A few tips, trying to keep this simple 1. for flipping, you will want to add fins to any stage that will be in the atmosphere, make sure you have control surfaces not wings 2. reaction wheels are pretty weak in this game so its better to use them only for smaller stages 3. generally, you should avoid adding more than one ring of boosters around a stage, stack stages or use bigger engines where possible. getting a little more complex 1. for more efficient orbits from kerbin, you generally want to be pointing about 45 degrees by about 10km 2. each body has an optimal "transfer window" basically a position which is most efficient to travel to it, dont be afraid to timewarp until you get one instead of just brute forcing an encounter (for instance when traveling to duna, it is most efficient when if you drew a triangle from kerbin to the sun to duna, the angle at the sun should be 45 degrees and duna should be ahead of kerbin if i remember correctly) overall, you are really getting a lot better, yours is probably my favorite series.
a few tips, especially for combating the whole flipping issue: the shape of the rocket as a whole doesn't actually really matter in this game, what matters is occluding nodes, the attachment points of parts, with nodes of the same size. your fairing base is 1.25m in diameter, and you attach it to a 2.5m fuel tank, which means the 2.5m node is not fully occluded and that tank creates a lot of drag, near the top of your rocket. this is a problem. To solve that problem, use the 1.25m to 2.5m adaptor piece to connect the fairing and the tank, that'll nuke the drag. also, add some fins to the bottom of your rocket. the neat part about ksp2 is that all the wings, control surfaces, and stabilizers are fully procedural and customizable, you can change their shape, size, and how much of them is control surface. putting a few stabilizers at the bottom of your rocket, and making them fairly small, should give you enough stability to keep going the right way while still being controllable
also, if your twr is below 1 with boosters alone, try putting them in the same stage as your first stage liquid fuel engine. if this is too much twr (1.5 twr is getting quite high, over 2 is very not ideal), just throttle down the liquid fuel engine to give you a nice twr
Just an fyi usually the lower the thrust the higher the delta-v, at least thats how it worked in the original ksp, the ion engine for instance had extremely low thrust but very high delta-v. You usually want to go with a high powered rocket motor to get out of atmosphere and a lower thrust one with higher delta-v out of atmosphere
I was really surprised you got a Duna intercept.. hilarious! For the form factors of your rocket, you can move the parts around with the tools and make the reaction wheel go into the tanks for example. However, this means you're loosing an attachement point. This works well for probes though. I usually start with the core and the frame like you did, I use the build tools to place the other parts inside of the frame. Makes for a much more compact build.
Under your navball at the bottom left you can see you apoapsis and periapsis, you can look at this instead of opening the map and losing an eye over your rocket.
a tip to get places: generally, you don't want to launch out of the atmosphere and right towards your target celestial body. Though this can be more efficient, it's vastly more often not and requires very good timing and piloting to pull off efficiently instead, what you want to do is get a circular kerbin orbit first, and then burn towards an intercept. the reason you want a circular orbit is because if you have an eccentric (not circular) orbit, then the oberth effect will mess things up a bit, and you're likely to waste delta-v by burning close to apoapsis to get an intercept. with a circular orbit, you can burn at any point and it'll still be just as efficient
Even Scott Manley generally has to circularize before traveling to other planets/moons In ksp the only time he didn't was when he flew a mission to the mun and it was more or less point the rocket towards the mun and you end up getting a encounter within the atmosphere
If you place one satellite with the highest "maximum range" (Gm is higher than Mm) and put that in deep space you should be good to go with your slug satellite. Also you do have control it is just partial so you can only do 100% throttle, yoiu can still turn with SAS and do science but your just limited
I have feeling they got atmosphere wrong like it’s has lot friction then suppose to I wonder if they got layering right? Just saying I see lot of people have the flipping issue.
@@ez_theta_z9317 100%, they just need to make sure their thrust sits behind the balance and that the staging is such that major balance shifts from staging doesn't happen until your out of atmosphere. Ideally one atmosphere stage is best. Also 1.3-1.5 for thrust ratio. On top of that keeping wings on the boosters that are in atmosphere. You'll never flip with this. This guy doesn't even use small wings, which is bad for such a huge rocket
@@GhostofJamesMadison his main issue is that his center of lift shifts ahead of the center of mass when he burns fuel. A couple of fins would solve the issue, Idk why he didn't go through with it...
You know you can control throttle right - it doesn't just have to be on or off. Press shift to increment and ctrl to decrement
or click and drag on the throttle number
That's the advantage of a liquid fuel engine. But there more complicated, therefore more expensive, and weaker than solid fuel engine.
@@Your-Name157there is no money in this game yet
@@lionzzz I was talking about real life.
the increased efficiency almost always makes up for lower power@@Your-Name157
A few tips, trying to keep this simple
1. for flipping, you will want to add fins to any stage that will be in the atmosphere, make sure you have control surfaces not wings
2. reaction wheels are pretty weak in this game so its better to use them only for smaller stages
3. generally, you should avoid adding more than one ring of boosters around a stage, stack stages or use bigger engines where possible.
getting a little more complex
1. for more efficient orbits from kerbin, you generally want to be pointing about 45 degrees by about 10km
2. each body has an optimal "transfer window" basically a position which is most efficient to travel to it, dont be afraid to timewarp until you get one instead of just brute forcing an encounter (for instance when traveling to duna, it is most efficient when if you drew a triangle from kerbin to the sun to duna, the angle at the sun should be 45 degrees and duna should be ahead of kerbin if i remember correctly)
overall, you are really getting a lot better, yours is probably my favorite series.
a few tips, especially for combating the whole flipping issue:
the shape of the rocket as a whole doesn't actually really matter in this game, what matters is occluding nodes, the attachment points of parts, with nodes of the same size. your fairing base is 1.25m in diameter, and you attach it to a 2.5m fuel tank, which means the 2.5m node is not fully occluded and that tank creates a lot of drag, near the top of your rocket. this is a problem.
To solve that problem, use the 1.25m to 2.5m adaptor piece to connect the fairing and the tank, that'll nuke the drag.
also, add some fins to the bottom of your rocket. the neat part about ksp2 is that all the wings, control surfaces, and stabilizers are fully procedural and customizable, you can change their shape, size, and how much of them is control surface. putting a few stabilizers at the bottom of your rocket, and making them fairly small, should give you enough stability to keep going the right way while still being controllable
also, if your twr is below 1 with boosters alone, try putting them in the same stage as your first stage liquid fuel engine. if this is too much twr (1.5 twr is getting quite high, over 2 is very not ideal), just throttle down the liquid fuel engine to give you a nice twr
I want more of this. Yes, I want to see you make a satellite network.
Yeah intern if you want your satellites to work in deep space you'll need a to make a preexisting satellite network
i like to send like 20 sats at once lol
Just an fyi usually the lower the thrust the higher the delta-v, at least thats how it worked in the original ksp, the ion engine for instance had extremely low thrust but very high delta-v. You usually want to go with a high powered rocket motor to get out of atmosphere and a lower thrust one with higher delta-v out of atmosphere
Great video intern but you kind of missed the point of a satelite
reaction wheel placement does not really matter, what should be placed on the center of mass is rcs.
I was really surprised you got a Duna intercept.. hilarious!
For the form factors of your rocket, you can move the parts around with the tools and make the reaction wheel go into the tanks for example. However, this means you're loosing an attachement point. This works well for probes though. I usually start with the core and the frame like you did, I use the build tools to place the other parts inside of the frame. Makes for a much more compact build.
Could you try to make a spin stabilized rocket?
3:35 i love how he just put the goofy honk sound effect in the background 🤣🤣🤣🤣🤣🤣🤣🤣🤣🤣😂😂😂😅😆😆😆😆😆😁😁😄😀🙂
It was NOT that funny lil bro
Under your navball at the bottom left you can see you apoapsis and periapsis, you can look at this instead of opening the map and losing an eye over your rocket.
YES KERBAL VIDEO !!!
Oh and go though with your idea of adding fins.. but on all 4 sides, otherwise you get lift
a tip to get places:
generally, you don't want to launch out of the atmosphere and right towards your target celestial body. Though this can be more efficient, it's vastly more often not and requires very good timing and piloting to pull off efficiently
instead, what you want to do is get a circular kerbin orbit first, and then burn towards an intercept. the reason you want a circular orbit is because if you have an eccentric (not circular) orbit, then the oberth effect will mess things up a bit, and you're likely to waste delta-v by burning close to apoapsis to get an intercept. with a circular orbit, you can burn at any point and it'll still be just as efficient
Even Scott Manley generally has to circularize before traveling to other planets/moons In ksp the only time he didn't was when he flew a mission to the mun and it was more or less point the rocket towards the mun and you end up getting a encounter within the atmosphere
@@andrewbogard2411 i don't think circumcise was the right word there
If you place one satellite with the highest "maximum range" (Gm is higher than Mm) and put that in deep space you should be good to go with your slug satellite. Also you do have control it is just partial so you can only do 100% throttle, yoiu can still turn with SAS and do science but your just limited
just another great vid
He doesn't even follow the missions however does everything they ask
Slug is a great boi
keep it up bro i always liked ur videoss:))
I have feeling they got atmosphere wrong like it’s has lot friction then suppose to I wonder if they got layering right? Just saying I see lot of people have the flipping issue.
the flipping issue might be that their craft might be top heavy, it makes it unstable if so
the flipping issue is entirely one of skill
@@ez_theta_z9317 100%, they just need to make sure their thrust sits behind the balance and that the staging is such that major balance shifts from staging doesn't happen until your out of atmosphere. Ideally one atmosphere stage is best. Also 1.3-1.5 for thrust ratio. On top of that keeping wings on the boosters that are in atmosphere. You'll never flip with this. This guy doesn't even use small wings, which is bad for such a huge rocket
@@GhostofJamesMadison his main issue is that his center of lift shifts ahead of the center of mass when he burns fuel. A couple of fins would solve the issue, Idk why he didn't go through with it...
Watching this as I run across Duna to the monument there. lol
Can you make folcan heavy
whats your problem with tail fins?
hi
Whats the trust / weight ratio?
I think it’s 1.28
Are you wren from corridor?
wow this was made in 52 minutes? from now
No, the video was already made a while ago its just he is uploading it after he makes it.
@@Kerbist and after its edited
ye @@Swordrabbit2020
Society if twitter didn't exist
why did you restart your game?
Day 1 of helping someone else getting intern to play Planet S
Thancks thancks thats everything i can say thancks
Pin plz
Hej 👋🥹👋
Day 23 of asking intern to play planet S
DO IT. JUST DO IT
But seriously I respect the perseverance
intern, please dont overwork yourself on videos, take a break some time
i take month long breaks
Do your self a solid and actually play hr tutorials it really hmps
The difference is the shape 🤦
hamburger
No chain today 💥⛓️
Here before 1like(s)
6th