Hey guys! I'm working on making a portable synth, if that sounds interesting to you, check out my Kickstarter!: www.kickstarter.com/projects/reidcaptain/mixisynth
If things are not working on your rocket, what should you do? a) Fix the issue at hand b) Inspect the rocket for any intersecting parts c) m o r e b o o s t e r s
Why is nobody talking about the fact that the Launch Escape Tower part has 5 thrusters: 4 pointing up and one pointing to the side. the one on the very top (so it has a lot of torque) it is intended design for the escape tower to pull the pod up and away from the rocket but also off to one side so as to minimize the chances of the rocket colliding with the pod that's why you got the rotations that's why your last stage always veered to one side
If all you are going for is height, you might have eeked out a bit more performance if you you waited to light your upper stages until your speed dropped below supersonic. You could have coasted a bit higher with the last few stages and kept your speed low enough that you weren't exacerbating the aerodynamic drag. Light a stage, coast up as high as it will get you, then light the next. It wouldn't be as glorious as a burning death bullet, but might have been a tiny bit more efficient since mach 2+ under 20k meters is a recipe for drag loss and burning glory ;)
Lower the throttle on the LES (not possible irl but in kerbal you can) to reduce drag losses from going too fast in a thick atmosphere (you can leave the upper stages at full throttle because that reduces gravity losses. And try to make it as taper from top to bottom and as thin as possible to reduce drag
True dat, usually you don't want to exceed mach 1 below 10,000m because of how high the drag is, and 20,000m is basically vacuum wrt to engine efficiency
A bit of advice, all of your designs turn because the LES is built to turn so it can wrench the command pod off the ship. If you look at it you can see a thruster on only one side.
@@ReidCaptain the reason for the escape tower tilting is because it has 4 central boosters and 1 tilt booster built to pull the capsule away from the rocket
The escape rocket system is designed to go off to the side for a reason. You want to get the crew capsule out of the path of booster you are escaping from as quickly as possible.
Reid Captain: "So you can see, this part is making my rocket immediately disintegrate upon launch, so I wanted to see if adding more of that part would fix that" Lore accurate Kerbal Engineering
I think you kept running into an aerodynamics bug with your probe core stage, which is why you were losing speed so quickly Also, the batteries probably weren’t doing much other than weigh you down (except for the ones powering the probe)
@@ReidCaptain The batteries definitely helped you keep your momentum through the atmosphere, but I'm not sure how many is too many though. You'd have to test that. I also don't think you were losing a lot of speed from any bugs, I think it was mostly just that air resistance is exponential with speed. As a rule of thumb, when you start to see the white air effects around your craft, you usually don't want to go much faster (ignoring spaceplanes because of lift and some spaceplane engines working better at higher speeds.) KSP's aerodynamics aren't very accurate though so sometimes your optimal speed can change unintuitively.
@@ReidCaptain try putting upside down nose cones on the bottom of some of the center stages. Unoccupied nodes cause drag, so putting nose cones will reduce your drag coefficient at the cost of increased mass. The reduced drag at the bottom might cause instability though, causing the craft to flip. But definitely something to try.
It seems like you're loosing out on a lot of ∆v due to atmospheric efficiency early on. Essentially you're going to fast through the thick parts of the atmosphere. When you see the air effects start getting really heavy - or even turning orange - that's you going to fast. Coast higher and a more controlled speed. Firing off more stages later on will get you higher up with the same amount of rocket!
"Oh dear, it appears our space base is about to explode! get in the escape pod!" "But sir, we're on the ground, what's that gonna do for us?" the escape pod:
This is one of the most genuinely Kerbal videos ever. You sound so serious and curious as you proceed to try and solve every problem with more boosters.
As someone who's spent way too much time trying to optimize for drag in KSP, I have one suggestion: put nose cones on the back end of those LES's. It'll reduce your drag tremendously.
@@nikkiofthevalley Drag works on both sides of an object, both in KSP and in the real world. A flat plate being pushed through the air compresses the air in front of it, and also creates an area of low pressure behind it. The high pressure in front and the low pressure in back both resist the forward motion.
15:10 I had just had the same thing happen to me with the used stage, that survived falling from orbit onto the polar shelf, staying 100% intact... until it bounced off and was broken in half. But hey, the engine survived!
I second this. Couldn't get into the game the first time, but after I went back and actually learned the game, I ended up dumping over 1000 hours in it.
You should try placing nose cones on the underside of the boosters, that flat surface creates a lot of drag. And for the bending you can use autostrut instead of placing struts manually
All the unoccupied bottom nodes on the launch escape systems and the probe core are causing aerodynamic drag. I'd try putting upside down nosecones on the bottom, at least for the center stages.
Technically an escape pod is a crewed compartment. The rocket mount that is part of the same escape system is commonly referred to as the escape 'tower.'
6:38 That's the problem with going super light, It's got hardly any momentum. So it slows down really fast once it runs out of thrust due to air resistance and gravity.
it's not JUST ad more boosters. you also need to reduce maximum thrust. there is this thing called max Q (maximum dynamic pressure) you are basicly supposed to hold back full throttle untill you are through the thick bit of the atmosphere.
You did it wrong, because you lost way too much delta v to drag. The final few stages should have had a lower thrust limiter set, and/or you could just wait more between the stages - you should usually aim to avoid seeing orange air drag in the second and even third layers of the atmosphere, and avoid seeing white drag (keep it to 200-300 m/s) in the first layer of atmosphere (below 10 000 meters). Could probably make it to 80-100k height if you'd do that
I would just like to say that at 6:44 problem with the main capital getting hit by the Rockets were caused by the thruster boosting them in words instead of out words
The reason your crafts kept spinning is bc the LES has a motor that fires to the side for some reason, most likely to help it move away from debris, but it messed with your craft's thrust
I was expecting the missile that came crashing down (cause that's obviously what it was) to just clip into the ground. Or explode. Then it just went *donk!* and was... anticlimactic. Thanks for the video!
I found waiting and/or setting the thrust limiter to less than 100% generally hurt performance a lot. Although the final two designs did keep the speed low for a long time, so I guess having a rocket built for that was the way to go after all
Hey guys! I'm working on making a portable synth, if that sounds interesting to you, check out my Kickstarter!: www.kickstarter.com/projects/reidcaptain/mixisynth
If things are not working on your rocket, what should you do?
a) Fix the issue at hand
b) Inspect the rocket for any intersecting parts
c) m o r e b o o s t e r s
d) M O R E B O O S T E R S
D) cheat codes
E) rage quit
D) *E V E N M O R E B O O S T E R S*
we know
If you don't plan on coming back, isn't every rocket an escape pod.
deep thoughts, bro
Damn that fucking deep
It’s not that deep lmfao
@@TheSavageProdigy it is if it goes to D E E P space
@@TheSavageProdigy You lack culture then, such a deep beloved cherished statement must be acknowledged
Judging by that ending... that wasn't a spaceship. That was a *bullet*. Man was trying to shoot the planet.
Hes is ammunition,he is bullet,he is d e a t h
I have created SPACE GUN
The 9000 mm bullet
Neo-Paris Gun
Ballistic escape pod
imagine this rocket malfunctioning, what are you going to do? use more launch escape systems?
yes, the answer is yes.
Yes
Yes
The entirety of the rocket is a fucking malfunction
@@nmspy OMG you're right
It can be said about most ksp rockets really@@mariasirona1622
Why is nobody talking about the fact that the Launch Escape Tower part has 5 thrusters: 4 pointing up and one pointing to the side. the one on the very top (so it has a lot of torque)
it is intended design for the escape tower to pull the pod up and away from the rocket but also off to one side so as to minimize the chances of the rocket colliding with the pod
that's why you got the rotations
that's why your last stage always veered to one side
Yeah, all that work to fundamentally misunderstand what was happening
same, I was all but screaming at the screen "pair or triple them up and make sure the side nozzles thrust towards one another"
@@recurvestickerdragon I was doing that and also screaming "WHY THE HELL ARE YOU STARTING THE NEXT STAGE IMMEDIATELY? IT LOSES HEIGHT!"
Yeah this guy is kind of a numbskull 🫤
If all you are going for is height, you might have eeked out a bit more performance if you you waited to light your upper stages until your speed dropped below supersonic. You could have coasted a bit higher with the last few stages and kept your speed low enough that you weren't exacerbating the aerodynamic drag. Light a stage, coast up as high as it will get you, then light the next. It wouldn't be as glorious as a burning death bullet, but might have been a tiny bit more efficient since mach 2+ under 20k meters is a recipe for drag loss and burning glory ;)
Bro is speaking science💀
I was thinking the same thing
I did something similar in Learn To Fly 3.
7:02 “holding up well” my guy that is a flying spiderweb
reid is basically the king of understatements
Lower the throttle on the LES (not possible irl but in kerbal you can) to reduce drag losses from going too fast in a thick atmosphere (you can leave the upper stages at full throttle because that reduces gravity losses. And try to make it as taper from top to bottom and as thin as possible to reduce drag
True dat, usually you don't want to exceed mach 1 below 10,000m because of how high the drag is, and 20,000m is basically vacuum wrt to engine efficiency
Dude was running face first into Max Q
It’s possible in IRL the same as Kerbal
Thank you man 👍
Ah, the tried and true "more boosters"
dont touch it if it works
also, how did u comment 2 days before the vid was even made?
That profile pic is really familiar, are you in the official besiege discord?
@@АлександрЗавгородний-й6л patrons or something probably get early access
@@bacon.cheesecake I was at some point, yeah. Kinda lost interest in the game over time though.
A bit of advice, all of your designs turn because the LES is built to turn so it can wrench the command pod off the ship. If you look at it you can see a thruster on only one side.
Fixing the staging on that thing must have been a nightmare
Yep, it was really bad. I found good ways to keep track of what was going on but if I ever needed to change something it was pain
@@ReidCaptain did you have to cry yourself to sleep while trying to make it
@@raiden5181 Probably
@@ReidCaptain the reason for the escape tower tilting is because it has 4 central boosters and 1 tilt booster built to pull the capsule away from the rocket
The escape rocket system is designed to go off to the side for a reason. You want to get the crew capsule out of the path of booster you are escaping from as quickly as possible.
I'm amazed at your ability to make the most insane crafts that work while also apparently not knowing any functions of this game
So true. Reid fr went to every moon in the game but does not have eyes and cannot see the parts.
he knows more then me I didn’t even know how to copy and paste or turn on autostrut
Oh, the launch escape system blocks falls too! I only knew about the magnetometer boom. Though that still breaks on landing, so bring an engineer.
I’m pretty sure flags blocks falls aswell, pretty weird stuff
I blocked fall damage from orbit by a swivel engine, idk how it happened.
@@dimanyak373it's litho breacking
I know these troubles, but it's fun to make it to space anyway :D
If it weren't for lag I feel like the glorious BOOSTER SEMICIRCLE would be a solution
Reid Captain: "So you can see, this part is making my rocket immediately disintegrate upon launch, so I wanted to see if adding more of that part would fix that"
Lore accurate Kerbal Engineering
I think you kept running into an aerodynamics bug with your probe core stage, which is why you were losing speed so quickly
Also, the batteries probably weren’t doing much other than weigh you down (except for the ones powering the probe)
They seemed to help a little, but yeah the aerodynamics issues were the bigger factor for sure
@@ReidCaptain The batteries definitely helped you keep your momentum through the atmosphere, but I'm not sure how many is too many though. You'd have to test that.
I also don't think you were losing a lot of speed from any bugs, I think it was mostly just that air resistance is exponential with speed. As a rule of thumb, when you start to see the white air effects around your craft, you usually don't want to go much faster (ignoring spaceplanes because of lift and some spaceplane engines working better at higher speeds.) KSP's aerodynamics aren't very accurate though so sometimes your optimal speed can change unintuitively.
@@ReidCaptain try putting upside down nose cones on the bottom of some of the center stages. Unoccupied nodes cause drag, so putting nose cones will reduce your drag coefficient at the cost of increased mass. The reduced drag at the bottom might cause instability though, causing the craft to flip. But definitely something to try.
This man takes M O R E B O O S T E R S to a whole new level
Summary of video:
Unstable rocket. Add fins. Not high enough. More rockets. Unstable rocket. New design. Repeat until success.
0:53 they are bringing back lawn darts yay
It seems like you're loosing out on a lot of ∆v due to atmospheric efficiency early on. Essentially you're going to fast through the thick parts of the atmosphere. When you see the air effects start getting really heavy - or even turning orange - that's you going to fast. Coast higher and a more controlled speed. Firing off more stages later on will get you higher up with the same amount of rocket!
Losing
Normal people:
-normal rocket
-inspect problems
-have fun
Reid Captain:
-*M O A R R O C K E T S*
-*M O A R R O C K E T S*
-MOAR FUN
keep the ksp content coming i hope you do ksp 2 when it comes out
When it eventually comes out I will be doing a lot of videos on it!
"Oh dear, it appears our space base is about to explode! get in the escape pod!"
"But sir, we're on the ground, what's that gonna do for us?"
the escape pod:
This is one of the most genuinely Kerbal videos ever. You sound so serious and curious as you proceed to try and solve every problem with more boosters.
"breaking news!!!!!!!!!!!!!"
"Rocket resembling elaborate semiarachnid sky creature terrifies locals"
As someone who's spent way too much time trying to optimize for drag in KSP, I have one suggestion: put nose cones on the back end of those LES's. It'll reduce your drag tremendously.
.... That doesn't even make any sense. Isn't it only exposed nodes that are facing the airstream that matter?
@@nikkiofthevalley Drag works on both sides of an object, both in KSP and in the real world. A flat plate being pushed through the air compresses the air in front of it, and also creates an area of low pressure behind it. The high pressure in front and the low pressure in back both resist the forward motion.
@@zolotiyeruki Oh. Yeah, that makes sense.
3:38 second design
5:14 thrid design
10:08 fifth design
Reid, the kerbal god, graciously spared any Kerbals from flight in this project
They can't keep getting away with this
Mf kerbals in the probe core
You made a rocket powered lawn dart
15:10 I had just had the same thing happen to me with the used stage, that survived falling from orbit onto the polar shelf, staying 100% intact... until it bounced off and was broken in half. But hey, the engine survived!
if you ever get bored of KSP, i recommend a game under the name of "From the depths".
I've tried it before, I never really got into it though
@@ReidCaptain oh, ok, but imo you should give it a go again, just my thought
@@ReidCaptain it has a really big learning spike but the things you can do in that game is insane.
@@markiplieristhebestpizzato2743 what is that username!?!😂😂
I second this. Couldn't get into the game the first time, but after I went back and actually learned the game, I ended up dumping over 1000 hours in it.
You should try placing nose cones on the underside of the boosters, that flat surface creates a lot of drag. And for the bending you can use autostrut instead of placing struts manually
If you press F12 in flight, you can access an 'aerodynamics' view to see where all your drag (and lift) is coming from.
If that landing wasn't just a fluke, you could build some nice drop-pods with this part
All the unoccupied bottom nodes on the launch escape systems and the probe core are causing aerodynamic drag. I'd try putting upside down nosecones on the bottom, at least for the center stages.
I love how the first thing he did was place an item that wasn't an escape pod XD
nice pfp
Escape Pods= pods that let you escape from Kerbin
An escape capsule is designed to fly at an angle to get as far away from the exploding rocket as possible
Technically an escape pod is a crewed compartment. The rocket mount that is part of the same escape system is commonly referred to as the escape 'tower.'
I love how you fight the motor thats SUPPOSED TO CLEAR YOU FROM THE ROCKET
aka Move you to the side
If you keep your speed below 300 in the atmosphere that’s usually more efficient. Hitting 1000 is really killing your efficiency
one might say he was trying to escape the planet
heok - goofy 20AD at the first supper
5:36 It turned into German rocket for a second
uh oh
Bro is reaching NASA level of engineering
launch escape systems are simply unbreakable
I suspect Orbit probably would be possible, with this design, with fully optimized burn rates, attitude plan and staging.
If you want to keep alignment with the final stage, use a reaction wheel on it
[Bonus Objective Completed] - Get to space using escape rockets, AND come back to kerbin intact.
the safest space ship design ever!
I'm sure the guy who came out with the idea of the Escape launch system agrees its made for that use
6:38 That's the problem with going super light, It's got hardly any momentum. So it slows down really fast once it runs out of thrust due to air resistance and gravity.
it looks like launch escape systems might be the new indestructible landing legs
Apparently, I have no idea how it survived
Adding more rockets is like adding more lanes, which neither solves the root issue... lol
The production quality has only gone up on these videos!
This is 100% a toilet idea. You can't "what if" something like this anywhere else in this world except on top of the can.
you're only 600 hours in and you're already doing insane things, yet here I am, still trying to do an Interplanetary flyby mission to Duna
2:00 it really does
I was given THREE 15 second unskippable ads.
Damnith RUclips
"What does it need?
*MORE POWER!"*
Tim "Tim 'The Tool Man' Taylor" Allan
Sir you have the most kerbal mindset possible
MORE BOOSTERS!
5:04 when your rocket betrays and kills you
Good optimism. Lets try to get to the mun next!
it's not JUST ad more boosters. you also need to reduce maximum thrust. there is this thing called max Q (maximum dynamic pressure)
you are basicly supposed to hold back full throttle untill you are through the thick bit of the atmosphere.
Is this how billionaires play darts in their free time?
You did it wrong, because you lost way too much delta v to drag. The final few stages should have had a lower thrust limiter set, and/or you could just wait more between the stages - you should usually aim to avoid seeing orange air drag in the second and even third layers of the atmosphere, and avoid seeing white drag (keep it to 200-300 m/s) in the first layer of atmosphere (below 10 000 meters). Could probably make it to 80-100k height if you'd do that
mans made the Odin Defense System, yeeting rods from space to the ground
The pointed tip make it stick to the ground instead of bouncing away that is why it survives
New strat?
"There's too much space junk" - ...and I took that personally
I love your videos keep up the good work man!!
That last part was hilarious!
The way one of the designs had the rockets fold and point into the top stage wad big "trust no one" energy
A bit nitpicky but a launch escape tower is not an escape pod. It doesn't hold crew inside of it. It just wrenches the crew pod away.
Reid captain be like "Rocket not working? Fins go brrrrrr"
use explosions to get a Kerbel to space
Oof, three minutes in and the Kraken attacks are just escalating further and further..
I would just like to say that at 6:44 problem with the main capital getting hit by the Rockets were caused by the thruster boosting them in words instead of out words
My dream is that one day, when he does one of these videos, he attempts one of these challenges one time and it works perfectly.
5:03 bro that rocket self destructed itself :skull:
If NileRed made KSP videos
i can't wait ksp2 to watch you adding "more boosters" xD
I would love to see you play Space Engineers sometime!
This video is just "How to summon and then promptly piss off the kraken"
Reid captain is like Walmart nasa
Idea: make an engine in lethal space program
To orbit could be done by carefully and exploitively clipping the LESs into fairings to effectively eliminate drag.
The reason your crafts kept spinning is bc the LES has a motor that fires to the side for some reason, most likely to help it move away from debris, but it messed with your craft's thrust
Robbaz here playing more lethal space program
Hmm, interesting idéa. I'm gonna try this myself
This is exactly what I wanted.
alright now i wanna see stratzen do it
Congrats on seeing the first thumbnail it was magnificent 😅
Tbh, escape POD is something different from what you've used (escape LAUNCH SYSTEM).
I was expecting the missile that came crashing down (cause that's obviously what it was) to just clip into the ground. Or explode. Then it just went *donk!* and was... anticlimactic.
Thanks for the video!
if nasa had the budget of the army:
You should wait a bit in between stages. You lose a lot of speed due to the aerodynamic pressure of the atmosphere
I found waiting and/or setting the thrust limiter to less than 100% generally hurt performance a lot. Although the final two designs did keep the speed low for a long time, so I guess having a rocket built for that was the way to go after all
This video is like if Nile Red sniffed paint and played KSP
This is like if the Soviet rocket program was powered entirely by XKCD strips and drinking paint thinner.