A pro tip: - Send a probe to a polar orbit around the Mün. - Right-click the probe core and select KerbNet. - On the top-left side of the KerbNet window: click until you're on "biome mode" *. - Zoom all the way out. - Click on a zone and on the bottom of the KerbNet window you'll find the biome you're at. - Optional: Place a "Waypoint", but before doing so, click on the rectangle under the zoom, delete the text (should be something like "Zone 34VGT"), and write the biome name. Now on the map view, you'll see the Waypoint and when hovering over it you should see the biome name. You can click "Activate Navigation" to pinpoint your landing site. - Optional 2: You might see a question mark ("?") somewhere on the screen. Mark it with a Waypoint! try to zoom in as much as you can before adding it so that your Waypoint is really close to it. Go see what you've found, you won't regret it. *Note: For this to work you have to be sure your probe has biome mode. Not all probes have that. The Probodobodyne OKTO2 has that mode enabled, so unlock that part as soon as you can.
It's funny, I have a full colony on the moon, and I have explored it on great detail, but I still find this tutorials fun to watch! The name of the colony by the way is "Lag City"... used to be called "Kraken food" but I solved the problem xD
This is a great help. Five days into the game and I've just got to the escape on my first Mun landing. I managed to fly to and land in four biomes. I'm pretty chuffed about it. It's crazy how much science you can pick up if you have a scientist with you. Quicksaves are real.
I really like Your KSP tutorials.👍 Most of these TH-cam tutorials has added somekind of mods so it really doesn't work so good with players who don't use any mod's. I am a KSP veteran and I have a career in it. All techs has unlocked by now but still I like to watch these tutorials. Keep up the good work!👍 Your tutorials are big help to new Kerbal noobs!☺
I got so so close. My craft tipped over and split in two. I knew it would be too dark but I was coming in and there was no turning back. I got excited when I saw the munar dust start to rise and couldn't tell I hadn't actually landed it and bottled it. Try again tomorrow!
@@MikeAben I "successfully" landed in that I put it down on the wall of a crater that was a lot steeper than I thought. The craft almost tipped over but stablised on a precarious angle, but never the less, it was landed. I took some celebratory screenshots and made a celebratory twitter post then got back to the game to EVA. As soon as Jeb stepped out, the craft tipped over. I tried to push the craft around in an attempt to right it, my plan was to get it to flatter ground to hopefully tip it back up. I was going to try and use my jetpack RCS. But it was not to be. The craft slid out of control and exploded. And poor Jeb, is alone, and isolated, beside a lifeless comment module, staring into space and at his invertible death. (Time to take the helmet off for funsies and revert flight). I know I can do it now, I'm going again straight away!
Your videos are so good that I got it on my first try. And it was using my own build completely different from all the ones you've shown. I used the MK 2 command pod and the MK1 landing can. I did an "apollo" mission with two docks, one in a low orbit of kerbin and the other in mum after landing and ascent and rendezvous. Thank you very much!!
One way to remedy a too-tall lander is to widen your base. I like to throw some Oscar tanks on the outside attached asparagus-style and attach the landing gear there. The wider footprint makes it more stable, and you can ditch the gear and tanks for ascent for a little extra thrust.
I've only just started KSP. You have been a literal life saver Mike! I've still to do my first successful Mun landing but this will help, alot! Thank you. :)
This reminds me of the fact that my first probe landing on the Mun in my current career game, it tipped over on landing since I didn't have any sas, but I swear it was still a perfect landing I assure you ;)
Might sound stupid, but after ksp and watching some of you near nasal guys, do it with all the minimized calculations. I'm sturdy in my belief that failure, makes perfect. Practice, just doesn't cut it. Revert is easy, but seeing it play out and unfold either the wrong or the right way, is a part of the resolution!
I think something to add to this, though maybe not so much a "beginner's" thing is that as you land and your velocity gets lower and lower the retrograde vector tends to drift from your position meaning if you want to land straight you either have to move around chasing it, like you've said in another video "herding it" back to the top of the navball. But later on you can use rcs thrusters to keep pushing the retrograde back to the top without physically moving your lander.
@@MikeAben Definitely a good strategy for those perfectionists like me who want to land completely straight :) I think it can also be used to move yourself closer or further from a target you are trying to land near though I don't think I've ever tried it myself in-game. (definitely wanna give it a shot at some point tho)
10:33 You don’t have to tell me that. I just landed on the moon coming at a very high speed and it slowed down like at exactly the last second. I was like at 100m too.😂😂😂😂😂
9:38 yeah ive heard that one before Also I finally managed to land on the mun, but only had 700m/s left so Cant make it back, so there is 2 hours reverted just like that.
I've made some mistakes and had too much velocity and/or mass entering the atmosphere, exploding. I'm curious if there's a benefit to dropping into the atmosphere above 35kms - say at 55 or 60 kms, to bleed off speed through several orbits in the high atmosphere? Is that a reasonable thing that people do? I've seen a ship with no fuel left skip from 69 kms to a new periapsis of 70 kms, so that was out of luck, of course. ... but if I skim at 55 or 60 several times, in a ship that hasn't lost all its' fuel and its' engine yet, so if it skips off the atmosphere it can lower its' periapsis again, to rinse and repeat... any benefit there? Obviously I'm playing at a tech stage with just basic heat shields on the 1p and 3p capsules.
I routinely go through the atmosphere with the periapsis at 45 km to aerobrake when my intent is to enter low Kerbin orbit rather than descend to the surface. So, yes that is definitely an option, especially if you are bring back something significantly more massive than a capsule.
The other day I was on my way back to Kerbal and I guess my periapsis wasn't low enough and my ship just skipped off the atmosphere. Didn't have a quick save either. Not so fun. The recommendation for below 35 km is more important than I thought.
I'm in that position as well but have done other things as well so can't revert flight either. On to the exciting project of rendezvous with a slowly decaying orbit... A bit much for my first rendezvous, but I'll learn eventually!
My first ever manned mun landing was a surprising success (3 days after buying the game) however all attempts afterwards have been difficult. The issue isn’t landing I find that very easy but rather it’s getting back into an equatorial mun orbit from the surface. My last 3 times I go into a very inclined if not polar orbit and I don’t have the delta v to fix it. What is the easiest way to ensure I am leaving the surface in the correct direction so that I get an equatorial orbit?
If you want to ascend directly into an equatorial orbit, you've got to land on the equator. The inclination of your orbit can't be lower than the latitude you take off from. That said, you can return to Kerbin from inclined orbits at little to no extra fuel cost. th-cam.com/video/zTUW1FZf8mI/w-d-xo.htmlsi=ODneE-46GHSW9_B7
When it comes to orbiter or a transfer stage betwinn planets/moons is there a good way to keep a transfer stage already in orbit to dock with before your mission so u dont always have to build a new rocket or is that just a waste of time. Recently i tried to place a transfer stage in orbit with alot of fuel so it could be used a few times without me having to refuel it after every mission and then with careful use of aero braking combined with a mod that calculated your alltitude after set aero brake. That way i could keep it in orbit and dident need to build 1 big craft everytime. The problem i ran into was that even with 3 Terrier engines to keep the TWR decent the craft just drank fuel. I tried it with just 1 Terrier to lower the weight but that shot the TWR down to 0.5 ish and it took forever to even got to Minmus. Is this ide just not worth doing atall or is there a good way to keep a transfer or lander stage in orbit around Kerbin?
I prefer to build vessels that I keep in orbit, but lean towards the nuclear engines for the job. A low TWR is is not a big deal once you're in space. Here's a simple example I built for getting to Jool. th-cam.com/video/-hPD5QOPCXs/w-d-xo.html
Up Next: Adjusting Thrust During Ascent - th-cam.com/video/O7keGvhPo2I/w-d-xo.html
A pro tip:
- Send a probe to a polar orbit around the Mün.
- Right-click the probe core and select KerbNet.
- On the top-left side of the KerbNet window: click until you're on "biome mode" *.
- Zoom all the way out.
- Click on a zone and on the bottom of the KerbNet window you'll find the biome you're at.
- Optional: Place a "Waypoint", but before doing so, click on the rectangle under the zoom, delete the text (should be something like "Zone 34VGT"), and write the biome name. Now on the map view, you'll see the Waypoint and when hovering over it you should see the biome name. You can click "Activate Navigation" to pinpoint your landing site.
- Optional 2: You might see a question mark ("?") somewhere on the screen. Mark it with a Waypoint! try to zoom in as much as you can before adding it so that your Waypoint is really close to it. Go see what you've found, you won't regret it.
*Note: For this to work you have to be sure your probe has biome mode. Not all probes have that. The Probodobodyne OKTO2 has that mode enabled, so unlock that part as soon as you can.
It's funny, I have a full colony on the moon, and I have explored it on great detail, but I still find this tutorials fun to watch!
The name of the colony by the way is "Lag City"... used to be called "Kraken food" but I solved the problem xD
This is a great help. Five days into the game and I've just got to the escape on my first Mun landing. I managed to fly to and land in four biomes. I'm pretty chuffed about it. It's crazy how much science you can pick up if you have a scientist with you. Quicksaves are real.
I really like Your KSP tutorials.👍 Most of these TH-cam tutorials has added somekind of mods so it really doesn't work so good with players who don't use any mod's.
I am a KSP veteran and I have a career in it. All techs has unlocked by now but still I like to watch these tutorials.
Keep up the good work!👍 Your tutorials are big help to new Kerbal noobs!☺
I got so so close. My craft tipped over and split in two. I knew it would be too dark but I was coming in and there was no turning back. I got excited when I saw the munar dust start to rise and couldn't tell I hadn't actually landed it and bottled it. Try again tomorrow!
Good luck!
@@MikeAben I "successfully" landed in that I put it down on the wall of a crater that was a lot steeper than I thought. The craft almost tipped over but stablised on a precarious angle, but never the less, it was landed. I took some celebratory screenshots and made a celebratory twitter post then got back to the game to EVA.
As soon as Jeb stepped out, the craft tipped over. I tried to push the craft around in an attempt to right it, my plan was to get it to flatter ground to hopefully tip it back up. I was going to try and use my jetpack RCS. But it was not to be. The craft slid out of control and exploded.
And poor Jeb, is alone, and isolated, beside a lifeless comment module, staring into space and at his invertible death. (Time to take the helmet off for funsies and revert flight).
I know I can do it now, I'm going again straight away!
Your videos are so good that I got it on my first try. And it was using my own build completely different from all the ones you've shown. I used the MK 2 command pod and the MK1 landing can. I did an "apollo" mission with two docks, one in a low orbit of kerbin and the other in mum after landing and ascent and rendezvous. Thank you very much!!
Nice.
One way to remedy a too-tall lander is to widen your base. I like to throw some Oscar tanks on the outside attached asparagus-style and attach the landing gear there. The wider footprint makes it more stable, and you can ditch the gear and tanks for ascent for a little extra thrust.
i’ve been trying to land on the moon for weeks hopefully this will help!
Let me know either way.
if you have option to lock retrograde, that helps a lot. You only have to worry about speed instead of speed and pitch. As he said, keep practicing.
@@samraarvin i did 3 moon flybys so far each time getting closer to the surface of the moon :DD
@@WesternCivics Just like what the Russians did. 👍
Thanks so much I've watched so many tutorials for this yet your's are the only ones that helped
Learn a lot watching this 🤩 just started to play this couple days ago.
I've only just started KSP. You have been a literal life saver Mike! I've still to do my first successful Mun landing but this will help, alot! Thank you. :)
This reminds me of the fact that my first probe landing on the Mun in my current career game, it tipped over on landing since I didn't have any sas, but I swear it was still a perfect landing I assure you ;)
Love your videos man, you’re the best for KSP. Thank you Mike! Cannot WAIT for KSP2!!
Might sound stupid, but after ksp and watching some of you near nasal guys, do it with all the minimized calculations. I'm sturdy in my belief that failure, makes perfect. Practice, just doesn't cut it. Revert is easy, but seeing it play out and unfold either the wrong or the right way, is a part of the resolution!
So it seems I'm not the only one who basically brute forces their way into space through trial-and-error😂
I think something to add to this, though maybe not so much a "beginner's" thing is that as you land and your velocity gets lower and lower the retrograde vector tends to drift from your position meaning if you want to land straight you either have to move around chasing it, like you've said in another video "herding it" back to the top of the navball. But later on you can use rcs thrusters to keep pushing the retrograde back to the top without physically moving your lander.
I should give that a go.
@@MikeAben Definitely a good strategy for those perfectionists like me who want to land completely straight :) I think it can also be used to move yourself closer or further from a target you are trying to land near though I don't think I've ever tried it myself in-game. (definitely wanna give it a shot at some point tho)
Thank you so much!!
Thank you for the entertainment!
Thanks, Dan.
10:33 You don’t have to tell me that. I just landed on the moon coming at a very high speed and it slowed down like at exactly the last second. I was like at 100m too.😂😂😂😂😂
Excellent vids very helpful series.
9:38 yeah ive heard that one before
Also I finally managed to land on the mun, but only had 700m/s left so Cant make it back, so there is 2 hours reverted just like that.
Hello mike. Lots of live and support from India
Okay, I was about to install Kerbin Engineer Redux just for the height thing. I never knew about surface mode.
thanks! i finally landed on Mun : D
My first try was perfect
Ive gotten a probe landed but i just gotta get a return in my manned mission
I've made some mistakes and had too much velocity and/or mass entering the atmosphere, exploding. I'm curious if there's a benefit to dropping into the atmosphere above 35kms - say at 55 or 60 kms, to bleed off speed through several orbits in the high atmosphere?
Is that a reasonable thing that people do?
I've seen a ship with no fuel left skip from 69 kms to a new periapsis of 70 kms, so that was out of luck, of course. ... but if I skim at 55 or 60 several times, in a ship that hasn't lost all its' fuel and its' engine yet, so if it skips off the atmosphere it can lower its' periapsis again, to rinse and repeat... any benefit there?
Obviously I'm playing at a tech stage with just basic heat shields on the 1p and 3p capsules.
I routinely go through the atmosphere with the periapsis at 45 km to aerobrake when my intent is to enter low Kerbin orbit rather than descend to the surface. So, yes that is definitely an option, especially if you are bring back something significantly more massive than a capsule.
The other day I was on my way back to Kerbal and I guess my periapsis wasn't low enough and my ship just skipped off the atmosphere. Didn't have a quick save either. Not so fun. The recommendation for below 35 km is more important than I thought.
I'm in that position as well but have done other things as well so can't revert flight either. On to the exciting project of rendezvous with a slowly decaying orbit... A bit much for my first rendezvous, but I'll learn eventually!
all good, only i love to see how you build this ship
I went over the design in the previous episode. Link under the info tab.
My first ever manned mun landing was a surprising success (3 days after buying the game) however all attempts afterwards have been difficult. The issue isn’t landing I find that very easy but rather it’s getting back into an equatorial mun orbit from the surface. My last 3 times I go into a very inclined if not polar orbit and I don’t have the delta v to fix it. What is the easiest way to ensure I am leaving the surface in the correct direction so that I get an equatorial orbit?
If you want to ascend directly into an equatorial orbit, you've got to land on the equator. The inclination of your orbit can't be lower than the latitude you take off from.
That said, you can return to Kerbin from inclined orbits at little to no extra fuel cost. th-cam.com/video/zTUW1FZf8mI/w-d-xo.htmlsi=ODneE-46GHSW9_B7
I'm confused, you ejected all your science equipment before you got to kerbin? What's the point then?
All the science was collected and stored in the capsule. There's no need to recover the equipment.
Oh dear, do I need half fuel to get back to kerbin?
Base off the video it seems you need a little more than 1000 delta V to return
When it comes to orbiter or a transfer stage betwinn planets/moons is there a good way to keep a transfer stage already in orbit to dock with before your mission so u dont always have to build a new rocket or is that just a waste of time. Recently i tried to place a transfer stage in orbit with alot of fuel so it could be used a few times without me having to refuel it after every mission and then with careful use of aero braking combined with a mod that calculated your alltitude after set aero brake. That way i could keep it in orbit and dident need to build 1 big craft everytime. The problem i ran into was that even with 3 Terrier engines to keep the TWR decent the craft just drank fuel. I tried it with just 1 Terrier to lower the weight but that shot the TWR down to 0.5 ish and it took forever to even got to Minmus. Is this ide just not worth doing atall or is there a good way to keep a transfer or lander stage in orbit around Kerbin?
I prefer to build vessels that I keep in orbit, but lean towards the nuclear engines for the job. A low TWR is is not a big deal once you're in space. Here's a simple example I built for getting to Jool.
th-cam.com/video/-hPD5QOPCXs/w-d-xo.html
Who ever is that one dislike how could you even
thanks
Its funny, I find landing on the mun far easier then landing on minmus
do you know why flags keep falling?
May be a bug-
Or if the physics option is turned down?
If I plant flags they also fall.
But if some TH-camrs do they don't?
It used to happen every so often, but since the 1.11 update, I think I'm 4 for 4 with flags falling over so it sure seems something is up.
It’s not east, it’s West. Otherwise thank you for your tutorials!
Thx
So my rocket tipped over in the mun. Jeb is stuck but i am scared to do a rescue mission... Can you help me fix this problem?
If you can't right the craft, I think the best plan is a daring rescue. Just make sure to save before your descent so you can practice landing nearby.
Step 1: spend hours on a rocket
Step 2: rocket doesn’t work at all
Step 3: ??????
Step 4: land on mun
rocket clearly doesn’t have enough boosters, a couple of Clydesdales should work.
Nice and useful Video, but that butchering of german names... :-)