Hello! Please note that this video was recorded BEFORE the latest KSP 2 patch, so there may be bugs shown that are no longer present in the current version of the game. Enjoy!
7:15 I would be surprised if this idea has not been thought of already but it's worth mentioning: Control priority, each control point (probe core, cockpit, etc.) has a priority. Each player can pick a specific control point to control on a craft and if the craft has multiple, the one with the higher priority controls the craft. If the control points separate, like during an air launch, each player will stay with the craft with the control point they set themselves to control.
sr71s cant fly with 1 engine at cruise speed (mach 3.2 second fastest speed achieved by conventional plane) if they have an enging flame out or false start or smth like that the procedure is cut the other engine and restart them easyer said than done when the planes glide profile is a strangly arodynamic brick
This looks cool! I never really realized that the Mk2 parts looked like parts from the SR-71 blackbird This came up at 2:50 AM for me, while I was working on a space game in scratch
@siedlikmasterek in short, yes lol. Tbh, my laptop runs the game smooth enough for me to enjoy it. Plus, I really want to build some small planes and start sabotaging my friends launches!
I love the way the KSC looks when you're driving around. The trees, the streets and the buildings in the background give it a really cool touch in my opinion, like in the suburbs of some city.
Paint it like this: light blue on the part that faces terrain, so people below can't see it thinking it's sky, and paint it green on the part that stays on "top", in this way guys above you won't see it thinking it's ground
The Lockheed SR-72 "Darkstar" as shown in Top Gun: Maverick is at least visually the spiritual successor and you can watch videos of the prop plane they built, here on youtube.
There will not be a successor or next generation. The use case for which it was built no longer exists. Satellites replaced the need for such aircraft many years ago.
@@nukacolada9488 unfortunately there is no real “Darkstar”, it is a fictional aircraft created for the movie. I do like that they actually tried to get us to believe anyone could eject from a aircraft at Mach 10, that was a bit over the top.
Apparently ffmpeg can remove all duplicate frames so if u run your footage through it before editing you can get whatever actual framerate u want. Something like this might work: "ffmpeg -i input.mp4 -vf mpdecimate,setpts=N/60/TB out.mp4" for 60 fps. btw love the content!
In real life the SR-71 afterburners engage in 1-2s delay to reduce the stresses on the frame (selfigniting Triethylborane is injected into the back of the engine to explode and ignite the engine fuel itself). Would be so cool to setup a sequence mimicking that (the faster you fly the more time is between, usually 1s on runway start and 2s midflight).
6:02 I’m surprised KSP2 hasn’t explored an “autopilot” feature to avoid the situation you’re describing. Surely a game AI to either “maintain altitude” or even “return to base” should be possible.
I recall a mod in KSP 1 where you could auto recover booster stages if you have communication and parachutes. I don’t remember the name, nor if it would work in this case with a kerbin powered aircraft.
Yeah, automating flights or even just being able to land boosters/spaceplanes after launching a payload was one of the things I was looking forward to the most in KSP 2.
I think there are kOS scripts to do this. I'm told FMRS allows you to go back in time and fly alongside your past self which is not the same but also cool. Both are KSP1.
@@red_five3325 That's all right for Kerbin launches but you can't really do that from Earth; you need more than twice the delta-V to orbit Earth. Thus, if you want to imitate real-life proposals, you're not going to want to orbit the plane.
Good news! The orbit line going into a new SOI bug has been fixed in the latest patch! General performance is a lot better, and the Parts Manager seems to open a LOT faster/smoother. There's still a long way to go, but it's a really solid 0.0.1 increment.
yep. people forget that opening an alpha used to mean having a much bigger testing pool to find problems. as long as the devs utilize the alpha as such, we can expect MUCH faster turnaround.
When he said attack a rocket with the rover and I had the idea for the jet to be upsidedown and release it so the rover goes flying out and hits the rocket like a glide bomb
One thing I would love in ksp 2 is the ability to like code ur things essentially. Like set a rover to move to a point on the mun and then deploy the brakes and panels. Then pick up and move again and so on. So your rovers would work like actual rovers. And imagine doing it with planes, like an automated landing when it reaches a point relative to ksc but if it looses all its fuel, it tries to glide down and might fall out the sky
I saw a D-21 drone when I visited the United States Air Force Museum, and it is super cool. A lot smaller than I expected, but it is a very sleek looking aircraft.
It would be nice if there was a way to set planes with Kerbals in, to "auto return to KSC" once separated from a second craft. Essentially let the Kerbals return the launch craft themselves so we can focus on the other stage.
Either that or having the plane stay on course and altitude, sort of like a simplified SAS that doesn't worry with simulating all the physics and stuff. Just keep the plane going straight and subtract fuel.
"fastest manned air breathing". And believe me, no one is flying on craft that's match faster, it's just Lockheed bragging to keep the market hype. I would know... And the SR-71 cannot physically go faster than M3.5 It just literally can't, the Inlet spikes cannot extend any further and the super sonic boundary shock will go too deep into the intake, intersecting the compressor and causing too much turbulence. Flying that fast is beyond dangerous; we've been using Drones ever since. The men who flew the X-15 were absolute chads. Aside from manned space craft and rockets, flying that fast, sustained, in the atmosphere is just way too risky whenever we can use Drones. The DF-21 is an example of early tests of that; but we've gotten a lot better since. We've been flying SCRAM Jets since the 80s.
@@Nurhaal what do you mean "i would know"? Do you work for lockheed? (genuinely curious) Although you're right lockheed isn't saying anything wrong or just keeping hype either, they're probably talking about unmanned aircraft as well with that quote.
if I am not mistaken there is still one left at the Museum of flight in Seattle. Its a cool plane. Technically it launched from a variant of the SR-71 known as the M-21 which was a few feet shorter. Thanks for the great video btw. I know the price tag is high for the state of the game but it is nice to see you trying to be chill about it even though it is nowhere near ready for ver 1.0.
i actually did this exact thing in KSP 1 and even had it launched from an sr-71 i made without even knowing the D21 existed lol. I used the long .75 meter booster (can't remember it's name) as the propulsion and just had the tiny little non moving solar panels mounted to the exterior which after testing had limited effect on flight performance and even tended to survive reentry somehow, which was pretty wild. i also launched it from an f104 that i made (which was somehow more effective) and later on transformed the concept into an aim-54 phoenix because i got sick of getting the thing to orbit lol, was great fun to launch and control and loved the memories this video brought back of me doing it.
Beautiful plane! It's gorgeous in black with the red rocket, and that landing gear stowage always looks good. Great new Mk2 nose/tail, too. Suggestions? Smol Minmus base! The old smol Tylo base was cute. A couple of seconds delay after you right-click? Oh I'm feeling SO glad I didn't buy the game. I just could not work with that at all. It would mess with my head until I couldn't cope with it. It was definitely entertaining! :D I'll see you in the previous one, Matt! ... That wasn't that funny, was it? I'm just watching videos out of order today. But seriously, this was fun enough that it makes me want to keep watching KSP2 videos. :)
😂😂 Honestly Matt, I'd have been disappointed if you actually DID manage to showcase multiplayer! This is what I expected from the moment you mentioned it and I'm proud of you for not disappointing us!
I just managed to finish my first successful Mun mission in KSP1. I had to aerobreak for 10 days and nearly blew up the crew because I didn't have enough delta v. But your videos have been very helpful nonetheless!
I am surprised you didn't upload a video talking about the new patch, especially since it fixed your biggest gripe with ksp2 (trajectory past a celestial body). Can you do that maybe?
Responses for the new patch have been really good so far, 300+ bug fixes or something so your efforts reporting issues are bearing fruit. If they keep this up, I might jump onboard once Science is added to the core features. I miss KSP, really hoping it gets to a properly playable state soon as there's nothing else out there that really scratches the "Kerbal itch".
hey matt I had found a way around having your ship crash when doing the separation in KSP1 and I don't know if it will work here and that is to attach parachutes one in the front and 2 in the back, then during staging put them in with the separation stage so they deploy and save the craft when you move over to the second craft it works 98% of the time for me I figured you might like this info
hey Matt, so, fun fact with these drones. they also had rocket boosters on em when on slower aircraft. And, there was an incident when one of these fell off their pylon mid-flight, and triggered it's launch.The booster went off, but, seeing as it was only meant to be a load testing mission, guidance wasn't enabled. It then used up the fuel, and not being fast enough for it's main motor to ignite, crashed into the ground.
6:33 I really think that they should implement some kind of multi timeline system. Honestly as much as people wish for it like this I am quite surprised that they are not even trying to implement it in KSP 2.
I’ve seen one of these in real life. It’s on display in the Southern Museum of Flight in Birmingham, AL. If you’re ever in the area, it’s a great place to stop by, they have a ton of really cool aircraft on display.
I've put a pair of rockets on mine for some extra kick in thrust. Got a couple missions in the 16-19km altitude range at the other side of Kerbin and don't want to spend days flying.
I'd imagine that perhaps each person in multiplayer would control a Kerbal, and the cockpit of whichever Kerbal they are controlling determines the ship they are flying in.
So a fix i found to the SAS issue, is set the Authority limiters to a lower degree then stock mainly on the tailfin/canards for pitch to 10 degrees, ive had less 'flapping' as a result.
12:19 I managed to land a KSP1 recreation of Darkstar in a fashion similar to this, but there was also a HUGE chunk of the wing missing. The reason that it happened was I was trying to evade fire-and-forget missiles. Speaking of Darkstar, can you try to make that in KSP2?
The way I see Multi-Player working is this. Player one has their kerbals, and the other players have theirs.... they control their own kirbles, so it shouldn't matter how complicated the craft is.
Technically, the D-21 was launched from an A-12 variant designated M-21, rather than an SR-71 (which came later in the program). The M-21 was canceled after a D-21 crashed with the mothership after launch, and the LCO drowned after his flight suit filled with water once the crew landed post-ejection
4:45 you forgot to mention the most important part. The D-21 had the SR-71 based mothership called the M-21 (iirc) which was cancelled after the first launch after the D-21 failed to start its engine, causing it to slam into the mothership, killing the Recon officer. Later launches were with a B-52.
I think an easier solution to impliment would be to allow players to combine their vehicles, then launch. One player builds one part, the other player builds the other part. If I had to just spitball it from scratch; Then one of the players, possibly a designated leader of sorts, hits a button called "start mission", and the other player(s) hits "ready" a window pops up to select seating and control for your "Team" You get to the launch pad, the control over the vehicle depends on which VAB it was built in. For example, if you send your rocket over to your buddies space center, and they slap a new engine on it. You won't have control over that engine if your are in this "team", your friend who used their vab to apply the engine will. Initial launch will always be controlled by the "leader" though. Other than the initial launch in staging, everything else just takes a priority queue, "vab flags > mission leader > pilot". This would also make it super simple to give someone complete control over a vehicle without adding a million switches. You could just send it to your partner in the mission, and they could load it into their VAB, then load it into a separate VAB the "mission" vab to add it to the project which the leader, or designated engineer is responsible for putting together. Regardless, the process will require a lot of flags and a lot of assigned roles. Multiplayer balance I think should look simplistic. Engineer - produces the final design build. Pilot - Flys the ship, responsible for staging possibly. Scientist - Support personnel usually along for the ride (lol). Conducts experiments, usually sets the mission.
masterful flying of a single engine blackird! maybe twin craft flights like this will be able to be done using the pre programmable ressuply flight feature we've been promised with the colony mode?
The only thing I’m worried about in multiplayer is if it’s gonna be filled with trolls, that fly crafts into your stuff as you’re trying to launch them
The 0.1.1 patch is a massive upgrade really, can't wait to see a Jool mission on the new version, personally in the release version I had trouble getting to LKE, now I get to the Mun quite easily and the performance is several times better, almost no fps drops. Though I encountered a bug in VAB which didn't let me attach anything except struts to the vessel 😂
Limiting control authority of the control surfaces helps with the SAS bug. I think some of that SAS bug is because of the binary nature of KSP controls. The autopilot can’t handle the scale of adjustment. Limiting control authority helps keep it in check.
Time travel would be a cool mechanic.... do one part of the flight, then time travel back to the earlier part, it keeps the movement history of the old one and has it mirror what you did before as you deal with the second part.
Hello! Please note that this video was recorded BEFORE the latest KSP 2 patch, so there may be bugs shown that are no longer present in the current version of the game. Enjoy!
Hi matt
Hi matt hi
Okay
Does that mean that those really bad bugs are gone? (one of the reasons why I don’t have KSP 2 yet)
Which bugs?
7:15 I would be surprised if this idea has not been thought of already but it's worth mentioning: Control priority, each control point (probe core, cockpit, etc.) has a priority. Each player can pick a specific control point to control on a craft and if the craft has multiple, the one with the higher priority controls the craft. If the control points separate, like during an air launch, each player will stay with the craft with the control point they set themselves to control.
If I remember correctly the real SR71 could and did successfully land with only one operational engine. So good on ya Matt!
Yes but half of its wing wasnt ripped off
sr71s cant fly with 1 engine at cruise speed (mach 3.2 second fastest speed achieved by conventional plane) if they have an enging flame out or false start or smth like that the procedure is cut the other engine and restart them
easyer said than done when the planes glide profile is a strangly arodynamic brick
This looks cool! I never really realized that the Mk2 parts looked like parts from the SR-71 blackbird
This came up at 2:50 AM for me, while I was working on a space game in scratch
For me too it's 2:50 for me in South Africa
Would love to see the game your working on once your done! :)
Ooh~ When you have a working version, send it over! I'd love to take a look, I love Scratch!
@@mcnuggets892 mee too
@@lukearchibald5548 You have a really cool last name in your username
I cant wait to see multiplayer! That's gonna be awesome!
multiplayer ? do you really want to play with 20fps ?
@siedlikmasterek in short, yes lol. Tbh, my laptop runs the game smooth enough for me to enjoy it. Plus, I really want to build some small planes and start sabotaging my friends launches!
@@siedliko one patch in 3 weeks after launch and the fps is already doubled 🥱 cry
@@siedliko at that point the game will be beyond optimized lol
I think that Interstellar traveling will be super.
I love the way the KSC looks when you're driving around. The trees, the streets and the buildings in the background give it a really cool touch in my opinion, like in the suburbs of some city.
Paint it like this: light blue on the part that faces terrain, so people below can't see it thinking it's sky, and paint it green on the part that stays on "top", in this way guys above you won't see it thinking it's ground
Can't wait for the next generation of Blackbird! Maybe Matt can design it for Lockheed Martin and use delinquent pilots as test pilots
There will be no next generation
The Lockheed SR-72 "Darkstar" as shown in Top Gun: Maverick is at least visually the spiritual successor and you can watch videos of the prop plane they built, here on youtube.
There will not be a successor or next generation. The use case for which it was built no longer exists. Satellites replaced the need for such aircraft many years ago.
@@nukacolada9488 unfortunately there is no real “Darkstar”, it is a fictional aircraft created for the movie. I do like that they actually tried to get us to believe anyone could eject from a aircraft at Mach 10, that was a bit over the top.
@@TheDainerss ..Anti Satellite Missiles: Am I a joke to you?
Any day is a great day whenever Matt uploads.
yup
Very true
Apparently ffmpeg can remove all duplicate frames so if u run your footage through it before editing you can get whatever actual framerate u want. Something like this might work: "ffmpeg -i input.mp4 -vf mpdecimate,setpts=N/60/TB out.mp4" for 60 fps. btw love the content!
my grandpa was one of the people who built the sr71 blackbird, he was one of the main architects
Can't wait ti see the multiplayer!
Ksp 2 devs: we bring you multiplayer! So you can play with your friends and have fun helping eachother!
Matt lown: so, you have chosen war...
In real life the SR-71 afterburners engage in 1-2s delay to reduce the stresses on the frame (selfigniting Triethylborane is injected into the back of the engine to explode and ignite the engine fuel itself). Would be so cool to setup a sequence mimicking that (the faster you fly the more time is between, usually 1s on runway start and 2s midflight).
I will have my revenge >:( be it today, tomorrow, or a year on Tuesday you haven’t heard the last from me!
P.s thanks for having me on man! :D
Carnasa it's so nice of you to support small creators like Matt Lowne!
the epic Carnasa - Matt Loan crossover we have been waiting for since the beef between matt and beardy
6:02 I’m surprised KSP2 hasn’t explored an “autopilot” feature to avoid the situation you’re describing. Surely a game AI to either “maintain altitude” or even “return to base” should be possible.
I recall a mod in KSP 1 where you could auto recover booster stages if you have communication and parachutes. I don’t remember the name, nor if it would work in this case with a kerbin powered aircraft.
Yeah, automating flights or even just being able to land boosters/spaceplanes after launching a payload was one of the things I was looking forward to the most in KSP 2.
I think there are kOS scripts to do this. I'm told FMRS allows you to go back in time and fly alongside your past self which is not the same but also cool. Both are KSP1.
Or, better yet, you could put the plane IN ORBIT before deploying the rocket.
I can do that with my Lazybird from KSP1.
@@red_five3325 That's all right for Kerbin launches but you can't really do that from Earth; you need more than twice the delta-V to orbit Earth. Thus, if you want to imitate real-life proposals, you're not going to want to orbit the plane.
When you said that they let you try out multiplayer, I was like ... I doubt it.
Slight correction, the D-21 doesn't actually launch from an SR-71, but instead it was launched by the M-21, which is a variant of the A-12
Oh man, I should have read the year old comments before I typed basically the same thing.
Good news! The orbit line going into a new SOI bug has been fixed in the latest patch! General performance is a lot better, and the Parts Manager seems to open a LOT faster/smoother. There's still a long way to go, but it's a really solid 0.0.1 increment.
yep. people forget that opening an alpha used to mean having a much bigger testing pool to find problems. as long as the devs utilize the alpha as such, we can expect MUCH faster turnaround.
My cousin work on the skunk works b-21 project which is pretty cool
when I first saw that KSP2 has procedual wings, my first thought was "that must be the paradise for Matt"
That view coming into landing was absolutely SPECTACULAR!!! Wow!
''You just got unlaunched baby!'' matt you are a legend
When he said attack a rocket with the rover and I had the idea for the jet to be upsidedown and release it so the rover goes flying out and hits the rocket like a glide bomb
I was just about to say "top secret mission, and the drone is red" but then you pointed it out yourself xD
One thing I would love in ksp 2 is the ability to like code ur things essentially. Like set a rover to move to a point on the mun and then deploy the brakes and panels. Then pick up and move again and so on. So your rovers would work like actual rovers. And imagine doing it with planes, like an automated landing when it reaches a point relative to ksc but if it looses all its fuel, it tries to glide down and might fall out the sky
So kind of you Carnasa to support smaller creators.
Love that you tried to land the blackbird after the Kraken took out one engine.
Once the game runs nice and along with multiplayer, I hope simulated failures become a thing. That SR71 crash land was neat😮
SO glad I watched this til the end!! Keep up the great work, Matt!
all of us making blackbirds out here having to compete with this complete KSP2 god.
I saw a D-21 drone when I visited the United States Air Force Museum, and it is super cool. A lot smaller than I expected, but it is a very sleek looking aircraft.
0:19 No no no... the fastest ACKNOWLEDGED jet aircraft ever ;)
who knows what kind of stuff has been cooked up. could even be a mach 10 stepladder ;)
@@ewanfarley what are you doing stepladder?!
It would be nice if there was a way to set planes with Kerbals in, to "auto return to KSC" once separated from a second craft. Essentially let the Kerbals return the launch craft themselves so we can focus on the other stage.
Either that or having the plane stay on course and altitude, sort of like a simplified SAS that doesn't worry with simulating all the physics and stuff. Just keep the plane going straight and subtract fuel.
0:28 correction, as said by lockheed - the fastest manned air powered acknowledged aircraft
"fastest manned air breathing". And believe me, no one is flying on craft that's match faster, it's just Lockheed bragging to keep the market hype. I would know...
And the SR-71 cannot physically go faster than M3.5
It just literally can't, the Inlet spikes cannot extend any further and the super sonic boundary shock will go too deep into the intake, intersecting the compressor and causing too much turbulence.
Flying that fast is beyond dangerous; we've been using Drones ever since. The men who flew the X-15 were absolute chads. Aside from manned space craft and rockets, flying that fast, sustained, in the atmosphere is just way too risky whenever we can use Drones. The DF-21 is an example of early tests of that; but we've gotten a lot better since. We've been flying SCRAM Jets since the 80s.
@@Nurhaal what do you mean "i would know"? Do you work for lockheed? (genuinely curious) Although you're right lockheed isn't saying anything wrong or just keeping hype either, they're probably talking about unmanned aircraft as well with that quote.
if I am not mistaken there is still one left at the Museum of flight in Seattle. Its a cool plane. Technically it launched from a variant of the SR-71 known as the M-21 which was a few feet shorter. Thanks for the great video btw. I know the price tag is high for the state of the game but it is nice to see you trying to be chill about it even though it is nowhere near ready for ver 1.0.
Actually, the m-21 was a variant of a separate spy aircraft, the a-12. I will admit they look similar.
"You just got Unlaunched, Baby" needs to go on some merch.
i actually did this exact thing in KSP 1 and even had it launched from an sr-71 i made without even knowing the D21 existed lol. I used the long .75 meter booster (can't remember it's name) as the propulsion and just had the tiny little non moving solar panels mounted to the exterior which after testing had limited effect on flight performance and even tended to survive reentry somehow, which was pretty wild. i also launched it from an f104 that i made (which was somehow more effective) and later on transformed the concept into an aim-54 phoenix because i got sick of getting the thing to orbit lol, was great fun to launch and control and loved the memories this video brought back of me doing it.
My plane obsessed ass screaming in pain from the drag the ship would cause
Love your Videos! I'm excited to see you play with patch1 installed,
I wish the SR-71 was a bit faster. it only flew at about Mach 2 in the video but in real life it flew at a bit above Mach 3
Before I played the original ksp I had only watched videos on it for two months I bought the game in December at perfectly the wrong time
Beautiful plane! It's gorgeous in black with the red rocket, and that landing gear stowage always looks good. Great new Mk2 nose/tail, too.
Suggestions? Smol Minmus base! The old smol Tylo base was cute.
A couple of seconds delay after you right-click? Oh I'm feeling SO glad I didn't buy the game. I just could not work with that at all. It would mess with my head until I couldn't cope with it.
It was definitely entertaining! :D I'll see you in the previous one, Matt! ... That wasn't that funny, was it? I'm just watching videos out of order today. But seriously, this was fun enough that it makes me want to keep watching KSP2 videos. :)
😂😂 Honestly Matt, I'd have been disappointed if you actually DID manage to showcase multiplayer! This is what I expected from the moment you mentioned it and I'm proud of you for not disappointing us!
I just managed to finish my first successful Mun mission in KSP1. I had to aerobreak for 10 days and nearly blew up the crew because I didn't have enough delta v. But your videos have been very helpful nonetheless!
It's moon wdym mun
@@RegenXF1 he means the mun that's what its called in ksp
I just did a Minmus return trip with under 300 m/s dV.
A couple Mun gravity assists and lots of RCS thrust to comeback.
The blackbird has been and always will be my favourite aircraft, it just looks so amazing to me
I am surprised you didn't upload a video talking about the new patch, especially since it fixed your biggest gripe with ksp2 (trajectory past a celestial body). Can you do that maybe?
Responses for the new patch have been really good so far, 300+ bug fixes or something so your efforts reporting issues are bearing fruit. If they keep this up, I might jump onboard once Science is added to the core features. I miss KSP, really hoping it gets to a properly playable state soon as there's nothing else out there that really scratches the "Kerbal itch".
hey matt I had found a way around having your ship crash when doing the separation in KSP1 and I don't know if it will work here and that is to attach parachutes one in the front and 2 in the back, then during staging put them in with the separation stage so they deploy and save the craft when you move over to the second craft it works 98% of the time for me I figured you might like this info
really appreciate your videos. the historical theme, well timed jokes, entertaining and interesting voice over, they're perfect
Thank you for uploading on my birthday. you made my day a lot better :D
Happy Birthday!
Whenever i air launch, i just add a ton of parachutes to the launching craft
hey Matt, so, fun fact with these drones. they also had rocket boosters on em when on slower aircraft. And, there was an incident when one of these fell off their pylon mid-flight, and triggered it's launch.The booster went off, but, seeing as it was only meant to be a load testing mission, guidance wasn't enabled. It then used up the fuel, and not being fast enough for it's main motor to ignite, crashed into the ground.
Also, if you do read this, you should take a look at the ZEL(Zero Length Launch) aircraft.
Seeing Matt build a SR-71 in KSP2 while I'm adjusting mine in KSP1 to get a thermometer into Kerbin's upper atmosphere.
6:33 I really think that they should implement some kind of multi timeline system. Honestly as much as people wish for it like this I am quite surprised that they are not even trying to implement it in KSP 2.
Proximity chat in KSP2? Lol that’d be amazing. Buzz the tower: Weeeeee
I’ve seen one of these in real life. It’s on display in the Southern Museum of Flight in Birmingham, AL. If you’re ever in the area, it’s a great place to stop by, they have a ton of really cool aircraft on display.
strongest collapsible antenna ever made on that rover
Given up on this, but have dusted off the original (I only played an early version) loving it! I cannot wait for them to get this into a better state.
18:32 plot twist, the capsule was a dev pushing themselves to land a capsule in the pool at the KSC returning from a mission.
Oh hell yeah I've wanted you to do this one for years!
I love the blackbird so much and have seen 3 different Blackbirds, and I like the idea of placing a rocket on top of it. Might do this in KSP.
I've put a pair of rockets on mine for some extra kick in thrust.
Got a couple missions in the 16-19km altitude range at the other side of Kerbin and don't want to spend days flying.
That was a lot of fun at the end. Gives you some ideas about how fun multiplayer can be in the future.
I'd imagine that perhaps each person in multiplayer would control a Kerbal, and the cockpit of whichever Kerbal they are controlling determines the ship they are flying in.
That could work well.
Or they could put it so you can a have a maim cockpit and a co cockpit that you set with players get wich
I love your videos always makes my day❤
These Kind of videos help me keep faith in the game. Absolutely love your content!
KSP 2 is really good for this given the wing system and the color customization
I love the D-21 so much, keep up the good builds.
So a fix i found to the SAS issue, is set the Authority limiters to a lower degree then stock mainly on the tailfin/canards for pitch to 10 degrees, ive had less 'flapping' as a result.
12:19 I managed to land a KSP1 recreation of Darkstar in a fashion similar to this, but there was also a HUGE chunk of the wing missing. The reason that it happened was I was trying to evade fire-and-forget missiles.
Speaking of Darkstar, can you try to make that in KSP2?
How about you build the supposed SR 72/ Darkstar, and try and see how fast you can go with jet engines? Great vid as always
as soon as you said you had the multiplayer build I knew exactly what was coming.
"Lost starboard engine"
"Roger, starboard engine is offline"
"Negative, starboard engine has left the aircraft."
" Numero uno for me " jajaja i love you matt🤣
Thats so cool that they let you try out a multiplayer! awesome video!
Role-playing would be an interesting thing to incorporate into the multi-player
Me:”Hey I’ve seen this one before!”
Matt’s new viewers: “What do you mean it’s brand new.”
1:10 LMFAO "Multiplayer"
The way I see Multi-Player working is this.
Player one has their kerbals, and the other players have theirs.... they control their own kirbles, so it shouldn't matter how complicated the craft is.
Technically, the D-21 was launched from an A-12 variant designated M-21, rather than an SR-71 (which came later in the program). The M-21 was canceled after a D-21 crashed with the mothership after launch, and the LCO drowned after his flight suit filled with water once the crew landed post-ejection
"when multiplayer rolls around" That aged like milk...
The engine failure gave me RP-1/TestFlight vibes. Quite a neat mechanic there.
the best matt lowne and carnasa crossover ever lol 18:00
You just made my Saturday 10× better
Carnasa was doomed anyway because he forgot to orient the shuttle so it doesnt launch into the tower again! Hahaha
Hello mat any news on when ksp2 is going to realise on console
In multiplayer, you'll be able to do an airlaunch, and then have one person fly to orbit whilst the other flies the launcher aircraft back to the KSC
i can't wait to hear the livestream screams of rage when they BOTH have kraken attacks trying that
@@jammer2isme ha ha
4:45 you forgot to mention the most important part.
The D-21 had the SR-71 based mothership called the M-21 (iirc) which was cancelled after the first launch after the D-21 failed to start its engine, causing it to slam into the mothership, killing the Recon officer. Later launches were with a B-52.
I have a feeling a lot of people are going to be talking about multiplayer now, so cool to see!!
I think an easier solution to impliment would be to allow players to combine their vehicles, then launch. One player builds one part, the other player builds the other part.
If I had to just spitball it from scratch;
Then one of the players, possibly a designated leader of sorts, hits a button called "start mission", and the other player(s) hits "ready"
a window pops up to select seating and control for your "Team"
You get to the launch pad, the control over the vehicle depends on which VAB it was built in. For example, if you send your rocket over to your buddies space center, and they slap a new engine on it. You won't have control over that engine if your are in this "team", your friend who used their vab to apply the engine will. Initial launch will always be controlled by the "leader" though. Other than the initial launch in staging, everything else just takes a priority queue, "vab flags > mission leader > pilot".
This would also make it super simple to give someone complete control over a vehicle without adding a million switches. You could just send it to your partner in the mission, and they could load it into their VAB, then load it into a separate VAB the "mission" vab to add it to the project which the leader, or designated engineer is responsible for putting together.
Regardless, the process will require a lot of flags and a lot of assigned roles.
Multiplayer balance I think should look simplistic.
Engineer - produces the final design build.
Pilot - Flys the ship, responsible for staging possibly.
Scientist - Support personnel usually along for the ride (lol). Conducts experiments, usually sets the mission.
masterful flying of a single engine blackird! maybe twin craft flights like this will be able to be done using the pre programmable ressuply flight feature we've been promised with the colony mode?
I can't wait to see if we'll get a BD Armory type modded multiplayer
The only thing I’m worried about in multiplayer is if it’s gonna be filled with trolls, that fly crafts into your stuff as you’re trying to launch them
The 0.1.1 patch is a massive upgrade really, can't wait to see a Jool mission on the new version, personally in the release version I had trouble getting to LKE, now I get to the Mun quite easily and the performance is several times better, almost no fps drops. Though I encountered a bug in VAB which didn't let me attach anything except struts to the vessel 😂
The new update has done so much for this game, finally able to do round trips to other planets
"I don't want to make my landing to obvious" he says while flying a bright red supersonic drone.
You really had us there for a minute Matt
Limiting control authority of the control surfaces helps with the SAS bug.
I think some of that SAS bug is because of the binary nature of KSP controls. The autopilot can’t handle the scale of adjustment. Limiting control authority helps keep it in check.
Time travel would be a cool mechanic.... do one part of the flight, then time travel back to the earlier part, it keeps the movement history of the old one and has it mirror what you did before as you deal with the second part.