Mike Aben and "City Planner Plays" are the only two youtubers I know, who make me realize you can "just play a game", or you can create a narrative, a beautiful plan and take great joy in executing it perfectly, while explaining it in such a peaceful and dedicated manner. I've learned a lot from the heavy math videos, but I'm so charmed by the story-telling this channel attempts to give to KSP. Really hope that KSP2 allows the algorithm to notice you, Mike. You've been earning it for years.
"The station must be fully assembled when launched" only applies to the requirements on that paragraph. So, in your case your station launch has to have the Antenna, Docking Port, and power generation in a single launch. You can't have any of those components added on a separate launch vehicle (additional components are fine)
Hey Mike. There's a way to Asparagus Stage your rocket without the drag producing fuel lines. Click enable crossfeed on the decouplers, then set your flow priority how you had it. Then, right click the fuel tanks and watch for it to empty. When empty, the engine won't shut off on its own like using the fuel lines, so just stage it and it will turn off and fall away. I use this for larger builds where I'm trying to reduce as much drag as possible but it's too big to fit in even the 3.5m fairing. It's also a way to Asparagus Stage before gettung the fuel lines.
@@ismaelyu5 Actually, it was the Twin Boars that caused the problem. When you connect just straight tanks, it usually isn't an issue. That was fine. It gave me a chance to talk about it.
@@nicewhenearnedrudemostlyel489 the drag thing I was hust repeating what I heard I think VAOS or Matt Lowne saying, and in a career mode moneycis also a factor. Also you can do it for fun.
You can even crossfeed a liquid fuel though a solid booster with the decupler on enable crossfeed, althogh it is a bid difficult to time the solid and liquid fuel consumtion correctly
Without Mike Aben as my guide, I would have never of been able to get into orbit in KSP for the first time, which would lead into hundreds of other launches where I still somehow manage to forget a solar panel.
Honestly ever since figuring out I can use the custom groups to group together basically a "checklist" of parts I will need in flight, it's made building my craft waaaayyy easier. Like to the point where sometimes now I feel like I missed something but I know I used my checklist to go through all the parts I needed so I trust myself that I don't need anything else and it works out!
I'm in much the same boat. But even after that I keep coming back to these videos whenever I need a back to basics reminder to keep my upper stages lighter. And stop trying to get into orbit with one giant booster instead of multiple boosters of varying sizes.
Man you are seriously great at making these videos! I've been playing since before there was a Mun, but I've still learned so much watching your content over the past month or so. You play the game in a calculated way that I've started striving for myself. I was about to ask if you're an educator by trade, and then I saw your Patreon bio! 😄
I picked up the task for building a station around mun with space for 20 kerbals, need 3 pilots, 6k delta V, and 11k electrical. I launched an 8k delta V empty tank into LKO, and planned on filling it over multiple launches. I like your way better!
My understanding is that it applies only to THAT bullet point. You need to have a docking port, antenna, and power generation on one single module; the other requirements can be met with separate modules. E.g. if you stick an antenna in cargo and have an engineer put it on after launch, it would fail to trigger completion of that bullet point. Haven't tested, but that would be my assumption.
the only "nuclear" engine I'm aware of in stock ksp is the ion - which uses electricity and Xenon, not liquid fuel. Also, you could have emptied the tank, and fueled it in orbit before transitioning to Munar orbit, which would make the initial phase easier (but it would have required an extra mission or 3). Also, RCS is just about REQUIRED with larger vehicles, especially for precision control, and rotation. Saves battery, and reduces the reaction wheels necessary. 19:02 - this is not true asparagus staging. Asparagus staging is when you have multiple stages, say boosters, around your main launcher/orbit stage, and as you ascend you eject them as they're used up, but not all at once. With your current setup this is still the standard, or Onion, staging - in which all radially attached useless weight is jettisoned at the same time. If you had 4 of these, and the next 2 were pumping into the first 2 boosters, with the first 2 boosters pumping into the central launch vehicle, and you were only jettisoning pairs of boosters (since we want to keep things balanced, or bad things can happen), that would be asparagus staging. see - wiki.kerbalspaceprogram.com/wiki/Asparagus_staging I'd have linked a nasa article too, but they don't appear to have one, after going 5 pages deep in my search engine. 22:20 - this is now Asparagus staging, lol. Kinda funny that you did exactly what I explained, which I thought you might. My main point was, it probably should have been explained at this point, rather than when it was still Onion staging. It should also be noted - Asparagus staging is less efficient than onion staging if you have more powerful engines available to change to, due to various updates to KSP from the early days which made things such as drag more realistic (this is referenced in the wiki link I posted). Also, when attaching anything radially that will be jettisoned, you want the separators to be just slightly above CoM, so they eject without trying to push into your vessel, but you don't show this, nor do you mention it. In regards to this, you also want to be inside your prograde marker on staging, as if you're not your jettisoned stages will be highly more likely to end your mission early. I.E. no last second pre-stage adjustments if they're going outside the prograde circle. You are 100% correct on ditching the heavier stages first. Just thought you should know. I've been enjoying your content so far, I know this vid's a year old so sorry for the late criticism, but hopefully you see it and take it into account in the future.
The "must be fully assembled clause" prevents you from using the orbital construction feature. I once added solar panels in orbit and the contract didn't complete 😢.
This does not work for me, why? I tried asparagus staging but it lowers fuel levels almost randomly and using that decoupler the engines are constantly gyrating messing up my stability. What am I doing wrong?
Not daft at all. The maker of the map is trying to help out with communications. It's telling you that with a level 1 Tracking Station, you need 1 Communitron 16 antenna. After that, you don't need any at all.
The video after this one adds on the next module and so gets into it a bit. Did you put RCS blocks on the fuel module itself? Other than that, more reaction wheels and struts across any wobbly connections should do the trick.
Contracts can get borked. If you are on a PC, Alt-F12 brings up the console menu where, under is the contracts tab, you can mark contracts as successful.
Ok so I (not for a contract, but for science points) have an I think 2,000 ton ship that I need to get into space. It is mostly fuel tank with a ton of nuclear engines. The purpose of this ship is a tug for up to a class D asteroid, which it shouldn't have a problem getting from LKO to Jool. My problem is my rocket I use to launch mega ships that will stay in space permanently isn't good enough. My current theory for how to get around this that I have not tested yet is to take it, and strap 3 more of it to its sides.
The video is still there in 1080p, but I see it as HD Premium. Don't know why. The video is still there in 1080p, but I see it as HD Premium. Don't know why. The video is still there in 1080p, but I see it as HD Premium. Don't know why.
Up Next: How to Build a Mun Station - ruclips.net/video/NBG2C047IvE/видео.html
Mike Aben and "City Planner Plays" are the only two youtubers I know, who make me realize you can "just play a game", or you can create a narrative, a beautiful plan and take great joy in executing it perfectly, while explaining it in such a peaceful and dedicated manner.
I've learned a lot from the heavy math videos, but I'm so charmed by the story-telling this channel attempts to give to KSP.
Really hope that KSP2 allows the algorithm to notice you, Mike. You've been earning it for years.
Thank you so much, Al. It means a lot.
Bro I literally watch both mike and city planner plays lol
Oh my god this is exactly what I thought, and they sound the same too. They are literally the same person
"The station must be fully assembled when launched" only applies to the requirements on that paragraph.
So, in your case your station launch has to have the Antenna, Docking Port, and power generation in a single launch.
You can't have any of those components added on a separate launch vehicle (additional components are fine)
Thanks. That came up in the chat too. I'll draw attention to it in the next video.
Oooh thats why mine wasint working
Hey Mike. There's a way to Asparagus Stage your rocket without the drag producing fuel lines. Click enable crossfeed on the decouplers, then set your flow priority how you had it. Then, right click the fuel tanks and watch for it to empty. When empty, the engine won't shut off on its own like using the fuel lines, so just stage it and it will turn off and fall away. I use this for larger builds where I'm trying to reduce as much drag as possible but it's too big to fit in even the 3.5m fairing. It's also a way to Asparagus Stage before gettung the fuel lines.
This is mentioned in a tip note in the video, but I didn't want to go more into in this video. Maybe in the future.
Using the separators as fuel lines seems also to help the game organize the fuel priority. At least I never had to change it while using it that way
@@ismaelyu5 Actually, it was the Twin Boars that caused the problem. When you connect just straight tanks, it usually isn't an issue. That was fine. It gave me a chance to talk about it.
@@nicewhenearnedrudemostlyel489 the drag thing I was hust repeating what I heard I think VAOS or Matt Lowne saying, and in a career mode moneycis also a factor. Also you can do it for fun.
You can even crossfeed a liquid fuel though a solid booster with the decupler on enable crossfeed, althogh it is a bid difficult to time the solid and liquid fuel consumtion correctly
Can't wait to see what you'll be teaching us in KSP2
You and me both!
Never stop doing these play tutorials, please. You are the absolute best KSP RUclipsr of all time, one day you will get the recognition you deserve.
Without Mike Aben as my guide, I would have never of been able to get into orbit in KSP for the first time, which would lead into hundreds of other launches where I still somehow manage to forget a solar panel.
Hahah yeh I'm the same. With Mike it just made sense more than others, ob8ter and Matt lowne being the only other ones that were useful.
Honestly ever since figuring out I can use the custom groups to group together basically a "checklist" of parts I will need in flight, it's made building my craft waaaayyy easier. Like to the point where sometimes now I feel like I missed something but I know I used my checklist to go through all the parts I needed so I trust myself that I don't need anything else and it works out!
I'm in much the same boat. But even after that I keep coming back to these videos whenever I need a back to basics reminder to keep my upper stages lighter. And stop trying to get into orbit with one giant booster instead of multiple boosters of varying sizes.
Man you are seriously great at making these videos! I've been playing since before there was a Mun, but I've still learned so much watching your content over the past month or so. You play the game in a calculated way that I've started striving for myself.
I was about to ask if you're an educator by trade, and then I saw your Patreon bio! 😄
I picked up the task for building a station around mun with space for 20 kerbals, need 3 pilots, 6k delta V, and 11k electrical. I launched an 8k delta V empty tank into LKO, and planned on filling it over multiple launches. I like your way better!
I learned so much from your videos. Thanks for your help! These "Contract Tutorials" are great!
You spared no expense on this bad boy lol🎉🎉🎉
Hey man, I don’t understand half of what you’re saying but I sure do appreciate your videos 😂
Thank ... I think.
My understanding is that it applies only to THAT bullet point. You need to have a docking port, antenna, and power generation on one single module; the other requirements can be met with separate modules. E.g. if you stick an antenna in cargo and have an engineer put it on after launch, it would fail to trigger completion of that bullet point. Haven't tested, but that would be my assumption.
I feel like this video (and the rest of your videos) should have a lot more likes.. Excellent video, sir!
the only "nuclear" engine I'm aware of in stock ksp is the ion - which uses electricity and Xenon, not liquid fuel. Also, you could have emptied the tank, and fueled it in orbit before transitioning to Munar orbit, which would make the initial phase easier (but it would have required an extra mission or 3). Also, RCS is just about REQUIRED with larger vehicles, especially for precision control, and rotation. Saves battery, and reduces the reaction wheels necessary.
19:02 - this is not true asparagus staging. Asparagus staging is when you have multiple stages, say boosters, around your main launcher/orbit stage, and as you ascend you eject them as they're used up, but not all at once. With your current setup this is still the standard, or Onion, staging - in which all radially attached useless weight is jettisoned at the same time. If you had 4 of these, and the next 2 were pumping into the first 2 boosters, with the first 2 boosters pumping into the central launch vehicle, and you were only jettisoning pairs of boosters (since we want to keep things balanced, or bad things can happen), that would be asparagus staging. see - wiki.kerbalspaceprogram.com/wiki/Asparagus_staging I'd have linked a nasa article too, but they don't appear to have one, after going 5 pages deep in my search engine.
22:20 - this is now Asparagus staging, lol. Kinda funny that you did exactly what I explained, which I thought you might. My main point was, it probably should have been explained at this point, rather than when it was still Onion staging. It should also be noted - Asparagus staging is less efficient than onion staging if you have more powerful engines available to change to, due to various updates to KSP from the early days which made things such as drag more realistic (this is referenced in the wiki link I posted).
Also, when attaching anything radially that will be jettisoned, you want the separators to be just slightly above CoM, so they eject without trying to push into your vessel, but you don't show this, nor do you mention it. In regards to this, you also want to be inside your prograde marker on staging, as if you're not your jettisoned stages will be highly more likely to end your mission early. I.E. no last second pre-stage adjustments if they're going outside the prograde circle. You are 100% correct on ditching the heavier stages first.
Just thought you should know. I've been enjoying your content so far, I know this vid's a year old so sorry for the late criticism, but hopefully you see it and take it into account in the future.
The "must be fully assembled clause" prevents you from using the orbital construction feature. I once added solar panels in orbit and the contract didn't complete 😢.
Super useful video as always. Well done sir.
i cant wait till the next addition to the playlist ive rebuild i think all rockets didnt send some tho due to waiting for more info
This does not work for me, why? I tried asparagus staging but it lowers fuel levels almost randomly and using that decoupler the engines are constantly gyrating messing up my stability.
What am I doing wrong?
Sorry if this is a daft question, but next to Mun on the delta v map, what do "L1C1", "L2C0" and "L3C0" mean?
Not daft at all. The maker of the map is trying to help out with communications. It's telling you that with a level 1 Tracking Station, you need 1 Communitron 16 antenna. After that, you don't need any at all.
Why is this only available in 360p?
Weird, RUclips's done something to it.
Weird, RUclips's done something to it.
Weird, RUclips's done something to it.
For the ALGORITHM!
Way to make a thumbnail with room for interpretation
Gotta get clicks somehow. 🙃
@@MikeAben It definitely worked on me
Hey mike, can you make a video on how to dock and maneuver larger craft. The tug I have built for this fuel module is hard to handle
The video after this one adds on the next module and so gets into it a bit. Did you put RCS blocks on the fuel module itself? Other than that, more reaction wheels and struts across any wobbly connections should do the trick.
@@MikeAben No RCS on Module.
I just did what you did i got the rocket assembled and around the moon but it didn’t work because i didn’t launch it in one go😢
Contracts can get borked. If you are on a PC, Alt-F12 brings up the console menu where, under is the contracts tab, you can mark contracts as successful.
Another great video but as usual I must have made a mistake somewhere as my total delta V at sea level is only 4241!
The 5000 m/s I mention is a vacuum delta-v. I very rarely use the sea level or altitude setting when looking at dV.
@@MikeAben My dV in vacuum is 4580
@@mikegibson1100 Okay. Look over the staging and fuel flow carefully. It's easy for that to get messed up in this build.
@@MikeAben Fixed it. When I built the fuel tank stage, I picked 3 x Rockomax X200-16's instead of X200-8's!!!!! Thanks again Mike for wonderful videos
@@mikegibson1100 Glad you found the problem.
0:38 what mod is used to see the flow of fuel? Thanks!
No mod. It's stock. Turn on Advanced Tweakables in the settings.
Ok so I (not for a contract, but for science points) have an I think 2,000 ton ship that I need to get into space. It is mostly fuel tank with a ton of nuclear engines. The purpose of this ship is a tug for up to a class D asteroid, which it shouldn't have a problem getting from LKO to Jool. My problem is my rocket I use to launch mega ships that will stay in space permanently isn't good enough. My current theory for how to get around this that I have not tested yet is to take it, and strap 3 more of it to its sides.
Ok 💋👌
Why is this only available in 360p?
The video is still there in 1080p, but I see it as HD Premium. Don't know why.
The video is still there in 1080p, but I see it as HD Premium. Don't know why.
The video is still there in 1080p, but I see it as HD Premium. Don't know why.