Man, those thud engines. They seem so useful with their radial attachments, but they're heavy and inefficient and have probably single-handedly stranded more kerbals on the mun than any other factor...
Yeah, in the end I just mount small fuel tanks with regular engines. Basically: slanted nosecone - tank - engine, all on the side. The mounting is as versatile as the Thud engines, but you can mount everything like that.
Used properly they are good in the early game, I have done many Mun and Minmus missions with them, also done a few Ike missions with them. Not the best, but ok early on if you understand how to build for them.
They are not heavy tho. Lighter than a spark engine, yet less effective. Less effective than a spark engine. =-/ Honestly i have no idea why they are here outside of estetic purposes with that side-mounting. Literally any engine in game objectivly better by most metrics.
@@sinner5452 I use them mainly for added control of first stages, they're a sea level engine so no good for vacuum ships, plus once you get to orbit your vessel is usually small enough that RCS or SAS wheels can steer it.
@@nvb9218 Well, i use winglets for that part on first stage if needed. Weight same or less, do not drain fuel, add stability on ascent. Plus often rockets have no trouble self-stabilizing by just thrusting forward with correct height/weight ratio, so its only early game problem with few parts unlocked yet. But yep, it seems to be intended usage of that engine.
Thanks for saving the fellas, I've done some practicing since actually managed to land on Minmus with a lander and dock back in orbit. I clearly have a lot left to learn. At least there are no Kerbals stranded on the Mun anymore. Now I've got one alone on Duna, but I'll get someone over there eventually. Probably.
You're lucky you're not playing with the life support mod lol. But enjoy the learning phase. Once you learn how to do this stuff in your sleep, the game loses some of its excitement and sense of accomplishment.
I just came back to KSP after years absent. Working through a Science game, I tried to make a Mun Lander-I got into space and realised I might have enough dV to get to Minmus, so off I go. Successfully landed! Successfully returned to Kerbin! Great, I thought. Tried to use the same ship-the thing I actually designed for a Mun landing-only to find out it was insufficient for it. The Apollo-style separate lander didn't have enough fuel to land and get back to the mothership.
10 green kerbals, sitting on the mun, 10 green kerbals, sitting on the mun, And if one rescue mission should accidentally fail There'll be 11 green kerbals sitting on the mun.
Sent crew to Jool, couldn’t slow down enough for Kerbin orbit on return so they flew off back into space. Sent a rescue mission to rendezvous in deep space, returned everyone to Kerbin then realised the rescue ship had no parachutes. Sent another rescue mission to Kerbin orbit. RIP mission budget.
@@Penfold101 Heat shields in this game are so OP that they can easily withstand a direct entry from Jool, unless you either 1. didn't have a heat shield or 2. are playing with an increased heating setting
Direct ascent is probably the best way to go for individual missions but if you get the hang of rendezvous it can be quite handy to ship out one lander suitible for all the missions you could need, and then rendezvous new crew and fuel with it as need be. Or it would be anyway if progression was better anyways.
Watch a tutorial on how to rendezvous. It’s a bit tricky the first time but you’ll get the hang of it real quick. Besides, it opens you up to a whole world of new builds, scenarios and opportunities. It’s also quite fun to do.
By the way, if you ever need to attach something (like the LES) over a parachute, just use an upside-down engine plate! It gives you the two nodes you need
Low-tech constructions are some of my favorites, there's a lot of creativity when you just can't get a part up for the task, and have to figure out ways around it.
@@Somerandom1922 It's because drag cubes are generated based on part shapes, and perhaps because the generator... could use some improvement. I'm using the Community Fixes mod which has a faster, better generator which also changes drag cubes a little bit, though more for some parts than others.
A direct quote from the restock mod page. “Q: Did you change aerodynamics/colliders/drag cubes? A: We minimized the impact as much as possible. Let us know if you have a concern.”
Years ago I had stranded one of my fellers on the Mun and didn't have the parts to use the big capsule. So I used the ARM on the top of a second ship to go up, nab the stuck ship, and fly it home all together. Was real proud of that actually.
@@sxndwich3395 I suspect there's a lot of engineering debt there that would've been hell to slog through, it's always an especial pain to work on a small project that turned into a big project. Given they didn't have the resources to start over they definitely wouldn't have had the resources to build something new off KSP 1.
I had a really rough day/a lot going on in my life right now and this video made me really happy for some reason. Thank you Matt. You are the comfort food of KSP videos :) lol
As someone who has yet to reach at least half of the planets in KSP, despite an embarrassing amount of hours in it, maybe there are quite a few guides that would be very useful to have.
I think it would be really to make the eye tracking video “if i look at a part it explodes” so it doesn’t necessarily mean a reset if you do happen to look at the rocket
So glad to see you back on KSP 1. Have you ever considered maybe doing a RP1 or similar playthrough? I'd certainly watch every episode of that if you do!
Hey Matt, i recently got into KSP i bought it when it was on a big sale with both DLCs and your videos are really entertaining while also really helpful, thanks Matt.
genuinely really happy we're back to ksp 1 content. no more dealing with stupid bugs and a borderline scam development cycle. I'm sure I'll be watching every ksp video from now on, like how I did before ksp 2 came out Edit: maybe we could even have another superheavy jool five? that's still one of my favorite missions. and if mods are being considered, maybe Rescale Continued for a new experience? 2.5x the stock system requires more realistic rockets while still being very manageable with stock KSP. I've been using it with Blackrack's clouds and other visual mods and it's been great so far.
That eye tracker video sounds really fun! A few years ago I wrote an autopilot for KSP in the mod KRPC which is an API for python to allow you to control the vessel with python scripts. The advantage of this over the more well known kOS is that you could integrate code for the eye tracker more easily, since all of it is just python (quite a suitable language for stuff like eye trackers). Perhaps you could make the vessel abort when you look at the vessel, or run an action group? Detonate a bomb with one of those old military mods? I believe the basic stuff like that still works in mods like bdarmory , just the more advanced stuff like automatic tracking and dogfights have stopped working. I think this would be quite simple to add to an existing eye tracker script.
I kinda love the Mercury/Apollo lander thing, there's something beautiful about the cursed curve. And for an eyetracker idea, if you look at a kerbal in the bottom right, they have to get out of the rocket.
Theres a fun window where you can burn nonstop from launch site to the mun (no circularizing). From the map view, put your camera anywhere on the orbital plane between kerbin's orbit and mun's orbit, aim it at the mun, and pan until kerbin's horizon goes down the middle, with the planet on the left side of the camera. Wait for kerbin to rotate until the KSC is on the horizon, makijg sure to keep the mun and horizon in the center of the screen. Then, launch your rocket, do a typical ascent, wait till karmin line, the burn towards the mun set as target. You'll get a decently efficient intercept.
Thought the intro was a bit much, and then you threw in CJ to firmly put the tongue in cheek. And the traditional blunderbirds intro followed. Marvellous. Simply marvellous
I MISSED THESE VIDEOS! I never had any intention of buying KSP2 until it was officially released, and since it now seems to be dead, I was really hoping you'd go back to making Blunderbirds videos using KSP1. These have always been my favorites. I popped a bag of popcorn just for this video!
This situation reminds me of my first manned Duna mission. I stranded Jeb on the surface with only enough fuel to return to orbit. I sent a similar craft minus the lander parts to rendezvous with Jeb in Duna orbit and successfully returned all Kerbals home.
Eye tracker idea: every time you look at the navball your velocity is randomised! I think changing only direction not speed makes it the most fun as you can take advantage of that but most of the time it’ll screw you over
Never knew that just examining your own launch pad and runway that you have built a few days ago could yield enough science points to unlock a new command module. 😂
Not sure if you know about this, but Kerbal hot potato is back. They just moved it to a different tab on the Reddit. Someone else is renting the save game right now, bit it’d be a cool thing to keep on your radar.
One thing to know about the restock mod is that it does change the drag boxes of parts, which could mean more or less drag on parts. Recommend you do some testing to see if the drag change is significant enough to affect your goals.
Make an eye tracker... It's a fun and simple little project using an old PS3 camera, some IR LED's and a piece of the magnetic strip out of an old floppy disk! Made one myself about 3 years ago for Star Citizen and still using it now.
I have eye tracker ideas perhaps: If you look at the staging, it presses spacebar. If you look at a Kerbal, it goes on EVA If you look at the altimeter, it uses "Abort" If you look at fuel levels, kerbals are denied any snacks (?)
The "neer look at your rocket" mod is called RPM/MAS. These are two mods - V1 and V2 if you wish. One is more mature, other is more flexible.It's about IVA experiences - you can't see your rocket from there and if something fails - well, it's outside.
Makes me remember my days of sending a rescue mission to rescue a rescue mission that was going to rescue another rescue mission rescuing my Duna landing mission.
I have a standard rescue vessel on my KSP game, and have for years. It's called TheBlunderbird. The description is "On a lonely planet, slowly spinning its way to damnation..."
Just letting you know I'm pretty sure the person who did the "If I look at a Skyrim Character I have to kill them" challenge was DougDoug. He makes great content and he's a really good programmer.
Matt, had I known you'd eventually dust off the Blunderbirds again I would have never have deleted my epically frustrating save file. I think it was more a slow kerbal migration and colonization of the Mun...one failed rescue at a time. At one point I tried to send a (crudely crafted) bus up there to try and bring everyone home. That got stuck, too.
When you were talking about the comparisson with KSP 2 it made me think of the classic meme: "We'll make our own KSP 2. With blackjack and hookers", because after all, how long would have it taken to rebuild a decade of mod development for a completely new game.
I love KSP but it definitely isn't an easy game. I am actually surprised how well I was able to get into the game cus I had friends try to show me how to play and it looked super confusing, but I surprisingly picked it up real quick. It can take awhile to get anywhere your 1st time, but nothing feels more rewarding than making your 1st Orbit and eventually doing your 1st Mun/Minmus landing.
Thinking about it, I would love to see a module where you can transfer liquid fuels and oxidizer to other crafts. So that if two crafts don’t have enough, you can transfer its fuel over so that one may be able to leave orbit. Or in this Bluberbirds mission, have that peace of mind to have that extra fuel from the crafts to get home.
I noticed that the stranded lander had most of it's Monopropellant. I wonder if there was enough on board to achieve orbit. The fuel and oxidizer left on board was similar to the amount your rescue ship had when it reached orbit. Maybe it wasn't so stranded after all?
2 stranded kerbals on the mun, sent a rescue mission, 3 stranded kerbals on the mun
such a kerbal thing to do
y e s
Man, those thud engines. They seem so useful with their radial attachments, but they're heavy and inefficient and have probably single-handedly stranded more kerbals on the mun than any other factor...
Yeah, in the end I just mount small fuel tanks with regular engines.
Basically: slanted nosecone - tank - engine, all on the side. The mounting is as versatile as the Thud engines, but you can mount everything like that.
Used properly they are good in the early game, I have done many Mun and Minmus missions with them, also done a few Ike missions with them. Not the best, but ok early on if you understand how to build for them.
They are not heavy tho. Lighter than a spark engine, yet less effective. Less effective than a spark engine. =-/
Honestly i have no idea why they are here outside of estetic purposes with that side-mounting. Literally any engine in game objectivly better by most metrics.
@@sinner5452 I use them mainly for added control of first stages, they're a sea level engine so no good for vacuum ships, plus once you get to orbit your vessel is usually small enough that RCS or SAS wheels can steer it.
@@nvb9218 Well, i use winglets for that part on first stage if needed. Weight same or less, do not drain fuel, add stability on ascent. Plus often rockets have no trouble self-stabilizing by just thrusting forward with correct height/weight ratio, so its only early game problem with few parts unlocked yet.
But yep, it seems to be intended usage of that engine.
Jeb and his crack team of kerbals: ❌
Jeb and his team of kerbals on crack: ✔️
(Edit) they prefer whiskey but they make do with what they have
*snorting intensifies*
You need finest columbian for these types of missions
Yes
yes
"You call it a twitch, I call it razor sharp reflexes"
Thanks for saving the fellas, I've done some practicing since actually managed to land on Minmus with a lander and dock back in orbit. I clearly have a lot left to learn. At least there are no Kerbals stranded on the Mun anymore. Now I've got one alone on Duna, but I'll get someone over there eventually. Probably.
lol
Another blunderbirds mission ho?
You're lucky you're not playing with the life support mod lol. But enjoy the learning phase. Once you learn how to do this stuff in your sleep, the game loses some of its excitement and sense of accomplishment.
Oh god, someone go get Matt again...
I just came back to KSP after years absent. Working through a Science game, I tried to make a Mun Lander-I got into space and realised I might have enough dV to get to Minmus, so off I go. Successfully landed! Successfully returned to Kerbin! Great, I thought.
Tried to use the same ship-the thing I actually designed for a Mun landing-only to find out it was insufficient for it. The Apollo-style separate lander didn't have enough fuel to land and get back to the mothership.
10 green kerbals, sitting on the mun,
10 green kerbals, sitting on the mun,
And if one rescue mission should accidentally fail
There'll be 11 green kerbals sitting on the mun.
Sent crew to Jool, couldn’t slow down enough for Kerbin orbit on return so they flew off back into space. Sent a rescue mission to rendezvous in deep space, returned everyone to Kerbin then realised the rescue ship had no parachutes. Sent another rescue mission to Kerbin orbit.
RIP mission budget.
This is a good analogy for Ksp2’s development cycle.
Couldn't slow down enough for Kerbin orbit? Just do a direct re-entry.
@@geryz7549 ever heard of re-entry heating?
@@Penfold101 Heat shields in this game are so OP that they can easily withstand a direct entry from Jool, unless you either 1. didn't have a heat shield or 2. are playing with an increased heating setting
@@geryz7549 definitely had one, but either skipped out of the atmosphere or burnt up. Tried it so many times…
If you check the engines there are variants like a boattail or completely bare, or shrouds for engine mounts :)
The Boattail variants look awesome tbh. I've been using it on the first stage of most of my rockets.
@@Somerandom1922 Same
Let’s hope it doesn’t end like thunderbird 2 in the puppet series. Blunderbirds are go!
How did it end? I watched this series long time ago
@@torusx8564 it’s not at the end of the series, it’s when thunderbird 2 crashed nearly killing Virgil
Direct Ascent is always the way to go and not just because I have never managed to achieve rendezvoux in KSP.
I agree, this time because I have never managed to achieve rendezvous in KSP.
Direct ascent is probably the best way to go for individual missions but if you get the hang of rendezvous it can be quite handy to ship out one lander suitible for all the missions you could need, and then rendezvous new crew and fuel with it as need be.
Or it would be anyway if progression was better anyways.
rendezvous is fun though
Watch a tutorial on how to rendezvous. It’s a bit tricky the first time but you’ll get the hang of it real quick. Besides, it opens you up to a whole world of new builds, scenarios and opportunities. It’s also quite fun to do.
@@Big0nion303I found the in-game tutorial to be quite effective
This has massively improved my mood today. Thank you Matt ❤
By the way, if you ever need to attach something (like the LES) over a parachute, just use an upside-down engine plate! It gives you the two nodes you need
Thanks for this tip!
oh snap that's a much better alternative haha
Oh I am so using this.
Eventually.
Where to put the engine plate? On top of the parachute or below it?
possible idea: every time you look at rocket throttle is maxed
also nice to see blunderbirds back, kerbals across the system celebrate!
the sacred return we have all been waiting for 🙏🙏love u matt
This series was the original reason I found your channel and now it has come full circle. The universe is healing itself.
Low-tech constructions are some of my favorites, there's a lot of creativity when you just can't get a part up for the task, and have to figure out ways around it.
I haven't seen the blunderbirds in literal ages, jeez they're so back
They're back they're bad, they're... umm... mostly bad. But here they are anyway. woot.
I’ve been waiting for this series for so long, I love it
I forgot how great the intro is 😂
Heads up btw, RUclipsr VAOS has found that restock does change the aerodynamics slightly.
But only really slightly i believe, and for casual play, it does not matter at all
Is that even without FAR? I would have thought that reskins wouldn't affect aero in the base game.
@@jutika5746I'm pretty sure it makes SSTOs a lot harder to make, though.
@@Somerandom1922 It's because drag cubes are generated based on part shapes, and perhaps because the generator... could use some improvement.
I'm using the Community Fixes mod which has a faster, better generator which also changes drag cubes a little bit, though more for some parts than others.
A direct quote from the restock mod page.
“Q: Did you change aerodynamics/colliders/drag cubes?
A: We minimized the impact as much as possible. Let us know if you have a concern.”
Blunderbirds is such a great concept
Thanks for bringing it back, Matt.
The DougDoug genre of videos in Kerbal Space Program is a goldmine waiting to be found!
I really like how you engage with your fans while still making the mission interesting!
I love the idea of these videos and I hope the community comes up with more and more difficult scenarios for you to rescue them
Years ago I had stranded one of my fellers on the Mun and didn't have the parts to use the big capsule. So I used the ARM on the top of a second ship to go up, nab the stuck ship, and fly it home all together. Was real proud of that actually.
2 stranded Kerbals on the Mun, 2 stranded Kerbals! You take one up to bring them down, 3 stranded Kerbals on the Mun~!
This makes me sad, Imagine how much better KSP2 could have been, considering KSP1 was already so good.
Honestly. I dont think they should have started over the way they did. They had a good game, all they had to do was improve it
@@sxndwich3395 I suspect there's a lot of engineering debt there that would've been hell to slog through, it's always an especial pain to work on a small project that turned into a big project. Given they didn't have the resources to start over they definitely wouldn't have had the resources to build something new off KSP 1.
@@Graknorke They had the worst of both worlds: all the technical debt of KSP 1.4 (approximately), and Nate Simpson's "eyes bigger than his stomach"
Bring back the whiskey tasting segment!!!
I got an even better idea. How about instead of rescuing someone that is stranded you strand take two as far into space as possible.
I'm gonna make a KSP specific channel just to do this
I had a really rough day/a lot going on in my life right now and this video made me really happy for some reason. Thank you Matt. You are the comfort food of KSP videos :) lol
The blunderbirds intro is so incredible...
I'm glad to see you back to ksp 1. I missed it a lot
YESSSS! THIS IS BETTER THAN MOST ACTION MOVIES!
As someone who has yet to reach at least half of the planets in KSP, despite an embarrassing amount of hours in it, maybe there are quite a few guides that would be very useful to have.
Its really great to see the blunder birds back in action!
I genuinely love that "Aw(booster separation.wav), here we go again" bit
I think it would be really to make the eye tracking video “if i look at a part it explodes” so it doesn’t necessarily mean a reset if you do happen to look at the rocket
So glad to see you back on KSP 1. Have you ever considered maybe doing a RP1 or similar playthrough? I'd certainly watch every episode of that if you do!
Hey Matt, i recently got into KSP i bought it when it was on a big sale with both DLCs and your videos are really entertaining while also really helpful, thanks Matt.
OH MY that was some excellent alliteration Matt
genuinely really happy we're back to ksp 1 content. no more dealing with stupid bugs and a borderline scam development cycle. I'm sure I'll be watching every ksp video from now on, like how I did before ksp 2 came out
Edit: maybe we could even have another superheavy jool five? that's still one of my favorite missions. and if mods are being considered, maybe Rescale Continued for a new experience? 2.5x the stock system requires more realistic rockets while still being very manageable with stock KSP. I've been using it with Blackrack's clouds and other visual mods and it's been great so far.
I would kill for another Superheavy Jool mission!
That eye tracker video sounds really fun! A few years ago I wrote an autopilot for KSP in the mod KRPC which is an API for python to allow you to control the vessel with python scripts. The advantage of this over the more well known kOS is that you could integrate code for the eye tracker more easily, since all of it is just python (quite a suitable language for stuff like eye trackers). Perhaps you could make the vessel abort when you look at the vessel, or run an action group? Detonate a bomb with one of those old military mods? I believe the basic stuff like that still works in mods like bdarmory , just the more advanced stuff like automatic tracking and dogfights have stopped working. I think this would be quite simple to add to an existing eye tracker script.
TAC self-destruct might work best
YES, we all needed this back
I kinda love the Mercury/Apollo lander thing, there's something beautiful about the cursed curve.
And for an eyetracker idea, if you look at a kerbal in the bottom right, they have to get out of the rocket.
Theres a fun window where you can burn nonstop from launch site to the mun (no circularizing).
From the map view, put your camera anywhere on the orbital plane between kerbin's orbit and mun's orbit, aim it at the mun, and pan until kerbin's horizon goes down the middle, with the planet on the left side of the camera. Wait for kerbin to rotate until the KSC is on the horizon, makijg sure to keep the mun and horizon in the center of the screen.
Then, launch your rocket, do a typical ascent, wait till karmin line, the burn towards the mun set as target. You'll get a decently efficient intercept.
genuinely one of my favourite series on youtube. so glad its back
Thought the intro was a bit much, and then you threw in CJ to firmly put the tongue in cheek. And the traditional blunderbirds intro followed.
Marvellous. Simply marvellous
Blunderbirds is back! This is legitimately my favorite KSP series!
It's great to see the return of the Blunderbirds! Can't wait to see what shenanigans you have in store for future vids!
YESSSS!!! I love the blunderbirds!, I honestly thought about asking to bring it back a few days ago, thanks Matt
I MISSED THESE VIDEOS! I never had any intention of buying KSP2 until it was officially released, and since it now seems to be dead, I was really hoping you'd go back to making Blunderbirds videos using KSP1. These have always been my favorites. I popped a bag of popcorn just for this video!
Looks like our boy Jebediah is back on the rocks! So glad to see this series return after such a long hiatus!
This situation reminds me of my first manned Duna mission. I stranded Jeb on the surface with only enough fuel to return to orbit. I sent a similar craft minus the lander parts to rendezvous with Jeb in Duna orbit and successfully returned all Kerbals home.
gotta love that old-fashioned intro!
The cinematography is amazing. you're brilliant Mr Lowne!
The rocket explosion rule with the eye tracker will make the build montages very interesting
So glad to see this format returning.
Eye tracker idea: every time you look at the navball your velocity is randomised! I think changing only direction not speed makes it the most fun as you can take advantage of that but most of the time it’ll screw you over
I spent the day watching your videos, and now I get a notif about this one! Talk about good timing!!
I did my first mun mission two days ago, on my birthday
Never knew that just examining your own launch pad and runway that you have built a few days ago could yield enough science points to unlock a new command module. 😂
THEYRE BACK IN BUSINESS!!! I’ve waited so long for this!
Mission idea: The rocket turns towards wherever your eyes are.
This was such a cool idea. Take someone else's doomed mission and make it right! Do more of these please!
this is old, though, blunderbirds has years of content going back 6-7 years ago
good god it's a wonderful sight to see the BlunderBirds back again, it is so damn nice
Not sure if you know about this, but Kerbal hot potato is back. They just moved it to a different tab on the Reddit. Someone else is renting the save game right now, bit it’d be a cool thing to keep on your radar.
I’m really enjoying the blunder bird series keep up the great work
Thank you for bringing these heros back home.
I think the channel you're referring to when talking about the eye tracker is DougDoug
One thing to know about the restock mod is that it does change the drag boxes of parts, which could mean more or less drag on parts. Recommend you do some testing to see if the drag change is significant enough to affect your goals.
Make an eye tracker...
It's a fun and simple little project using an old PS3 camera, some IR LED's and a piece of the magnetic strip out of an old floppy disk!
Made one myself about 3 years ago for Star Citizen and still using it now.
Redditor just discovered "the tyranny of the rocket equation"
I was thinking the same thing
I have eye tracker ideas perhaps:
If you look at the staging, it presses spacebar.
If you look at a Kerbal, it goes on EVA
If you look at the altimeter, it uses "Abort"
If you look at fuel levels, kerbals are denied any snacks (?)
The kerbal rule is asking for a massive Blunderbirds mission! XD
Eye-tracking idea: parts are disabled when you look at them, more forgiving than 'rocket explodes' but still likely to make some shenanigans happen
As much as I love the Blunderbirds, it still jars my musical ear to hear the hitch in the song used to lengthen it. I'll persevere.
The "neer look at your rocket" mod is called RPM/MAS. These are two mods - V1 and V2 if you wish. One is more mature, other is more flexible.It's about IVA experiences - you can't see your rocket from there and if something fails - well, it's outside.
I can't tell you how happy I am to see the Blunderbird's return
So happy to see the Blunderbirds back in action!
Makes me remember my days of sending a rescue mission to rescue a rescue mission that was going to rescue another rescue mission rescuing my Duna landing mission.
Blunderbirds 2: Electric boogalo
Orbital Boogalo
OMG. I so forgot how much I loved these videos...
i like how on the intro it says ''putting their lives on the line to aim to those who are previously unaware of the quick save option'' lol
I have a standard rescue vessel on my KSP game, and have for years. It's called TheBlunderbird. The description is "On a lonely planet, slowly spinning its way to damnation..."
Video idea: every time you look at the navball, 1 kerbal must be sacrificed to the space polar bears
Ok, that eye tracker idea is hilarious, I’m sure that would be possible for a skilled modder.
Just letting you know I'm pretty sure the person who did the "If I look at a Skyrim Character I have to kill them" challenge was DougDoug. He makes great content and he's a really good programmer.
love the 8 bit style main theme in the intro
Matt, had I known you'd eventually dust off the Blunderbirds again I would have never have deleted my epically frustrating save file. I think it was more a slow kerbal migration and colonization of the Mun...one failed rescue at a time. At one point I tried to send a (crudely crafted) bus up there to try and bring everyone home. That got stuck, too.
I would have liked to see that rescue :)
When you were talking about the comparisson with KSP 2 it made me think of the classic meme: "We'll make our own KSP 2. With blackjack and hookers", because after all, how long would have it taken to rebuild a decade of mod development for a completely new game.
Cannot wait for someone to do a rescue mission and be unsuccessful. Then having Matt save both missions.
I love KSP but it definitely isn't an easy game. I am actually surprised how well I was able to get into the game cus I had friends try to show me how to play and it looked super confusing, but I surprisingly picked it up real quick. It can take awhile to get anywhere your 1st time, but nothing feels more rewarding than making your 1st Orbit and eventually doing your 1st Mun/Minmus landing.
I know im late, but DAMN! That was some CLEAN alliteration im the intro
if you look at the rocket the kerbals get shy, so shy that you can't control the rocket anymore
Thinking about it, I would love to see a module where you can transfer liquid fuels and oxidizer to other crafts. So that if two crafts don’t have enough, you can transfer its fuel over so that one may be able to leave orbit. Or in this Bluberbirds mission, have that peace of mind to have that extra fuel from the crafts to get home.
I love the intro to this series so much
Gee what a beautiful aliteration !! (1:53)
I never rhought id see this series vome back again
I remember seeing that post! Weird that i might one day fail, share my experience, and have a Blunderbirds mission rescue me.
I don't know if you saw my comment on the previous video with 0 votes that said "bring back blunderbirds!" but you did! Thankyou!!!
I noticed that the stranded lander had most of it's Monopropellant. I wonder if there was enough on board to achieve orbit. The fuel and oxidizer left on board was similar to the amount your rescue ship had when it reached orbit. Maybe it wasn't so stranded after all?
an idea for the eye tracker is if u look at the nav ball ,altitude or any stats the mission ends idk just an idea i had