Coming here to say I’m glad you’re making this series because I am using it as an up to date guide to help me figure out the game in my own series. The old series by Lowne and Manley are good, but I’m glad someone is making one for the game in its 2022 state. Keep on rockin!
This video is put together extremely well. You explain things very directly, and the text added makes it even easier to understand. I'm going to use your videos to assist in my first mün landing!
Always picking up little things in your videos, even with 7 landings now. I didnt even know about the caps lock fine control and I've been managing to land with finesse simply by matching my throttle to my descent velocity so I'm hitting 0m/s a meter or two above the surface. Caps lock will make this a lot less stressful as I still dont get it right every time. One thing I picked up on with my Minmus landings in particular is to make sure you have the right speed indicator set. I was trying to land one time and kept drifting horizontally even though everything appeared to be zeroed out. It hadn't switched from orbit to surface, or something like that, I cant remember exactly which. One other thing to note is your camera flips automatically shortly after you begin your retrograde burn. I'm happy you took the visual approach to the landing as well. I saw one tutorial that was setting maneuver nodes for the descent and making it all kinds of confusing. I found visual landing so much easier, and I'm really good at targeting a site now, used to when to start retrograde burning, etc. I'll put that thing down on a quarter! (if I get all my speeds and throttle right :D ) I wish I could find more time to play, it is such a good game. Thanks again for another detailed tutorial. There's still so much value in them even for more experienced players.
One of the maneuver node methods is really just using maneuver nodes to estimate how much distance you require to deorbit before starting the suicide burn. It the one that requires you to calculate the triange? It's a good trick. You know what, Elon Musk will have to solve much the same problem to land his Starship from orbit when he does his first orbital test, I am really looking forward to seeing that.
@@jitteryjet7525 The difference with Musk is a team of engineers and sophisticated software. I appreciate the suicide burn as fun challenge, but with the number of landings you do in a typical career game, I'd prefer to just pack a little extra fuel.
@@MikeAben A compromise I found between a suicide burn and a controlled descent is a suicide burn that completes above the surface. But you are right, a lot of suicide burns end in quicksave restarts. I just don't know how Starship is going to make the deorbit to such a small dropzone work, it can't glide much on flaps so if it misses they will be landing in the carpark.
the docking method shown at 14:26 only really works once you get to probe cores that have that targeting vector as a standard S.A.S. preset, so that the docking ports automatically align to each other. personally i prefer the original docking method of pointing north or south, but the second method would probably be better for newer players. by the way, what method would this lunar landing be? clearly lunar orbit rendezvous, but both ships were not sent in the same mission. so possibly a new method of lunar orbit assembly.
Just to be clear, I don't have the lock to target feature unlocked yet, but I agree, it does make it easier. In my own games, I tend to not move the target docking port at all and go with where ever it happens to be pointing, though I do add the Navball Docking Alignment Indicator mod.
Also don’t forget to put a ladder on your lander as well because I learned that the hard way because I current get jeb into the lander when I landed on the min for the first time
Mike, *How do you plan gravity assists correctly? Is there a method for it?* I can't ever thank you enough for all your videos! Thanks to you I've learned what it is, what it is used for, but I don't get how to plan for it. I tried to get back from Moho once, and I finally found (by chance) an encounter with Eve that I adjusted to make me intersect with Kerbin's orbit, but I couldn't figure out how to plot the trajectories from there on without adjusting inclinations, how do you do it? Thanks!
Let me reiterate it, thanks to you I've FINALLY learned how to play KSP, I'm finally loving it and doing nothing else with my free time for months! I really can't ever thank you enough!!!
I've not done a tutorial on interplanetary gravity assists, but I do have one for in the Jool system. ruclips.net/video/oGBze-VqYh8/видео.html That said, in my planet landing marathon live streams I do a lot of them. I use Eve to get to Moho and then Eve again to get back to Kerbin. I also use Jool to get to Eeloo, then Jool again to get down to Dres. I'll post a link to that playlist. ruclips.net/p/PLB3Ia8aQsDKjm9QdqGKH8VW8kDBDQXYx4
I’ve gotten as far as a Jool orbit in this game. Just learned about the altimeter terrain setting lol As a rule, I always add 20% to the total Dv along with plenty of monopropellant
Try out the navyfish docking alignment tool. It is actually similar to real life docking indicator indicators and is fantastic I really like using it for docking rather then the navball. It id fsr mote accurate and give diagonal distances, normal dist, show how the top of you ship is aligned to the port, closure or separation rate.
I am going to do a new video on using it. I did one 98 years ago and it is still on my channel but it is to long and needs to be redone. I just have not been playing ksp for a while and I am getting back into it.
Maneuvering the booster was very hard. However, i got into orbit and did the munar injection burn but i ended up with an inclinated orbit that will make it harder to dock with the command module, which also will be very hard since when i launch the command module with all of the instructions of the tutorial relating to it, i end up with zero fuel after finishing the munar injection burn.
I'm not even a minute in, but imma say thank you for making this video! I was wondering exactly how to approach a mun landing, and this will give me the answers. Thank you. You rock \m/o (>o
I was wondering about the math for a landing, or a suicide burn. I have a formula that I use to figure out when to start burning on a vertical descent, kinematics says you will fall (-J*J/(2*(K-I))) meters before stopping, where J is your current vertical speed, K is your ship's thrust divided by its mass, and I is the local gravity of your body. That's a start, but you will always be coming in with horizontal velocity, and the vertical component of your thrust changes as you burn retrograde, so the formula can only be used as a rough estimation. Is there a precise way to know exactly when to start burning for a suicide burn (at least so you can start 10 seconds earlier or so)?
I get asked this a lot. Though I've yet to work out any details, I'm not sure there's a practical calculation here for anything but the vertical descent, unless you know the elevation of the terrain ahead of you, which would only be the case if you are over a large flat area like on Minmus. Even the Suicide Burn calculation you can get from the Kerbal Engineer Redux mod, though certainly useful, has to be taken with a grain of salt if the terrain ahead of you is at all variable.
@@MikeAben Yeah it's a tough problem and I've always had to err strongly on the side of caution for my landings. I never thought about the terrain varying too much but I suppose that is something to worry about and could have been the cause of a few of my crash landings.
But minmus has uneven ground due to its low gravity, is not on the same plane and may make it harder for a beginner who hasn't mastered the normal and anti normal node burns or people who don't even have a level 2 tracking station, minmus's light gravity makes it easier for a landing burn to get overdone and send you flying up plus a mun mission can be done with low tech and a level 1 tracking station and I don't think there's a way to do such a minmus mission and if so, pls tutorial
This whole series remembers me to a game i've played calld Orbiter. You have to set all of this things but with instruments. That ship had infinity fuel but there was Appolo 11 too where you replay the whole mission.
Me when trying to land anything in KSP: "Bring us to land" "Which port, sir?" "I didn't say 'port'. I said 'land'. Any land will do." Trying to escape the Kraken as well as my bad piloting skills.
Has anybody had a problem with once exiting the capsule the SAS disengages and the craft goes spinning off and crashes while you’re on the surface? Any help would be appreciated. I’m on console for this game
Ok, this is nice, but i was expecting stand along episodes that show COMPLETE builds so one can specifically go to a contract point to get by and not have to go to other episodes. Very well done, but, would definitely make these completely stand alone, as you are presenting them as such. They aren't a Let's play so you can't depend on people who actually followed these in any particular order, so there will be no "builds" waiting for them. Need to reconstruct each and every build from the ground up for each episode. Thanks!
Thanks for the input, but that isn't what's going to happen. I deliberately didn't go that route. If that isn't what you are looking for, that's fine, but you'll have to look elsewhere.
@@MikeAben So this is a sequential series then, and NOT a collection of contract tutorials? Because, if it's the first, that's fine, but, it's not presented as such. Either way, I love your videos, so definitely not being an ingrate here.
@@thegood9 It's actually not entirely either. I never intended, nor wanted to, make a "just follow me" tutorial, though I know that's what people are used to. I want to talk about the ideas and skills in the game with new ideas being presented each episode. It's what I would want to watch. Some of the episodes stand very much on their own, while others link back to previously talked about concepts, but I'm not going to repeat every detail of something I've talked about before. I'm much more interested in talking about the how and why, than the what to do. I understand that may not be what many, or most, are looking for, and I'm perfectly fine with that.
@@MikeAben That's understandable. I would like to at least see a link to the builds to download and check out if you don't want to cover them in the videos for lack of time. That's the way I learned it, and I think it helps others as well. Again, thanks for all your time and all your help!
@@thegood9 If you follow the links to the other videos, you'll get the builds in detail. I provided links to craft files in a previous tutorial series, but some folks struggled with that, especially consol players, so I decided not to do that here. Sorry.
how are you computing how much ec generation you use? I use ampyeare and it says the lander can drrains 6 the okto unit drains 6 and the communitron drains 10 for a total drain of 22ec/s buut you put 4 solar panels that generate 0,3 ec/s each?!?. i think the answer is The transmitters only drain ec when transmitting and only one (unless ganged). So all my satellites now have 60 trillion extra solar panels and 4000 metric tons of batteries (smile) because of ampyear. But I think the game does a terrible job of explainigg how to really figure out how mush power generation you need. It seems like everyone streaming just sticks their finger up their butt and pulls out some totally UNEXPLAINED number of panels and batteries. Now imagine you spend YEARS making a probe to eve (or anywhere for that matter), spend all the time building, launching, waiting for windows only to find out half way through the mission you don't have enough batteries or panels!!!!! I cannot tell you how many hours I have lost because of this. SQUAD has done a terrible job of explaining power consumption and generation and it really pisses me OFF! I either put 10 times as much as I need or fall 0.0000001 ec/s sort and end up dead in space half -f-ing way to eloo if you have to look at each damn part and by hand compute drain for each and tally it up manually it takes to much time. They cant add a tool into the damn game to just tell you based on you parts you need x ec/s period, simple, close the door! Batteries are a whole other story because they are there mainly to support your power needs in blackout. So you have toi compute dark time which ampyear does.
Up Next: How to Return from The Mun - ruclips.net/video/-qCRTIX90Uk/видео.html
Almost stopped playing because I couldn’t even figure out how to get a orbit your videos are the only reason I know how to do anything in this game
Coming here to say I’m glad you’re making this series because I am using it as an up to date guide to help me figure out the game in my own series. The old series by Lowne and Manley are good, but I’m glad someone is making one for the game in its 2022 state. Keep on rockin!
Still works in 2024 as well!
Manley and Lowne are more interesting in the sound of their voice and not trying to teach. Just entertain.
You really should have more views. The way you approach this series is so good and so in tune with the basics of the subject.
No time to watch, but liking and commenting for visibility since you always make helpful content 👍
Mike you are the best youtuber that makes tutorials about this fantastic but hard game. I hope that you'll continue to do videos like this!
This video is put together extremely well. You explain things very directly, and the text added makes it even easier to understand. I'm going to use your videos to assist in my first mün landing!
Just a few more items on R&D and I'm going for a landing! I'm grinding contracts for tourist flybys to pay for the rocket while I do science :)
WOW!!!! I had no idea the caps lock could give fine control!!!! I'll have to give that a go!!!! Thanks, Mike!!!!!
Always picking up little things in your videos, even with 7 landings now. I didnt even know about the caps lock fine control and I've been managing to land with finesse simply by matching my throttle to my descent velocity so I'm hitting 0m/s a meter or two above the surface. Caps lock will make this a lot less stressful as I still dont get it right every time.
One thing I picked up on with my Minmus landings in particular is to make sure you have the right speed indicator set. I was trying to land one time and kept drifting horizontally even though everything appeared to be zeroed out. It hadn't switched from orbit to surface, or something like that, I cant remember exactly which.
One other thing to note is your camera flips automatically shortly after you begin your retrograde burn.
I'm happy you took the visual approach to the landing as well. I saw one tutorial that was setting maneuver nodes for the descent and making it all kinds of confusing. I found visual landing so much easier, and I'm really good at targeting a site now, used to when to start retrograde burning, etc. I'll put that thing down on a quarter! (if I get all my speeds and throttle right :D )
I wish I could find more time to play, it is such a good game. Thanks again for another detailed tutorial. There's still so much value in them even for more experienced players.
There are people who swear by the maneuver node approach. Maybe I'll mention it in a future video.
One of the maneuver node methods is really just using maneuver nodes to estimate how much distance you require to deorbit before starting the suicide burn. It the one that requires you to calculate the triange? It's a good trick. You know what, Elon Musk will have to solve much the same problem to land his Starship from orbit when he does his first orbital test, I am really looking forward to seeing that.
@@jitteryjet7525 The difference with Musk is a team of engineers and sophisticated software. I appreciate the suicide burn as fun challenge, but with the number of landings you do in a typical career game, I'd prefer to just pack a little extra fuel.
@@MikeAben A compromise I found between a suicide burn and a controlled descent is a suicide burn that completes above the surface. But you are right, a lot of suicide burns end in quicksave restarts. I just don't know how Starship is going to make the deorbit to such a small dropzone work, it can't glide much on flaps so if it misses they will be landing in the carpark.
I love your lander design, going to use it for my first landing in my new save!
Landed on the Mun a bunch of times and still like watching these vids regardless.
Well, I made it. But the uhh…the lander tipped. I call that a success in my book.
the docking method shown at 14:26 only really works once you get to probe cores that have that targeting vector as a standard S.A.S. preset, so that the docking ports automatically align to each other. personally i prefer the original docking method of pointing north or south, but the second method would probably be better for newer players. by the way, what method would this lunar landing be? clearly lunar orbit rendezvous, but both ships were not sent in the same mission. so possibly a new method of lunar orbit assembly.
Just to be clear, I don't have the lock to target feature unlocked yet, but I agree, it does make it easier. In my own games, I tend to not move the target docking port at all and go with where ever it happens to be pointing, though I do add the Navball Docking Alignment Indicator mod.
Also don’t forget to put a ladder on your lander as well because I learned that the hard way because I current get jeb into the lander when I landed on the min for the first time
A ladder is helpful, but you can definitely use the EVA pack to get to the hatch on The Mun or Minmus.
Mike, *How do you plan gravity assists correctly? Is there a method for it?*
I can't ever thank you enough for all your videos! Thanks to you I've learned what it is, what it is used for, but I don't get how to plan for it.
I tried to get back from Moho once, and I finally found (by chance) an encounter with Eve that I adjusted to make me intersect with Kerbin's orbit, but I couldn't figure out how to plot the trajectories from there on without adjusting inclinations, how do you do it? Thanks!
Let me reiterate it, thanks to you I've FINALLY learned how to play KSP, I'm finally loving it and doing nothing else with my free time for months! I really can't ever thank you enough!!!
I've not done a tutorial on interplanetary gravity assists, but I do have one for in the Jool system.
ruclips.net/video/oGBze-VqYh8/видео.html
That said, in my planet landing marathon live streams I do a lot of them. I use Eve to get to Moho and then Eve again to get back to Kerbin. I also use Jool to get to Eeloo, then Jool again to get down to Dres. I'll post a link to that playlist.
ruclips.net/p/PLB3Ia8aQsDKjm9QdqGKH8VW8kDBDQXYx4
@@Khether0001 such a wonderful feeling, isn't it! Careful though, don't lose too many months of life to KSP 😅
15:30 WHAT?!?!?!?!?!?! I never would've thought to pin the dialog box thingy! This is a game-changer!
WOW! I didn't even know EVA pack refills on each cabin entry, lolol... JEEEZuss
I’ve gotten as far as a Jool orbit in this game. Just learned about the altimeter terrain setting lol
As a rule, I always add 20% to the total Dv along with plenty of monopropellant
Try out the navyfish docking alignment tool. It is actually similar to real life docking indicator indicators and is fantastic I really like using it for docking rather then the navball. It id fsr mote accurate and give diagonal distances, normal dist, show how the top of you ship is aligned to the port, closure or separation rate.
I am going to do a new video on using it. I did one 98 years ago and it is still on my channel but it is to long and needs to be redone. I just have not been playing ksp for a while and I am getting back into it.
Thanks. I've used it before (or at least one very similar to it). I just like keeping the number of extra windows to a minimum.
I don't know how many hours i have in KSP. Definitely high hundreds if not thousands. I did not know about the caps lock until today.
Maneuvering the booster was very hard. However, i got into orbit and did the munar injection burn but i ended up with an inclinated orbit that will make it harder to dock with the command module, which also will be very hard since when i launch the command module with all of the instructions of the tutorial relating to it, i end up with zero fuel after finishing the munar injection burn.
This is a great tutorial but where is the video with you building the booster I can seem to find it and it wasn’t your last video
It was the one from the previous video.
ruclips.net/video/o-gCVcoYjxU/видео.html
I'm not even a minute in, but imma say thank you for making this video! I was wondering exactly how to approach a mun landing, and this will give me the answers. Thank you. You rock \m/o (>o
How on Kerbin do you manage so design such BEAUTIFUL rockets?!
I landed two probes at Mun first try :D
really nice and useful
why did you take in consideration all the delta v from the map and not just the last portion 580 x2 if we assumed we were starting at low mun orbit
The rocket has to get to low orbit about The Mun first.
@@MikeAben yeah I found out the hard way 😅 thanks brother
I was wondering about the math for a landing, or a suicide burn. I have a formula that I use to figure out when to start burning on a vertical descent, kinematics says you will fall
(-J*J/(2*(K-I))) meters before stopping, where J is your current vertical speed, K is your ship's thrust divided by its mass, and I is the local gravity of your body. That's a start, but you will always be coming in with horizontal velocity, and the vertical component of your thrust changes as you burn retrograde, so the formula can only be used as a rough estimation. Is there a precise way to know exactly when to start burning for a suicide burn (at least so you can start 10 seconds earlier or so)?
I get asked this a lot. Though I've yet to work out any details, I'm not sure there's a practical calculation here for anything but the vertical descent, unless you know the elevation of the terrain ahead of you, which would only be the case if you are over a large flat area like on Minmus. Even the Suicide Burn calculation you can get from the Kerbal Engineer Redux mod, though certainly useful, has to be taken with a grain of salt if the terrain ahead of you is at all variable.
@@MikeAben Yeah it's a tough problem and I've always had to err strongly on the side of caution for my landings. I never thought about the terrain varying too much but I suppose that is something to worry about and could have been the cause of a few of my crash landings.
Minmus is a easier landing in my opinion because it has gravity that is easier to land with.
Agreed
But minmus has uneven ground due to its low gravity, is not on the same plane and may make it harder for a beginner who hasn't mastered the normal and anti normal node burns or people who don't even have a level 2 tracking station, minmus's light gravity makes it easier for a landing burn to get overdone and send you flying up plus a mun mission can be done with low tech and a level 1 tracking station and I don't think there's a way to do such a minmus mission and if so, pls tutorial
This whole series remembers me to a game i've played calld Orbiter. You have to set all of this things but with instruments. That ship had infinity fuel but there was Appolo 11 too where you replay the whole mission.
your tutorial made it look much harder than is actually is, but thanks anyways, but thank you anyways
How do you get the yellow box arround the target
F4 toggles those markers on and off.
Me when trying to land anything in KSP: "Bring us to land" "Which port, sir?" "I didn't say 'port'. I said 'land'. Any land will do."
Trying to escape the Kraken as well as my bad piloting skills.
Fucking love you man!!
Has anybody had a problem with once exiting the capsule the SAS disengages and the craft goes spinning off and crashes while you’re on the surface?
Any help would be appreciated. I’m on console for this game
where is the previous episode for the booster
It's provided, but here it is again.
ruclips.net/video/o-gCVcoYjxU/видео.html
How do I stage/fake a mun landing
Alt-F12. That, or resurrect Stanley Kubrick.
Lmao
Ok, this is nice, but i was expecting stand along episodes that show COMPLETE builds so one can specifically go to a contract point to get by and not have to go to other episodes. Very well done, but, would definitely make these completely stand alone, as you are presenting them as such. They aren't a Let's play so you can't depend on people who actually followed these in any particular order, so there will be no "builds" waiting for them. Need to reconstruct each and every build from the ground up for each episode. Thanks!
Thanks for the input, but that isn't what's going to happen. I deliberately didn't go that route. If that isn't what you are looking for, that's fine, but you'll have to look elsewhere.
@@MikeAben So this is a sequential series then, and NOT a collection of contract tutorials? Because, if it's the first, that's fine, but, it's not presented as such. Either way, I love your videos, so definitely not being an ingrate here.
@@thegood9 It's actually not entirely either. I never intended, nor wanted to, make a "just follow me" tutorial, though I know that's what people are used to. I want to talk about the ideas and skills in the game with new ideas being presented each episode. It's what I would want to watch. Some of the episodes stand very much on their own, while others link back to previously talked about concepts, but I'm not going to repeat every detail of something I've talked about before. I'm much more interested in talking about the how and why, than the what to do. I understand that may not be what many, or most, are looking for, and I'm perfectly fine with that.
@@MikeAben That's understandable. I would like to at least see a link to the builds to download and check out if you don't want to cover them in the videos for lack of time. That's the way I learned it, and I think it helps others as well. Again, thanks for all your time and all your help!
@@thegood9 If you follow the links to the other videos, you'll get the builds in detail. I provided links to craft files in a previous tutorial series, but some folks struggled with that, especially consol players, so I decided not to do that here. Sorry.
İ personaly dont make any return plan i just let a kerbal live there forever
I can't seem to find the booster design you put on the probe any help?
All links are under the From Mike Aben tab.
How to build the booster
ruclips.net/video/o-gCVcoYjxU/видео.html
Where are delta v tools?
It is towards the bottom-left in the VAB and SPH, but may not be there in the console version.
i followed the tutorial to the letter yes can take off from and so but landing i get smashed hahaha...
how are you computing how much ec generation you use? I use ampyeare and it says the lander can drrains 6 the okto unit drains 6 and the communitron drains 10 for a total drain of 22ec/s buut you put 4 solar panels that generate 0,3 ec/s each?!?. i think the answer is The transmitters only drain ec when transmitting and only one (unless ganged). So all my satellites now have 60 trillion extra solar panels and 4000 metric tons of batteries (smile) because of ampyear. But I think the game does a terrible job of explainigg how to really figure out how mush power generation you need. It seems like everyone streaming just sticks their finger up their butt and pulls out some totally UNEXPLAINED number of panels and batteries. Now imagine you spend YEARS making a probe to eve (or anywhere for that matter), spend all the time building, launching, waiting for windows only to find out half way through the mission you don't have enough batteries or panels!!!!! I cannot tell you how many hours I have lost because of this. SQUAD has done a terrible job of explaining power consumption and generation and it really pisses me OFF! I either put 10 times as much as I need or fall 0.0000001 ec/s sort and end up dead in space half -f-ing way to eloo
if you have to look at each damn part and by hand compute drain for each and tally it up manually it takes to much time. They cant add a tool into the damn game to just tell you based on you parts you need x ec/s period, simple, close the door! Batteries are a whole other story because they are there mainly to support your power needs in blackout. So you have toi compute dark time which ampyear does.
In stock, I just typically do it by hand. I have it on a spreadsheet too if it is getting a little messy.
Compared to matt lown this is better
Im so bad at this game, 60 hours and i still cant land on this stupid moon
Honestly, that sounds about typical. It's a punishing game
8:19 close BFDI reference