Hearing him say that he’s going to implement all of the features of the command module into the revive bay, then seeing three Kerbals just sitting on lawn chairs next to pressurized mono prop and a reaction wheel fucking got me
It's not a bug, it's a balance issue that all command pods are extremely heavy for their size. Can you imagine a one seater light aircraft cockpit that has a weight of Cessna Skyhawk at it's maximum takeoff weight. Just an aluminum 2m cylinder 1.25m in diameter with a canopy and avionics, why does it have a weight of more than 1 tonne?
@@PalassCat I would say, a system for the kerbal to sit, breath, eat and *anything else*. You can do a no rp thing bc its not implemented like that and have a 100kg seat, but meh...
@@PalassCat Hey just look, a small car is 1000 kg very easy, with weak chips pieces of metals. Mass grow very fast, 600kg isn't much : imagine, you need a générator, a water recycler, an air recycler, seats, controls. Your are already at 400 kg, add food. Now if you need thermal protection and heavy metal not to die, you have the count.
@@ergpedrowvski5712 with the size of both types of Mk1 cockpits the human would barely fit inside the inline cockpit and no way to fit a in a non-inline without chopping legs off. So it's not the size of a human car, just a small aluminum coffin. The only reason why a single kerbal can fit inside is because they are almost twice smaller than humans. But there is not so much space left for anything else. Mk2 cockpits are real spaceplane cockpits equipped with thermal protection, airlocks and supplies for space travel (you can see them in the IVA view), they are spacious enough for the crew to leave their seats and walk around. Mk1s are just light aircraft cockpits with no space for anything but the pilot cramped inside like a sardine.
You can't do Crew Report experiment though. Kerballs in the seats only do EVA reports, so basically you turning your ship into really big jetpack. You can also ditch service bay and try to live reentry without it by putting seat in front of donut fuel tank and engine. If your engine survives reentry, your passangers are completly save.
Wow! Really well made and put together vid! I assume you know this, but before the service bays were changed in an update, if you landed on their doors they could survive a fall from terminal velocity! Even with quite a lot of stuff inside!
I think the Kerbals had the same reaction Mark Watney did when he learned he had to decrease mass of the MAV by taking everything out of it and tearing the top of the ship off
I feel like I mostly found out about this design from Bradley Whistance. He is one of my overall favorite creators. bill doing a grand tour in a tin can is a classic.
Oh yeah Bradley likes to push the limits of what is possible, he is pretty extreme with his builds. I don't remember the grand tour in a tin can in particular but it doesn't surprise me he did that lol
Realy good tutorial usefull for both new and veteran players.... But good luck using this design with Kerbalism mod , kerbals in it can only survive around 1h EVA on batery power and also this mod adds solar stroms , radiation belts... so ... in that case having shielded comand pod would be better
Yeah I dont see this method working with Kerbalism, I used to play RP-0 a couple of years ago and killed so many Kerbals because I struggled to understand how CO2 scrubbers worked
Me, sending a kerbal to Eeloo stuffed into a chair between two RTGs serving as heated armrests: ah, screw kerbalism, kerbals are perfect creatures that survive on photosynthesis and their urge for knowledge.
Yeah I agree it's not very realistic lol. I haven't tried opening a parachute while holding to a ladder, my guess is that the Kerbal would loose its grip and fly away. In this video they are technically seated so we can assume they got a seatbelt on that holds them in place at least
So I assume the ion engine module was parked in low Eve orbit and you used a conventional rocket to bring your Kerbals to orbit from the surface? If thats the case, congrats because it sounds like a pretty advanced mission.
sorry but that wasn't the case since I prefer direct ascent over apollo style docking stuff, the ion engine was just slapped directly onto our beloved space tuna can™ with some solar panels sticking out, on top of the Eve ascent vehicle and that thing flew right back to Kerbin by itself and reentered without any protection without that holy service bay I must've suffered more pain in making the Eve ascent stage more powerful and initial launch vehicle even more powerful²
I play with life support mods so this setup is impractical-they can only live 1 hour in an external seat. In stock, this is great! The only drawback is that you can only place 1 flag per kerbal.
@@leonardobonanno5115 Before i installed USI LS i used this really often in Career-i even did a cheap ike mission with an even smaller service bay and 1 kerbal on board. Gets some more science by cleaning experiments and surface samples.
Hiw the heck you dont even have 1 k subs. Your videos look and are great. Good music and good explaining. Its my first video on your channel and for sure not last
A) Don't be bad-mouthing the Commodore 64. B) I want to fly a rocket, not a tuna can. There's only so much suspension of realism I'm willing to accept.
Bruh... I have 1,000 hours in KSP and not once did "building my own command module" ever occur to me. Yet alone matching the specs to existing modules. This is a game changer!
Inflatable airlock is the intermediate between barebones design like this and a proper command module. Probe core and 0.1tons per kerbal and it survives reentry. Does need a parachute though.
Thats really clever though, with that approach you could refuel your EVA monopropellant tanks since it counts as a proper crew module. I will try it myself.
What about the Pomegranate module? That gives the same capacity with less weight, And it also fits into a smaller footprint. And it has a built in heat shield and decoupler, only drawback is it costs money for the DLC
Fairings are i think the current meta for low mass occlusion of kerbals, though in some scenarios even this is foregone and kerbals are launched with no protection at all. this is done in the current world record for the lightest round trip to minmus held by proxima, since it uses propellers for the ascent and therefore drag is not an issue
@@leonardobonanno5115 I think about them more as being a way if housing an ion chair or something rather than a command pod. Additionally, if you are using the fairing already to hide reaction wheels or ion engines, you can just add the kerbal there so it does multiple things
@@leonardobonanno5115 I just used your idea in a ship, my second successful ssto, sadly Jeb will have to stay in orbit for a few years till I can get a rescue mission for him
This is the most Kerbal thing you could do. Need more deltaV? Just strip out the command module or better yet, find a tin can someone threw out and put the Kerbals inside of it. Pure genius!!
It’s a pity that in the base game, both in the first and in the second part, the needs of astronauts are completely ignored. Space volume, entertainment, water/food/oxygen consumption, waste. It becomes much more interesting to play with them. Need to plan more. Don’t forget supplies for return, don’t leave cucumbers for decades on an alien planet
@@leonardobonanno5115 since superman i wish that was an actuall launch concpet.. btw got some awesoma mileage on your design, and i think you will like to know that if done correctly, this puppy can take an 9000m/s inefficent return from jool.
Reminds me of all the Reentry survival systems Scott Manley detailed. Most were basically just an ablation bag or tin can the person would later jump out of once Reentry was over, using their own parachutes. Come to think of it, I may recreate those designs with this technique. Either way good strategy and thanks for bringing it to light! -J
I usually hide my probe cores inside service bays. the service bay has everything to provide safety and basic needs for the probe core (batteries, reaction wheels, and even solar panels).
4:22 There are some other disadvantages: - no crew report - no science data storage - no EVA refill - no multiple flags available - no tourists capability - no probe control w/o KSC connection ... So for career you can use this bay in seldom cases, e.g. I had build a reentry capsule for up to 9 kerbonauts.
Rational human way: alright let me reduce the mass on this lander by switching out the 2 ton command module for a storage bay and removing the RCS for reaction wheels True kerbal way: how can i increase the Delta-v on this 2.5 ton lander... ah yes... 25 ton Antimatter-catalyzed-microfusion Engine with an ISP of 15000000 seconds
Actually there are two major flaws of using a chair instead of a capsule: 1) No more crew report. 2) No way to refill EVA jetpacks, only trading EVA propellant between crew members.
Oh yeah thanks for highlighting those, I forgot to mention them. It's a tradeoff choice one has to make between flying further or doing more science reports.
To deal with that, you could put a Mk 1 lander can (660 kg mass penalty) in the middle of the service bay, with two command seats to either side of it.
You are not wrong, however the kraken drive is more of an unintentional game glitch that actually breaks the whole career progression. I think the technique shown in the video is more of an "optimisation" due to poorly balanced stock parts, but I wouldn't go as far as considering it cheating.
Incredibly well put together and interesting video! also, what mods make those engine plumes? those shock diamonds look amazing. edit: nevermind. youtube immediately recommended the video with the answer lmao
speaking of career mode, do you have any suggestions for mods to make career progression a little more padded out? Stock career feels very easy to cheese science by just hopping around minmus and the contracts seem a bit nonsensical... I'd like something more drawn out, but not sure I'm ready to commit to how hard the realistic overhaul mods appear to be
Well there are lots of career mods that I saw on CKAN. Some appear to simply make science more grindy, others add more fun contracts and others add more parts to unlock on the tech tree. I haven't tried those so I cannot really say which ones are the best, nonetheless there is a lot of mods you can check out.
Contracts are great, they give you goals other than just getting science. Self imposed restrictions are also fun, I'm currently in the middle of a campaign in which after a certain point I set myself a rule that I only unlock 1 tech per 1 goal I reach in game. I set the goals as unmanned flyby or orbit of a new body, unmanned landing on a new body, manned flyby or orbit of a new body and manned landing. Right now I'm waiting for one of my probes to flyby Dres so I can unlock antennas to send probes to Jool.
@@SierraSierraFoxtrot yeah this is exactly the kind of thing I'm talking about, but I struggle with the "self imposed" aspect. Are there any specific contract packs that would have a mission progression exactly like you're talking about? Where it encourages actual progression in getting more and more intricate missions to specific places?
A look at the tech tree gives lie to the idea of doing this early in career mode when money is tight. Command Seats require Field Exploration, which is a tier 7 tech.
While it is true that external seats are far from being the first thing you can unlock, if you check my latest video, I show how it's possible to unlock the entire tech tree in just 3 flights.
so I tried this and it starts me on the launch pad with my nav ball centered north on the equator line between red and blue which really fucks my launch, any ideas on how to deal with this? It also seems to be messing with my aero, its really hard to fly this thing. I build almost the exact same lander with the service bay up top and I surrounded it in a fairing with a booster stage underneath, booster has fins, center of mass is center
Ok so for yohr navball problem its very simple to fix. Right-click the seat on which your kerbal is seated, find the button on the list called "control point up" and that should correct the heading that the navball is displaying. For the aero I would suggest you either build an aerodynamic fairing around it or you can attach an aerodynamic nosecone on the top of the module which you can later stage off with a staging ring. Hope that helps mate!
@@leonardobonanno5115 you're a legend, I knew it had something to do with the seat but just totally overlooked that button. Pretty sure the aero problem was me stacking science modules like a jackass
my fun has gone down by 40%, since I like to build complex landing pods with life support, rcs, power generation, a service bay, parachutes and fuel + thrust for either powered landing on kerbin or used as launch escape system.
Thats fair the wolfhound is kinda OP with that 380s of specific impulse but I did not use it in this case because its a heavy engine which makes sense better on larger ships in my opinion
This is good for challenges, but for those of us that prefer "semi-realistic" gameplay, things like habitat and research modules are also a part of the design, so this is kinda moot.
the wet mass inside their suits has increased 1000% by the end of the mission.
Most accurate observation
average EVA report during reentry
This sounds like Jeb pitching an idea to the upper kerbals at the KSC.
If I were in Jeb's shoes, I'd prefer to have the comfort of an proper module like the mk.1-3 command pod instead
Hearing him say that he’s going to implement all of the features of the command module into the revive bay, then seeing three Kerbals just sitting on lawn chairs next to pressurized mono prop and a reaction wheel fucking got me
The empires new and improved Tie fighter. cheap efficient, lacking pressurized crew cabin...
That is dangerous but have language.
"Management said oxygen and parachutes were too expensive. You will have to supply your own."
Bring your own oxygen from home lol
"just make sure to take a deep breath before launch"
Yup, just lock-in buddy.
1:56 simply, remove all return and safety features (truly the kerbal way)
This is the way
If you put the same fuel tank and engine on a lighter spacecraft it will get more delta-v. Outstanding.
Your profile pic is outstanding
@@leonardobonanno5115 Thx, liked the video.
@@genericfakename8197 Respect the drip, get the thumb flick lmao
A third drawback is an inability to refill EVA fuel.
Thanks for pointing it out, I did not think about it when I made the video but thanks the same.
* how to exploit bugs
It's not a bug, it's a balance issue that all command pods are extremely heavy for their size. Can you imagine a one seater light aircraft cockpit that has a weight of Cessna Skyhawk at it's maximum takeoff weight. Just an aluminum 2m cylinder 1.25m in diameter with a canopy and avionics, why does it have a weight of more than 1 tonne?
@@PalassCat I would say, a system for the kerbal to sit, breath, eat and *anything else*. You can do a no rp thing bc its not implemented like that and have a 100kg seat, but meh...
@@ergpedrowvski5712 how do you fit 700-800kg of life support equipment AND a pilot into such a small part?
@@PalassCat Hey just look, a small car is 1000 kg very easy, with weak chips pieces of metals. Mass grow very fast, 600kg isn't much : imagine, you need a générator, a water recycler, an air recycler, seats, controls. Your are already at 400 kg, add food. Now if you need thermal protection and heavy metal not to die, you have the count.
@@ergpedrowvski5712 with the size of both types of Mk1 cockpits the human would barely fit inside the inline cockpit and no way to fit a in a non-inline without chopping legs off. So it's not the size of a human car, just a small aluminum coffin. The only reason why a single kerbal can fit inside is because they are almost twice smaller than humans. But there is not so much space left for anything else.
Mk2 cockpits are real spaceplane cockpits equipped with thermal protection, airlocks and supplies for space travel (you can see them in the IVA view), they are spacious enough for the crew to leave their seats and walk around. Mk1s are just light aircraft cockpits with no space for anything but the pilot cramped inside like a sardine.
You can't do Crew Report experiment though. Kerballs in the seats only do EVA reports, so basically you turning your ship into really big jetpack.
You can also ditch service bay and try to live reentry without it by putting seat in front of donut fuel tank and engine. If your engine survives reentry, your passangers are completly save.
Calling it essentially a large jetpack is both the most cursed and truer statement I have heared today
I always use the small service bay + command chair when making eve landers.
Certified big brain move
Wow! Really well made and put together vid! I assume you know this, but before the service bays were changed in an update, if you landed on their doors they could survive a fall from terminal velocity! Even with quite a lot of stuff inside!
Thanks for the comment, I do remember those days you could survive 80 m/s impact speeds by "lithobraking" into the planets lol
I think the Kerbals had the same reaction Mark Watney did when he learned he had to decrease mass of the MAV by taking everything out of it and tearing the top of the ship off
In conclusion:
Build your own command module.
just found your easter egg comparison video which seems to be blowing up, hope you find success!
Haha thank you!
I feel like I mostly found out about this design from Bradley Whistance. He is one of my overall favorite creators. bill doing a grand tour in a tin can is a classic.
Oh yeah Bradley likes to push the limits of what is possible, he is pretty extreme with his builds. I don't remember the grand tour in a tin can in particular but it doesn't surprise me he did that lol
Realy good tutorial usefull for both new and veteran players.... But good luck using this design with Kerbalism mod , kerbals in it can only survive around 1h EVA on batery power and also this mod adds solar stroms , radiation belts... so ... in that case having shielded comand pod would be better
Yeah I dont see this method working with Kerbalism, I used to play RP-0 a couple of years ago and killed so many Kerbals because I struggled to understand how CO2 scrubbers worked
Me, sending a kerbal to Eeloo stuffed into a chair between two RTGs serving as heated armrests: ah, screw kerbalism, kerbals are perfect creatures that survive on photosynthesis and their urge for knowledge.
Facts,
Kerbals are the stupidest, bravest and smartest civilisation to navigate the cosmos!
Wow who knew that this is a thing that's wild
Glad you learned something new today!
@@leonardobonanno5115 I just learned that you can use kerbals as a parachute. Like what?
Yes, each Kerbal has 2 inventory slots. By default they carry an EVA jetpack and a parachute for ejecting out of an airplane.
I mean like a craft parachute. If only they were extremely buff and could be used to land crafts by just clinging onto them...
Yeah I agree it's not very realistic lol.
I haven't tried opening a parachute while holding to a ladder, my guess is that the Kerbal would loose its grip and fly away. In this video they are technically seated so we can assume they got a seatbelt on that holds them in place at least
I used that exact design for my first Eve ascent vehicle with an ion engine for return to kebin, and it was highly effective, almost overpowered.
So I assume the ion engine module was parked in low Eve orbit and you used a conventional rocket to bring your Kerbals to orbit from the surface? If thats the case, congrats because it sounds like a pretty advanced mission.
sorry but that wasn't the case
since I prefer direct ascent over apollo style docking stuff, the ion engine was just slapped directly onto our beloved space tuna can™ with some solar panels sticking out, on top of the Eve ascent vehicle
and that thing flew right back to Kerbin by itself and reentered without any protection
without that holy service bay I must've suffered more pain in making the Eve ascent stage more powerful and initial launch vehicle even more powerful²
Those shots are amazing dude!
Thanks man!
I haven't seriously played ksp in like 8 years. But this has just gotten me so hyped for some reason.
Yo thats dope man!
8 years?!
I've only ben playing for ~4 years but I dare say you stopped before a lot of amazing updates and really great mods.
I am already pretty late in my science save but I will definitely try this when I inevitably start another save and have low tech.
I play with life support mods so this setup is impractical-they can only live 1 hour in an external seat.
In stock, this is great! The only drawback is that you can only place 1 flag per kerbal.
Oh yeah, thats a fair observation!
@@leonardobonanno5115 Before i installed USI LS i used this really often in Career-i even did a cheap ike mission with an even smaller service bay and 1 kerbal on board. Gets some more science by cleaning experiments and surface samples.
great vid, kinda surprised you aint got more sub
keep up the great work
Hiw the heck you dont even have 1 k subs. Your videos look and are great. Good music and good explaining. Its my first video on your channel and for sure not last
A) Don't be bad-mouthing the Commodore 64. B) I want to fly a rocket, not a tuna can. There's only so much suspension of realism I'm willing to accept.
If it's not pointy it's not scary
~ Dictator
4:50 an other draw back : limited propelent for kerbals. transphorming an effectivly (if ineffiscient) infinit Dv to 4kDv...
This is great! I added 2 more solar panels and it is still much more efficient than the old way.
Bruh... I have 1,000 hours in KSP and not once did "building my own command module" ever occur to me. Yet alone matching the specs to existing modules. This is a game changer!
I love love how the quality of the video increases drastically midway
i feel like this is how mr. krabs would design rockets, but then again he'd likely just make rockets out of stuff from his backyard.
Mr. Crabs? That's so accurate though, he is very cheap.
Phenomenal video, I would’ve expected 100,000 subscribers
Thanks legend!
Inflatable airlock is the intermediate between barebones design like this and a proper command module. Probe core and 0.1tons per kerbal and it survives reentry. Does need a parachute though.
Thats really clever though, with that approach you could refuel your EVA monopropellant tanks since it counts as a proper crew module. I will try it myself.
What about the Pomegranate module? That gives the same capacity with less weight, And it also fits into a smaller footprint. And it has a built in heat shield and decoupler, only drawback is it costs money for the DLC
It is lighter than the Mk.1-3 module but at 2270 kg it's still more than twice as heavy as using the 2.5m service bay at 1112 kg.
Amazing video. Completely opens my eyes on HOW weight reduction can be done. I'll make sure to share this to my friends who struggle with Delta-V!
Glad the video helped 👍
Fairings are i think the current meta for low mass occlusion of kerbals, though in some scenarios even this is foregone and kerbals are launched with no protection at all. this is done in the current world record for the lightest round trip to minmus held by proxima, since it uses propellers for the ascent and therefore drag is not an issue
Well said, fairings are indeed an even more extreme way of making ultralight command modules.
It will be the core topic of my next tutorial!
@@leonardobonanno5115 I think about them more as being a way if housing an ion chair or something rather than a command pod. Additionally, if you are using the fairing already to hide reaction wheels or ion engines, you can just add the kerbal there so it does multiple things
Yeah, fairings definitely have a very useful niche in the game, only downside is that once opened they cannot be reused like SpaceX does sometimes.
just saw this, this is insane
Awesome hack. Short and very easy to understand. You've got new subscriber 🙂
Thanks for the sub!
The best fuel saving method is making it a one way trip.
I have like 50 kerbals stuck around the whole kerbol system
this feels like i just leaned some forbidden knowledge
This channel is underrated on cosmic level
Thank you dude!
more like on a multi-universal level
The other weird solution is, the solid rocket boosters. You can use the small ones as retro rockets before landing.
Mom - We have command module at home
Command module at home:
this video along with the fact we don't have to deal with the squad launcher opening convinced me to come back to ksp
Hell yeah dawg
@@leonardobonanno5115 I just used your idea in a ship, my second successful ssto, sadly Jeb will have to stay in orbit for a few years till I can get a rescue mission for him
I enjoy realism designs but this is awesome I had no idea it was that effective
This is the most Kerbal thing you could do. Need more deltaV? Just strip out the command module or better yet, find a tin can someone threw out and put the Kerbals inside of it. Pure genius!!
With KSP, safety comes second 😊
@@leonardobonanno5115 that’s the secret to the best creations 🤫
Patrick telling me to ADDMOREFUUUEL earned the sub lol. I nearly spit coffee all over my monitor.
Literally the ending of The Martian where they rip everything out to lose as much weight as possible
It’s a pity that in the base game, both in the first and in the second part, the needs of astronauts are completely ignored. Space volume, entertainment, water/food/oxygen consumption, waste. It becomes much more interesting to play with them. Need to plan more. Don’t forget supplies for return, don’t leave cucumbers for decades on an alien planet
You should try playing with Kerbalism, though I assume you already know about it.
As Leonardo Da Vinci once said: "The Great Bird will take its flight on the back of the greater bird,
bringing glory to the nest where it was born"
Makes me think of the Space shuttle - Jumbo Jet piggy back flight
@@leonardobonanno5115 since superman i wish that was an actuall launch concpet.. btw got some awesoma mileage on your design, and i think you will like to know that if done correctly, this puppy can take an 9000m/s inefficent return from jool.
Awesome video! Solid build
Glad you enjoyed it mate!
Reminds me of all the Reentry survival systems Scott Manley detailed. Most were basically just an ablation bag or tin can the person would later jump out of once Reentry was over, using their own parachutes.
Come to think of it, I may recreate those designs with this technique.
Either way good strategy and thanks for bringing it to light!
-J
That is the most jank thing ive ever seen and im all for it
Basically:
Step 1: Find the weirdest bugs of the game
Step 2: Exploit them
Fella made a strat out of the ending of The Martian
basically, play as if youre a botanist stranded on mars
Now we are talking
I usually hide my probe cores inside service bays. the service bay has everything to provide safety and basic needs for the probe core (batteries, reaction wheels, and even solar panels).
Yeah great strategy, service bays add lots of thermal protection and are quite lightweight.
@leonardobonanno5115 also let'd face it, naked probes are usually ugly
In an early career game, you can not get the lawnchairs fast enough to make make sense
Yeah some have told me this thing. It's unfortunate though it still has some uses, for example when making a economic Tylo lander.
This is peak Kerbal tech
Most underrated KSP youtuber I know.
Thanks bro!
I will apply this for my Eve lander
4:22 There are some other disadvantages:
- no crew report
- no science data storage
- no EVA refill
- no multiple flags available
- no tourists capability
- no probe control w/o KSC connection
...
So for career you can use this bay in seldom cases, e.g. I had build a reentry capsule for up to 9 kerbonauts.
Fair enough, thanks for listing them. I will see what I can do based on this list of issues.
lol stock parts and mechanics are broken
Yeah, pretty accurate
we are making a cabriolet and getting out from Mars with this one 🗣:aah design
Is that the Flinstone mobile on your profile pic
@@leonardobonanno5115 I call it my mars pimpmobile, Val loves it
Great video 🎉🎉🎉
Wait what? Money is the most limiting factor? I've barely considered money during my current playthrough, it's fucking science that's been dripfed.
For my head canon, I dont like to put my Kerbals in such a unsafe spot. I use this for unmanned missions.
Awesome job
Thank you!
“Aesthetic features only matter in cinematic videos”
I just want my rocket to look nice tho…
Rational human way: alright let me reduce the mass on this lander by switching out the 2 ton command module for a storage bay and removing the RCS for reaction wheels
True kerbal way: how can i increase the Delta-v on this 2.5 ton lander... ah yes... 25 ton Antimatter-catalyzed-microfusion Engine with an ISP of 15000000 seconds
well since kerbonauts are disposable assets, i think you can remove 2 seats and just let them trying to grab a part of the module during the trip.
But then I would not be allowed to timewarp because you cannot do that when holding to a ladder
If i need to move kerbals from mun to station and back, this seems ideal
Actually there are two major flaws of using a chair instead of a capsule:
1) No more crew report.
2) No way to refill EVA jetpacks, only trading EVA propellant between crew members.
Oh yeah thanks for highlighting those, I forgot to mention them. It's a tradeoff choice one has to make between flying further or doing more science reports.
To deal with that, you could put a Mk 1 lander can (660 kg mass penalty) in the middle of the service bay, with two command seats to either side of it.
This is lowkey the most clever solution. I'm seriously considering making a follow up video based on this concept.
My module f'ing started spinning like the CD in my laptop and it exploded and my kerbals got stranded in the middle of nowhere
The Kraken was not amused
yeah
That's one way of doing it. The more logical way, of course, would be to harness the power of the Kraken, but what do i know?
You are not wrong, however the kraken drive is more of an unintentional game glitch that actually breaks the whole career progression.
I think the technique shown in the video is more of an "optimisation" due to poorly balanced stock parts, but I wouldn't go as far as considering it cheating.
This might save my duna mission
Hope you bring the Kerbals home safe!
YOU'RE F*CKIN' GENIUS
Incredibly well put together and interesting video! also, what mods make those engine plumes? those shock diamonds look amazing.
edit: nevermind. youtube immediately recommended the video with the answer lmao
Underrated
Thank you!
Criminally underrated I must say
AKA it's a tie fighter, don't have a pressurized cabin just make them wear their own eva suit. lol
It works if you treat KSP as a game.
speaking of career mode, do you have any suggestions for mods to make career progression a little more padded out? Stock career feels very easy to cheese science by just hopping around minmus and the contracts seem a bit nonsensical... I'd like something more drawn out, but not sure I'm ready to commit to how hard the realistic overhaul mods appear to be
Well there are lots of career mods that I saw on CKAN. Some appear to simply make science more grindy, others add more fun contracts and others add more parts to unlock on the tech tree. I haven't tried those so I cannot really say which ones are the best, nonetheless there is a lot of mods you can check out.
Contracts are great, they give you goals other than just getting science.
Self imposed restrictions are also fun, I'm currently in the middle of a campaign in which after a certain point I set myself a rule that I only unlock 1 tech per 1 goal I reach in game.
I set the goals as unmanned flyby or orbit of a new body, unmanned landing on a new body, manned flyby or orbit of a new body and manned landing.
Right now I'm waiting for one of my probes to flyby Dres so I can unlock antennas to send probes to Jool.
@@SierraSierraFoxtrot yeah this is exactly the kind of thing I'm talking about, but I struggle with the "self imposed" aspect. Are there any specific contract packs that would have a mission progression exactly like you're talking about? Where it encourages actual progression in getting more and more intricate missions to specific places?
Chat I’m gonna abuse this and send a kerbal onto an insterstellar voyage in just a service bay
Oh no that's brutal. But hey, it's got 1 milion delta-V
A look at the tech tree gives lie to the idea of doing this early in career mode when money is tight. Command Seats require Field Exploration, which is a tier 7 tech.
While it is true that external seats are far from being the first thing you can unlock, if you check my latest video, I show how it's possible to unlock the entire tech tree in just 3 flights.
The confort for the kerbals is perfect, but is it important ?
Thanks😊
It's perfect
this is genius
that is a lovely not-ariane! :D
Well at this point just hit the debug menu and give yourself infinite anything
i stole your idea and used your video as a presentation to nasa for artemis the entire mission is being rebuilt and ive been hired
Now that's a true KSP enjoyer
Аппарат в конце видео на ру форумах назывался "пепелац". Даже немного жалко, что время форумов прошло)
so I tried this and it starts me on the launch pad with my nav ball centered north on the equator line between red and blue which really fucks my launch, any ideas on how to deal with this? It also seems to be messing with my aero, its really hard to fly this thing. I build almost the exact same lander with the service bay up top and I surrounded it in a fairing with a booster stage underneath, booster has fins, center of mass is center
Ok so for yohr navball problem its very simple to fix. Right-click the seat on which your kerbal is seated, find the button on the list called "control point up" and that should correct the heading that the navball is displaying.
For the aero I would suggest you either build an aerodynamic fairing around it or you can attach an aerodynamic nosecone on the top of the module which you can later stage off with a staging ring. Hope that helps mate!
@@leonardobonanno5115 you're a legend, I knew it had something to do with the seat but just totally overlooked that button. Pretty sure the aero problem was me stacking science modules like a jackass
Great work mate!
Why does your game look so much better?
Visual mods (there is a lot of them)
my fun has gone down by 40%, since I like to build complex landing pods with life support, rcs, power generation, a service bay, parachutes and fuel + thrust for either powered landing on kerbin or used as launch escape system.
Nothing wrong with going for realism, if that's how you prefer playing nobody is stopping you.
Step 1: Wolfhound Engine
Step 2: 1000-3000 m/s of free delta v, it’s also cheap.
Thats fair the wolfhound is kinda OP with that 380s of specific impulse but I did not use it in this case because its a heavy engine which makes sense better on larger ships in my opinion
The king of cheese
What a ingenious and funny solution 🤓😇🤣
And if you were to add a fairing in order to emulate the aerodynamic profile how much dry mass would that save? Compared to just using the cm
This is good for challenges, but for those of us that prefer "semi-realistic" gameplay, things like habitat and research modules are also a part of the design, so this is kinda moot.
the solution is: don't play career, play science or sandbox to avoid budget and reputation constraints
While true, career makes the game more difficult and to some it means more fun.