank you for actually explaining *why* it works rather than just giving us a rocket design!
I hadn't toggled on sas ever this video helped so much. I was so confused because everyone else's rockets were flying straight without issue, but for some reason mine was spinning out. Thank you very much.
Dude fantastic video. I haven't touched KSP in SUCH a long time (whatever the first update after career mode was added), these videos are helping me get back into the game with minimal pain and suffering haha. Thanks so much for the clear and concise explanations, and in a manner and tone of voice that is easy to listen and understand!
I've had this exact problem today, this is way too odd of a coincidence, thank you very much
If I may add, what I have found by experience is that if you keep the vessel direction indicator on the navball within the circle of the prograde marker and keep the speed lower in in the lower atmosphere the rocket is much less likely to flip out on you.
Also if you are trying to keep part count down or don't want to use a bunch of fins, you can stack the fuel tanks and use the external fuel ducts to move fuel from the lower tanks to the upper tanks to keep the center of mass from going lower than the center of drag.
More fins will usually always make the rocket fly better but I prefer the look of rockets with no fins and love a challenge. I hope this all made sense and possibly helps someone someday.
I agree, but for this video I wanted to present the most simple solution as most people would be running into this problem very early into their games. Just to add, you don't need the external fuel duct to move fuel around. Right click on an engine in the VAB and open the Fuel Overlay. The higher numbers get drained first and you can adjust the numbers by right clicking on the tanks. Like you said, you want to keep the fuel mass forward on the rocket.
@@MikeAben I have never been able to figure the fuel priority/flow settings, I will have to try that. Thank you.
I just wanted to say that your videos are brilliant!! You are the first person (on youtube at least) to slowly and thoroughly explain how it works and without making people car sick from mouse movement and screen spinning. Keep it up and thanks 🙂
Thanks for the series I finally built a rocket that got into orbit on the first try.
That wasn't a bundle of SRBs.
I also learned that I could make sub assemblies and launched 1 of 3, okay more like 0.95 of 3 probes (damaged an extra relay antenna).
I suspect the team at SpaceX are watching this video & trying to learn something from it.
I hope you'll be there to help us with KSP 2! I wouldn't have had a chance of mastering KSP 1 without you!
That's the plan.
@@MikeAben Yay! Where do astronauts go after work? The space bar. (I'm going through a dad joke **stage**)
you dont understand how much this helped, me and my frined jesse love you so much. thanks michael
Nicely laid out and explained. There are a lot of small design and 'best practices' that I was not coming up with on my own that really accelerated my abilites.
Well done sir!
this is the exact issue I was struggling with in my game, I can't believe I didn't realize the answer was just More Fins lol
KBS just became free to play on Epic Gamestore, I got it.
Your videos have helped me so much, plus the way you explain it makes me feel like a buddy is telling me something he is enthusiastic about, not lecturing like a tired professor. I am so glad you made this video as I had the exact problem this video describes. I was there at the first Orbital video saying "How the fuck?! Did he make it work?!"
Thank you mate, you have a new Sub.
Whaaat? I bought it from the steam sale :(
@@Miliradian Yeah I noticed Steam and Epic "sell" the Free games shortly after Epic removes it from its "free games" list.
watching this trying to explain why first flight of starship was unstable😂
You’ve earned a sub. Like holy shit. You weren’t really even trying to teach me how to get into orbit but now I understand delta V and everything else so much better now, thank you.
Excellent, thank you! I had no idea why I couldn't control my rockets. I can't wait to try to implement this.
Thanks, man I have built dozens of ships and this problem was ticking me off works great now.
This video is awsome like your others... I always pray that my rocket don´t flip or start vibrating. This helps me getting a better rocket with less fails.
Great video right to point and well explained. I subscribed and liked 🎉
Thx, hopefully this will make the nasty prodobodyne fly properly. Yeah, with 60 cash rep and science flow I get to utilize that nasty no sas drag ball for a few flights
Very easy to learn on your channel have got so much better at the game
again, great video... altough that was 15 minutes of 'heavy parts first, draggy parts last'
For your next tutorial I'd love to see a rover landing, I've been wanting to put a rover on Duna for ages but I just can't get one to work.
i might be late but just add a heat shield on the thing it uses to drop
watch past two videos and make a rocket with a rover to duna. also add 10 meters big heat shield and some high end antennas and it should be good
Thanks a bunch, this was very informational and easy to follow. 😄
I was just going to comment how much different my experience was with yours, even though I built the rocket absolutely identical to yours.
Very very good thank you for this one i was having a lot of problems flipping out so i went more to the low tech ssto to space cause i need to safe a kerbal in orbit around kerbal im watching ur rendezvous vid over and over having problems there now
thanks dude... i had my areodynamic lift way before the center of mass XD this will help heaps dude chaaaaa
keep this series going mannnnnn!!!!!👍👍👍👍
There will be more.
Mike, my problem is that once I get into space, i don't have fuel to do anything else lol I can add more mass/stages but then it takes more to get into space haha.
1.Add more boosters.
2.If it's unstable, add more struts.
3. If not enough power, return to point 1
great video, exactly what i needed
Good stuff as always, thanks!
Really helped me out thanks
Thanks, I’ll try this later
I have a rocket that only goes uncontrollable after a certain speed or altitude. All I had to do was cut engine power on lift-off and not roll over until upper atmosphere. Cg and center of drag will definitely help.
If you have the making history dlc you can use the 2 or 3 seat sphere Comandpod and take an scientist with you
Im hoping thus is my issue im having. I dont want to fall outa love with ksp, its far too relaxing and challenging for that to happen after just 10 hours in. o7 🇬🇧💜
Thanks now i can make that sputnik-like probodobodyne an orbiting probe
I just started KSP and this video was extremely helpful thank you!
One problem I have tho, one of the first contracts I accepted is flying over a site close to the space station through the thick atmosphere but with this rocket setup, as you explained, it's very hard to turn the rocket even when forcing it to. How can you make an easily manoeuvrable rocket in the atmosphere with the parts available to you in the early game of career mode?
I would typically do a contract like that with a plane with an SRB up it's backside. I've got video me doing it somewhere. Let me dig it up.
Here it is.
ruclips.net/video/EbTVxtmOCkQ/видео.html
@@MikeAben Thanks!
I thought the level thing was a difficulty setting for science mode? There's a little radial option that says crew will have max stats
Very helpful
i built a very large rocket launching a small base in one launch to minmus but for some reason it was constantly wobbly even out of the atmosphere, autostrut was on and i placed some normal struts connecting the base to the fairing. do you have any tips or just a better idea of going at this mission? (if this matters here, i have some mods like extraplanetary launchpads and ksp interstellar extended)
My ships when every I load keeps not being crewed whenever I spawned how do I fix it
My new mapping shuttle flipped Twice ony way to orbit last night still made it thanks to my modded engines.
Now I'm having the opposite problem where the rocket is too stiff and I can barely change the trajectory I made it so the center of drag is wayy below the CoM and where the CoD is almost exactly the same as the CoM nothing works
If the rocket is like the one here, it will steer much better once the SRBs are staged and you're on a gimballed engine.
Also try starting the gravity turn earlier when you have less speed.
So how do you get down back to the surface of Kerbin? Is it just a case of waiting?
Burn retrograde to lower your orbit into the atmosphere.
Hello, I've watched several of your videos and I'm learning a lot, but I would really appreciate if you could explain why you like a TWR of 1.3
I know you've said many times it's just something you like to do, but surely it makes a difference in how the rocket flies?
1.3 is very typical of real world rockets. A rocket that is going too fast is hard to steer. Also, it means all my rockets behave in a similar way leaving the pad.
Ive been having flipping problems but not with beginning rockets, its with all the ones ive been building with rockomax parts, im really bad at building big rockets that aren't topheavy and don't flip, its so frustrating, i got a flight in orbit around the sun with like 600 science from an eve flyby and its out of fuel. I keep trying to pick him up but i can get close enough to him to have him fly over and still have enough fuel to get home
Those are tricky missions, especially if the target orbit is elliptical and/or inclined. You first need a good budget. I do have math videos on this, but you can also do this by setting up a maneuver with anything in low orbit that gets you to the target orbit. Then added further maneuvers until you are matching the target orbit. Add up the maneuvers for your budget. Likely a good idea to add 10% on top of that.
Excelent , thank you
Hi Mike, first I want to thank you for all of your videos! They help immensely.
So I have a question about rocket building: Assuming you have a rocket like the one in this video. The boosters are on the North and the South side of the rocket. Is there a difference during flight, if you put the boosters on the East and West side of the rocket (still flying in the East direction)? Could the gravity turn be affected due to more drag? I couldn't figure it out yet.
Greetings from Austria!
Great question. The short answer is, I don't know. I've always gone north-south in situations like this because I think it looks like it should fly better, but I've never actually put it to the test.
@@MikeAben Thanks for the quick answer! Maybe you could test it at some time.
you say "center of lift" a few times in here, when I *think* you are talking about the center of drag term you discussed.
Very true, but the button in the VAB is the Center of Lift, so I tend to use the two terms interchangeably in game.
I have my center of lift below the com and my rocket still flips. I really don’t understand why this happens
The CoM will move as you drain fuel and especially as you lose stages. CoL can also move as stages are lost, and will actually creep forward at hypersonic speeds.
Another reason could be flying too aggressively. You should always be close to the prograde icon on the navball, especially as speed increase.
@@MikeAben Based on what you’ve said I’ve figured out the problem but I don’t know how to fix this. I tested all of the stages and the COM is fine, but when I lose fuel it become top heavy. How do you adjust fuel priority to fix this
@@Metronomical3 Right clicking on a tank in the VAB gives you the ability to change the priority. It's possible you may have to go into your settings and toggle on "advanced tweakables". I have a video that talks about managing fuel flow.
ruclips.net/video/jW756GUltXg/видео.html
why do you care about TWR? obviously cus low TWR wont launch but what are the downsides to a high TWR? only thing i notice is my rockets tend to become rigid on prograde when the aerodynamic effects appear which does tend to mess orbits up slightly but i can easily recover from it easily.
As drag goes up by the square of the velocity, too much velocity in the lower atmosphere reduces efficiency, and in extreme cases can cause things to explode. In addition, as you noted, the vessel is easier to control. In addition, addition, there's the ascetic factor.
@@MikeAben thanks
Tried to copy what you were doing and despite well over two dozen attempts I was never once able to get anywhere close to orbit. I replicated your rocket exactly, the first stage usually goes without a hit and I decouple near the same altitude as you but despite burning similar fuel amounts I am far further from AP than you are when I reach 80K AP and when I begin burning along the horizon I run out of fuel before I am anywhere close to reach an orbit, let alone leaving fuel to return. What an immensely frustrating game that I can spend well over 4 hours trying to accomplish what should be a basic task in the game, it's tough not to just uninstall.
Unfortunately, it isn't a basic task. It's one of the tougher tasks in the game. I happen to have another getting to orbit video dropping on Monday that I think is better than this one if you want to try again.
I have gone over and over this tutorial, can not get this to work at all. When I fire the stage to decouple boosters the stage fires but the boosters just stay on the rocket. For what ever reason the booster engines won't detach. Tried it using smaller booster rockets with no problems. I then figured that maybe the fins are catching the boosters but to no avail. No matter how I set up the fins same problem. Extremely frustrating.
Is it possible you are attaching the boosters directly to the core booster instead of the decouplers? It's an easy thing to do in the VAB.
@@MikeAben Thanks for that Mike, I'll check it you are probably correct there. BTW love the videos
thank you!!!!!!
This Delta V tools is a MOD?
No. It's stock.
I still dont get it. I get up to space. And just get dragged back down. Been at this for hours and im getting pissed
First of all, I'm sort of a beginner, and only just figured this out (haven't even gone to the Mun yet), so I'm just going to tell you what worked for me. Other people may have better advice.
You have to circularize your orbit, which means to make sure your periapsis is also in space (70 km or higher), not just your apoapsis. I'm sure there are videos dedicated to that. If the problem is that you're already trying to circularize, and it drags you down before you can manage it, then you should try turning during your ascent to give you more time (getting the right amount of turning takes some practice, and I still don't think I have it optimized, but I apparently got it good enough). If you're already doing that as well, maybe try making sure whatever stage you're using to circularize your orbit has a higher thrust to weight ratio so that your burn can happen faster (1.3 to 1.35 isn't a hard and fast rule; I've seen people who say you can go up to 1.6 and others you say you can go even higher. I was using Terrier engines to circularize because people said they were efficient, but apparently the have a really low max thrust and so they're only efficient after you have circularized and are trying to go somewhere else like the Mun).
My rocket starts flipping just after launch. It stays stable for maybe 2 seconds and then there's no stopping it. My com is above my coa so I don't know what's going on. It is a tall rocket but still, there should be a way to get it up.
Both the CoL and CoM can move during flight. Try adding more tail fins. You can also adjust fuel priority so the lower tanks drain first. This will get the CoM to move forward during flight.
my rocket deviates from going exactly east by about 20 degrees when doing the gravity turn
this happens with both the one I made and the one you made with the craft file
😐 100 hours in KSP. I place my fins so that the aerodynamics bubble is rougly inside the center of mass one. This must be why my smaller rockets keep flipping. Derp.
Fins *way* back for stability-- Learn something every day...
I've used the same ricket as you did in this video but no matter what i do, apoapsis always goes down rather than up
What infuriates me is how my 100% balanced and symmetrical rocket will tip over in the lower atmosphere and after it's wasted half it's thrust right itself upright.
But somehow my top-heavy rocket with an upside lander on top of the cockpit is totally fine.
The Aerodynamic Overlay ball in the VAB is often not reliable.
@Mike Aben That's good to know. So does that the overlay in the SPH is more accurate?
For reference I've been using the PS4 version and the shortcut keys are exactly the same if you plug in a keyboard. I just wish there was a way to toggle off the visual effects of exploding/burning parts as it slows everything to a crawl.
@@mikevignola4213 No, the SPH can be wacky too.
@Mike Aben That's unfortunate, I started playing about a month ago, and you're right it does take ALOT of trial and error.
One thing of note about the revert feature that is jarring is if you revert to VAB or SPH after a catastrophic failure you will lose the cost of your vessel and any crew will be killed. I don't know if this is an issue exclusive to consoles but you have to revert to launch first to avoid this problem.
This is FLIPPING class... lolol
That fuel gauge had me sweating
There's still 178 m/s left after the insertion, and it wasn't a particularly efficient ascent.
@@MikeAben oh I know, I just always get nervous when it gets low. Then again, I also loved getting 2 kerbals stuck in orbit around Duna because lack of Delta V planning. RIP.
A blessing from the lords!
Why do you have so many Science Jr's just bring a scientist kerbal
This was an early science mode game where the better probe bodies hadn't been unlocked. A scientist means not having SAS.
Read my mind, mate
I got half orbit
mine is still flipping. i did whatever u said
Could have gotten into the why of it in 5 seconds. KSP physics suck. In reality having insane TWR making you go fast in one direction. That's how the laws of momentum work. Rockets in reality don't have fins all over them because they fly straight. Turning them is what is supposed to be what is difficult.