That final summary is like anxiety relief. It is like brains fear forgetting stuff. So summary reminder, feels like comforting backrest for brain to relax into.
I comment VERY rarely under a Video, but today I have to! Amazing and engaging series. Really fun to play along with for someone who does not have the time to learn everything by trial and error and still has time to enjoy ksp. Please continue this great series!
Wonderful work. You have a talent for approaching complicated and sometimes confusing topics with tact and creativity. Just watching this, you have gave me a few ideas for a base and have taught me a lot about making my launches more efficient. A brilliant tutorial, as always. Keep up your enthusiasm!
I almost never say anything. However, you are awesome Mike, you literally make rocket science easy. When I first started KSP I was shooting rockets into space without really thinking about it applying some small things I would manage to find out. Like my first orbit my Apoapsis was like 220 and periapsis was like maybe 71. I think I also blew up the pod 'cause I came in at like a -500 periapsis. Yes, yes, I know this is rocket science light, but still. When talking about high level stuff you are careful to make sure to explain parts us dummies wouldn't know without sounding condiscending. Which begs the question, are you a rocket scientist? Or at least a professor?
Great education, and entertaining, series. I just noticed the ASAR flag on the back wall of the Space Plane Hangar. That's awesome. Please continue this series.
Excellent video. I had yet to find a decent focussed tutorial like this, and it's an area I knew I would be delving into soon. Adding in skycrane was also super useful. Thanks Mike.
Holy guacamole this was comprehensive! Insane video quality, the tips and summary are awesome! Too bad its nearly midnight and I just now find your channel because I want to watch more lol.
Your videos are awesome for learning the ropes of kerbal, one thing I've been challenged with is a contract to launch and land a fully assembled base on the mun, needs 7500 electric charge, 8 kerbals and 6000 units of liquid fuel... its been a real treat to try to design lol
Unless mods are involved, you likely can assemble the base on the surface. The most recent tutorial in this series addresses a way to do that, though not to the specifications you list.
@@LoggerHub Yes. I find that phrasing confusing too, but if you look carefully it's right after the point about having to have an antenna and power generation. As long as that part is on at least one of the modules, you're good. I talk about this in my Mun Station videos in this series.
@@MikeAben thats a relief thank you! Ill do that if my current plan fails, managed to get the entire base into kerbin orbit, refueling it to continue the journey. Landing on the mun maybe a challenge 😂
I used your design idea but made the body a science module and used one of the better control modules on the sky crane.. After I got to the mun and landed, I did a bunch of science and transfered the information to the procore. Launched the core and skycrane high enough to nearly rendezvous with my Mun ISS, so I can return it to kerbin in the future!
I built my first Minmus Surface Base (yes, in career mode, no I still have not received a contract to do this, I just had a ton of spare cash) as a 5 segment thing (one segment being a pickup truck), and built it so the poodle engine in the center module lined up with the center of mass by making each module weigh the same as my pickup truck design. I then built a booster and just put it in a polar orbit with a surface until I could choose a landing site. This was after getting every science experiment in space just above and high above each biome and storing them in the lab module to be processed once we landed. Edit: I forgot to mention folding it up by taking the docking ports and using the rotate and offset tools to move the modules about to fit in a fairing.
#15:04 to solve the optical problem and still fulfill the conditions of the contract in a simple way I use two possibilities; 1. a decoupler on the Kuppola, which then blows off the docking port in space 2. with a mechanic after fulfillment of the contract dismantle the docking port
Up Next: Orbital Station About The Mun - th-cam.com/video/bdrxyTXKGZs/w-d-xo.html *Note: At **13:14** there should also be a TD-12 Decoupler on the list.*
The outpost must be fully assembled has a quirck.. that assemblage doe snto need to be the final one You can launch it complete in a compact form use an engineer to make it correct in orbit .. then put it where you want.
6:45 How do you get it to just snap on like that? Every time I try, half of the fuselage goes inside the entire craft and the move tool throws it completely out of center, even with snap off. Holding alt makes it so I can’t put the part on the attachment point at all. I’ve been trying everything I know for the past hour and thirteen minutes, not including the time it’s taken me to type this.
I'm not sure what to say. At that point I may have not even been holding the alt key. It helps to have the parts rotated the right way before attaching. Sometimes things go weird on me too. I usually just discard the parts and try again.
How do you design your modules to add to surface bases? All my surface bases are horizontal, because one side has wheels on it. I land on the surface and then gently RCS nudge them to tip towards the wheels LOL! Then, I just drive them to where I want to put the base. The modules are pretty much the exact same thing outfitted with whatever I wanted in them. So, then I can do the same thing: land them nearby, drive to the location, then dock with the already existing base. That means I have to sit on the runway and test connect the modules to a copy of the original base to make sure docking ports line up and can make their connections at the base site LOL! How do you do it with a base that isn't on wheels, positioned vertically, and on landing gear?
I use retractable landing gear, translated into the body of the module. I then use RCS to attach the modules, descend landing legs and retract the wheels. When done, you don't see them.
Awesome video Mike, enjoyed it all the way, thanks for the tutorial! Here's a question for you, how do you record your gameplay footage? I tried using OBS 64bit but the only capture that works is the display capture, which is supposed to be heavier than window or game capture. Thanks!
@@MikeAben Thanks for introducing me to streamlabs, its UI is refreshing to see. But it turned out streamlabs had the same limitations as OBS, and what I really needed to do was to add the line "- popupwindow" after my ksp executable path within ckan, and select "Windows 10" under the Window Capture settings. This is also the only way to play KSP in borderless window. Thanks for your time, cheers!
I'm happy with the stock construction tools, but KAS/KIS is nice. Especially the fuel lines. I've had some bad luck with robotic parts, both stock and Infernal Robotics.
I'm utterly confused. I don't get any option to add the docking port connector to the staging. What am I missing? I can disconnect via right-click in flight ok.
I might use too much delta v on every thing i do bc i never get the required outcome lol try to rescue 2 kerbals even put a bigger tank on it still had to launch twice
Well, good thing I already got my triangular relay network setup, gonna make landing my own surface base alot less frustrating with an probodyne core. Also I know you purposefully made the base more awkardly shaped for teaching purposes, but wouldn't it be easy to just attach those structural fuselages to the the hinges from BG DLC to keep it more compact, until you get out of Kerbin?
Had problems with the build can't seem to get it to fly right especially in space to uncontrollable and with flip over end over end any suggestions newbie
If it won't fly in a straight line in space, then it is almost for sure that the center of mass is not in line with the thrust vector. I talk about this at 19:50.
At 13:15 - In the PPD-10 Hitchhiker, row 3, column 2, between the Ground Anchor and 2 Cubic Struts, what item is this? I do not believe it is listed in the text. Thank you for your terrific guides!
Another great video Mike but I must be doing something wrong! I build my base then add the sky crane which gives me a DeltaV of 197m/s but when I add the 2 R-4 dumpling tanks , my DelltaV drops to 188m/s! Any ideas?
I've fixed it. Its the way you place the tanks! If you just put them on top of the service bay, they don't work. Put them on top of the OscarB tanks then slide the over to the middle of the service bay then all is fine.
Hmm, guess I don't understand how the fuel works. How do you know where you can put fuel sources for the sky crane engines? The engines are not touching the fuel tanks you put in.
now build one that supports 20 kerbals. i got the exact same contract but mine says 20 kerbals and i am having some serious trouble lauching an outpost that can support that many and fullfill all that conditions as well.
@@MikeAben damn. i thought i had to build the whole thing before launching it since it said "the outpost must be fully assembled when launched." i ended up launching the whole thing with 4 twin-boar engines and get it to orbit. and then i did a refill mission to take it rest of the way and land it. 😅😅
A well-built skycrane can drop a payload, then return to be reused. I like to minimize throw-aways if I can -- a bunch of Kerbals worked hard for that tax money.
@@rembojy They pop up more if you have the right parts unlocked, but they are a lot less common than other types of missions. Once you have one, sometimes it'll ask you to add to the surface base that you already have too.
External batteries are so ugly. Take a part, flip it up side down, put batteries around the attach node, then re flip the part , attach it by the native node. Batteries are IN ur craft , and even let u gain some Xtra DV for Aerodynamic effiecience........
Am I the only one who doesn’t know how to fucking access the cargo tab. Did they even fucking make it? Honestly, this is ridiculous because I spent 2 hours trying to find the cargo tab and I couldent find it. How do I access it and add cargo to my storage container. I’m on console.
never knew about keeping the payload right above the the centre of mass for a stable flight
If you aren't sure exaggerate: what if you had a weight 10m off to the right? You would spin!
@@GiulioVonKerman i had the basic idea but for a much stable flight u can ensure that was new for me
I keep coming back to this video for this part of the tutorial!
That final summary is like anxiety relief. It is like brains fear forgetting stuff. So summary reminder, feels like comforting backrest for brain to relax into.
I comment VERY rarely under a Video, but today I have to! Amazing and engaging series. Really fun to play along with for someone who does not have the time to learn everything by trial and error and still has time to enjoy ksp. Please continue this great series!
Wonderful work. You have a talent for approaching complicated and sometimes confusing topics with tact and creativity. Just watching this, you have gave me a few ideas for a base and have taught me a lot about making my launches more efficient. A brilliant tutorial, as always. Keep up your enthusiasm!
I almost never say anything. However, you are awesome Mike, you literally make rocket science easy. When I first started KSP I was shooting rockets into space without really thinking about it applying some small things I would manage to find out. Like my first orbit my Apoapsis was like 220 and periapsis was like maybe 71. I think I also blew up the pod 'cause I came in at like a -500 periapsis.
Yes, yes, I know this is rocket science light, but still. When talking about high level stuff you are careful to make sure to explain parts us dummies wouldn't know without sounding condiscending. Which begs the question, are you a rocket scientist? Or at least a professor?
Thanks. I'm a retired high school math teacher with a life long love of space.
Great education, and entertaining, series. I just noticed the ASAR flag on the back wall of the Space Plane Hangar. That's awesome. Please continue this series.
I love your videos, Mike. They take the brain pain out of KSP for me. Thanks for the years of videos!
Glad you like them.
Excellent video. I had yet to find a decent focussed tutorial like this, and it's an area I knew I would be delving into soon. Adding in skycrane was also super useful. Thanks Mike.
Holy guacamole this was comprehensive! Insane video quality, the tips and summary are awesome! Too bad its nearly midnight and I just now find your channel because I want to watch more lol.
I was in the process of bringing Valentina back from my space station when you said that I didn't actually have to have 5 Kerbals on the outpost lol
I carried two extra Kerbals just last night... now the Finance department is on my back about wasted fuel. 😁
this video scored you a new sub
very precise instructions, I like it
Always wanted to know how to build a base so thank you very much !
Your videos are awesome for learning the ropes of kerbal, one thing I've been challenged with is a contract to launch and land a fully assembled base on the mun, needs 7500 electric charge, 8 kerbals and 6000 units of liquid fuel... its been a real treat to try to design lol
Unless mods are involved, you likely can assemble the base on the surface. The most recent tutorial in this series addresses a way to do that, though not to the specifications you list.
@@MikeAben even with the "must be fully assembled on launch"
@@LoggerHub Yes. I find that phrasing confusing too, but if you look carefully it's right after the point about having to have an antenna and power generation. As long as that part is on at least one of the modules, you're good. I talk about this in my Mun Station videos in this series.
@@MikeAben thats a relief thank you! Ill do that if my current plan fails, managed to get the entire base into kerbin orbit, refueling it to continue the journey. Landing on the mun maybe a challenge 😂
I used your design idea but made the body a science module and used one of the better control modules on the sky crane.. After I got to the mun and landed, I did a bunch of science and transfered the information to the procore. Launched the core and skycrane high enough to nearly rendezvous with my Mun ISS, so I can return it to kerbin in the future!
Nice
Just discovered ksp. Your videos are great
Never noticed you can stage docking ports, that would have come in handy launching my interplanetary tug.
You are my saviour. I started my career mode for the first time and I saw the mission and thought(huh that's easy) and I spent an hour on nothing
I built my first Minmus Surface Base (yes, in career mode, no I still have not received a contract to do this, I just had a ton of spare cash) as a 5 segment thing (one segment being a pickup truck), and built it so the poodle engine in the center module lined up with the center of mass by making each module weigh the same as my pickup truck design. I then built a booster and just put it in a polar orbit with a surface until I could choose a landing site. This was after getting every science experiment in space just above and high above each biome and storing them in the lab module to be processed once we landed.
Edit: I forgot to mention folding it up by taking the docking ports and using the rotate and offset tools to move the modules about to fit in a fairing.
Once again great tutorial video. I'll start my minmus base right away! Thanks! 🙂
#15:04 to solve the optical problem and still fulfill the conditions of the contract in a simple way I use two possibilities;
1. a decoupler on the Kuppola, which then blows off the docking port in space
2. with a mechanic after fulfillment of the contract dismantle the docking port
Thanks mike, you're helping me alot :D
Best ksp channel ever thx for all those tips
Thank you you have help me with my base
On point, as usual.
These tutorials are pretty neat! You should do a tutorial on how to use robotics (Maybe the KAL controller?)
Maybe someday, but right now I have a short list of what I want to get through before KSP2 drops.
Very helpful! Thanks for making this
Up Next: Orbital Station About The Mun - th-cam.com/video/bdrxyTXKGZs/w-d-xo.html
*Note: At **13:14** there should also be a TD-12 Decoupler on the list.*
The outpost must be fully assembled has a quirck.. that assemblage doe snto need to be the final one You can launch it complete in a compact form use an engineer to make it correct in orbit .. then put it where you want.
6:45 How do you get it to just snap on like that? Every time I try, half of the fuselage goes inside the entire craft and the move tool throws it completely out of center, even with snap off. Holding alt makes it so I can’t put the part on the attachment point at all. I’ve been trying everything I know for the past hour and thirteen minutes, not including the time it’s taken me to type this.
I'm not sure what to say. At that point I may have not even been holding the alt key. It helps to have the parts rotated the right way before attaching. Sometimes things go weird on me too. I usually just discard the parts and try again.
How do you design your modules to add to surface bases? All my surface bases are horizontal, because one side has wheels on it. I land on the surface and then gently RCS nudge them to tip towards the wheels LOL! Then, I just drive them to where I want to put the base. The modules are pretty much the exact same thing outfitted with whatever I wanted in them. So, then I can do the same thing: land them nearby, drive to the location, then dock with the already existing base. That means I have to sit on the runway and test connect the modules to a copy of the original base to make sure docking ports line up and can make their connections at the base site LOL! How do you do it with a base that isn't on wheels, positioned vertically, and on landing gear?
I use retractable landing gear, translated into the body of the module. I then use RCS to attach the modules, descend landing legs and retract the wheels. When done, you don't see them.
Awesome video Mike, enjoyed it all the way, thanks for the tutorial! Here's a question for you, how do you record your gameplay footage? I tried using OBS 64bit but the only capture that works is the display capture, which is supposed to be heavier than window or game capture. Thanks!
I use Bandicam only because I have for years, but it's display capture too. For my stream captures I use StreamLabs OBS which is game capture.
@@MikeAben Thanks for introducing me to streamlabs, its UI is refreshing to see. But it turned out streamlabs had the same limitations as OBS, and what I really needed to do was to add the line "- popupwindow" after my ksp executable path within ckan, and select "Windows 10" under the Window Capture settings. This is also the only way to play KSP in borderless window. Thanks for your time, cheers!
Hi Mike - great job, did you ever make a tutorial for the next step, assembling the rover etc? Any link appreciated :)
I did, though it actually turned into two more episodes. The playlist link is in the description. You'll find them both in there.
@@MikeAben Oh ok, sorry to bother you Mike
@@peterodonnell1963 no bother
do you recommend to use KAS/KIS or infernal robotics for setting up bases?
I'm happy with the stock construction tools, but KAS/KIS is nice. Especially the fuel lines. I've had some bad luck with robotic parts, both stock and Infernal Robotics.
I'm utterly confused. I don't get any option to add the docking port connector to the staging. What am I missing? I can disconnect via right-click in flight ok.
Try going into settings and turning on Advanced Tweakables.
@@MikeAben Thank you. Had to reinstall and forgot about that.
Thanks! @@MikeAben
I might use too much delta v on every thing i do bc i never get the required outcome lol try to rescue 2 kerbals even put a bigger tank on it still had to launch twice
There's no way around it. Getting to orbit takes practice.
Great video, but I can't extend the photovoltaic panels
Do you have communication? Another possibility is that you are timewarping.
Well, good thing I already got my triangular relay network setup, gonna make landing my own surface base alot less frustrating with an probodyne core.
Also I know you purposefully made the base more awkardly shaped for teaching purposes, but wouldn't it be easy to just attach those structural fuselages to the the hinges from BG DLC to keep it more compact, until you get out of Kerbin?
Absolutely, but I'm also deliberately not using any DLC in these tutorials.
Had problems with the build can't seem to get it to fly right especially in space to uncontrollable and with flip over end over end any suggestions newbie
If it won't fly in a straight line in space, then it is almost for sure that the center of mass is not in line with the thrust vector. I talk about this at 19:50.
At 13:15 - In the PPD-10 Hitchhiker, row 3, column 2, between the Ground Anchor and 2 Cubic Struts, what item is this? I do not believe it is listed in the text. Thank you for your terrific guides!
Is it a TS-06 Stack Separator?
That's right. I accidentally left it off the list.
@@MikeAben Thanks Mike!
Another great video Mike but I must be doing something wrong! I build my base then add the sky crane which gives me a DeltaV of 197m/s but when I add the 2 R-4 dumpling tanks , my DelltaV drops to 188m/s! Any ideas?
I've fixed it. Its the way you place the tanks! If you just put them on top of the service bay, they don't work. Put them on top of the OscarB tanks then slide the over to the middle of the service bay then all is fine.
On playing on xbox but for some reason I can't add anything to the seq 9?
Can anyone help
wil you ever do a duna or eve tutorial like these! theyre good
I just picked up an orbit Eve contract, so it will be on the next poll.
@@MikeAben yes dude! so excited!
Hmm, guess I don't understand how the fuel works. How do you know where you can put fuel sources for the sky crane engines? The engines are not touching the fuel tanks you put in.
They don't have too. Fuel flows through most parts.
@@MikeAben I guess I will know it's connected when I build something, and it has delta V lol.
will you upload the craft file?
Sorry, craft file access is a patron and member perk.
@@MikeAben atleast the base? not the whole space craft since i can just mount it onto a kerbal x
now build one that supports 20 kerbals. i got the exact same contract but mine says 20 kerbals and i am having some serious trouble lauching an outpost that can support that many and fullfill all that conditions as well.
You can launch four of these and just hook them together. It doesn't have to be twenty in a single craft.
@@MikeAben damn. i thought i had to build the whole thing before launching it since it said "the outpost must be fully assembled when launched." i ended up launching the whole thing with 4 twin-boar engines and get it to orbit. and then i did a refill mission to take it rest of the way and land it. 😅😅
The "outpost" (or station) is officially the power, antenna, and docking port. That's why the text is arranged like it is.
Whats the point of the skycrane?
It detaches leaving a nice clean payload behind.
A well-built skycrane can drop a payload, then return to be reused.
I like to minimize throw-aways if I can -- a bunch of Kerbals worked hard for that tax money.
How I can switch fast between rocketpart when they are Not attachet ?
On a PC, it's the square bracket keys.
@@MikeAben YOU SAVED ME ONE YEAR LATER XDDDD
how to unlock cargo tab ?
I'm trying to stream build this right now Mike, and I be upset, cause you didn't put "decoupler" in your list of what to bring. Sadge.
Sorry about that. I missed that part. I've added a note to the description and pinned comment.
@@MikeAben Oh thanks! We were able to salvage the mission by building it upside down and flipping it over using the reaction wheel, lol.
I've never had this sort of contract, is this modification?
No, this is a stock contract.
@@MikeAben hmm i've never seen it
@@rembojy They pop up more if you have the right parts unlocked, but they are a lot less common than other types of missions. Once you have one, sometimes it'll ask you to add to the surface base that you already have too.
@@Taricus interesting
20:43
Lol what was the point of the sky crane u didn't use it for anything and threw it away
Well, I could have let the base smash into Minmus' surface, but landing it seemed the better idea.
20:38 B^)
External batteries are so ugly. Take a part, flip it up side down, put batteries around the attach node, then re flip the part , attach it by the native node. Batteries are IN ur craft , and even let u gain some Xtra DV for Aerodynamic effiecience........
:)
Am I the only one who doesn’t know how to fucking access the cargo tab. Did they even fucking make it? Honestly, this is ridiculous because I spent 2 hours trying to find the cargo tab and I couldent find it. How do I access it and add cargo to my storage container. I’m on console.
It's possible the feature may not be available on console.
r u using any mods
No mods.