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RocketMan159
เข้าร่วมเมื่อ 20 ธ.ค. 2023
Epic stuff happens here
Profile pic was generated by Grok, xAI.
Profile pic was generated by Grok, xAI.
How to Make a Booster That can Glide - KSP
In this video, I'll show you how to make a booster that can glide in Kerbal Space Program. Learn the ins and outs of designing a functional gliding booster in this tutorial!
มุมมอง: 1 441
วีดีโอ
How to Show Trajectory in Flight - KSP
มุมมอง 3794 หลายเดือนก่อน
This is a brief video highlighting how to show the trajectory in flight via the Trajectories mod. This video assumes you already have the Trajectories mod installed but cannot see the in-flight landing zone.
Largest Fully Reusable Rocket I Have Built - KSP
มุมมอง 23K5 หลายเดือนก่อน
This is a showcase of the largest fully reusable rocket I've built in Kerbal Space Program. Most Mods: Ablative-Airbrake (AblativeAirbrake 1.0.3) Animated Decouplers (AnimatedDecouplers v1.5.0) B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.45.1) B9 Part Switch (B9PartSwitch v2.20.0) Benjee10 sharedAssets (Benjee10-SharedAssets v0.2.2) Bluedog Design Bureau (BluedogDB v1.13.0) Chatter...
Completely Breaking Spider-Man 2
มุมมอง 559 หลายเดือนก่อน
This changed how I play the game lol. Spider-Man 2 PS5 Glitch working as of December 2023
Great vid, thanks. The atmo reentries look very daring. Are overheating explosions turned off? Are returns and landings automated, or manually controlled?
All overheating is on, but this particular iteration of the vehicle can’t survive much more than LKO reentry. I have a version now that can survive full interplanetary entry from Jool without having to resort to multiple airbrake passes either. Landing and returns are all manual. No mecjeb or kOS.
Bro's Super heavy pulled a High-G turn, the rocket scientists yearn for the F-16 Fighting Falcon
This is the kind of craft that would turn my computer into a sad stuttering paperweight. About 1 frame per hour.😂
How did you survived the reentry?
It took a few tries, but I found these cool square heat shield panels from a mod that did the job really good. Only problem is this specific iteration of the vehicle is only able to survive deorbits from LKO. If you want something really good I found a mod called procedural parts that has custom resizable heat shields that work wonders. Survives the worst of stress tests I’ve thrown at it.
starship + falcon heavy = this
Ultra heavy launch rocket
Super cool
ALL OF THAT WAS SATISFYING THANK YOU
Bro was 1mm away from casuing a kerbal tragedy
How do i get the impact indicator in the live view?
It’s in the trajectories mod in ckan. On the right side of the screen there’s a menu that can toggle it on and off, I put up a video that shows how to do it.
The amount of modification needed to achieve such an effect is frightening. Do you use ckan?
Yeah with exception to the clouds I use ckan exclusively.
btw what mod gives u that landing mark?
That is a mod I downloaded in CKAN called Trajectories. I have a video up on how to toggle that mark on and off.
@@RocketMan159 thanks!
Epic
your channel is underrated asf
Watching you fly the boosters back horizontally was a treat
That thing has more wing than most airliners
what addon did you use for extended Kerbal space center?
I believe it's Tundra's Space Center. It allows for extra launch pads.
@@RocketMan159 Tnx mate! 🤠
Think it could be done stock?
Definitely doable, most of the parts I used in the video are stock/dlc. Hard part is the landing legs. Might be able to use the stock ones by sliding them down a bit after placing them, that or put some flat panels on first that hang down a bit and put the legs on those. Going past 8 way symmetry is doable too though a glitch.
yes i did it myself
sigh, I guess I'll download KSP again
Wtf? How do you control and land 2 at the same time
I used the mod FMRS which lets you “go back in time” and fly each piece separately. I put it all in an editor in post and tried to sync them up to real time best I could.
Can you show your mods list in the description. I wanna see how you make the game look so good.
I'll get that on there. Going to put it here as well: Ablative-Airbrake (AblativeAirbrake 1.0.3) Animated Decouplers (AnimatedDecouplers v1.5.0) B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.45.1) B9 Part Switch (B9PartSwitch v2.20.0) Benjee10 sharedAssets (Benjee10-SharedAssets v0.2.2) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Bluedog Design Bureau (BluedogDB v1.13.0) Breaking Ground (BreakingGround-DLC 1.7.1) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Category Kit (CommunityCategoryKit v112.0.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Conformal Decals (ConformalDecals 0.2.14) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Cryogenic Engines (CryoEngines 1:2.0.6) Custom Barn Kit (CustomBarnKit 1.1.22.0) Custom Pre Launch Checks (CustomPreLaunchChecks 1.8.1.1) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.16) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.16) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.23) Dock Rotate (DockRotate v1.12.1.56) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Editor Extensions Redux (EditorExtensionsRedux 3.4.5) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.2) Firespitter (Firespitter v7.17) Firespitter Core (FirespitterCore v7.17) Firespitter Resources config (FirespitterResourcesConfig v7.17) Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.5) Fossil's Mechazilla (FossilsMechazilla 1:1.41) FreeIva (FreeIva 0.2.18.4) Hab Tech Props (HabTechProps v0.2.0) Hangar Extender (HangerExtenderExtended 3.6.0.2) Harmony 2 (Harmony2 2.2.1.0) HullcamVDS Continued (HullcamVDSContinued 0.2.2.1) Kerbal Actuators (KerbalActuators v1.9.0) Kerbal Attachment System (KAS 1.12) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.4) Kerbal Inventory System (KIS 1.29) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.5.0) Kerbal Konstructs (KerbalKonstructs v1.8.7.0) Kerbal Reusability Expansion (SpaceXLegs 2.9.3) Konstruction (Konstruction v112.0.1) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-206) KSC Switcher (KSCSwitcher v2.1.0.0) KSP AVC (KSP-AVC 1.4.1.9) KSP Community Fixes (KSPCommunityFixes 1.35.2) KSP Recall (KSP-Recall v0.5.0.2) KSPBurst (KSPBurst v1.5.5.1) Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 2.14.3.0) Mk 33 (Mk-33 v1.3.2) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Rovers (NFR) by V2 Industries by MichaelV2.0 (RoverPack 2.0.99.0-adoption) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) Parallax (Parallax 2.0.8) Parallax - Stock Planet Textures (Parallax-StockTextures 2.0.8) Parallax - Stock Scatter Textures (Parallax-StockScatterTextures 2.0.8) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Planetside Exploration Technologies (PlanetsideExplorationTechnologies 1.0.2) Procedural Fairings (ProceduralFairings 1:v6.6.0.0) Procedural Parts (ProceduralParts v2.5.9.0) Procedural Parts - Hazard Tanks Textures (HazardTanksTextures 1.0) Procedural Parts - MainSailor's Procedural Textures - Complete Texture Pack (MainSailorTextures-Complete 2.0.0.0.1) Procedural Parts - MainSailor's Procedural Textures - Essential Textures and Flag (MainSailorTextures-Essentials 2.0.0.0.1) Procedural Parts - Saturn / Nova Texture Pack (ProceduralParts-Textures-SaturnNova 1.2) Procedural Parts - Ven's Revamp Style Textures (VensStylePPTextures 1.1) RasterPropMonitor (RasterPropMonitor 1:v0.31.13.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) RCS Build Aid (RCSBuildAid v1.0.6) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) RecoveryController (RecoveryController 0.0.4.2) Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1) RemoteTech (RemoteTech v1.9.12) ReStock (ReStock 1.4.5) Restock Waterfall Expansion (RestockWaterfallExpansion 3.1.0) ReStock+ (ReStockPlus 1.4.5) Retractable Lifting Surface Module (RetractableLiftingSurface 0.2.1.2) Reviva (Reviva 1.0.0) RSMP (SRBWaterfallEffects 2:4.0.1) Scatterer (Scatterer 3:v0.0876) Scatterer Default Config (Scatterer-config 3:v0.0876) Scatterer Sunflare (Scatterer-sunflare 3:v0.0876) Shabby (Shabby 0.3.0.0) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.6) SpaceY Heavy Lifters (SYL) by NecroBones (SpaceY-Lifters 1:1.9.99.2-prerelease) Staged Animation (StagedAnimation v2.0) Starship Expansion Project (StarshipExpansionProject v.2.2.0) Starship Expansion Project IVA (StarshipExpansionProjectIVA v.2.2.0) Starship Landing Legs (StarshipLandingLegs V1.0) Starship Launch Expansion (StarshipLaunchExpansion 1:Beta_v0.5) System Heat (SystemHeat 0.6.0) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.8) Through The Eyes of a Kerbal (ThroughTheEyesOfaKerbal 2.0.4.4) Toolbar Controller (ToolbarController 1:0.1.9.11) Trajectories (Trajectories v2.4.5.3) TUFX (TUFX 1.0.7.1) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 7.0.0) Tundra Techonologies (TundraTechnologies 7.0.0) Tundra's Space Center (TundraSpaceCenter 2.0.2) TweakScale - Rescale Everything! (TweakScale v2.4.8.3) TweakScale Redistributable (TweakScale-Redist v2.4.8.3) Tweakscale Unlimited (TweakscaleUnlimited 1.0) USI Core (USI-Core v112.0.1) USI Kolonization Systems (MKS/OKS) (UKS 1:v112.0.1) USI Tools (USITools v112.0.1) VaporVent (VaporVent 1.1.12) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.9.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.3.2)
what version is needed.
I think any version is fine, I have the latest version and it has this in it.
This is THE MOST kerbal thing I have *EVER* seen. Boosters flying like airplanes? Christ, I didn't even realize that's possible, especially with 7.5m fuel tanks.
is the name an elton john reference perhaps
Yeah the channel name is a hint towards the song.
@@RocketMan159 gotta be my fav elton john song, that or vienna. both bangers lmfao
Would be cool if you made it so the boosters etc can be picked up, driven back to the launch site and re attached / refueled for the next launch
I’ve actually been thinking about making a series where I attempt this. I’ve done it once with a really small vehicle but it wasn’t fully successful haha. Docking is by far the hardest part weirdly.
If real 300tonnes cargo to orbit was a thing in ksp This will be the monster 💀💀
Great video! You should have more subs. I’m your newest. Keep up the good work
The sound of the space music
That’s what it would look like if Elon Musk made starship superheavy.
That would be a sight to see if was made real haha
cloud mod name please 🙏🙏🙏🙏🙏🙏🙏🙏
It’s volumetric clouds by Blackrack. 5$ a month but totally worth it in my opinion.
thanks you 🤝 @@RocketMan159
Bro, how do you manage all the stages at once? Or is it automatic? Except for the landing.
I used the mod FMRS which lets you “go back in time” and fly each piece separately. I put it all in an editor in post and tried to sync them up to real time best I could.
@@RocketMan159 Nice
very underrated video
Bro got falcon super heavy
I was gonna make that joke
@@joyhoward6105 damn maybe next time my man
Not Falcon Super Heavy, Falcon Super Ultra Heavy
Actuallly this is a much better concept than starship (i would make the final stage expendable though).... i´ve always found the starship design to be dumb (many points of failure, cant actually lift that much and its not that pretty)
The design, the realism, and specially the intro where the kerbal looks at the engines is INSANE. got a new sub!
Thanks! I’m glad you enjoyed it!
how do you control the boosters? is it a quicksave?
Pretty much quicksaves. I use the mod FMRS which lets you do that kind of thing easier, catch being it actually marks the pieces recovered whereas the quicksaves strategy wouldn’t be able.
oh, that’s not- 😀
How did you make it so the second stage could handle that High G maneuver with its flip? If I tried that it would have flung itself to pieces.
I think it’s a mix between autostrut, kerbal joint reinforcement (mod, not 100% sure if that’s the right name) and the tanks themselves (I think that’s the near future mods). It wasn’t anything I tried specifically to do. And like with the rss/ro mods this vehicle is nearly impossible to flip (you have to be going under 150 m/s to survive lol). The key thing though is if you’re ever trying to do it and having trouble, either wait longer so you’re in the thicker parts of the atmosphere or add more air brakes. Ultimately the slower you’re going the more likely you’ll be able to do it.
great job! This was really fun to watch!
Thanks! I’m glad you enjoyed it!
Oh wow! Definitely not reversed! How did you do it??
The Kerbals made some serious advancements. They’ve almost reached camera man levels.
bro built flying syper heavy boosters
i was like damn they are Planes Now XD
I considered putting landing gears on them and landing on the runway but powered landings are cooler lol
@@RocketMan159 starship heavy
Cool I subbed last vid
YOU COULD RIGHT CLICK????
Thank you so much
What mod shows the trajectory?
It's a mod called "Trajectories". It's available in the CKAN app, it will install the mod for you. With exception to the clouds I get all my mods through there.
@RocketMan159 yes ik but it doesn't show me other than in the map view
How did u make it show you in the normal view
@@O5-3-site-17 I forgot that was hard to find for me, it's over on the righthand panel in the trajectories icon. I think right-clicking it opens a menu and I think it's one of the four radio buttons that toggles it on and off. I'll work on a short video to show how to do it since it's kind of hidden. I'll try to have that up soon.
I uploaded a short video to show how I got it to appear in normal view. Hope it helps! th-cam.com/video/aTcAhk4COo0/w-d-xo.html
How do you control the rentry of the two boosters and the main rocket at the same time?
they were separatly controlled using quicksaves and all
I used the mod FMRS to separately control each vehicle, then just edited in post to get them to play together. Did my best to get the framerates to match real time for each.
@@RocketMan159 Thank you, can i ask to you also the mod you used to show the trajectory and the predicted point of landing for the boosters?
That mod is called “Trajectories” in CKAN if I’m remembering right (if not it’s a variation on the spelling). I have a video up on how to toggle the indicator in-game once that mod is installed.
Full video here: th-cam.com/video/WVNxSlIreZA/w-d-xo.htmlsi=qknL5BMqrYfw3waR