I like the free return idea, especially for a teaching video. I think it can be "easier" to just do a separate burn after your fly-by, but this is great for a tutorial because it really allows you to explore your tools.
I look forward to the future of this series, with rovers and space stations, and exploring the entire kerbol system. Full marks! Please do more! Sub earned.
Just want to say THANK YOU, and you absolutely have a talent for teaching! I learned a lot watching along and once I am in a better spot financially I would love to support your content in the future! I almost gave up on docking and now have a way better understanding of what is actually going on in each part of the rendezvous. I really can not say thank you enough man!
Your channel is simply the best. Your enthusiasm is palpable, and your insights are very pertinent! I’m having a lot of trouble getting more science, and closing the same tier you just did in the beginning of this video. Your tips helped a lot - and of course, I’m learning about the Mun at the same time! Keep on with the great work!
I've done around a dozen Mun missions, 8 landings, about the same for Minmus, I have rovers on both, I've done my Eve flyby as well, even completed a Sun orbit and return, all with the help of you and Matt, and only today did I learn about the extended burn timer details. I always thought it was a mod. It's not on by default. also didn't know about just entering your delta V in the maneuver panel. One thing I do know though is you can push on the vectors as well as pull. This can come in handy if working with the visual node and it's at a camera angle that makes reaching the opposite vector difficult. I haven't got around to my space plane tryouts yet either. I fell back into World of Warcraft full swing and haven't had a lot of time for KSP. Always have time for your vids though!
I also did not know about entering the delta v in the panel. I watched his original round of vids when I started playing KSP in 2019. They were dated due to being several years old and many updates since recording. These new ones are a great refresher since I'm getting back into it after about 9 months away.
This might be an old video, but bless you Mike! I just discovered this game, and your videos have been so helpful. Your style is very entertaining and I can tell you really enjoy(ed) playing KSP. Gonna get ready to try my Mun flyby now. Cheers!
I would be very sorprised if u answer this, but for some reason I cant see my trayectory after my Muna escape point. (I can only see a orange line with the trayectory after my manouver, a violet line with my muna encounter and thats it) I dont know if its a settings thing o if I have to level up a facility 23:13
Hi Mike! I really love your tutorial series and I have a question about this video. At 19:09 after setting the moon as a target, how did you figure out that the moon will be a sixth of the way around its orbit in the time it would take you to burn towards its orbital path. I've been trying to understand the specifics of how you figured out where to place the maneuver node to no avail.
I think I first worked this out through experience, but the reason isn't difficult to understand. It takes about a Kerbin day to get out to the Mun. The math to work this out isn't bad, but you can also see the time by creating a maneuver node that reaches the Mun's orbit and hovering over the resulting apoapsis. The game tells you how long it will take to get there. So, it takes a day to get there and the Mun takes 6 days to go around Kerbin, which means it'll travel a sixth of an orbit. You can look up the Mun's orbital period in map view, the Tracking Station, or the KSP wiki; or, once again, the math for it isn't bad. By the way, the fraction is about the same for Minmus.
Instead of using the fins on top of the boosters, just spin your rocket when separating. The centrifugal force will make sure the boosters don't crash into your rocket.
When I encountered to Mun, my pathing was messed up, and sense I didn't do a flyby ever before this, I thought I was going to get slung into the sun's orbit. Now I wasn't slung into the sun's SoI (thank god), nor was my pathing messed up, It was just my inexperience of what a flyby looked like
27:33 The calculated burn at 50/50 thinks that u gonna burn 100% all the time with no throttle reduction so for those that do slow down the throttle alot before the end i suppose u could tweak that 50/50 numbers a little if u really want to. I have never changed them myself as i tend to burn 100% untill about 2-3m/sec left and then kill the throttle with X. After that do the more precise burn with Shift/Ctrl. Even if u wanna be precise i cant imagen it would be that usefull.
I think you may be right as to why it's there, but I don't see how it can be practically used. There's other useless technical stuff in the game too, like how it'll tell you what the longitude of the ascending node of your orbit is. Though I know exactly what this number means, I see absolutely no practical use of that information in game.
The Soviet L1 program was going to use the Proton booster to put a crewed L1 capsule -- a Soyuz without an orbital module -- into a free return trajectory over the Moon. Thirteen uncrewed launches were made -- more than the entire Gemini program -- in an attempt to get the system to work. Of the thirteen launches, only one would have been survivable by any crew. Part of the reason Apollo 8 was launched so early was to beat L1 to the Moon. With Apollo 8's success, the project was dropped, although some of the L1 missions suceeded in flying tortoises, lizards, and insects to the Moon and back, the only experimental animals sent around the Moon. Apollo also made use of free return trajectories for Apollos 8, 10, 11, and 12. In order to reach different landing zones, the later Apollos were put on nearly free return trajectories. So ironically, the first Apollo mission sent to the Moon not on a free return was Apollo 13, which might have benefitted from it.
Cool. Great info. Am I right in thinking that Apollo 13 was still on the "freeish" side of The Moon to minimize the burns necessary for a mission abort? Didn't know about the bugs and tortoises the Soviets sent around.
@@MikeAben Right, in fact, all the Apollo missions went into retrograde orbits around the Moon, in order to make the return to Earth as easy as possible. The Soviets probably sent tortoises because they were most likely to survive reentry. There were a lot of issues with the L1, but the most intractable one was failures in the automatic orientation sensors, which led to reentry Gs pushing 25+, which is not generally considered survivable.
@@MikeAben Very much so. It's long been the contention of various cosmonauts (Leonov talked about this a lot) the L1 mission could have been flown by a human pilot. On one mission, the automated system failed to find the sun.
I have been playing with this manouver node for a long time, but I can not get the periapsis close enough to kerbin or the mun. Can somebody tell me how to fix it?
Would you maybe adjust the percent of burn before the node on the extended burn indicator if you were completing a burn over multiple orbits? I have also wondered why it's adjustable.
A trip to the Mun is about a day, so about 2 days for the whole thing. I would typically have double or triple that when I play with life support mods.
Darn, I thought this was the free return trajectory, ala Apollo style....you can return to Kerbin with no burns at all. I recall from a video of yours I watched last year or 2, where you mentioned that you approach on the opposite side as you would a capture? And I believe you stated if you did this free return trajectory style approach, if you did attempt to capture, if would be less efficient that you normally do. Seeing that would be very cool. cheers.
I'm sorry, I'm not sure what you are referring to. This is an Apollo style free return trajectory. There were no extra burns. The inefficiency with capturing into a retrograde orbit only comes with the landing. The capture and escape are the same as they would be in a prograde orbit.
@@MikeAben I believe he is referring to the comment you made during your mun flyby video, you stated that, in real life they approach the celestial body from the opposite side so that in the event the engines fail, it will still return the craft to earth
This build modifying a previous vessel, so I don't go into much detail on some of it, especially the booster. I'm particularly thinking you may have missed the eight tailfins at the bottom of the booster. There are links to the previous build if you want to check it out.
Something I can't seem to fix - When I build this rocket the first time it drifted to the north quite a lot which I just couldn't fix. Removing fins, boosters and adding them again lead to different results each time. Sometimes drift to the north, sometimes the rocket would rotate after launch and one time the SRB started to wiggle around at the bottom side, resulting in breaking of after the launch. When that wiggling of the SRBs happened for example I couldn't fix that by moving the couplers or SRB's a bit higher or lower - only when I completely removed them and added them again in the same spot everything was ok again. Is this just a typical quirk of the editor or is there something else I could do to prevent these seemingly random results?
It's not an atypical experience with low tier rockets. As you unlock better parts (bigger reaction wheels, struts, etc.) things get easier. You can try right clicking on a part and selecting autostrut to see if that helps.
Yup, there's a couple. There's inserting into a polar orbit and a rendezvous about The Mun which requires getting an orbit. Just click on the playlist link in the description.
Very new to the game, so I might just be confused. I noticed when you adjust your thrust limiter, your thrust jumps from 3400 to 5046. I'm not using the same boosters for the space stages, but I'm not seeing that number jump editing the thrust limiter. Am I missing something?
Those numbers look like delta-v's. I suspect one is on vacuum while the other is at see level. If you could provide the time where you see this happening, I would know for sure.
@@gamedude309 Thanks, and yes, on the first the delta-v tool was set to sea level. On the second it was set to vacuum. Rocket engines are more efficient in vacuum, hence the difference in the calculation. It was nothing to do with the thrust setting.
Trying to follow along on this one and I swear my rocket has the same amount of parts as yours but my orbiter has 1178m/s delta-v instead of 1195m/s like yours. Did something change in a patch? Or am I missing something here.
if you are willing to spend a little more dv you can get science from near to the mun as well just throw yourself at the mun a little faster and you will have to get closer to do a free return traj.
i find that 50 kilometers is where near to the mun science starts so i would put myself at a ~30 kilometer perimune and spend 100 - 150 extra m/s of dv
@@MikeAben I figured that out on my own ... eventually ;-) You do a great job here, so well in fact I wonder how you find the time for a "real" job, unless Youtubing has become a lucrative career (?) I've tutored college level math and science and you are a natural educator. Your final summary of important points is a very pro touch!
I cant access maneuver nodes since i dont have enough money, i still need like 150,000 to unlock them, anyone know a quick way to get cash with beginner tech? (beginner tech as in all tech accesible without upgrading r&d building, i do also have both dlc's btw.)
@@Swagei Flying planes isn't necessary for completing career mode. There is far more science earned when heading towards The Mun and/or Minmus. As I said, if you need money, do those tourist contracts that have you take tourists suborbital and to low orbit. You'll have the money in no time. As for flying planes, the first trick is learning how to build a good one that's easy to fly. Yeah, when landing, you want to bring down your speed before touching down. Around 50 to 60 m/s is typically good for small planes, though a lot of people just put parachutes on the planes and for go the landing. If you check out the playlist link in the description of this video, you'll find detailed tutorials on all this stuff.
I'm confused by the science gathering part. Do i gather all the science, take it back to the pod, and transmit it? Then reset what can be reset? And measure again and gather again and transmit? I just loose so much science this way
The bars at the bottom tell you how much science you will get if you recover the data (green bar) or if you transmit (blue bar). You recover the data by bringing it back to Kerbin. If the experiment has a transmit penalty (the blue bar is less than the green bar) then you will never get as much science transmitting as you do recovering. This is also game that will drive you crazy if you try to 100% all the science. You are better off getting what you can, and moving on to a different mission. I have a couple of other videos that may help.
@@MikeAben Thank you so much! I'm sure i've been a pain in the ass with these questions:D (commented to at least 3 of your videos last weeks:D) But your videos do explan already a lot, even explained again in other videos in a quick recap, but its just so much sometimes, that i forget the simple things:D
There were only a handful of missions before this one that are all detailed in the previous videos. There's a link to the playlist in the description. There isn't really any grinding or min-maxing involved. There's plenty of science to get.
@@MikeAben The thing that confused me was where to place the maneuver node in relation to the Mun's position, but I ended up figuring it out :) love your tutorials, couldn't really play the game without them!
So I'm following your videos, and they aren't matching up anymore. There seems to be a ton of discrepancies with the delta v numbers. Your videos are great and informative, but as it stands right now, a lot of what you're showing here isn't accurate anymore.
Sorry, but this video is in KSP 1.12. That was the last major update to the game. Nothing has changed, so there is something else going on. If you can be more specific as to the problem, maybe I can help.
@@MikeAben I apologize mike I was in a bad mood and was easily frustrated trying to play Ksp. Your voice isn’t annoying at all and I’m sorry instead of handling my anger normally I hated on my favourite RUclipsr. I appreciate your content and your tutorials a lot. Good day
Up Next: Basic Rendezvous - ruclips.net/video/aWevPmvbLI8/видео.html
Mike, your tutorial style shows the skill of a well seasoned teacher.
Thanks. I went back and forth on the doing it wrong portion. The next video has a section like that too. We'll see what people think.
@@MikeAben become my teacher
@@MikeAben become my teacher
I learn so much more than in the game tutorials. Even better, they are not boring at all. You have my eternal thanks, especially for this one.
I completed this contract using your “Absolute Beginner’s Guide”, but this video will be also useful 😁
I like the free return idea, especially for a teaching video. I think it can be "easier" to just do a separate burn after your fly-by, but this is great for a tutorial because it really allows you to explore your tools.
I look forward to the future of this series, with rovers and space stations, and exploring the entire kerbol system. Full marks! Please do more! Sub earned.
Just want to say THANK YOU, and you absolutely have a talent for teaching! I learned a lot watching along and once I am in a better spot financially I would love to support your content in the future! I almost gave up on docking and now have a way better understanding of what is actually going on in each part of the rendezvous. I really can not say thank you enough man!
Thank you. Just... Thank you.
You bet.
Your channel is simply the best. Your enthusiasm is palpable, and your insights are very pertinent! I’m having a lot of trouble getting more science, and closing the same tier you just did in the beginning of this video. Your tips helped a lot - and of course, I’m learning about the Mun at the same time!
Keep on with the great work!
I've done around a dozen Mun missions, 8 landings, about the same for Minmus, I have rovers on both, I've done my Eve flyby as well, even completed a Sun orbit and return, all with the help of you and Matt, and only today did I learn about the extended burn timer details. I always thought it was a mod. It's not on by default. also didn't know about just entering your delta V in the maneuver panel.
One thing I do know though is you can push on the vectors as well as pull. This can come in handy if working with the visual node and it's at a camera angle that makes reaching the opposite vector difficult.
I haven't got around to my space plane tryouts yet either. I fell back into World of Warcraft full swing and haven't had a lot of time for KSP. Always have time for your vids though!
I also did not know about entering the delta v in the panel. I watched his original round of vids when I started playing KSP in 2019. They were dated due to being several years old and many updates since recording. These new ones are a great refresher since I'm getting back into it after about 9 months away.
I didn’t whatch the whole thing but u did save my life in figuring it out
Great video. Nice to see the use of passive separation fins. They can sure save damage on a rocket.
I believe I got that idea from you. 👍
Wow. This is the most educational video I've ever seen about KSP and it's only condensed in a little bit more than 30 minutes. Congratulations, dude.
I just bought ksp and I started watching your old tutorials from 3 years ago. Cool finding your channel
I hope they help.
Mike, many thanks for your job - glad to see people with passion! Best wishes!
This might be an old video, but bless you Mike!
I just discovered this game, and your videos have been so helpful. Your style is very entertaining and I can tell you really enjoy(ed) playing KSP.
Gonna get ready to try my Mun flyby now.
Cheers!
Thanks. Still playing by the way.
This is good stuff - Been playing for a long time but still picked up great hints
Best tutorial series ever, incredible teacher!
Thanks. Glad they're working for you.
Thank you for this video! The in game tutorials were enough for me with all the other rocket stuff but I was confused of the mun one.
I'm so glad you're still making these, the info in your videos is amazing, keep up the hard work man!
Thanks this helped alot. Your teaching style is just right for me😁
thank you for making manuever nodes easier to understand
Thank you so much! This video was super helpful :)
You're welcome.
I just started playing KSP and this video really helped me. Also thank you for going in depth with a lot of features.
Honestly best explainer videos out there. You should make videos about other stuff as well.
That would me learning about something else. :/
Can we just appreciate the engineers?
Really helpful thank you I only recently started playing every other tutorial is like 8 years old lol
Thank you so much for your videos! they are super helpful and interesting!
I'm high af but I understood all that! Amazing tutorial!
Im a bit late but i just wanted to say that pointing at a planet and flying to it would be an acctual world record
I would be very sorprised if u answer this, but for some reason I cant see my trayectory after my Muna escape point. (I can only see a orange line with the trayectory after my manouver, a violet line with my muna encounter and thats it) I dont know if its a settings thing o if I have to level up a facility 23:13
Try going into your settings and increasing the Conic Patch Limit. That should fix it.
Hi Mike! I really love your tutorial series and I have a question about this video. At 19:09 after setting the moon as a target, how did you figure out that the moon will be a sixth of the way around its orbit in the time it would take you to burn towards its orbital path. I've been trying to understand the specifics of how you figured out where to place the maneuver node to no avail.
I think I first worked this out through experience, but the reason isn't difficult to understand. It takes about a Kerbin day to get out to the Mun. The math to work this out isn't bad, but you can also see the time by creating a maneuver node that reaches the Mun's orbit and hovering over the resulting apoapsis. The game tells you how long it will take to get there. So, it takes a day to get there and the Mun takes 6 days to go around Kerbin, which means it'll travel a sixth of an orbit. You can look up the Mun's orbital period in map view, the Tracking Station, or the KSP wiki; or, once again, the math for it isn't bad.
By the way, the fraction is about the same for Minmus.
@@MikeAben Thanks for the detailed reply! I definitely understand it now.
Instead of using the fins on top of the boosters, just spin your rocket when separating. The centrifugal force will make sure the boosters don't crash into your rocket.
thank you, king!
This is probably a dumb question but on 21:23 how did you get the number 860?
Not a dumb question at all. It's the transfer delta-v to the Mun from the common dV maps. I talk about the dV map at 6:34.
When I encountered to Mun, my pathing was messed up, and sense I didn't do a flyby ever before this, I thought I was going to get slung into the sun's orbit. Now I wasn't slung into the sun's SoI (thank god), nor was my pathing messed up, It was just my inexperience of what a flyby looked like
Is it easier to do it at day versus night or when the mun is at a certain point relative to KSPC?
For a flyby, it doesn't matter.
27:33 The calculated burn at 50/50 thinks that u gonna burn 100% all the time with no throttle reduction so for those that do slow down the throttle alot before the end i suppose u could tweak that 50/50 numbers a little if u really want to. I have never changed them myself as i tend to burn 100% untill about 2-3m/sec left and then kill the throttle with X. After that do the more precise burn with Shift/Ctrl. Even if u wanna be precise i cant imagen it would be that usefull.
I think you may be right as to why it's there, but I don't see how it can be practically used. There's other useless technical stuff in the game too, like how it'll tell you what the longitude of the ascending node of your orbit is. Though I know exactly what this number means, I see absolutely no practical use of that information in game.
My rocket had a bit under 5,000 m/s delta-v but I figured it's probably fine. Returned with 2m/s delta-v left. TOTALLY PLANNED.
These tutorials are absolute Jebs. (**Jems)
The Soviet L1 program was going to use the Proton booster to put a crewed L1 capsule -- a Soyuz without an orbital module -- into a free return trajectory over the Moon. Thirteen uncrewed launches were made -- more than the entire Gemini program -- in an attempt to get the system to work. Of the thirteen launches, only one would have been survivable by any crew. Part of the reason Apollo 8 was launched so early was to beat L1 to the Moon. With Apollo 8's success, the project was dropped, although some of the L1 missions suceeded in flying tortoises, lizards, and insects to the Moon and back, the only experimental animals sent around the Moon.
Apollo also made use of free return trajectories for Apollos 8, 10, 11, and 12. In order to reach different landing zones, the later Apollos were put on nearly free return trajectories. So ironically, the first Apollo mission sent to the Moon not on a free return was Apollo 13, which might have benefitted from it.
Cool. Great info. Am I right in thinking that Apollo 13 was still on the "freeish" side of The Moon to minimize the burns necessary for a mission abort? Didn't know about the bugs and tortoises the Soviets sent around.
@@MikeAben Right, in fact, all the Apollo missions went into retrograde orbits around the Moon, in order to make the return to Earth as easy as possible.
The Soviets probably sent tortoises because they were most likely to survive reentry. There were a lot of issues with the L1, but the most intractable one was failures in the automatic orientation sensors, which led to reentry Gs pushing 25+, which is not generally considered survivable.
@@JohnWilliamNowak It's interesting. In game we take avionics pretty much for granted, but in reality it was a huge hurdle.
@@MikeAben Very much so. It's long been the contention of various cosmonauts (Leonov talked about this a lot) the L1 mission could have been flown by a human pilot.
On one mission, the automated system failed to find the sun.
This was quite confusing but understood most of it
I will try this. After i do it, i will edit this comment with the amount of tries/attemps it took me to do it.
I'm looking forward to it. Good luck.
Just perfect
I have been playing with this manouver node for a long time, but I can not get the periapsis close enough to kerbin or the mun. Can somebody tell me how to fix it?
Would you maybe adjust the percent of burn before the node on the extended burn indicator if you were completing a burn over multiple orbits? I have also wondered why it's adjustable.
Maybe, though I'm not sure how I would change it to accomplish that.
Thank you for a good tutorial..
How long did the flyby of the moon take in kerbin-time, asking because of having lifesupport mods..?
A trip to the Mun is about a day, so about 2 days for the whole thing. I would typically have double or triple that when I play with life support mods.
@@MikeAben thanks and totally agree on extra..
I love you men i really do !
Darn, I thought this was the free return trajectory, ala Apollo style....you can return to Kerbin with no burns at all. I recall from a video of yours I watched last year or 2, where you mentioned that you approach on the opposite side as you would a capture? And I believe you stated if you did this free return trajectory style approach, if you did attempt to capture, if would be less efficient that you normally do. Seeing that would be very cool. cheers.
I'm sorry, I'm not sure what you are referring to. This is an Apollo style free return trajectory. There were no extra burns.
The inefficiency with capturing into a retrograde orbit only comes with the landing. The capture and escape are the same as they would be in a prograde orbit.
@@MikeAben I believe he is referring to the comment you made during your mun flyby video, you stated that, in real life they approach the celestial body from the opposite side so that in the event the engines fail, it will still return the craft to earth
@@tinedleader4479 Yes, and that is true for what's done in this video too, even though I didn't mention Apollo specifically.
Not sure what i did wrong, followed all the steps and my rocket kept tipping over after launching.
This build modifying a previous vessel, so I don't go into much detail on some of it, especially the booster. I'm particularly thinking you may have missed the eight tailfins at the bottom of the booster. There are links to the previous build if you want to check it out.
How could I send you a DeltaV calculator i made a while back?
Where can I find that rocket you built? I might have missed it in the video, but it seems you started with a template, then edited it. Thank you!
It was built the previous video to this one, a tourist contract tutorials. You can find the link to it in the description under the more from section.
@@MikeAben Thank you! I enjoyed both videos, you definitely have a skill of teacher.
Something I can't seem to fix - When I build this rocket the first time it drifted to the north quite a lot which I just couldn't fix. Removing fins, boosters and adding them again lead to different results each time. Sometimes drift to the north, sometimes the rocket would rotate after launch and one time the SRB started to wiggle around at the bottom side, resulting in breaking of after the launch.
When that wiggling of the SRBs happened for example I couldn't fix that by moving the couplers or SRB's a bit higher or lower - only when I completely removed them and added them again in the same spot everything was ok again.
Is this just a typical quirk of the editor or is there something else I could do to prevent these seemingly random results?
It's not an atypical experience with low tier rockets. As you unlock better parts (bigger reaction wheels, struts, etc.) things get easier. You can try right clicking on a part and selecting autostrut to see if that helps.
@@MikeAben Thanks, will give that a try :)
Hey I can't find your video to orbit the Mun, have you made that yet? Also thanks this helped me
Yup, there's a couple. There's inserting into a polar orbit and a rendezvous about The Mun which requires getting an orbit. Just click on the playlist link in the description.
@@MikeAben alright
Very new to the game, so I might just be confused. I noticed when you adjust your thrust limiter, your thrust jumps from 3400 to 5046. I'm not using the same boosters for the space stages, but I'm not seeing that number jump editing the thrust limiter. Am I missing something?
Those numbers look like delta-v's. I suspect one is on vacuum while the other is at see level. If you could provide the time where you see this happening, I would know for sure.
@@MikeAben Sure! Starting at 8:51 you have a combined 3400 at the bottomr right hand corner. Once you get to 9:13 you jump to 5046.
@@gamedude309 Thanks, and yes, on the first the delta-v tool was set to sea level. On the second it was set to vacuum. Rocket engines are more efficient in vacuum, hence the difference in the calculation. It was nothing to do with the thrust setting.
@@MikeAben Ah ok that makes perfect sense, and now that I've clicked that I'm over 5k so im set. Thanks!
Trying to follow along on this one and I swear my rocket has the same amount of parts as yours but my orbiter has 1178m/s delta-v instead of 1195m/s like yours. Did something change in a patch? Or am I missing something here.
Nothings changed. Have you tried removing the monoprop from the capsule?
@@MikeAben Yup that was it. Oops!
@@travisellis9230 Do it all the time. I may not have mentioned it in the video either.
if you are willing to spend a little more dv you can get science from near to the mun as well
just throw yourself at the mun a little faster and you will have to get closer to do a free return traj.
i find that 50 kilometers is where near to the mun science starts so i would put myself at a ~30 kilometer perimune and spend 100 - 150 extra m/s of dv
I was considering that, but I felt the video was getting involved enough. A prograde burn at your closest approach to the Mun works well too.
I must make a point of working this into a future video.
How are you moving the NavBall from the center?
It's in the game settings.
@@MikeAben I figured that out on my own ... eventually ;-) You do a great job here, so well in fact I wonder how you find the time for a "real" job, unless Youtubing has become a lucrative career (?)
I've tutored college level math and science and you are a natural educator. Your final summary of important points is a very pro touch!
@@airplayn I'm a retired math teacher and treat this as a part time job.
I cant access maneuver nodes since i dont have enough money, i still need like 150,000 to unlock them, anyone know a quick way to get cash with beginner tech? (beginner tech as in all tech accesible without upgrading r&d building, i do also have both dlc's btw.)
I would advise doing tourist contracts for cash.
@@MikeAben Main problem is i am horrible at landing with planes….
@@MikeAben Is the trick with planes to lose alot of speed before you land?
@@Swagei Flying planes isn't necessary for completing career mode. There is far more science earned when heading towards The Mun and/or Minmus. As I said, if you need money, do those tourist contracts that have you take tourists suborbital and to low orbit. You'll have the money in no time.
As for flying planes, the first trick is learning how to build a good one that's easy to fly. Yeah, when landing, you want to bring down your speed before touching down. Around 50 to 60 m/s is typically good for small planes, though a lot of people just put parachutes on the planes and for go the landing.
If you check out the playlist link in the description of this video, you'll find detailed tutorials on all this stuff.
@@MikeAben Last thing, i got enough money now but the advanced orbital info thing aint showin up, i've upgraded both buildings and nothin, know why?
Uh, Every time I burn prograde, my time to apoapsis goes up rather than down. Can someone help me?
Reduce thrust, pitch down, or wait until you are closer to apoapsis.
I'm confused by the science gathering part. Do i gather all the science, take it back to the pod, and transmit it? Then reset what can be reset? And measure again and gather again and transmit? I just loose so much science this way
The bars at the bottom tell you how much science you will get if you recover the data (green bar) or if you transmit (blue bar). You recover the data by bringing it back to Kerbin. If the experiment has a transmit penalty (the blue bar is less than the green bar) then you will never get as much science transmitting as you do recovering.
This is also game that will drive you crazy if you try to 100% all the science. You are better off getting what you can, and moving on to a different mission.
I have a couple of other videos that may help.
This video goes through five early missions and itemizes the science that can be collected.
ruclips.net/video/OPWVIkky268/видео.html
@@MikeAben Thank you so much! I'm sure i've been a pain in the ass with these questions:D (commented to at least 3 of your videos last weeks:D) But your videos do explan already a lot, even explained again in other videos in a quick recap, but its just so much sometimes, that i forget the simple things:D
@@chubwheel No worries. The game doesn't really explain this stuff.
How did you get so much science at this stage of the game?
There were only a handful of missions before this one that are all detailed in the previous videos. There's a link to the playlist in the description. There isn't really any grinding or min-maxing involved. There's plenty of science to get.
Actually, this one video will help you out.
ruclips.net/video/OPWVIkky268/видео.html
Not helped to get mun flyby =(
for me maneuver node means mygyvering node
this game tends to be a bit too hard for me, even just getting into orbit takes me like 5 thousand DeltaV
Watch these tutorials and you will get there. They are splendid!
Just curious, are you an actual rocket scientist, or have real life experience with rockets? Or are you just an enthusiast like me?
Just any enthusiast when it comes to rockets, though I do have a math and physics background so the orbital mechanics stuff comes pretty naturally.
Every place that is not Terra (Earth) is in fact extraterrestrial so Kerbin is extraterrestrial
I'll work on my extrakerrestrial.
The part where you explain when to time your burn to reach the moon is very hard to understand and could be done better
Could you be more specific? What exactly are finding confusing?
Actually, I think I see, I made more confusing than in needed to be insisting upon a free return.
@@MikeAben The thing that confused me was where to place the maneuver node in relation to the Mun's position, but I ended up figuring it out :) love your tutorials, couldn't really play the game without them!
pov: u are showing this video to your friend because you are too lazy to explain everything by yourself
So I'm following your videos, and they aren't matching up anymore. There seems to be a ton of discrepancies with the delta v numbers. Your videos are great and informative, but as it stands right now, a lot of what you're showing here isn't accurate anymore.
Sorry, but this video is in KSP 1.12. That was the last major update to the game. Nothing has changed, so there is something else going on. If you can be more specific as to the problem, maybe I can help.
you are helpful but your voice is very annoying, you should change it with editiing.
I must have forgotten to hit the Morgan Freeman toggle.
@@MikeAben I apologize mike I was in a bad mood and was easily frustrated trying to play Ksp. Your voice isn’t annoying at all and I’m sorry instead of handling my anger normally I hated on my favourite RUclipsr. I appreciate your content and your tutorials a lot. Good day
@@jackturner3867 No worries. My reply was sparky too.
Love his voice lolol I see you apologized, good!