The MOON RESCUE!! In KSP 10% science mode. The Blunder Birds can rest easy. No emergency here. \ 25
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- Опубликовано: 8 окт 2024
- Jeb goes to save his friends! But .... there's a catch, one of them must DIE. But not really. Yes. No .... maybe... maybe not?
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GAME : Kerbal Space Program VERSION 1.12.5
MUSIC : Kerbal Space Program 1 - 2
Battle Stations 1997
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DLCs:
BREAKING GROUND & MAKING HISTORY EXPANSION
(NOT of the VANILLA game but still counts as STOCK and not a 3rd party MOD)
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MODS:
MANUAL Downloads for KSP VERSION 1.12.5
T.U.R.D. Textures Unlimited Recolour Depot (Paint Crafts)
Download it here: forum.kerbalsp...
VOLUMETRIC CLOUDS by Blackrack (Makes pretty clouds and weather for all planets)
Download it here: (must buy it by joining) / blackrack
SIMPLE CONSTRUCTION (Building and mining for metals)
www.curseforge...
= = = = = = = = = = = = = =
CKAN Downloads for KSP VERSION 1.12.5
PARALLAX (Ground enhanced visuals)
FREE IVA (walk around the spaceship)
EVA FOLLOWER (Have Kerbals follow you)
CONFORMAL DECALS (Decal Craft Parts)
WATER FALL ( Makes rocket exhaust and sound better )
CHATTERER ( Kerbal radio ingame voices )
EASY VESSEL SWITCH (Press ALT and click on any craft)
CAMERA TOOLS CONTINUED (Cinematic stuff - Thumbnail Pictures )
KERBAL ENGINEER (Technical readouts)
TRAJECTORIES ( Shows flight path prediction )
ASTRONOMERS VISUAL PACK (Planets, Stars,)
ENVIRONMENTAL VISUAL ENHANCEMENTS ( City lights, Stars etc...)
PLANET SHINE (Light reflecting off of planet\moon onto your ship)
SCATTERER (Realistic water, Realistic sky\space lighting)
VESSEL MOVER CONTINUED (Move craft over planet surface quickly)
RCS BUILD AID (Helps with RCS thruster placement)
GALAXIES UNBOUND ( Adds additional solar systems)
NIGHT SHIFT (Control night and day in VAB/SPH )
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SYSTEM:
GPU: NVIDIA GeForce RTX 2060 SUPER
CPU: AMD Ryzen 9 3900X 12-Core Processor 3.80 GHz
Memory: 32.00 GB RAM
Resolution: 1920 x 1200 59Hz
OS: Windows 11
I think the funniest option of showing the biomes is: You're allowed to take some references from the Interwebs, BUT you can only take a shitty sketch of it when going on a flight.
Like, imagine some pilot just trying to copy the big map back at base, since they don't have smaller copies due to budget cuts (very Kerbal-like).
Solar panels and send some interplanetary probes!
Would be cool to have them underway and then have their encounters with the other planets in future episodes too.
sadly, communication tech is too low to stay in control of interplanetary probes 😢
@@vaos3712 Why don't you just send a probe just out of kerbins gravity to get some sun science.
@@vaos3712 could you theoretically do like some sort of eve- free return trajectory, where it gets a gravity assist off of eve to return to kerbin? (i think people technically do this a lot, like during eve - kerbin -kerbin - jool gravity assist chains
@@vaos3712 you can stack a bunch of antenna's i think it scales with the square root of the amount or something
@@jasonnovak6630 that a good idea
You don't know how much this series has picked me up at the end of a hard day, thank you vaos!
same
I third this
I love this community
Glad to know I am not the only one depending on this series! ❤
Vaos! No need to bleep yourself. People may come for the watch ksp content. But they stick around for you
Vote: Aviation and Flight Controls, must haves. Comments: Vaos, you, Mike Aben and Matt Lowne are my favorite KSP streamers, Mike gives me the science, you give me the drama and Matt sits comfortably in between (Loved your 'Blunderbirds' reference!). Your sense of drama is excellent, love your cinematography style and musical choices, always spot on. Hope you'll continue the great work you're doing. Also you introduced me to 'Outside the Box' KSP engineering, like the InterDrive, the walkers of 'Stellar Nations', the Kracken Drive, and absolutely your 'Trek' based warp craft, love those! Looking forward to this year's Halloween short coming up. Hope another series like 'Stellar Nations' is in the future. Thank you for your time and effort.
I suggest you try to get more out of the contracts system. New contracts on offer reset every 3 days but after accepting them you have a decent expiration time. So accept contracts, time warp and accept some more untill you reach your contract limit. This makes missions more profitable and more interesting as you need to build for secondary objectives. Like trying to land in a new biome on the Mun exactly near a stranded Kerbal you need to rescue and taking 2 tourist along for the ride makes missions more fun. Or trying to incorperate part testing and now you're trying to build a Mun lander around a SRB that needs to be tested on the Mun.
Love the series so far!
Everyone here seems to be saying solar panels but personally I think that wings and control would be much better.
The problem with panels is that nowhere we can currently go is so far out that we need infinite power (note that probes sent to other planets would be out of comms range sadly).
However some rocket SSTOs could really improve the agencies ability to take kerbals on tourism missions. It would also allow VAOS to build larger ships and send them up on reusable SSTO launchers, that way we can go to minmus and maybe if we get a lot of crew modules then send 2 kerbals to Duna and Ike and then 2 to eve and gilly just to orbit all of them and land on gilly.
That way we have loads of science and can unlock better comms and panels to send a lander probe to Duna and Ike as well as Dres on really long but efficient flights so no worries about starving kerbals.
That said if anyone sees any flaws in this idea shout them out so I'm not responsible for accidentally getting Jeb killed lol
Go power generation. You can make cash from space stations and also send probes to Venus. Start building up a comm network as well, sat launches are also free money. Your SRT is really consistent as is, and less stressful than landing a plane with no quicksaves.
You mention how heavy the lander is and how you can't transfer fuel. The way to solve this is to have a minimalist return vehicle, small fuel tank, terrier, onion, and normal command pods, and then a lander that's 1 decoupler, a terrier, 4 large fuel tanks, a science jr on one and a payload bay with goo, thermometer, barometer and a battery offset as far to the edge ss possible, soass to balance out the sci jr. This works, and will give you a guaranteed 900m/s in the ascent module, as well as no worries cause the onion works as s heat shield so you can quickly and safely deorbit even from 35km. You will be leaving 10,000KB worth of junk on the moon, but those science modules and batteries, nosecones add a bit of dry mass, so overall you are saving mass with a two stage lander/transfer vehicle.
Edit: this extra DV means you can even finish off your orbital burn with the lander, and with the weight savings that means a cheaper booster is possible.
Venus is a hoax, in KSP there is only Eve.
cool idea with the two stage lander, just wanted to mention that apparently the probe idea might be impossible due to current comms tech
I'm here for your sailor words, space man. Space cult aint got time for bleeps
"YAY MATH! We're coming home!"
Now THAT really SHOULD be a "NASA" quote right there! Right up there with "Try SCE to AUX" and "You are one steely-eyed missile man!"
Right - I agree with the others - get those two "left behind" Nodes for Aviation and flight control! That's your money maker! And you NEED to start making money to get the KSP Facility upgrades you are going to need in order to continue!
Definitely get solar panels! Also, money seems to be a significant issue in this playthrough for upgrading buildings & such: Do what I do and put a probe in orbit and take “rescue from Kerbin orbit” contracts. Simply fly the probe within 2km of the stranded Kerbal, take control of their ship, and jump from orbit! You will get A LOT of bang for your buck this way!
When you jump, you’re gonna want to juuuuust hit the atmosphere and use that to help slow down. Use your RCS pack to push upwards and backwards to stay in the thinner atmosphere longer and slow down faster. For non-pilots, aim for the ocean bc they can’t use their parachutes!
Orbital sky diving. If only we had the Antigrav Harness tech. Seriously, sounds like fun! ... but not that realistic. I doubt even with a high tech ablative suit designed for reentry would survive that. Besides if they could just jump, deorbit, reenter, and land, why would they need to be rescued.
Electrics is the way to go. It unlocks a probe with SAS (no prograde though) and solar panels, so you can start sending out one-way science drones to Minmus, solar orbit, maybe even other planets like Duna and eve for some quick orbital and/or upper atmosphere science transmissions.
minmus would be viable but other planets would be out of current comms range, maybe do minmus then get better antennas and then afterwards to other planets?
The Drama! The Action! The perfect burn to get back to Kerbin! 10/10 episode. And there is a tiny itsy-bitsy little oopsie on your episode number :D
So cool you managed to do the hop and got some more science!
I think it's high time the _10% Space Program_ finally grew wings with Aviation + Flight Control :D
agreed, it would definitely give VAOS more capability to earn money through tourism and launching bigger orbiters with reusable craft
Going the cash route with aviation and flight control and upgrading your tracking station could potentially mean Minmus missions? Seems like a solid avenue for more science to me.
Solar panels! Probes! Proper SAS on unmanned craft!
Also, great job getting back from the Mun!
Aviation and Flight control sound perfect. I do believe that it's SSRT time.
19:45 How are these fly-bys done? They look so fancy that I wish there was a simple button that would do it in my game!
Solar Panels for sure.
Love watching your videos!
also, have to agree with the majority here: go for the solar panels & probe cores. each probe core upgrade means 1 less thing you need a pilots valuable life for. you can still gain science from the mun's & minmus's surface (and without needing to return to kerbin, meaning less DV required and potentially allows you to do multiple locations with a single launch, risk free and cost effectively) you gain the ability to make coms networks, vital for continuing to not risk pilot lives long term, and solar panels enabling the probes to do so without risk of the probe dying permanently. its completely win-win: less death, more science, more cost effective, and renewable.
This is why I’m too scared to biome hop 😩
Best 10% play thru video yet bro keep up the good work.
Time stamp 7:41 I believe the term you’re looking is pitot tubes
Definitely get two nodes unlocked
Love the Matt Lowne shout out/easter egg LOL
Future vehicle idea. Create a rover with VTOL Rockets so when you go over a cliff you can land safely. No longer will you fear going 40m/s over the surface to collect science. Then drop a lander by it and take the science and the kerbals home. Future future versions may even be refuel-able or recoverable.
Id go for the two nodes! Spaceplanes are very fun and pretty :3
Pitot tubes, that's them pokey sticky out bits.
Maybe set up some relay sats in polar orbit around Kerbin, may help in future
Considering that you can now go to the Mun, at least you're not in risk of softlocking because of science. So just pick something that can help you make a cash cow and get those Manuevre nodes.
yeah some upgraded buildings would be really handy around now in the playthrough
Hilariously, I just had a contract to save a kerbal from a relatively high orbit and did not have enough dV to get the rescue ship back to kerbin... So by way of one of your videos, I had the kerbal get out and push and.. They're now safely back on kerbin :D
Consider upgrading Mission Control for more contracts. Whatever tech you pick try something that is going to make you more cash. All the tourists will want to go to the Mun now. May want to hold out from Manned missions to Minmus until you cash in on the Mun tourist craze.
I always add at least 2 docking ports to any craft...i dont even know how many times the docking jr saved may ass because i forgot batteries solar panels or didnt have enough fuel...sending a small craft to increase the delta V of a "stuck" vessel just enough to get it home is something i had to do fairly often...
If you have the communication ability I say go with solar panels because you have a moho transfer in roughly 7 days.(yes i did open ksp just to check that)
current comms tech isn't able to handle the ranges needed from what others seem to be saying, maybe if we got better antennas first?
HI VAOS, Isn't this Starfield? you should unlock only 1, both fulfill almost the same function and save a little for the solar panels. They complain about a couple of swear words but not about the fact that their children can't put down the iPad without crying. Stating that the content is not for children helps little since most children use their parents' main account.
Solar Panels/Docking Rings allow stations/bases for more destinations; I think they also lead towards more science collectors.
Talks about the US theme and then proceeds to use the British version of "Oriented" 😛 Love it!
the antenna-looking things are pitot tubes, they are used to calculate airspeed
the two part of science
These are going to be the best 25 minutes of my life
7:50 those 'antennas' on aircraft are indeed actually sensors. reason they look like this is in order to gather air speed, density, etc data at a location where it has yet to be affected by the aircraft itself, aka in front of it.
vaos i think you should check the administration building, you can trade, you can trade as little as 1% of ALL reputation gains, not just the contracts, to get 1 science per 2.6 reputation. that means on all of your tourist missions and practice flybys you could have gotten a few points
Any part of the tech tree that reveals new science experiments or solar panels is worthy of being freed up. Also, if you have not made a "science cart" to explore all the different biomes on Kerbin, now is the time. Get that new science and reveal more. Also, consider an orbital science lab and a secondary capsule (lander can) for your mun missions. That way you can do some science, repeat for the lander can, and then drop off the second copy of your science in orbit for research on the way back to Kerbin. Double dipping!
Fuel systems would allow asparagus staging if that’s your thing.
I say get aviation and flight control, finish out tier 4 and finally get reaction wheels
VAOS! I just wanted to say I have been enjoying the daily uploads, but I know its a lot of work especially having a full time day job! Keep up the good work and I look forward to your videos on my lunch break. And thanks for getting me hooked on project zomboid, I hope you keep those videos coming too! Cheers
Space suit RCS gets recharged every time you enter/exit the space craft (in Stock, not seeing Kerbalism in your list) so they provide effectively INFINITE delta-V with just one kerbal, just dip in and recharge every time you hit say 10% left. So yes, if you can get into stable orbit around the Mun you could do it with suit thrusters, but it would take the better part of forever. I have no idea how long but with a 6T craft my gut suggests "nope".
Lol! “Send the BlunderBirds!” by Matt Lowne, I got it 😂
Take the 2 sciences and make a space plane for tourists, maybe it will save you one day when you run out of money for other future space missions 🤌💵
Apollo 13 recreation AND a CFT-1 recreation?? Wow this series is great!
The “aerodynamic antennae” are pitot probes for measuring airspeed
I always try and get Advanced Construction as soon as possible, followed by electrics, as launching satellites or any weirdly shaped payload without fairings is quite a pain in the backside (though can be interesting hiding everything inside a cargobay and nosecone), and getting science further than the mun on battery power alone, which already requires the use of free return trajectories because there's little to no power left for transmitting, is near impossible.
That being said, from what I recall, none of the early probe cores have built-in reaction wheels, or even SAS. So unless you want to combine tilted rockets for ballistic trajectories with offset wings for spin stabilisation to get to orbit, I'd atleast get flight control, and maybe save the rest of your science for a follow-up Mun mission in another biome where you may not get as much science in one go, but would atleast mean you can afford a tier 5 research block.
Electrics! Solar panels are more important than wings!
VAOS, please get Editor Extensions Redux mod, it gives you finer control over the snap angle of the part placement and lets you choose any symetry you want, 7 way, 76 way, 12 way, 5 way etc. it also allows you to toggle autostrut and rigid attachments. Once you start using it you can never go back!
The 90 point techs are really hard to pick between, but maybe Miniaturization for the EVA science kit? Also possibly docking. The wiki says the EVA kit has a base value of 25 so that's 10 science per Mun biome and 37.5 for high and low space science around Kerbin and the Mun. That would take 6 biomes to pay for itself. You're going to have to re-land at every biome when you ge Breaking Ground science anyways so rushing the EVA science kit wouldn't actually save you Mun landings I don't think.
The other possibility is Electrics for the OCTO and OX-STAT if you can build relays shiny enough to bounce signals from Eve or Duna and the transfer window is coming up. I remember that being a problem for Solar Nations, though, so I'm guessing Mariner or Venera expies aren't on the table with current antennas.
I think your inclination to fill out the 45 point techs is the way to go if that will make the money grind quicker. If you can skimp on one of them, though, it might not be the worst idea to save up for Miniaturization. You don't truly need Flight Control until you're getting Advanced Flight Control because Aviation has elevons.
the slopes between the craters and the midlands is the lowlands biome so you can do three if you land in the crater
The mod scansat would allow you to map the moon in-game using satellites, this would also give you a little extra science to do if you wanted it, but if you don't I'm sure you can disable that in the mod settings
The Moon has an orbital speed of 534m/s around Kerbol, if you burn retrograde from the surface you only need about 600m/s to fall fully onto Kerbol
Time to get into electrics and unmanned probes/satellites!
i like the editing of your video, especially in comparison to other youtubers of this game, such as the music and the visual shots alongside them. in addition i love your personality that you bring to these videos. this personality shows partially through your use of "profanity" so im perfectly fine with it, though cutting back is great on most things. keep up the great stuff good sir, looking forward to the next one.
Those are mass air flow sensors on aircraft they measure air pressure to determine speed and altitude of the aircraft
Really nice video!
You probably want to get cash to upgrade buildings...
i say unlock the two 45 science ones, it's about time you start doing what you love, aka spaceplane SSTOs
omg I luv watching the Blunderbirds too! :P
Avaition would help a ton but miniturize parts has a jr docking port. You could potentially do orbital rendezvous for refueling
I don't quite remember the tech tree, but I believe those two 45s together would net you the radial decoupler and external fuel line. Asparagus staging could very much help you
Kerbals have shown pretty conclusively their ability for long range communication and observation through game mechanics. They knew all the biomes long before they sent you. Not cheating.
Get the 2 ones at 45 science.
Sure, electronics and extra engines or fuel tanks would be neat but being able to make cash and bring more d/v to orbit might be very helpful for the time being, also facilitating future mun / minmus missions
I think when possible you should take off from the Dessert pad or airfield, your expended first stage would then land nearer the KSC.
Who else wants our new temporary moon IRL to be renamed Minimus? I know I’d be all for it
He DOES read the comments! All of them.
U should get the two 45 sci notes, great series btw
I like your swearing it makes you feel like an actual person and I'd love to see what you can do with aviation.
make a big cargo SSTO and build an old Nasa style Von Braun esque Minmus expedition. Small lander, Big transfer stage, enough fuel to refill and get to every biome on minmus. that should get you the communications, and better electrics nodes.
I would say close out this tier then aim for the fuel lines.
Good job on the rescue. I kept saying to myself "did he transfer the science?" Because I didn't see you do that. I was starting to panic until you recovered. 😅 100 science? Nice!
😁 Well... it is .... but. I guess you'll find out Wednesday lol
Aviation / Flight control
I know you don't like to expand gameplay with mods, but maybe to solve this indecision with biomes visibility through alt+f12, you could use Scansat mod. It creates great maps, allows predicting where to land, but still requires doing whole mapping procedure with probes (or long term uncomfortable bio missions)... Quite realistic approach.
Get solar panels and send out probes. A mission to Eve orbit and back is less delta-v then a Mun surface return. Visiting Gilly will get you a ton of science. And both will get you a head start on some contracts that may come up.
Communications tech not high enough.
@@vaos3712 what if you sent a large craft with lots of crew modules but only a scientist and a pilot? I'm assuming that we'd fill the modules with snacks in this case. Would that be possible? (might want to unlock some wings and control so you can easily send up a big craft without having to expend the booster?)
This lander does really well... it got its aerodynamic issues during reentry, but it manages to get back from the Mun and directly into reentry without overheating, so that's pretty impressive.
Wouldn't want to try that lander for a manned Minmus mission though, the added velocity will toast it.
Space planes!
I think sokar panels mught ve the play here to keep reaction wheels going and allow you to use engines without alternators.
You should get SCANsat and FMRS for biome scanning and stage recovery! They will help so much with mission planning.
Solar panels can allow you longer stay in space and comsat relays around the Mun.
Aviation can allow you better spaceplanes to make more money.
What you really need is the Tracking Station right now, to be able to plan maneuvers, so money, I'd say.
MUN RESCUE MISSION!!!!
You should unlock the ones that give you more science experiments
Vaos you can have infinate RCS fuel for the jetpack as long as you reenter the command pod. It refreshes it to 5/5 Monopropellant.
Very cheesey, and I know you wont do it, but its always an option if you're 100% of out other options
Planes sound good if you can get some alternate landing method because the wheels can only be used for light aircraft on runways
i would say unlock aircraft parts, so you can build spaceplanes and easier recovery of vessels
Can I tip you on putting the tiny heat shielt on the top of the shuttle, and nose diving into the atmosphere? It works surprisingly well and the cockpit doesn't even take heat in my experience.
Vaos: "Gimme da cash!"
Me: "...nice hat..."
:P
HA! You get a cookie.
In-universe, the Kerbals could map out any near-side Mun biomes from Kerbin with a decent telescope. So using the biome map is not cheating, imo
We all know you're gonna unlock aviation and flight control 😂
Solar panels for the win!
I wish there was a salute emoji ...sadly there is none yet...
🤦🏻♂️
Until there is one i will be using this instead.😂
Great video and great Kerbalnaut save! I am torn on the choices though. I'm unsure whether you should go Aviation/Flight Controls or Electrics. Both could serve you really well. I guess go with your gut. You know how you like the play KSP better than anyone.
Yes solar panels so you can do probes and satalites
I was curious how much delta v you would have needed to do a direct burn from the mun surface back to kerbin with the stranded craft? I’ve seen prior videos where you have done this with the craft going retrograde to the mun’s rotation at a specific point in the muns rotation.
Power generation is the way to go. Get solar panels so you can start making probes to send off and get some science. And setting up a com network could be a video all on it's own.
only trouble is at the moment the comms tech available can't send probes anywhere other than the kerbin system
Interplanetery sattelites will have limited science gains, take ages and be pricey
What I would do (As an ameteur ksp playa) is try and do some sort of cargo ssto or reusable cargo launch system to maximise money
Keep it up dude ❤
I feel like you should go for space planes to get more money, and just continue to milk the moon for more science. Maybe even go to minmus?
You know, I was annoyed a little by the failure previously..
But rescue missions are always cool. :D
I know that the program needs to start earning cash and fast! The mun maneuvers without the maneuver node are extremely impressive but cash for the mission control and tracking station upgrade seem to be the next step regardless of the science you choose.
I'm worried that all the tourists are just going to want to go to the Mun now that you have. But a 2 Stage SSRT thing that the first stage was an SSTO and could glide back the runway and the second stage could take tourist to the mun and back would be a great way to earn a ton of cash! (Thus, I vote avionics)
aviation and control is tempting, but i think the lack of rechargeable energy is your biggest issue right now, not to mention that the solar science gives access to more science experiments
really it's between the money-making option (the 45 science ones) and the science-making option (solar panels), and i'm leaning towards the science one