The tip overlays and the flow of the explanation is fantastic. I am going to go back to the very basics videos to make sure I didn't miss any great tips on the stuff I am already comfortable with.
Earlier this year I picked up the game, gave it a try the same day and left it for a month 😂. I then found your series and is now one of my most played games the last few months, awesome series thanks a lot👌
Three points of unsolicited advice :) 1) There is no cheating, in a single player game all you want to do is have fun. If you're having fun, you're doing it right. 2) Use mods to automate stuff you think is boring, not stuff you can't do (unless 1 :) ) 3) Explosions are pretty, and rescue missions are fun :)
Not only is it a slow and graceful release, but the fins aren't another item to worry about in the staging. Locating them just above the center of the booster causes less tumbling and moves the aerodynamics further back for a safer launch. I developed this technique after several troubling launches before I unlocked sepatrons. Enjoy!
This tutorial series has done a better job of flattening Kerbal Space Program's steep learning curve than any others I've watched. You're an excellent educator, thanks for this.
I swear you are the only KSP TH-camr that actually explains things in plain English. I've seen countless videos from others that show off the truss assemblies, but none of them took the time to explain how to actually do it.
your KSP tutorials are one of the bests I found on youtube, great quality, love the details with the timestamps, tips on screen and things like that. been playing KSP for a few years, and still enjoy and learn a lot with your videos. congrats!.
The EP-12 Engine Plate can also be used to discard the Launch Escape System when it's no longer needed. Just flip it upside down and toggle the variant to Short. Engine plates automatically generate a tubular fairing and include their own decoupler. They also only have one additional node, so the process is less finicky than dealing with the weird interstage nodes of the payload fairing! Edit: As far as I can tell, it's within .015 tons on the launchpad and maybe slightly lighter after decoupling, but it's tricky to judge the weight after staging.
I generally use two parallel stages when I use them, and by rotating my vessel so they are parallel to the ground, gravity pulls them cleanly away on separation. And of course, saving boosters and using them that way is what they do in real life, pretty much for the same reasons. Although a mod which made using a subassembly cheaper would be welcome.
Hello!!! To people reading these, you might be very new to the game, and you might have noticed that when you make super tall rockets it wobbles... what you want to do is first go to your settings and turn on advance tweakables, then after you turn that on you then go to your save of choosing then go to where you built your ship then right click it then you can see more options such as; Autostrut and Rigid Attachment DO NOT TURN ON RIGID ATTACHMENT FOR NOW! I don't have much experience on that feature but 1 and it made my rocket crumble. Now, autostrut is what you want and engage it on heaviest part, there are 3 settings available, those are heavies part, grandparent part and root part. Heaviest part is for making rockets stable and rigid. Root part is mainly for robotics, if you put a robotic part on heaviest part it will not work at all and grandparent part is for space stations. And that's all of it, I recommend heaviest part most of the time with the exemption on robotics, so have fun with this new information! 😀
I'm a little late but instead of using wings to make sure it doesn't collide you could place the decoupler further up so that it pushes the top of booster away from the rocket.
Thanks so much u just saved me I have been struggling so hard to get my payloads into orbit I either run of out of fuel don't get high and fall back down during my burn etc now I can just find out how much the booster can cary
Thank you for the entertainment, worth mention might be that your staging need to be checked when using sub-assemblies. I have failed that and wondered why my entire booster fell off when the solid fuel ones ran dry :)
Not at the computer rn but, alternate arrangement for the abort system: * Launch escape rocket * Docking port * Capsule with radial parachutes. Probably more practical, though I wonder if maybe the docking port is weaker than a decoupler. Struts might be the answer there. First thing to test once I unlock separatrons, I guess.
Not using revert flight makes it so much more fun imo, giving hijinks and impromptu rescue missions when a flight goes awry. The only exception I’d grant would be if something blows up on launch pad and kills a Kerbal
In my own games I tend to separate testing from launch day. On launch day I deal with the consequences of whatever happens with the exceptions of Kraken attacks and landings which I still give myself permission to quick save before.
ya so i am commenting first on this video and this feels weird anyways i am here first and i have nothing much to say but..... KEEP UP THE GOOD WORK FRIEND !!
Can you just put the rocket ito a very mild rotation before releasing the early stage boosters, and let centrifugal force do the rest for a smooth peel-off?
How do you activate custom action groups on xbox? BTW this is an awesome series, learned more interesting first few videos than I did watching most of Matt Lowes stuff.
@@kennethwealot9592 I'm not sure exactly what you are asking here. Is this about the staging diagram on the right? The capsule itself isn't in the diagram, just things like engines and decouplers appear there. The capsule engine is on stage 1 at the end of this video. Let me know if this doesn't answer your question.
@@kennethwealot9592 Sure. The capsule is the Mk1-3 Command Pod. The engine is the Terrier and the fuel can is the Rockomax X-200. If you aren't seeing them you must not have them unlocked yet.
This isn't very relevant to the video but I'm a bit stuck in terms of science. I've exhausted all the science in the KSC and have a probe on the Mun and Minmus, and I think the next step is to get science from the various biomes on Kerbin. Unfortunately I think I need supersonic flight in order to get to where I want on Kerbin, but I need 60 more science. Is there anywhere that I could get that last 60 science from?
You can access Shores, Water, Grasslands, Highlands, Mountains and Deserts within a short distance of the KSC, easily accessible with a basic jet. You can fly to other biomes if you like, but you'll get more science with less playtime landing in a different biome on the Mun or Minmus.
@@MikeAben I like the game but it hard to build some stuff, eg i build big cargo with doors onto airoplane head, i can put a decupler in and then nothing can click on to that, try to clock on tank and it tries to put it on the ground of cargo?
Remember me? (Sorry I keep saying that ^.^) I have around like 25 mods for ksp, one of them is spectra (I cant get sve to work but spectra looks better) and the others are mainly adding parts like 7.5 rocket parts, many different launch pads and towers, solar panels and lots of antennae, many engines and science experiments, and a planetary base system, which is what this comment is about: I need help landing rovers and soon, my planetary base. I can build them just fine, but I have got no clue on how to land them on a body or planet. I tried keeping it under the engine and it just burned (no surprise) and I can’t figure it out. Please help me and thanks :) Also, I suck at sstos and I avoid them. Is it fine to skip making them and just building rockets? Final comment: Thanks for all the help and you are the only person that can answer my questions. Please continue to make tutorial videos and I hope you get 10k subs soon!
Of course you don't need to build SSTOs and just use rockets. There's no rules on how to play this game. Make it your own. By the mod list, it sounds very much like you're doing that. I've done a few rovers in my day, but not a ton. It sounds like its a build problem more than a how-to-land problem. Protecting the payload during descent can be done with large service bays or fairings. I'm not sure when I would be getting to a video on that. I'll add it to my list. Sorry if this isn't much help.
For landing stuff on an atmosphereless body, a Skycrane-like setup can be helpful, e.g. a setup of engines far above your payload. If your payload is not symmetric, you can use KER to see if you have any unwanted torque, TCA (Throttle Controlled Avionics) will also help you with that. If the planet/moon you're landing on has an atmosphere, the easiest approach is often going with parachutes, drogue chutes and airbrakes. Hope this helps!
Came to video because title mentioned "re-rooting". Left because no chapter set at the "re-rooting" part, and don't feel like hunting through a 20+ minute video for it. Protip: set chapters for every item mentioned in your title.
Mike's reply to this on my notification feed was "The chapter is Using Subassemblies to Save Boosters. Pro Tip: It's impossible to include every word someone may be interested in a single title." I think he deleted this reply, I don't find it here. Mike, thank you for replying with the chapter within which "re-rooting" is discussed. My point wasn't that you didn't include "re-rooting" in your title, it was that you did have "re-rooting" as one of three things in your title but didn't have a chapter snap to it in a longer-than-average video. As a video searcher and consumer, definitely best practice among content creators, if they have chapter snaps, is to have a chapter snap to each keyword they have in their video title especially if it's a longer-than-average video. Not asking for you to include any more words I'm particularly interested in to your title, asking for you to have chapter snaps to at least the three keywords that *you* were interested in including in your title.
Up Next: Matching a Specific Orbit - th-cam.com/video/zmErxVjnn3Y/w-d-xo.html
Easily the best tutorial series for Kerbal Space Program on TH-cam.
Learnt more from this video than Scott manlys entire channel
The tip overlays and the flow of the explanation is fantastic. I am going to go back to the very basics videos to make sure I didn't miss any great tips on the stuff I am already comfortable with.
Earlier this year I picked up the game, gave it a try the same day and left it for a month 😂. I then found your series and is now one of my most played games the last few months, awesome series thanks a lot👌
That's awesome. KSP has one the steepest learning curves at the start, but once you're over it, it is oh so satisfying.
Three points of unsolicited advice :)
1) There is no cheating, in a single player game all you want to do is have fun. If you're having fun, you're doing it right.
2) Use mods to automate stuff you think is boring, not stuff you can't do (unless 1 :) )
3) Explosions are pretty, and rescue missions are fun :)
Those boosters detaching was beautiful!
Not only is it a slow and graceful release, but the fins aren't another item to worry about in the staging. Locating them just above the center of the booster causes less tumbling and moves the aerodynamics further back for a safer launch. I developed this technique after several troubling launches before I unlocked sepatrons. Enjoy!
I suppose you build the booster as a subassembly to find the center of mass
@@LolUGotBusted nope, I just guesstimate. It's a more forgiving process than you think.
Increased drag??
This tutorial series has done a better job of flattening Kerbal Space Program's steep learning curve than any others I've watched. You're an excellent educator, thanks for this.
I've been playing KSP for almost 10 years, recently discovered your tutorials and I love them! I'm always learning something new from you!
I swear you are the only KSP TH-camr that actually explains things in plain English. I've seen countless videos from others that show off the truss assemblies, but none of them took the time to explain how to actually do it.
Such a shame that the official KSP website links to Scott Manley's playlist, instead of yours! You're such a great teacher
your KSP tutorials are one of the bests I found on youtube, great quality, love the details with the timestamps, tips on screen and things like that. been playing KSP for a few years, and still enjoy and learn a lot with your videos. congrats!.
Thank you for making an abort tutorial with the escape launch tower. I needed that help.
Love the booster subassembly idea, i searched everyone of your videos for the guide since seeing your list of booster on the minmus relay livestream
As you said, gotta give things realistic names... My first ship ever, it was named the JTT-KLV1. (Just The Tip, Kerbal Launch Vessel 1).
I've got just over 500 hours on this game and had no idea about the Local button. Thank you
Only 500 hours??? 🤣 noob. 😁
Jk
This video blew my mind. Your KSP videos are phenomenal!
Subassemblies are also great for designing sets of relay network satellites to later place into a deployment vehicle
The EP-12 Engine Plate can also be used to discard the Launch Escape System when it's no longer needed. Just flip it upside down and toggle the variant to Short. Engine plates automatically generate a tubular fairing and include their own decoupler. They also only have one additional node, so the process is less finicky than dealing with the weird interstage nodes of the payload fairing! Edit: As far as I can tell, it's within .015 tons on the launchpad and maybe slightly lighter after decoupling, but it's tricky to judge the weight after staging.
I generally use two parallel stages when I use them, and by rotating my vessel so they are parallel to the ground, gravity pulls them cleanly away on separation.
And of course, saving boosters and using them that way is what they do in real life, pretty much for the same reasons. Although a mod which made using a subassembly cheaper would be welcome.
That's an interesting idea, saving cash by using subassembles.
Genius and so freaking helpful! Thanks so much 🎉❤
Hello!!! To people reading these, you might be very new to the game, and you might have noticed that when you make super tall rockets it wobbles... what you want to do is first go to your settings and turn on advance tweakables, then after you turn that on you then go to your save of choosing then go to where you built your ship then right click it then you can see more options such as;
Autostrut and Rigid Attachment
DO NOT TURN ON RIGID ATTACHMENT FOR NOW! I don't have much experience on that feature but 1 and it made my rocket crumble.
Now, autostrut is what you want and engage it on heaviest part, there are 3 settings available, those are heavies part, grandparent part and root part.
Heaviest part is for making rockets stable and rigid. Root part is mainly for robotics, if you put a robotic part on heaviest part it will not work at all and grandparent part is for space stations.
And that's all of it, I recommend heaviest part most of the time with the exemption on robotics, so have fun with this new information! 😀
Does the Black Moon howl?
Thanks for making these vids it helps so much.
I'm a little late but instead of using wings to make sure it doesn't collide you could place the decoupler further up so that it pushes the top of booster away from the rocket.
Thanks so much u just saved me I have been struggling so hard to get my payloads into orbit I either run of out of fuel don't get high and fall back down during my burn etc now I can just find out how much the booster can cary
Thank you for the entertainment, worth mention might be that your staging need to be checked when using sub-assemblies. I have failed that and wondered why my entire booster fell off when the solid fuel ones ran dry :)
Very true. I'm not sure one can say "check your staging" enough.
Not at the computer rn but, alternate arrangement for the abort system:
* Launch escape rocket
* Docking port
* Capsule with radial parachutes.
Probably more practical, though I wonder if maybe the docking port is weaker than a decoupler. Struts might be the answer there.
First thing to test once I unlock separatrons, I guess.
Brilliant, keep the great work!
Bro, I played ksp on and off for 10 years, and never discovered the re-root tool. Holy crap
Huh... Never thought about using fairings in launch escape systems... Good idea! 😀
To attach below you have to flip the item 180 degrees 🙃
I use upside-down fairings all the time.
Not using revert flight makes it so much more fun imo, giving hijinks and impromptu rescue missions when a flight goes awry. The only exception I’d grant would be if something blows up on launch pad and kills a Kerbal
In my own games I tend to separate testing from launch day. On launch day I deal with the consequences of whatever happens with the exceptions of Kraken attacks and landings which I still give myself permission to quick save before.
ya so i am commenting first on this video and this feels weird anyways i am here first and i have nothing much to say but..... KEEP UP THE GOOD WORK FRIEND !!
Can you just put the rocket ito a very mild rotation before releasing the early stage boosters, and let centrifugal force do the rest for a smooth peel-off?
If you want.
Do you have a link to all craft files or do you have a Kerbal X name? I love your launch platform sub assemblies.
Thanks, and sorry, I don't have a single link to all the craft files.
How do you activate custom action groups on xbox? BTW this is an awesome series, learned more interesting first few videos than I did watching most of Matt Lowes stuff.
It's typically when the VAB hits level 3. I don't see why that would be different on the XBOX.
@@MikeAben That explains it. My VAB is only 2nd.
In the PC game, there's a toggle in the settings to always have them. It's worth checking if the XBOX version has the same.
Hi Mike, I love this series. If it weren't for your guide I'd be completely lost. How do I use the craft files on the Xbox or is it even possible?
Sorry. That I don't know.
The boosters are easy to recognise but the capsule stage I don't recognise. Would it be a problem if you told me what it consist of? Thank you Mike!
@@kennethwealot9592 I'm not sure exactly what you are asking here. Is this about the staging diagram on the right? The capsule itself isn't in the diagram, just things like engines and decouplers appear there. The capsule engine is on stage 1 at the end of this video.
Let me know if this doesn't answer your question.
Hi again Mike! No I mean the parts you used to build the capsule(orbiter) out of. Sorry I wasn't clear sir.
@@kennethwealot9592 Sure. The capsule is the Mk1-3 Command Pod. The engine is the Terrier and the fuel can is the Rockomax X-200. If you aren't seeing them you must not have them unlocked yet.
I don't think I've ever seen a KSP player that actually thought about the safety of Kerbals.
No kerban OSHA
Is the launch escape system only in career mode? I can’t find it.
Nope. It's down there in utility.
This isn't very relevant to the video but I'm a bit stuck in terms of science. I've exhausted all the science in the KSC and have a probe on the Mun and Minmus, and I think the next step is to get science from the various biomes on Kerbin. Unfortunately I think I need supersonic flight in order to get to where I want on Kerbin, but I need 60 more science. Is there anywhere that I could get that last 60 science from?
You can access Shores, Water, Grasslands, Highlands, Mountains and Deserts within a short distance of the KSC, easily accessible with a basic jet. You can fly to other biomes if you like, but you'll get more science with less playtime landing in a different biome on the Mun or Minmus.
I've become a rocket scientist over night
How do u create extra nodes, I only have one or none
The number of attachment nodes depends upon the part.
@@MikeAben I like the game but it hard to build some stuff, eg i build big cargo with doors onto airoplane head, i can put a decupler in and then nothing can click on to that, try to clock on tank and it tries to put it on the ground of cargo?
You can use sepratrons instead of fins
How do I actually activate the abort sequence?
On a PC, it's the backspace key.
@@MikeAben Thanks!
Remember me? (Sorry I keep saying that ^.^)
I have around like 25 mods for ksp, one of them is spectra (I cant get sve to work but spectra looks better) and the others are mainly adding parts like 7.5 rocket parts, many different launch pads and towers, solar panels and lots of antennae, many engines and science experiments, and a planetary base system, which is what this comment is about:
I need help landing rovers and soon, my planetary base. I can build them just fine, but I have got no clue on how to land them on a body or planet. I tried keeping it under the engine and it just burned (no surprise) and I can’t figure it out. Please help me and thanks :)
Also, I suck at sstos and I avoid them. Is it fine to skip making them and just building rockets?
Final comment: Thanks for all the help and you are the only person that can answer my questions. Please continue to make tutorial videos and I hope you get 10k subs soon!
Of course you don't need to build SSTOs and just use rockets. There's no rules on how to play this game. Make it your own. By the mod list, it sounds very much like you're doing that.
I've done a few rovers in my day, but not a ton. It sounds like its a build problem more than a how-to-land problem. Protecting the payload during descent can be done with large service bays or fairings. I'm not sure when I would be getting to a video on that. I'll add it to my list.
Sorry if this isn't much help.
Mike Aben Thanks for your help, I’ll see what I can do to make better rovers and I will tell you when I make one. Thanks again :D
For landing stuff on an atmosphereless body, a Skycrane-like setup can be helpful, e.g. a setup of engines far above your payload. If your payload is not symmetric, you can use KER to see if you have any unwanted torque, TCA (Throttle Controlled Avionics) will also help you with that. If the planet/moon you're landing on has an atmosphere, the easiest approach is often going with parachutes, drogue chutes and airbrakes. Hope this helps!
@@MikeAben fairing idea is good ...though of container but not fairinga
i didnt even know some of these features were things
Came to video because title mentioned "re-rooting". Left because no chapter set at the "re-rooting" part, and don't feel like hunting through a 20+ minute video for it.
Protip: set chapters for every item mentioned in your title.
Mike's reply to this on my notification feed was "The chapter is Using Subassemblies to Save Boosters. Pro Tip: It's impossible to include every word someone may be interested in a single title."
I think he deleted this reply, I don't find it here. Mike, thank you for replying with the chapter within which "re-rooting" is discussed. My point wasn't that you didn't include "re-rooting" in your title, it was that you did have "re-rooting" as one of three things in your title but didn't have a chapter snap to it in a longer-than-average video.
As a video searcher and consumer, definitely best practice among content creators, if they have chapter snaps, is to have a chapter snap to each keyword they have in their video title especially if it's a longer-than-average video. Not asking for you to include any more words I'm particularly interested in to your title, asking for you to have chapter snaps to at least the three keywords that *you* were interested in including in your title.
Exceptionally difficult no-revert playthrough tips and strategies
For beginners
Yeah, I may need to lose the "Beginner's" part of the title at some point.
@@MikeAben intermediate 👍
the wings on booster is honestly a waste you just made more drag for the results you got
Launch escape system costs money. This is a fiscally tight operation, they are lucky they get heat shields for re-entry.
The should count themselves lucky for the capsule. Command seat on a booster FTW.
@@MikeAben hot dawg! Thank you for that suggestion. Ps, thank you for the tutorials.