Spin stabalization is necessary for the aerobee stages since there is no avionics included to save weight, and if there were, the aerobee engines have no gimbal either - hopefully we'll have proper satellites soon!
Hey N9, i would suggest getting the TAC Self destruct mod, this wau you can blow them up its its about to crash or ran into a large problem. I think it will help make you videos more realistic if there is a failure.
Hello there! When making a kOS script for getting to LEO should I make the pitch/tilt of the rocket a function of the apoapsis, the velocity, the altitude or a combination of both/all of them? Thanks for the help
It's really up to you, the scripts I made smoothly alter Pitch directly related to Altitude, I found that really simple and effective but I've no way of knowing if it's the most efficient method. For insertion to LEO I used the same method where Pitch is directly related to Time to Apoapsis, designed to hold Ap and cut engines once in orbit. That's only one way if doing things, the script is in my discord if you'd like an example!
I think that you can build a simple ''launch clamp + fuel tanks + engineyouwanttotest'' e ignite it on the launch pad. In doing so maybe you can lower the failure rate because you are testing the engine; like real life.
The initial data on the engine when purchased assumes ground testing has already occured - you used to be able to get the engine to its maximum reliability with ground testing which was not the devs intention, hence why that doesnt work anymore.
I still dont think the rolling out with no fuel in the tanks is an exploit. I have never seen them roll out a Saturn V, Soyuz, Delta, Atlas, Falcon, starship or whatever full of fuel...
It's an exploit to the balance mechanics of RP1, specifically wet mass limits on the tiered launch pads. It can only enforce that limit in the editor, and so if the rocket is empty then fuels up past the mass limit on the pad? We've got ourselves an exploit! Now for the sake of fun, do it anyway! You can play the game however you'd like, that's the beauty of KSP (:
@@N9GamingOfficial I actually used a step by step guide on youtube for 1.6.1 (It actually may have been one of your videos). All was going fine until smokescreen (I believe that was the name), a mod that RO was dependent on, had to be reverted to an earlier version. This resulted in the game detecting an outdated mod and refusing to boot. When I updated smokescreen, RO stopped working. After being faced with this damned if you do, damned if you don't situation I haven't even played ksp for months.
@@epicbastard1 Ooof yeah it does mention smokescreen must be reverted to a previous version (easily done on ckan) , sorry you had those troubles! I'll link my gamedata in my discord soon
This boosts your space program just like the Sputnik Shock
Hahaha the ‘ol empty the tanks trick, I still do that if I’m testing in krash! (And you know, want more tonnage than I’m allowed)
Yeaah that's something I used to do to cheat, but have now changed my ways - still useful for krash yes!
It's cool to see the difference between spin stabilization between the two stages. The short stubby one is way more stable than the long thin one.
Spin stabalization is necessary for the aerobee stages since there is no avionics included to save weight, and if there were, the aerobee engines have no gimbal either - hopefully we'll have proper satellites soon!
New episode from the best RP1/0 youtuber , Yey !
the upload of this video just made my day better, thank you
Cheers!
HypeHype, btw great music choice and wonderful video!
The Aero 2.5 gives me a lot of ICBM vibes
That's fitting since it basically is an ICBM
Hey N9, i would suggest getting the TAC Self destruct mod, this wau you can blow them up its its about to crash or ran into a large problem. I think it will help make you videos more realistic if there is a failure.
There is actually an ingame range safety feature that does this - I think I enjoyed things crashing into the ground though haha
The Rocket/Plane Looks like a Anti-Ship Missle
Hello there! When making a kOS script for getting to LEO should I make the pitch/tilt of the rocket a function of the apoapsis, the velocity, the altitude or a combination of both/all of them? Thanks for the help
It's really up to you, the scripts I made smoothly alter Pitch directly related to Altitude, I found that really simple and effective but I've no way of knowing if it's the most efficient method. For insertion to LEO I used the same method where Pitch is directly related to Time to Apoapsis, designed to hold Ap and cut engines once in orbit.
That's only one way if doing things, the script is in my discord if you'd like an example!
I think that you can build a simple ''launch clamp + fuel tanks + engineyouwanttotest'' e ignite it on the launch pad. In doing so maybe you can lower the failure rate because you are testing the engine; like real life.
The initial data on the engine when purchased assumes ground testing has already occured - you used to be able to get the engine to its maximum reliability with ground testing which was not the devs intention, hence why that doesnt work anymore.
@@N9GamingOfficial i didn't know that! So you have to be flying with that motor to achieve more data? It makes sense
Yup it forces me to fly some test launches of the rocket basically!
I still dont think the rolling out with no fuel in the tanks is an exploit.
I have never seen them roll out a Saturn V, Soyuz, Delta, Atlas, Falcon, starship or whatever full of fuel...
It's an exploit to the balance mechanics of RP1, specifically wet mass limits on the tiered launch pads. It can only enforce that limit in the editor, and so if the rocket is empty then fuels up past the mass limit on the pad? We've got ourselves an exploit! Now for the sake of fun, do it anyway! You can play the game however you'd like, that's the beauty of KSP (:
would it be possible to make a mod pack for us
I may upload my GameData folder for people if they wish ;)
@@N9GamingOfficial Please do. I have tried installing RO and RP1 many times but always run into problems.
@@epicbastard1 As have I, though the appear to be all ironed out for me now ;) You do use the wiki guide for installation right?
@@N9GamingOfficial I actually used a step by step guide on youtube for 1.6.1 (It actually may have been one of your videos). All was going fine until smokescreen (I believe that was the name), a mod that RO was dependent on, had to be reverted to an earlier version. This resulted in the game detecting an outdated mod and refusing to boot. When I updated smokescreen, RO stopped working. After being faced with this damned if you do, damned if you don't situation I haven't even played ksp for months.
@@epicbastard1 Ooof yeah it does mention smokescreen must be reverted to a previous version (easily done on ckan) , sorry you had those troubles! I'll link my gamedata in my discord soon
Lol Chonk A