I heavily recommend CKAN, it makes it genuinely a billion times easier to install mods. You tick the mods you want, and then you press the big green button. Also, I recommend Nertea’s Near Future set of mods, as well as the Outer Planets Mod so those comically efficient engines actually have somewhere to go. Great vid Matt! Looking forward to this series.
Seriously. It works so well. I've yet to have compatability issues with it +reading everything, it's still a good idea to read descriptions. There are even some "issues" I'm aware of but accept and it works great.
I personally STRONGLY prefer the realistic launches. I'd watch 12 launches in one video for a space station no problem! Break up the loads, rotate crews and have deliveries in between, maybe even a space shuttle style construction of a station. Make a tug that hauls a station that otherwise wouldn't have any power of it's own! All that kinda stuff I'd watch for HOURS if it took that long to show off, I LOVE these missions!! Slow an methodical and realistic is much preferred by me at least! Edit: There was a cool concept back in the 80s, 90s about rockets that used nuclear fuels that would manage their heat by having the fuel in a sort of trailer being pulled by the actual rocket for interplanetary flying. Could make for a cool video!
it a timelimit for matt making videos harder with more rockets if you added mechjeb you could do semi automatic rockets you add a long from video and a short from video MC youtubers offen do cuts and time lapses
As far as I'm aware the biggest barrier is really Matt's sanity and time. Which is super fair. I'd love if he did a realism series sometime, maybe once he's done messing with very kerbal mods he could do a visit of the realism mods lol
@@cherriberri8373 Could split it up and release a supercut at the end. Or increase increments between videos. Long format is the meta on TH-cam right now anyways.
ScanSAT would be a very interesting mod that adds all sorts of scanners to map planets. Would be neat to see Matt trying to map Minmus or any other planetary body.
Also I absolutely love the idea of a theme park built around the 2nd kerbal space center, I think that might as well be your next series! And I’d love it!
Matt, I'd suggest using CKAN for your mod installs, because it would make installing and updating mods easier, so you don't have things like the IVA mishap on this mission.
while having the space station close to the surface is more practical for when your surface base is in place, I think it'd be cooler to utilize the fact that you can do a synchronous orbit around minmus to place it over the minmus equator on the same longitude as the colony, stationary relative to minmus's surface. maybe add two additional, remote-controlled relay satellites in minmus-synchronous orbit forming a triangle with it, using the station as the third relay for that constellation
Thank you for the mention Matt! LOVE the station! I would go to Re-Stock but now I'm in love with the paint mod called T.U.R.D. Silly name I know. But as of right now it's not compatible with Re-Stock. It makes your craft Shinny and has 3 different color patterns per part. IF you ever get into it, be warned, You WILL get sucked in. Have a great day! 😊
You talking about the rain gave me an idea. You ought to do a meteorology mission where you look for rainclouds with satellites then investigate them with a plane. IDK if the game will support that though.
Matt, you should try using Rocket Sound Enhancement. Not only does it improve the sound of the rockets (Not just the engines but also things like decouplers and the sound changing when going supersonic) but it might also fix the audio problems you've been having for who knows how long
Yeah, I'm really enjoying this. KSP mods can get wild, but they can also rapidly stop feeling like KSP. I'm happy to get there, but I appreciate you doing it in a sort-of step-by-step process, with one new mod at a time. Edit: Also the first US satellite was Explorer 1. I definitely had to google it lol. Although the second I saw the name I heard Scott Manley in my head saying it, except in his accent it sounds kinda like "exploder 1".
Can't wait to see the triumphant return of Planet Coaster! Hope there's at least one Kraken themed ride. Also, I noticed at 42:00 there was a tiny lightning strike in the Kerbin clouds, so scatterer is definitely populating rainy weather.
For the Minmus base I would recommend the Planetside Exploration Technologies mod. It adds quite some cool looking base parts and also includes wind turbines as an alternative to solar panels and RTG's on planets with an atmosphere, just in case that you wanna revisit you Life on Laythe series ^^
For the Minmus base, I recommend using the Planetary Base Systems mod. It comes with flat pieces, perfect for use on the minmus flats. It also comes with integrated life support modules for several other mods, and the whole mod is extremely modular and intuitive. It was the first mod I used, admittedly to cover up my plights on Eve! Another, very niche mod which makes landing those craft from orbit (if you so choose) is TCA, or Throttle Controlled Avionics on SpaceDock. It’s pretty difficult to master but the basic tools make VTOLS far easier and hovercraft feasible. Aside from that, great commentary! Adding noodles to your shopping list.
This series is quickly becoming a favorite of mine, as a KSP mod user myself. I prefer a larger number of more realistic rocket launches over a small number of comedically oversized rockets, I hope to see more of those in the future. As for the Minmus surface base, I like the idea of either building it on the surface of Minmus (more realistic and challenging) or building it in Minmus orbit (fun and arguably more futuristic). Also I have a mod suggestion: Rocket Sound Enhancement, which further enhances engine, thruster, and other rocket sounds, and works very well with Waterfall! Regardless, love this series so far, and I'm looking forward to seeing you bring more and more of unfulfilled KSP 2 content to KSP 1! (and maybe one day we will get a *real* KSP sequel, hopefully not under Take Two)
well, if you want realistic payloads, "FAR" will totally help you with that! if you do end up using it, place "winglets" (small control surfaces) at the bottom to fight the front drag! no need for principia, that is crazy levels of difference and UI breaking... just FAR on it's own totally improves the game. (just bump the aero part break limit by like 25% for stock like behaviour.)
Another suggestion for the surface colony construction is to launch all segments to Tylo orbit, land the segments on Tylo, assemble the base on Tylo then launch it all back towards the surface of Minmus.
A mod you absolutely have to check out is Kcalbeloh. It adds an entire new planet system with 30ish new planets/moons that orbits an enormous black hole, which you can get to via a new wormhole orbiting Jool. The mod looks super good and it is constantly being updated with a good community and good modders behind it. This mod would have to be quite far in the future however due to it being on the futuristic side of space travel. You would have a great time!
Hey Matt, I’ve got a couple mod recommendations, Procedural Fairings:Allows you to make fairing how ever big you want with any fairing base size Procedural parts: can make any diameter or height you want. Come or cylinder Any fuel switch mod: switch between Liquidfuel+Oxidizer and just Liquid fuel(useful for nuclear transfer stages) Kerbal Attachment system:stuff like winches, resource transfer lines FreeIVA: you can actually fly around in your space craft, switch seats RevIVA:better IVA controls including contact indicators,brakes, actual stage buttons you can click, abort, SAS, RCS buttons. Solar panel sensors, and much more
Yes Laythe tutorial please! I always end up in precarious situations when I go there! (usually because I do an SSTO and something goes wrong with gravity assists, cause I feel like I don't do them very precisely and don't save as much fuel as I could, over-heating on Laythe entry/reentry, or I have stability issues and the thing just cant recover itself once it enters a spin).
Hi Matt, I think that the realistic approach is the best way, to produce amazing content. Nevertheless, I think that the large fairings (I don't mean the absurdly WIDE ones) are not unrealistic at all, since you aren't playing the forbidden mod (R*S).
Build the colony on Minmus one landing at a time and connect them while on the surface. I always have a problem with that so it would be nice to see your approach to it with modded colony base parts
Mod suggestion: i know that near future rovers is recommended a lot, but feline utility rovers has many truck parts that involve mining, such as a inline convertatron and a inline drill. it also has ore tanks that you can attach to the bottom for a better look. happy rover-ing!
I think that there are mods that add much bigger solar panels, one good one is Near Future Solar. Great job on the video, I think the sixth rocket came out looking pretty good! Please keep making the series even if it doesn't get many views, we are all really enjoying it!
MOD SUGGESTION: Nerteas Near Future / Far Future Suite (Consists of ~10 mods depending on what you wanna get)they provide absolutely *amazing* additional parts for all kinds of situations :D
Knes is a good mod, it features some never completed British parts (MBK capsules) along Ariane parts and Hermes shuttle (both the one that should have been made and an alternate design that might have been) If you add Luciole from the same modder, you'll have everything you need from micro launch vehicles to heavy ones. One other mod that kinda replaces every need for stock parts is Tantares, the Soviet inspired mod. Everything from small missile parts to N1L3, Soyouz Mir/Salyut, etc... Even nerfed N1 is still OP in stock scale KSP. So is Ariane 5. In 2.5x stock scale (1/4 real scale), Ariane 5 becomes unable to make an Apollo mission to the Mun and requires two launches, one for the vessel, one for the lander. But in KSP stock scale, Ariane 5 is as powerful as a stock scale Saturn V... Community Tech Tree and other Community mods are a no brainer. You practially need those for other mods anyway or to correct bugs inherent to the core game. Restock changes hit boxes as well as drag for some parts. More fined hit boxes can change some things in vessel assembly when trying to make unconventional craft...
I think you should make the ground base as a relaunch-able facility which deploys the crawlers to go mine and bring it back, you can have a surface-to-orbit freighter. When the minerals are tapped out, you can launch the base with the crawler/mining vehicles to next target.
Something worth looking at is USI konstruction it has weldable docking ports basically ports that once assembled you can click the function and the docks disappear giving a solid structure so you can build large and send up section but then remove all the ports needed in assembly and associated issues
40:20 if you just use a regular Clamp-o-trim docking port, you can put the escape tower on top of it and there’s a config on the tower that will aesthetically cover the docking port completely.
Matt, Thank you for this series. KSP 2 has been a crushing blow to fans, but also to people like you who have championed this series of games for so long, despite how much it has been thrown back in your face despite your committed perseverance. Thank-you for returning to KSP (the one and only ;) ) and in such a grand fashion.
Love you're making these videos! Question, would it be cool to have a permanent big "Ferry" ship going back and forth between worlds and haul supplies to the station parts and landing vehicles? Maybe for just for heavy lift? Core ship, with docking models attached to side of the ship?
I'd recommend the mod Kerbal Joint Reinforcement, which completely removes the problem of bendy rockets. It could also be added on without getting you overwhelmed, as it doesn't add any parts or stuff.
From a functional point of view it is fairly easy to do a round trip from an equatorial station to anywhere on the surface of Minmus and back, or vise versa, because Minmus' orbital velocity is so low. Plane changes are only going to be ~100 m/s. From an aesthetic point of view though, you do you.
for the minimus surface colony you should assemble it in LKO for the transfer, then disassemble it in LMO for landing, then re assemble it on the surface.
Since you asked if we want to see you build the surface base in a certain way Matt, yes. Yes I would. I'd like to see you build the surface base in Eloo orbit, then drop it onto Minus, conducting Jool and Eve flybys on the way..... (I jest..... you really shouldn't ask these questions though Matt :P )
As many have suggested, I think CKAN is your best friend when modding (although you may already know that). As for mods I recommended you use, I suggest: RSMP, Outer Planets Mod, Near Future (I recommend the full suite), OPT spaceplane (legacy and continued), and Free IVA
matt really did search "what is a rocket" in the ad💀 edit: Btw install extraplanetary launchpads to build spaceships in other planets, so you can have your rockets launching big modules in a realistic way
@@felmagfer-notalt Huh? They'd fixed that last time I checked. There was an easy user-level fix; just replace the DLL with the one from extraplanetary launchpads (or another mod, can't remember), but then they made a new release with an updated DLL.
Instead of a launch runway on Minmus, a robotic "transport erector"-esque arm would be really cool as there isn't an atmosphere. I imagine it could look almost like a crossbow that aims the SSTO up for launch!
You could build a series of colonies to kind of create a small civillization on Minmus, with little towns forming where there are multiple colonies close together.
A lot of the fun of KSP comes through procedure, the careful and methodical planning and execution of a mission. I think that is what I like to see more than anything else, I like when a KSP video presents a problem, works through the solution, and shows the execution. I think that is a big part of why people enjoy KSP in the first place, problem solving and procedure. So when it comes to multiple launches vs one big launch, I prefer multiple launches. I'm here for the problem solving and procedure, I don't necessarily need to _see_ all the launches but discussing how the payloads were split up, problems that arise, and such are what I am here for. When the kind of procedural problem solving is "skipped over" by just making one big rocket to brute force it, I kinda lose interest. This also applies to mods. I'm most interested in mods that provide new problems to solve.
Since the gravity is so low on Minmus I would have an oversized crawler with built in refinery that locks into place and then migrates when it eats up all the resources. Another option is a drone base with small flying resource gatherers that go to high resource places, fill up and fly back to base. The low gravity for the second option means that flight is not super costly for transporting the heavy ore. The drone option might clutter the Tracking Station view, and would require more micro management, but would make for a higher tech seeming base with a specific point for launches to the space station.
Mod Suggestion: I really enjoy playing with FreeIVA and Eva Follower, the former let’s you move freely inside the ship, the later let’s you assign patrol areas on planets, wich the Kerbals will automatically follow. Really good for making planetary Bases feel more alive. PS: Love your videos
I love the "gas station" bit at 1:06! :D But look at us 2 Brits talking about "gas stations"... XD Launching empty makes sense; refuelling infrastructure is funny like that. My OrbiTank launches with a first stage which is just a Mammoth engine. It gets up there, drops the big engine, and gets all the way to Minmus orbit with just the fuel in its tanks. A space station without its own engines would go empty. *Unrealistic rockets, YEAH! Kerbin is not Earth!* 😂 The "peak aerodynamics" joke reminds me that when I was a kid, I thought the XB-70 Valkyrie looked _wrong_ and _horrible!_ How my tastes have changed! I knew it would be easy to flip. Its that fairing aero bug; I hate it. Y'know, I'm not sure it strictly needed a fairing. The lack of one might have pulled it out of the _rocket uncanny valley._ ;) Your oratory exertions are appreciated, Matt! Having thought about making videos, I know I couldn't do the commentary in one run. I'd need to script it and do it in parts. I'd never be able to upload weekly. I entirely understand you tangenting onto George Forman grills or whatever. One of the ideas I have for a commentary snippet begins by saying "I'd never go on a tangent about my George Foreman grill, I've never even owned one." *beat* "So about my Hotpoint washing machine"... XD But really, I wouldn't mind if you split some videos up; 20-25 minutes seems about right for me. Longer videos are fine too, I can always watch them in parts. They basically become more content which I'm very glad for, but I don't want my favourite videographer getting tired out. Those are nice clouds, but now you've got me thinking about curry. Mmmm! XD Oh, the proper names for clouds are confusing, anyway. There's cirrus and stratus and I forget if stratus is supposed to be higher up but if it is, what's cirrostratus? I never quite worked it out. 17:25 *Nice* sounds! :D Hahaha the randomized tech tree! That could be fun. :) Personally though, I think I'd rather have Infinite Discoveries -- a procedural planet pack generator by Sushut. I thought you made very nice theme parks. I would have watched all the Planet Coaster videos if they didn't make me dizzy. I just think some games can't be presented without it. Some activities too; I can't watch mountain-biking to save my life! I'm all right when I'm doing these things, but not when watching others. I'd have to make myself watch KSC2!Planet Coaster though, as tragic as it would be! 🤣 Would it help you to have a 3rd channel for Planet Coaster, Matt? I'm dying to know what's wrong with the crew complement! XD That wasn't a spoiler, that was good foreshadowing, it was a teaser which kept me hooked! XD The trouble with tangenting. :) My Orbitank is a slow old thing too, especially when it goes interplanetary. It's got a Poodle engine -- 2/3 the thrust of a Wolfhound -- driving 3 3.75m tanks. One day, I had 3 11-minute burns; one ion probe, one nuclear explorer, and one Orbitank. The same Orbitank later had a 24-minute burn to capture at Dres and would have crashed if Dres had been rotated differently. A lowland biome in just the right place saved me from my inexperience! I never before thought about the parallels between set construction and surface bases on alien moons! XD The last Lego builds of my childhood were all giant roving bases with smaller vehicles inside. That took me back. I'd be surprised if you even can build a roving base that big in KSP. You need 3 engineers! Nooo! XD I remember that engine plate comment. Not the author though, I'm terrible with names. I learned to rendezvous in Minmus orbit and was later very glad I had! On the flip side, I used the big docking ports which make lining up harder. Building the surface base in Minmus orbit will probably be easiest. Surface docking is probably worse than any orbital docking. KSP auto-calculates aerodynamic drag cubes based on part shape, and its generator isn't the best. If you change the shape even a little bit, the aerodynamics may change more than you'd expect. I use the Community Fixes mod which has a better drag cube generator -- different again but should be more consistent between mods and stock. Life on Laythe? with mods too? Now there's an incentive to stay subscribed! Almost all tutorials go too fast for me, I miss bits. I'm not looking for better tutorials for myself, just saying this is why I recommend Mike Aben's whenever people complain. Honestly, the time people stopped saying "I can't even get to[/beyond] the Mun" is when Mike Aben's tutorials got known. It might just be that different people need different tutorials; his are quite different to most. Well, that was fun! It was classic Matt Lowne KSP. 😄👍
20:34 Sputnik I, Sputnik II, Explorer I, and Vanguard I were the first 4 satellites placed in orbit. Vanguard I, launched in 1958, is still orbiting and is projected to stay in orbit another 180 years. Just an FYI - the same guy who led the Vanguard I project is also the same guy who helped create the GPS network.
use the extraplanetary launchpads mod. it allows you to mine metalore, use a refinery to turn it into metal, then use a part to turn the metal into rocketparts, and then you can simply build rockets using that launchpad. it also has disposable launchpads that can be carried by kerbals using KIS (kerbal inventory system) (PS: Your surface colony mod that you use has built-in compatibility for this mod)
41:20 fly the surface base pieces to jool, have them all do a jool 5, land them on tylo, then construct them on tylo, leave jool and come back to kerbin to land on minmus
I love how Matt is going off about the game's refusal to rain during a launch, meanwhile, irl, we constantly beg to the weather gods that it be clear skies on launch day!
I'm both space and theme park enthusiast. Actually some time ago I envisioned a theme park centered about space. Here's some of my ideas, but I don't know if they can work in Planet Coaster: 1) A flume ride which is meant to simulate reentry and splashdown. The boats resemble spaceships, probably some version of spaceplanes. 2) A chair swing ride where the vehicles you sit in resemble rockets instead of planes. Pretty straightforward 3) A spinning coaster which vehicles resemble UFOs. The story is that humans found a planet of friendly aliens and are learning how to fly their spaceships. You can have a whole section of the park themed to look like this planet, something like Pandora in Disneyland. 4) An attraction resembling a train for children but instead of a train you drive space rovers, kinda like moon buggies. It could be in the section about the alien planet and you would explore the strange landscape and it's inhabitants. Kinda like a photosafari for children but with aliens. 5) A Disk'O Coaster, again themed as a UFO and again in the same area. 6) A Sky Flyer which seats resemble spaceships. Since it first lifts up and only then starts spinning you could name it 'Space Elevator'. 7) Of course a motion simulator where you fly a spaceship Something not from my project but since you want to reimagine the KSC, Astronaut Complex could be a 'training area' with a space themed indoors playground as well as some minigames about being an astronaut. I really like your ideas about VAB dark ride and runway launch coaster. Bonus points if the coaster station is in the Spaceplane Hangar. You could also have a small waterpark built around the Water Tower I don't have ideas for other buildings, they can have some gift shops and restaurants, maybe with some puns based on their name.
SSPX does have IVA compatibility, but it comes separately installed for those who don't want to overload their gamedata folder. It should be in the folder you downloaded to get the mod itself, although it's been a while since I've installed it myself.
Doing a tutorial series on how these mods work would be a really great idea, cause I actually downloaded this same mod among a few other base part mods and I don’t know what the hell I’m looking at with all these new parts and functions.
I had this one idea but I don’t know how possible it would be. It’s for a platform on Minimus that SSTO’s can attach to and the be pushed up like a ramp vertically to then launch it. Just and idea
Returning to Life on Laythe with a tutorial would be awesome! (It feels so weird to be commenting on a Lowne KSP video, because of how long it's been since your videos weren't outdated)
talk talk talk my friend. You dont have to talk forever. Make the video longer even. Annotate what your doing in things like rendezvous, docking, and orbital insertions. Youll kill blank spaces and help beginners out this way. Just say when the next time in the video is for the action. Youre worrying too much, ksp isnt running away. Just be you, talk when you feel like it. No obligation Make live annotations while your doing maneuvers isntead of post editing narrative to fill it up. We like to see how you do things. Basmati rice is indeed the superior rice. Thank you for stating that!
I'd like to recommend PersistentRotation Upgraded. It lets craft continue to rotate even in normal time warp or whilst unloaded, meaning your station could remain upright relative to the ground at all times
I hope you add kerbalism to the modset. It would be a really awesome way to make both progression and stations exceedingly useful and have a purpose. Could slowly add its features (i think they can be disabled/edited in game), but i found it massively changes the way one plays ksp. It gives a reason to do things, rather than just arbitrarily adding things for aesthetics or roleplay. Plus, communication networks are so freaking awesome to set up with it
Download Opera for free ➡ opr.as/Opera-browser-mattlowne
Ok
🫡
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@@aetheriox463 this is one of Matt's main jobs, making up a significant part of his salary, it is helpful to make extra money.
@@aetheriox463how do you suggest TH-camrs be paid, giving us all free content?
Matt, never change. You waffling about how you have a habit of waffling is what gives me the will to live.
On that note, I need to buy waffles!
It's insane, cause to this point I know what I am getting myself into, but I cannot wait for the next, I can't explain it? lol
Had to make it a flat number of likes
keep on yapping!
I heavily recommend CKAN, it makes it genuinely a billion times easier to install mods. You tick the mods you want, and then you press the big green button. Also, I recommend Nertea’s Near Future set of mods, as well as the Outer Planets Mod so those comically efficient engines actually have somewhere to go. Great vid Matt! Looking forward to this series.
I can definitely recommend the Outer Planets Mod. I feel it adds an insane amount of value to the game without changing the core gameplay at all.
seconding CKAN, it makes everything so much easier
i'd also recommend the Quackpack, it's a planet pack in a similar vein to OPM, but it adds planets inside the orbit of Moho rather than outside Jool's
Seriously. It works so well. I've yet to have compatability issues with it +reading everything, it's still a good idea to read descriptions.
There are even some "issues" I'm aware of but accept and it works great.
@@ez_theta_z9317Are the two compatible?
For the surface colony, launch all segments to Eeloo orbit, assemble the colony in Eeloo orbit and fly it back to Minmus
Yes! This! 🤣🤣🤣
Eeloo in the OPM mod.
Couldnt be more simple
he should assemble the surface colony on the surface of eeloo then transport it to minmus
Mod suggestion! Free IVA and through the eyes of a kerbal, Or something like that, i think you would have some fun!
yeah freeiva is really good for space stations
yeah i like feeIVA!
I always use FreeIVA it feels stock to me
what does freeiva do?
@@NoahDaun-yd2ep it lets you get out of your seat and float around in IVA
I personally STRONGLY prefer the realistic launches. I'd watch 12 launches in one video for a space station no problem! Break up the loads, rotate crews and have deliveries in between, maybe even a space shuttle style construction of a station. Make a tug that hauls a station that otherwise wouldn't have any power of it's own! All that kinda stuff I'd watch for HOURS if it took that long to show off, I LOVE these missions!! Slow an methodical and realistic is much preferred by me at least!
Edit: There was a cool concept back in the 80s, 90s about rockets that used nuclear fuels that would manage their heat by having the fuel in a sort of trailer being pulled by the actual rocket for interplanetary flying. Could make for a cool video!
Def this
it a timelimit for matt making videos harder with more rockets
if you added mechjeb you could do semi automatic rockets
you add a long from video and a short from video MC youtubers offen do cuts and time lapses
@@nadiaplaysgames2550 did you even watch this uploaded video it's long af he could have easily fit it in
As far as I'm aware the biggest barrier is really Matt's sanity and time. Which is super fair. I'd love if he did a realism series sometime, maybe once he's done messing with very kerbal mods he could do a visit of the realism mods lol
@@cherriberri8373 Could split it up and release a supercut at the end.
Or increase increments between videos.
Long format is the meta on TH-cam right now anyways.
ScanSAT would be a very interesting mod that adds all sorts of scanners to map planets. Would be neat to see Matt trying to map Minmus or any other planetary body.
At this point ScanSAT is basically indespensible for me.
Also I absolutely love the idea of a theme park built around the 2nd kerbal space center, I think that might as well be your next series! And I’d love it!
We would all love it!
me too
First US satellite was Explorer 1, launched in 1958
The first U.S. manned flight was aboard Freedom 7. Easy mistake to make.
Matt was talking about satellites not crewed flights.
@@texmex01explorer 1 was first probe, freedom seven was first manned flight
@Concavenator_corcovatus yeah. Matt was talking about the first American satellite I believe.
@@texmex01 he called it the freedom, not the explorer
Matt, I'd suggest using CKAN for your mod installs, because it would make installing and updating mods easier, so you don't have things like the IVA mishap on this mission.
yeah and there will be less problems for the most part
agreed
CKAN is amazing! Easily makes KSP one of the most moddable games out there without any issues
i do manual installs too cuz some of nerteas mods arent available on clan i think and i did the iva misshap on sspxr
This
while having the space station close to the surface is more practical for when your surface base is in place, I think it'd be cooler to utilize the fact that you can do a synchronous orbit around minmus to place it over the minmus equator on the same longitude as the colony, stationary relative to minmus's surface. maybe add two additional, remote-controlled relay satellites in minmus-synchronous orbit forming a triangle with it, using the station as the third relay for that constellation
Thank you for the mention Matt! LOVE the station! I would go to Re-Stock but now I'm in love with the paint mod called T.U.R.D. Silly name I know. But as of right now it's not compatible with Re-Stock. It makes your craft Shinny and has 3 different color patterns per part. IF you ever get into it, be warned, You WILL get sucked in.
Have a great day! 😊
Loved hearing Matt mention your name. Well deserved shout-out 👏
You talking about the rain gave me an idea. You ought to do a meteorology mission where you look for rainclouds with satellites then investigate them with a plane. IDK if the game will support that though.
Matt, you should try using Rocket Sound Enhancement. Not only does it improve the sound of the rockets (Not just the engines but also things like decouplers and the sound changing when going supersonic) but it might also fix the audio problems you've been having for who knows how long
And it has PROPELLER SOUNDS!!!!
“Brevity” is definitely the word that comes to mind when I think of a Matt Lowne video
Minor planets extension! It adds dwarf plants and large asteroids that you can land on with micro gravity.
It works with opm if you want to use that too
It’s for 1.8.1 only last I checkwd
Edit: oops my bad is on 1.12.x now. Yeah, I recommend it!
Maybe better to add later on when he goes past kerbin soi
Man, KSP is so cool, maybe some day it'll get a sequel.
Yeah, would be nice...
Yeah, I hope it doesn’t go bankrupt after launching too.
Wow! The only mod that could make this video better is rss™
/j glad you're back on ksp1
Yeah, I'm really enjoying this. KSP mods can get wild, but they can also rapidly stop feeling like KSP. I'm happy to get there, but I appreciate you doing it in a sort-of step-by-step process, with one new mod at a time.
Edit: Also the first US satellite was Explorer 1. I definitely had to google it lol. Although the second I saw the name I heard Scott Manley in my head saying it, except in his accent it sounds kinda like "exploder 1".
Damn, those modders do an amazing job enhancing an already awesome game
Can't wait to see the triumphant return of Planet Coaster! Hope there's at least one Kraken themed ride.
Also, I noticed at 42:00 there was a tiny lightning strike in the Kerbin clouds, so scatterer is definitely populating rainy weather.
For the Minmus base I would recommend the Planetside Exploration Technologies mod. It adds quite some cool looking base parts and also includes wind turbines as an alternative to solar panels and RTG's on planets with an atmosphere, just in case that you wanna revisit you Life on Laythe series ^^
For the Minmus base, I recommend using the Planetary Base Systems mod. It comes with flat pieces, perfect for use on the minmus flats. It also comes with integrated life support modules for several other mods, and the whole mod is extremely modular and intuitive. It was the first mod I used, admittedly to cover up my plights on Eve!
Another, very niche mod which makes landing those craft from orbit (if you so choose) is TCA, or Throttle Controlled Avionics on SpaceDock. It’s pretty difficult to master but the basic tools make VTOLS far easier and hovercraft feasible.
Aside from that, great commentary! Adding noodles to your shopping list.
I can’t say how nice it is to get these KSP 1 videos again, thanks Matt! Make KSP rollercoasters, we will watch 😊
Ksp brought me to this channel back in 2020 but your talking is what keeps me coming back. Keep making great content and have a great day
I would recommend CKAN for easy mod installation. Really streamlines the mod installation process.Great videos BTW!
This series is quickly becoming a favorite of mine, as a KSP mod user myself. I prefer a larger number of more realistic rocket launches over a small number of comedically oversized rockets, I hope to see more of those in the future. As for the Minmus surface base, I like the idea of either building it on the surface of Minmus (more realistic and challenging) or building it in Minmus orbit (fun and arguably more futuristic). Also I have a mod suggestion: Rocket Sound Enhancement, which further enhances engine, thruster, and other rocket sounds, and works very well with Waterfall!
Regardless, love this series so far, and I'm looking forward to seeing you bring more and more of unfulfilled KSP 2 content to KSP 1! (and maybe one day we will get a *real* KSP sequel, hopefully not under Take Two)
Nothing like a good bag of popcorn and a 45 minute Matt Lowne KSP 1 video to pass the time
well, if you want realistic payloads, "FAR" will totally help you with that! if you do end up using it, place "winglets" (small control surfaces) at the bottom to fight the front drag! no need for principia, that is crazy levels of difference and UI breaking... just FAR on it's own totally improves the game. (just bump the aero part break limit by like 25% for stock like behaviour.)
Another suggestion for the surface colony construction is to launch all segments to Tylo orbit, land the segments on Tylo, assemble the base on Tylo then launch it all back towards the surface of Minmus.
A mod you absolutely have to check out is Kcalbeloh. It adds an entire new planet system with 30ish new planets/moons that orbits an enormous black hole, which you can get to via a new wormhole orbiting Jool. The mod looks super good and it is constantly being updated with a good community and good modders behind it. This mod would have to be quite far in the future however due to it being on the futuristic side of space travel. You would have a great time!
Hey Matt, I’ve got a couple mod recommendations,
Procedural Fairings:Allows you to make fairing how ever big you want with any fairing base size
Procedural parts: can make any diameter or height you want. Come or cylinder
Any fuel switch mod: switch between Liquidfuel+Oxidizer and just Liquid fuel(useful for nuclear transfer stages)
Kerbal Attachment system:stuff like winches, resource transfer lines
FreeIVA: you can actually fly around in your space craft, switch seats
RevIVA:better IVA controls including contact indicators,brakes, actual stage buttons you can click, abort, SAS, RCS buttons. Solar panel sensors, and much more
Yes Laythe tutorial please! I always end up in precarious situations when I go there! (usually because I do an SSTO and something goes wrong with gravity assists, cause I feel like I don't do them very precisely and don't save as much fuel as I could, over-heating on Laythe entry/reentry, or I have stability issues and the thing just cant recover itself once it enters a spin).
I do enjoy listening to Matt's rambling podcast while some KSP footage happens to play in the background.
Hi Matt, I think that the realistic approach is the best way, to produce amazing content. Nevertheless, I think that the large fairings (I don't mean the absurdly WIDE ones) are not unrealistic at all, since you aren't playing the forbidden mod (R*S).
Build the colony on Minmus one landing at a time and connect them while on the surface. I always have a problem with that so it would be nice to see your approach to it with modded colony base parts
Mod suggestion: i know that near future rovers is recommended a lot, but feline utility rovers has many truck parts that involve mining, such as a inline convertatron and a inline drill. it also has ore tanks that you can attach to the bottom for a better look. happy rover-ing!
Yeah, I love using FUR to make my mobile bases and trucks n stuff for my colonies, really good models too.
For the construction of the colony perhaps you could create the structures at the space station itself and then de orbit them to the flagged area
I think that there are mods that add much bigger solar panels, one good one is Near Future Solar. Great job on the video, I think the sixth rocket came out looking pretty good! Please keep making the series even if it doesn't get many views, we are all really enjoying it!
MOD SUGGESTION: Nerteas Near Future / Far Future Suite (Consists of ~10 mods depending on what you wanna get)they provide absolutely *amazing* additional parts for all kinds of situations :D
Knes is a good mod, it features some never completed British parts (MBK capsules) along Ariane parts and Hermes shuttle (both the one that should have been made and an alternate design that might have been)
If you add Luciole from the same modder, you'll have everything you need from micro launch vehicles to heavy ones.
One other mod that kinda replaces every need for stock parts is Tantares, the Soviet inspired mod. Everything from small missile parts to N1L3, Soyouz Mir/Salyut, etc...
Even nerfed N1 is still OP in stock scale KSP. So is Ariane 5. In 2.5x stock scale (1/4 real scale), Ariane 5 becomes unable to make an Apollo mission to the Mun and requires two launches, one for the vessel, one for the lander. But in KSP stock scale, Ariane 5 is as powerful as a stock scale Saturn V...
Community Tech Tree and other Community mods are a no brainer. You practially need those for other mods anyway or to correct bugs inherent to the core game.
Restock changes hit boxes as well as drag for some parts. More fined hit boxes can change some things in vessel assembly when trying to make unconventional craft...
I think you should make the ground base as a relaunch-able facility which deploys the crawlers to go mine and bring it back, you can have a surface-to-orbit freighter. When the minerals are tapped out, you can launch the base with the crawler/mining vehicles to next target.
Something worth looking at is USI konstruction it has weldable docking ports basically ports that once assembled you can click the function and the docks disappear giving a solid structure so you can build large and send up section but then remove all the ports needed in assembly and associated issues
40:20 if you just use a regular Clamp-o-trim docking port, you can put the escape tower on top of it and there’s a config on the tower that will aesthetically cover the docking port completely.
Matt, Thank you for this series. KSP 2 has been a crushing blow to fans, but also to people like you who have championed this series of games for so long, despite how much it has been thrown back in your face despite your committed perseverance. Thank-you for returning to KSP (the one and only ;) ) and in such a grand fashion.
I've been waiting for you to do one of these heavily modded playthroughs for literally years.
Converting the KSP2 space centre to a theme park sounds awesome!
Love you're making these videos! Question, would it be cool to have a permanent big "Ferry" ship going back and forth between worlds and haul supplies to the station parts and landing vehicles? Maybe for just for heavy lift? Core ship, with docking models attached to side of the ship?
I'd recommend the mod Kerbal Joint Reinforcement, which completely removes the problem of bendy rockets. It could also be added on without getting you overwhelmed, as it doesn't add any parts or stuff.
From a functional point of view it is fairly easy to do a round trip from an equatorial station to anywhere on the surface of Minmus and back, or vise versa, because Minmus' orbital velocity is so low. Plane changes are only going to be ~100 m/s. From an aesthetic point of view though, you do you.
you should do an interior tour of the space station (and the surface base when its done). the interiors look really cool in this mod.
These mods look really fun
for the minimus surface colony you should assemble it in LKO for the transfer, then disassemble it in LMO for landing, then re assemble it on the surface.
I suggest Umbra Space Industries (USI) so the minmus colony has to actually sustain itself.
Since you asked if we want to see you build the surface base in a certain way Matt, yes. Yes I would. I'd like to see you build the surface base in Eloo orbit, then drop it onto Minus, conducting Jool and Eve flybys on the way.....
(I jest..... you really shouldn't ask these questions though Matt :P )
As many have suggested, I think CKAN is your best friend when modding (although you may already know that). As for mods I recommended you use, I suggest: RSMP, Outer Planets Mod, Near Future (I recommend the full suite), OPT spaceplane (legacy and continued), and Free IVA
Man it feels so good to be back, building big, and going big!
matt really did search "what is a rocket" in the ad💀
edit: Btw install extraplanetary launchpads to build spaceships in other planets, so you can have your rockets launching big modules in a realistic way
there is a better smelter texture mod that i would recommend with extraplanetary launchpads because most of the parts look very silly :|
Stealth visual comedy for the win!
Simple Construction for me. I like things simple.
@@eekee6034 simple construction isnt compatible with newer version unfortunately. It wouldve been a good mod
@@felmagfer-notalt Huh? They'd fixed that last time I checked. There was an easy user-level fix; just replace the DLL with the one from extraplanetary launchpads (or another mod, can't remember), but then they made a new release with an updated DLL.
Instead of a launch runway on Minmus, a robotic "transport erector"-esque arm would be really cool as there isn't an atmosphere. I imagine it could look almost like a crossbow that aims the SSTO up for launch!
You could build a series of colonies to kind of create a small civillization on Minmus, with little towns forming where there are multiple colonies close together.
You should use kerbal construct to build your surface base. I think it could be interesting and cool.
A lot of the fun of KSP comes through procedure, the careful and methodical planning and execution of a mission. I think that is what I like to see more than anything else, I like when a KSP video presents a problem, works through the solution, and shows the execution. I think that is a big part of why people enjoy KSP in the first place, problem solving and procedure.
So when it comes to multiple launches vs one big launch, I prefer multiple launches. I'm here for the problem solving and procedure, I don't necessarily need to _see_ all the launches but discussing how the payloads were split up, problems that arise, and such are what I am here for. When the kind of procedural problem solving is "skipped over" by just making one big rocket to brute force it, I kinda lose interest.
This also applies to mods. I'm most interested in mods that provide new problems to solve.
Hey Matt can you put your ckan modlist in the description for each episode? Especially as the series progresses it would be nice to know each of them
i started watching this video drowning in tears (my dog had kidney failure and suffocated)
Matt, you're voice is so calming. thank you
Since the gravity is so low on Minmus I would have an oversized crawler with built in refinery that locks into place and then migrates when it eats up all the resources. Another option is a drone base with small flying resource gatherers that go to high resource places, fill up and fly back to base. The low gravity for the second option means that flight is not super costly for transporting the heavy ore. The drone option might clutter the Tracking Station view, and would require more micro management, but would make for a higher tech seeming base with a specific point for launches to the space station.
I love playing Career mode and one of my must-have mods is the Unkerballed Start tech tree.
Mr. Lowne you are a genius the idea you came up with was awesome, if i end up going into computer science the first thing I'm doing is building that.
Ooh I really wanna see Matt play with a tech tree randomizer mod
I would say Mr Lowne is truly one of the best space TH-camrs of all time.
I feel like every time I go on a vacation there’s a new Matt Lowne video I can’t watch immediately.
I love that KSP2 Planet Coaster idea! You could make it all cinematic and cool but add a funny twist when the buyer turns it into a theme park!
I love this. I’m glad you went back Matt
Mod Suggestion:
I really enjoy playing with FreeIVA and Eva Follower, the former let’s you move freely inside the ship, the later let’s you assign patrol areas on planets, wich the Kerbals will automatically follow. Really good for making planetary Bases feel more alive.
PS: Love your videos
I love how space is so expansive
Watching this 40 minutes after it being uploaded! I’m gonna love this series
I love the "gas station" bit at 1:06! :D But look at us 2 Brits talking about "gas stations"... XD
Launching empty makes sense; refuelling infrastructure is funny like that. My OrbiTank launches with a first stage which is just a Mammoth engine. It gets up there, drops the big engine, and gets all the way to Minmus orbit with just the fuel in its tanks. A space station without its own engines would go empty.
*Unrealistic rockets, YEAH! Kerbin is not Earth!* 😂
The "peak aerodynamics" joke reminds me that when I was a kid, I thought the XB-70 Valkyrie looked _wrong_ and _horrible!_ How my tastes have changed!
I knew it would be easy to flip. Its that fairing aero bug; I hate it.
Y'know, I'm not sure it strictly needed a fairing. The lack of one might have pulled it out of the _rocket uncanny valley._ ;)
Your oratory exertions are appreciated, Matt! Having thought about making videos, I know I couldn't do the commentary in one run. I'd need to script it and do it in parts. I'd never be able to upload weekly. I entirely understand you tangenting onto George Forman grills or whatever. One of the ideas I have for a commentary snippet begins by saying "I'd never go on a tangent about my George Foreman grill, I've never even owned one." *beat* "So about my Hotpoint washing machine"... XD
But really, I wouldn't mind if you split some videos up; 20-25 minutes seems about right for me. Longer videos are fine too, I can always watch them in parts. They basically become more content which I'm very glad for, but I don't want my favourite videographer getting tired out.
Those are nice clouds, but now you've got me thinking about curry. Mmmm! XD
Oh, the proper names for clouds are confusing, anyway. There's cirrus and stratus and I forget if stratus is supposed to be higher up but if it is, what's cirrostratus? I never quite worked it out.
17:25 *Nice* sounds! :D
Hahaha the randomized tech tree! That could be fun. :) Personally though, I think I'd rather have Infinite Discoveries -- a procedural planet pack generator by Sushut.
I thought you made very nice theme parks. I would have watched all the Planet Coaster videos if they didn't make me dizzy. I just think some games can't be presented without it. Some activities too; I can't watch mountain-biking to save my life! I'm all right when I'm doing these things, but not when watching others.
I'd have to make myself watch KSC2!Planet Coaster though, as tragic as it would be! 🤣
Would it help you to have a 3rd channel for Planet Coaster, Matt?
I'm dying to know what's wrong with the crew complement! XD That wasn't a spoiler, that was good foreshadowing, it was a teaser which kept me hooked! XD
The trouble with tangenting. :)
My Orbitank is a slow old thing too, especially when it goes interplanetary. It's got a Poodle engine -- 2/3 the thrust of a Wolfhound -- driving 3 3.75m tanks. One day, I had 3 11-minute burns; one ion probe, one nuclear explorer, and one Orbitank. The same Orbitank later had a 24-minute burn to capture at Dres and would have crashed if Dres had been rotated differently. A lowland biome in just the right place saved me from my inexperience!
I never before thought about the parallels between set construction and surface bases on alien moons! XD
The last Lego builds of my childhood were all giant roving bases with smaller vehicles inside. That took me back. I'd be surprised if you even can build a roving base that big in KSP.
You need 3 engineers! Nooo! XD
I remember that engine plate comment. Not the author though, I'm terrible with names.
I learned to rendezvous in Minmus orbit and was later very glad I had! On the flip side, I used the big docking ports which make lining up harder.
Building the surface base in Minmus orbit will probably be easiest. Surface docking is probably worse than any orbital docking.
KSP auto-calculates aerodynamic drag cubes based on part shape, and its generator isn't the best. If you change the shape even a little bit, the aerodynamics may change more than you'd expect. I use the Community Fixes mod which has a better drag cube generator -- different again but should be more consistent between mods and stock.
Life on Laythe? with mods too? Now there's an incentive to stay subscribed!
Almost all tutorials go too fast for me, I miss bits. I'm not looking for better tutorials for myself, just saying this is why I recommend Mike Aben's whenever people complain. Honestly, the time people stopped saying "I can't even get to[/beyond] the Mun" is when Mike Aben's tutorials got known. It might just be that different people need different tutorials; his are quite different to most.
Well, that was fun! It was classic Matt Lowne KSP. 😄👍
20:34 Sputnik I, Sputnik II, Explorer I, and Vanguard I were the first 4 satellites placed in orbit. Vanguard I, launched in 1958, is still orbiting and is projected to stay in orbit another 180 years. Just an FYI - the same guy who led the Vanguard I project is also the same guy who helped create the GPS network.
use the extraplanetary launchpads mod. it allows you to mine metalore, use a refinery to turn it into metal, then use a part to turn the metal into rocketparts, and then you can simply build rockets using that launchpad. it also has disposable launchpads that can be carried by kerbals using KIS (kerbal inventory system)
(PS: Your surface colony mod that you use has built-in compatibility for this mod)
The models for that mod are so weird
41:20 fly the surface base pieces to jool, have them all do a jool 5, land them on tylo, then construct them on tylo, leave jool and come back to kerbin to land on minmus
i feel acknowledged matt mentioned the podcast idea
Loving this progression of mods. Hoping to see some of the USI set included at some point, they're all brilliant.
I love how Matt is going off about the game's refusal to rain during a launch, meanwhile, irl, we constantly beg to the weather gods that it be clear skies on launch day!
Just to be one of the 5 people, as you said it so great: I would LOVE to have a new season of planet coaster!
I love it when you make space stations because by the videos that you build space stations I kind of learn how to do rendezvous and docking in ksp
I'm both space and theme park enthusiast. Actually some time ago I envisioned a theme park centered about space.
Here's some of my ideas, but I don't know if they can work in Planet Coaster:
1) A flume ride which is meant to simulate reentry and splashdown. The boats resemble spaceships, probably some version of spaceplanes.
2) A chair swing ride where the vehicles you sit in resemble rockets instead of planes. Pretty straightforward
3) A spinning coaster which vehicles resemble UFOs. The story is that humans found a planet of friendly aliens and are learning how to fly their spaceships.
You can have a whole section of the park themed to look like this planet, something like Pandora in Disneyland.
4) An attraction resembling a train for children but instead of a train you drive space rovers, kinda like moon buggies. It could be in the section about the alien planet and you would explore the strange landscape and it's inhabitants. Kinda like a photosafari for children but with aliens.
5) A Disk'O Coaster, again themed as a UFO and again in the same area.
6) A Sky Flyer which seats resemble spaceships. Since it first lifts up and only then starts spinning you could name it 'Space Elevator'.
7) Of course a motion simulator where you fly a spaceship
Something not from my project but since you want to reimagine the KSC, Astronaut Complex could be a 'training area' with a space themed indoors playground as well as some minigames about being an astronaut.
I really like your ideas about VAB dark ride and runway launch coaster. Bonus points if the coaster station is in the Spaceplane Hangar.
You could also have a small waterpark built around the Water Tower
I don't have ideas for other buildings, they can have some gift shops and restaurants, maybe with some puns based on their name.
10:44
rocket L O N G
SSPX does have IVA compatibility, but it comes separately installed for those who don't want to overload their gamedata folder. It should be in the folder you downloaded to get the mod itself, although it's been a while since I've installed it myself.
Hell yeah coasters are back! NGL, probably my favourite videos on the channel when they happen.
Doing a tutorial series on how these mods work would be a really great idea, cause I actually downloaded this same mod among a few other base part mods and I don’t know what the hell I’m looking at with all these new parts and functions.
Bringing back Whiskey Reviews will definitely easily fill in time in these long videos. ;)
I had this one idea but I don’t know how possible it would be. It’s for a platform on Minimus that SSTO’s can attach to and the be pushed up like a ramp vertically to then launch it. Just and idea
Iv always wanted to see a MASSIVE habitable space station in orbit around the gas giant of the kerble system. I think it would be neat
Yes, finally an update to the KSP colony
40:25 It probably wasn't me, but I have used that trick extensively so I'm going to accept your thanks anyway.
Returning to Life on Laythe with a tutorial would be awesome!
(It feels so weird to be commenting on a Lowne KSP video, because of how long it's been since your videos weren't outdated)
talk talk talk my friend. You dont have to talk forever. Make the video longer even. Annotate what your doing in things like rendezvous, docking, and orbital insertions. Youll kill blank spaces and help beginners out this way. Just say when the next time in the video is for the action. Youre worrying too much, ksp isnt running away. Just be you, talk when you feel like it. No obligation
Make live annotations while your doing maneuvers isntead of post editing narrative to fill it up. We like to see how you do things.
Basmati rice is indeed the superior rice. Thank you for stating that!
I'd like to recommend PersistentRotation Upgraded. It lets craft continue to rotate even in normal time warp or whilst unloaded, meaning your station could remain upright relative to the ground at all times
I hope you add kerbalism to the modset. It would be a really awesome way to make both progression and stations exceedingly useful and have a purpose. Could slowly add its features (i think they can be disabled/edited in game), but i found it massively changes the way one plays ksp. It gives a reason to do things, rather than just arbitrarily adding things for aesthetics or roleplay. Plus, communication networks are so freaking awesome to set up with it
Glad to see you going back to your roots Matt! KSP2 was a scam and it was sad to see you advertise it
I come to this channel to listen to Matt talk about basmati rice and other random stories, the ksp is just a bonus.