Hey guys! I'm working on making a portable synth, if that sounds interesting to you, check out my Kickstarter!: www.kickstarter.com/projects/reidcaptain/mixisynth
If things are not working on your rocket, what should you do? a) Fix the issue at hand b) Inspect the rocket for any intersecting parts c) m o r e b o o s t e r s
Why is nobody talking about the fact that the Launch Escape Tower part has 5 thrusters: 4 pointing up and one pointing to the side. the one on the very top (so it has a lot of torque) it is intended design for the escape tower to pull the pod up and away from the rocket but also off to one side so as to minimize the chances of the rocket colliding with the pod that's why you got the rotations that's why your last stage always veered to one side
If all you are going for is height, you might have eeked out a bit more performance if you you waited to light your upper stages until your speed dropped below supersonic. You could have coasted a bit higher with the last few stages and kept your speed low enough that you weren't exacerbating the aerodynamic drag. Light a stage, coast up as high as it will get you, then light the next. It wouldn't be as glorious as a burning death bullet, but might have been a tiny bit more efficient since mach 2+ under 20k meters is a recipe for drag loss and burning glory ;)
Lower the throttle on the LES (not possible irl but in kerbal you can) to reduce drag losses from going too fast in a thick atmosphere (you can leave the upper stages at full throttle because that reduces gravity losses. And try to make it as taper from top to bottom and as thin as possible to reduce drag
True dat, usually you don't want to exceed mach 1 below 10,000m because of how high the drag is, and 20,000m is basically vacuum wrt to engine efficiency
@@ReidCaptain the reason for the escape tower tilting is because it has 4 central boosters and 1 tilt booster built to pull the capsule away from the rocket
The escape rocket system is designed to go off to the side for a reason. You want to get the crew capsule out of the path of booster you are escaping from as quickly as possible.
A bit of advice, all of your designs turn because the LES is built to turn so it can wrench the command pod off the ship. If you look at it you can see a thruster on only one side.
This is one of the most genuinely Kerbal videos ever. You sound so serious and curious as you proceed to try and solve every problem with more boosters.
As someone who's spent way too much time trying to optimize for drag in KSP, I have one suggestion: put nose cones on the back end of those LES's. It'll reduce your drag tremendously.
@@nikkiofthevalley Drag works on both sides of an object, both in KSP and in the real world. A flat plate being pushed through the air compresses the air in front of it, and also creates an area of low pressure behind it. The high pressure in front and the low pressure in back both resist the forward motion.
I think you kept running into an aerodynamics bug with your probe core stage, which is why you were losing speed so quickly Also, the batteries probably weren’t doing much other than weigh you down (except for the ones powering the probe)
@@ReidCaptain The batteries definitely helped you keep your momentum through the atmosphere, but I'm not sure how many is too many though. You'd have to test that. I also don't think you were losing a lot of speed from any bugs, I think it was mostly just that air resistance is exponential with speed. As a rule of thumb, when you start to see the white air effects around your craft, you usually don't want to go much faster (ignoring spaceplanes because of lift and some spaceplane engines working better at higher speeds.) KSP's aerodynamics aren't very accurate though so sometimes your optimal speed can change unintuitively.
@@ReidCaptain try putting upside down nose cones on the bottom of some of the center stages. Unoccupied nodes cause drag, so putting nose cones will reduce your drag coefficient at the cost of increased mass. The reduced drag at the bottom might cause instability though, causing the craft to flip. But definitely something to try.
15:10 I had just had the same thing happen to me with the used stage, that survived falling from orbit onto the polar shelf, staying 100% intact... until it bounced off and was broken in half. But hey, the engine survived!
All the unoccupied bottom nodes on the launch escape systems and the probe core are causing aerodynamic drag. I'd try putting upside down nosecones on the bottom, at least for the center stages.
It seems like you're loosing out on a lot of ∆v due to atmospheric efficiency early on. Essentially you're going to fast through the thick parts of the atmosphere. When you see the air effects start getting really heavy - or even turning orange - that's you going to fast. Coast higher and a more controlled speed. Firing off more stages later on will get you higher up with the same amount of rocket!
Reid Captain: "So you can see, this part is making my rocket immediately disintegrate upon launch, so I wanted to see if adding more of that part would fix that" Lore accurate Kerbal Engineering
"Oh dear, it appears our space base is about to explode! get in the escape pod!" "But sir, we're on the ground, what's that gonna do for us?" the escape pod:
I second this. Couldn't get into the game the first time, but after I went back and actually learned the game, I ended up dumping over 1000 hours in it.
Technically an escape pod is a crewed compartment. The rocket mount that is part of the same escape system is commonly referred to as the escape 'tower.'
You should try placing nose cones on the underside of the boosters, that flat surface creates a lot of drag. And for the bending you can use autostrut instead of placing struts manually
6:38 That's the problem with going super light, It's got hardly any momentum. So it slows down really fast once it runs out of thrust due to air resistance and gravity.
You did it wrong, because you lost way too much delta v to drag. The final few stages should have had a lower thrust limiter set, and/or you could just wait more between the stages - you should usually aim to avoid seeing orange air drag in the second and even third layers of the atmosphere, and avoid seeing white drag (keep it to 200-300 m/s) in the first layer of atmosphere (below 10 000 meters). Could probably make it to 80-100k height if you'd do that
I would just like to say that at 6:44 problem with the main capital getting hit by the Rockets were caused by the thruster boosting them in words instead of out words
it's not JUST ad more boosters. you also need to reduce maximum thrust. there is this thing called max Q (maximum dynamic pressure) you are basicly supposed to hold back full throttle untill you are through the thick bit of the atmosphere.
The reason your crafts kept spinning is bc the LES has a motor that fires to the side for some reason, most likely to help it move away from debris, but it messed with your craft's thrust
Hey guys! I'm working on making a portable synth, if that sounds interesting to you, check out my Kickstarter!: www.kickstarter.com/projects/reidcaptain/mixisynth
If you don't plan on coming back, isn't every rocket an escape pod.
deep thoughts, bro
Damn that fucking deep
It’s not that deep lmfao
@@TheSavageProdigy it is if it goes to D E E P space
@@TheSavageProdigy You lack culture then, such a deep beloved cherished statement must be acknowledged
Judging by that ending... that wasn't a spaceship. That was a *bullet*. Man was trying to shoot the planet.
Hes is ammunition,he is bullet,he is d e a t h
I have created SPACE GUN
The 9000 mm bullet
Neo-Paris Gun
Ballistic escape pod
imagine this rocket malfunctioning, what are you going to do? use more launch escape systems?
yes, the answer is yes.
Yes
Yes
The entirety of the rocket is a fucking malfunction
@@nmspy OMG you're right
It can be said about most ksp rockets really@@mariasirona1622
If things are not working on your rocket, what should you do?
a) Fix the issue at hand
b) Inspect the rocket for any intersecting parts
c) m o r e b o o s t e r s
d) M O R E B O O S T E R S
D) cheat codes
E) rage quit
D) *E V E N M O R E B O O S T E R S*
we know
Why is nobody talking about the fact that the Launch Escape Tower part has 5 thrusters: 4 pointing up and one pointing to the side. the one on the very top (so it has a lot of torque)
it is intended design for the escape tower to pull the pod up and away from the rocket but also off to one side so as to minimize the chances of the rocket colliding with the pod
that's why you got the rotations
that's why your last stage always veered to one side
Yeah, all that work to fundamentally misunderstand what was happening
same, I was all but screaming at the screen "pair or triple them up and make sure the side nozzles thrust towards one another"
@@recurvestickerdragon I was doing that and also screaming "WHY THE HELL ARE YOU STARTING THE NEXT STAGE IMMEDIATELY? IT LOSES HEIGHT!"
Yeah this guy is kind of a numbskull 🫤
7:02 “holding up well” my guy that is a flying spiderweb
reid is basically the king of understatements
Ah, the tried and true "more boosters"
dont touch it if it works
also, how did u comment 2 days before the vid was even made?
That profile pic is really familiar, are you in the official besiege discord?
@@АлександрЗавгородний-й6л patrons or something probably get early access
@@bacon.cheesecake I was at some point, yeah. Kinda lost interest in the game over time though.
If all you are going for is height, you might have eeked out a bit more performance if you you waited to light your upper stages until your speed dropped below supersonic. You could have coasted a bit higher with the last few stages and kept your speed low enough that you weren't exacerbating the aerodynamic drag. Light a stage, coast up as high as it will get you, then light the next. It wouldn't be as glorious as a burning death bullet, but might have been a tiny bit more efficient since mach 2+ under 20k meters is a recipe for drag loss and burning glory ;)
Bro is speaking science💀
I was thinking the same thing
I did something similar in Learn To Fly 3.
I'm amazed at your ability to make the most insane crafts that work while also apparently not knowing any functions of this game
So true. Reid fr went to every moon in the game but does not have eyes and cannot see the parts.
he knows more then me I didn’t even know how to copy and paste or turn on autostrut
Lower the throttle on the LES (not possible irl but in kerbal you can) to reduce drag losses from going too fast in a thick atmosphere (you can leave the upper stages at full throttle because that reduces gravity losses. And try to make it as taper from top to bottom and as thin as possible to reduce drag
True dat, usually you don't want to exceed mach 1 below 10,000m because of how high the drag is, and 20,000m is basically vacuum wrt to engine efficiency
Dude was running face first into Max Q
It’s possible in IRL the same as Kerbal
Thank you man 👍
Fixing the staging on that thing must have been a nightmare
Yep, it was really bad. I found good ways to keep track of what was going on but if I ever needed to change something it was pain
@@ReidCaptain did you have to cry yourself to sleep while trying to make it
@@raiden5181 Probably
@@ReidCaptain the reason for the escape tower tilting is because it has 4 central boosters and 1 tilt booster built to pull the capsule away from the rocket
The escape rocket system is designed to go off to the side for a reason. You want to get the crew capsule out of the path of booster you are escaping from as quickly as possible.
Oh, the launch escape system blocks falls too! I only knew about the magnetometer boom. Though that still breaks on landing, so bring an engineer.
I’m pretty sure flags blocks falls aswell, pretty weird stuff
I blocked fall damage from orbit by a swivel engine, idk how it happened.
@@dimanyak373it's litho breacking
If it weren't for lag I feel like the glorious BOOSTER SEMICIRCLE would be a solution
This man takes M O R E B O O S T E R S to a whole new level
I know these troubles, but it's fun to make it to space anyway :D
A bit of advice, all of your designs turn because the LES is built to turn so it can wrench the command pod off the ship. If you look at it you can see a thruster on only one side.
This is one of the most genuinely Kerbal videos ever. You sound so serious and curious as you proceed to try and solve every problem with more boosters.
As someone who's spent way too much time trying to optimize for drag in KSP, I have one suggestion: put nose cones on the back end of those LES's. It'll reduce your drag tremendously.
.... That doesn't even make any sense. Isn't it only exposed nodes that are facing the airstream that matter?
@@nikkiofthevalley Drag works on both sides of an object, both in KSP and in the real world. A flat plate being pushed through the air compresses the air in front of it, and also creates an area of low pressure behind it. The high pressure in front and the low pressure in back both resist the forward motion.
@@zolotiyeruki Oh. Yeah, that makes sense.
If that landing wasn't just a fluke, you could build some nice drop-pods with this part
I think you kept running into an aerodynamics bug with your probe core stage, which is why you were losing speed so quickly
Also, the batteries probably weren’t doing much other than weigh you down (except for the ones powering the probe)
They seemed to help a little, but yeah the aerodynamics issues were the bigger factor for sure
@@ReidCaptain The batteries definitely helped you keep your momentum through the atmosphere, but I'm not sure how many is too many though. You'd have to test that.
I also don't think you were losing a lot of speed from any bugs, I think it was mostly just that air resistance is exponential with speed. As a rule of thumb, when you start to see the white air effects around your craft, you usually don't want to go much faster (ignoring spaceplanes because of lift and some spaceplane engines working better at higher speeds.) KSP's aerodynamics aren't very accurate though so sometimes your optimal speed can change unintuitively.
@@ReidCaptain try putting upside down nose cones on the bottom of some of the center stages. Unoccupied nodes cause drag, so putting nose cones will reduce your drag coefficient at the cost of increased mass. The reduced drag at the bottom might cause instability though, causing the craft to flip. But definitely something to try.
15:10 I had just had the same thing happen to me with the used stage, that survived falling from orbit onto the polar shelf, staying 100% intact... until it bounced off and was broken in half. But hey, the engine survived!
All the unoccupied bottom nodes on the launch escape systems and the probe core are causing aerodynamic drag. I'd try putting upside down nosecones on the bottom, at least for the center stages.
Normal people:
-normal rocket
-inspect problems
-have fun
Reid Captain:
-*M O A R R O C K E T S*
-*M O A R R O C K E T S*
-MOAR FUN
Summary of video:
Unstable rocket. Add fins. Not high enough. More rockets. Unstable rocket. New design. Repeat until success.
You made a rocket powered lawn dart
It seems like you're loosing out on a lot of ∆v due to atmospheric efficiency early on. Essentially you're going to fast through the thick parts of the atmosphere. When you see the air effects start getting really heavy - or even turning orange - that's you going to fast. Coast higher and a more controlled speed. Firing off more stages later on will get you higher up with the same amount of rocket!
Losing
An escape capsule is designed to fly at an angle to get as far away from the exploding rocket as possible
If you press F12 in flight, you can access an 'aerodynamics' view to see where all your drag (and lift) is coming from.
Reid Captain: "So you can see, this part is making my rocket immediately disintegrate upon launch, so I wanted to see if adding more of that part would fix that"
Lore accurate Kerbal Engineering
"Oh dear, it appears our space base is about to explode! get in the escape pod!"
"But sir, we're on the ground, what's that gonna do for us?"
the escape pod:
if you ever get bored of KSP, i recommend a game under the name of "From the depths".
I've tried it before, I never really got into it though
@@ReidCaptain oh, ok, but imo you should give it a go again, just my thought
@@ReidCaptain it has a really big learning spike but the things you can do in that game is insane.
@@markiplieristhebestpizzato2743 what is that username!?!😂😂
I second this. Couldn't get into the game the first time, but after I went back and actually learned the game, I ended up dumping over 1000 hours in it.
I love how the first thing he did was place an item that wasn't an escape pod XD
nice pfp
one might say he was trying to escape the planet
heok - goofy 20AD at the first supper
Technically an escape pod is a crewed compartment. The rocket mount that is part of the same escape system is commonly referred to as the escape 'tower.'
I'm sure the guy who came out with the idea of the Escape launch system agrees its made for that use
0:53 they are bringing back lawn darts yay
"breaking news!!!!!!!!!!!!!"
"Rocket resembling elaborate semiarachnid sky creature terrifies locals"
5:36 It turned into German rocket for a second
uh oh
You should try placing nose cones on the underside of the boosters, that flat surface creates a lot of drag. And for the bending you can use autostrut instead of placing struts manually
I suspect Orbit probably would be possible, with this design, with fully optimized burn rates, attitude plan and staging.
launch escape systems are simply unbreakable
Bro is reaching NASA level of engineering
6:38 That's the problem with going super light, It's got hardly any momentum. So it slows down really fast once it runs out of thrust due to air resistance and gravity.
5:04 when your rocket betrays and kills you
mans made the Odin Defense System, yeeting rods from space to the ground
"There's too much space junk" - ...and I took that personally
Escape Pods= pods that let you escape from Kerbin
This is 100% a toilet idea. You can't "what if" something like this anywhere else in this world except on top of the can.
[Bonus Objective Completed] - Get to space using escape rockets, AND come back to kerbin intact.
If you want to keep alignment with the final stage, use a reaction wheel on it
You did it wrong, because you lost way too much delta v to drag. The final few stages should have had a lower thrust limiter set, and/or you could just wait more between the stages - you should usually aim to avoid seeing orange air drag in the second and even third layers of the atmosphere, and avoid seeing white drag (keep it to 200-300 m/s) in the first layer of atmosphere (below 10 000 meters). Could probably make it to 80-100k height if you'd do that
3:38 second design
5:14 thrid design
10:08 fifth design
use explosions to get a Kerbel to space
I was given THREE 15 second unskippable ads.
Damnith TH-cam
Is this how billionaires play darts in their free time?
if nasa had the budget of the army:
Sir you have the most kerbal mindset possible
MORE BOOSTERS!
Reid captain is like Walmart nasa
5:03 bro that rocket self destructed itself :skull:
I would just like to say that at 6:44 problem with the main capital getting hit by the Rockets were caused by the thruster boosting them in words instead of out words
Reid captain be like "Rocket not working? Fins go brrrrrr"
If you keep your speed below 300 in the atmosphere that’s usually more efficient. Hitting 1000 is really killing your efficiency
one question, how do you use the launch escapes? I have them and they detach, they just dontbring the people with them.
If NileRed made KSP videos
it's not JUST ad more boosters. you also need to reduce maximum thrust. there is this thing called max Q (maximum dynamic pressure)
you are basicly supposed to hold back full throttle untill you are through the thick bit of the atmosphere.
This is like if the Soviet rocket program was powered entirely by XKCD strips and drinking paint thinner.
The reason your crafts kept spinning is bc the LES has a motor that fires to the side for some reason, most likely to help it move away from debris, but it messed with your craft's thrust
That last part was hilarious!
Pro Tip: Build your re-entry nosecone out of bouncy balls
The way one of the designs had the rockets fold and point into the top stage wad big "trust no one" energy
Idea: make an engine in lethal space program
This is exactly what I wanted.
5:14 the latest wack-a-kerbal contraption
Reid that end result wasn't a rocket
That's straight-up kinetic bombardment
The pointed tip make it stick to the ground instead of bouncing away that is why it survives
New strat?
"What does it need?
*MORE POWER!"*
Tim "Tim 'The Tool Man' Taylor" Allan
This video is like if Nile Red sniffed paint and played KSP
That ending... hmm yes, lithobraking
You made a suborbital Lawn Dart.
To orbit could be done by carefully and exploitively clipping the LESs into fairings to effectively eliminate drag.
He probably changed the video idea from "Get to Orbit" to "Get to space" pretty early on into the mission
"so I added on more rockets"- every ksp player in Existence
Hmm, interesting idéa. I'm gonna try this myself
I wish I didn’t notice how much he says really. Can’t unhear it now
Next can you get to space with only rcs thrusters
2:00 it really does
A bit nitpicky but a launch escape tower is not an escape pod. It doesn't hold crew inside of it. It just wrenches the crew pod away.
alright now i wanna see stratzen do it
Tbh, escape POD is something different from what you've used (escape LAUNCH SYSTEM).
Oof, three minutes in and the Kraken attacks are just escalating further and further..
Next challenge: fly a *plane* on gilly
This video is just "How to summon and then promptly piss off the kraken"
Robbaz here playing more lethal space program
Good optimism. Lets try to get to the mun next!
This is how they launched the thing in interstellar
The Kraken doesnt like your efforts.
An escape pod is designed to not blow up on impact without assistance hence why it's an escape pod
It feels like I'm watching NileRed and EazySpeezy at the same time.
I like both of these TH-camrs.