This only works if your ksp offset files are correct. Mine was not until I saw a video on how to fix it. Default is supposed to be 20.0 I think but mine was .20 which meant that it didn't work like it should.
I've got about 200hours in KSP and even i found this pretty useful, thanks a lot ShadowZone, the controls in KSP is one of the things which throws me off so much when building since sometimes it's so infuriating and frustrating. Have a nice day.
Another neat tip you didn't mention is that the reroot tool works for groups of parts that have been removed from you main ship in VAB or SPH. Just click the reroot tool icon, then instead of clicking on your main ship, click on one of the semi transparent part groups you have removed then click on the new root. This is really handy to "rotate" whole blocks of you ship to balance weights.
I've had this game since 2012. I have hundreds of hours in this game. I have completed successful single mission landings with returns to all planets (except Jool) and grand tours. But sometimes I forget this stuff between breaks in playing. Thanks for sharing.
I've been playing since 0.13 and I had no idea what 'f' did in the editor. This is going to change a significant portion of my designs, hopefully for the better. Thanks!
Posted comment above along the lines that after a couple of hundred hours of play, I come and watch this video and realise that the biggest thing I've built (480 tons in vanilla career mode) is basically just a teeny little booster rocket compared to some of these craft! :)
Awesome. Have been onboard ever since 0.24, but I really never got realized that pressing F during translation / rotation tools would change orientation from global to local. That is a GREAT tip. Thank you! Anyways, I wouldn't mind if any of you guys (you, Marcus, Matt, who-ever) would do a tutorial on the transfer window mod. I can work a bit with it, but I cannot loose the feeling that I am always loosing lots of dV when 'didging' it's read-out halfway and resorting to trial-and-error with the classical (or Precise Node) controls. Especially when trying to get a sub-optimal fast transfer.
Editor Tricks not mentioned: 1) You can also use the reroot tool on subassemblies you’re about to place (the red transparent parts in the editor scene). Use the reroot tool on the part with which you want to attach that subassembly to your vessel. After rerooting attachment nodes will appear on that part. 2) Use Shift to detach individual parts or groups of parts from a subassembly.
Alot of great info in a small package...awesome video SZ...some of those were a real eye opener :) Thanks for sharing, Keep up the great work. Hope you have a great day & be safe.
Thanks as always, that was very helpful. Next, could you share some of your process for creating your ships? Some go-to moves (like using solid boosters as structural elements), some thoughts on planning and managing the build, some general techniques you've learned to achieve specific effects, etc.? Heck, it would make a nice series: "Briefly believe you could one day build like ShadowZone" or some such.
That moment when you watch a ShadowZone vid for the first time after playing KSP for several hundred hours and realise that the biggest, most impressive, multi-hundred ton rocket that you've managed to build so far is really only a booster rocket for one of SZ's massive epic creations. 8( Great video mate, I knew most of the keyboard shortcuts and had figured out some of your tips for myself - I'm the kind of person who likes reading wikis and experimenting with editor options when I'm not actually "playing" KSP - but it certainly inspires me to go and build bigger, better creations! Subscribed. :)
I didn't know about the middle mouse button for moving the camera around for the longest time which made building things in the SPH that much more painful, and it was a game changer when I finally discovered it xD. Before I always had to move the plane around to get just the right camera angle.
My basic tip for making any aircraft.... Hack a stability control module thru the part file to have insane power. Put one at the front and back of the craft maybe the middle haha and anything flys
My basic tip for aircraft... copy stuff that's been proven to work IRL :) If you can get the proportions and positions of things basically right it will usually fly pretty well after a bit of tweaking, especially if it's a fairly simple design. If it doesn't work, adding a couple extra engines usually fixes it well enough to take off. Landing, on the other hand....
WHAT I WANT TO SEE THE MOST A dyson sphere like an ark or something dome whatever that generates its power try different ways then just try any o fthese build like different types of stations examples docking station battle station haven class station inflatable stations habitations wheel
Thanks for the info, i've been building bigger ships for a while now and since i've never had so much fun with KSP! Your ships are very inspiring! Never had i thought of making an interieur in my ships:p Keep it up!
wow, great video - nearly two years old and I still learned a ton! I'd consider myself a relatively experienced player and knew of and totally use a lot of these tips but there were a LOT here I didn't know. Just getting back into the game for Breaking Ground after a long break and really took a lot away from this video -- thank you so much! +1 subscriber!
The vab uses scroll wheel as up/down because it is for rockets which are launched from the launchpad vertically. On the other hand, the spaceplane hangar uses it as zoom because most things you build in there are not very tall and are launched from the runway.
Wow, I kept having the problem about not having enough Dv to be able to reach my destination. I haven't gone anywhere but the moon yet, but when I did it was always by the skin of my teeth. I also kept trying to get into orbit by flying west, which for some reason I thought that it would be easier. I think I thought this because long distance flights IRL usually fly west so their destination will rotate towards them while they fly, saving time and fuel. I also for some reason thought you could only attach 2 solid fuel boosters to your escape stage... lol. Thanks for these tips!
I played without Kerbal engineer for so long... since deciding to just suck it up and install it, KSP is much more convenient and honestly, I'd recommend that everyone just gets it. You'll explore so much better
Not sure if this has been discussed in any previous comments, but I would love to build my own seaplane SSTO to act as a surface-to-orbit shuttle for a future Laythe colony. Perhaps some discussion/explanation of buoyancy and water drag would help me greatly? Thanks!
buchholzphoto I am no KSP pro but I would try using empty fuel tanks for buoyant pontoons. Matt Lowne made a good video on a laythe SSTO seaplane so check that out. Hope that helps!
Use this mod forum.kerbalspaceprogram.com/index.php?/topic/121386-131-wasd-editor-camera-continued/ for the most intuitive movement in the editor. It the most essential mod in my opinion. It's just the standart FPS controls
how do i load and merge 2 ships that dont want to merge, and do you know why they wont sometimes? like say i wanna make a staged system that is a liquid fuel engine with solid fuel surrounding it, if i went to duplicate it radially it would never want to make the transition from an inline setup to coupled stage... so annoying, and when i try to merge a lander/command pod with an old booster stage its like nah you cant connect that shit here... why god why
If you hit caps lock while in flight, the controls are a little softer, meaning you won't accidentally pull a 15g turn with your space plane because you lightly tapped s Really helpful for high-speed flight and SSTO's
Excellent! My tip would be to get Editor Extensions Redux. It allows all parts to be surface attached, so you don't have to use the cubic struts. And so much more! I like the built in autostrut tool. Oh yeah! Use autostrut! That's my other tip
Thanks Shadow, I just learnt something. the local and absolute modes for offset and rotation. Your videos are so cool and make me laugh. Your a damn good Kerbal player :) Love your accent. Cheers from Melb, Aus. :)
Very well done, after a thousand hours (just on steam version, nevermind the ckan starts) I only now learned some keyboard shortcuts. I always forget to look them up after watching ksp videos lol
I would recommend MechJeb to everyone, you can use the maneuver planner module to see what types of maneuvers are available to you, how to do them, and how much deltaV is required.
Center of lift should always be behind the center of mass, even in rockets. You just don't want COL too far behind COM in a plane since it's harder to control or take off the further back it goes.
I dont get how you have so little upvotes. More people should see this. I was struggling a bit with KSP as a newbie but this made the gameplay like 10x easier.
Hi... In relation to the reversal of the controls between the VAB and the SPH, I think you need to reorient your mindset when entering the different buildings. The controls haven't been reversed, the view and your relation to the craft has. If you have rocket in VAB and use mouse wheel you go from top to bottom and bottom to top. If your in the SPH and you have the same rocket it will be laid down and if you place your view at the "bottom" of the rocket facing towards the "top" end if you scroll the mouse wheel you STILL go from the top to bottom and back again :~) Thanks for the "F" key, was the one thing I couldn't find :~)
When I started to play KSP, I launch lots of crafts, build ssto, make a successful docking by engines, but then somebody told me about SAS... After all, that was not a bad practice :D
Damn, those octagonal struts is the answer to all my problems!!! Btw I love the normal large rectangular struts as landing legs, especially for early career. Lands a 40ton lander at 20 m/s easy on Kerbin without damage, perfect for my skills. Doesnt look good though so not applicable to you :D Thanks man.
Double-click on your spacecraft or the one you're trying to get to (you can also go into the map screen, click on the target craft and select "Set Target") and make sure the navball velocity indicator is showing "Target" (if it's showing Surface or Orbit, click on it until it says Target). This will show you how fast you're moving relative to the target, you want to keep this low (around 1-2 m/s) or things are going to start happening rather quickly. You should also see a pink target heading marker on the navball when you're facing it. To intercept the target, you want to align your yellow prograde marker with the target's pink prograde marker. Use W and S to boost toward/away from the target, A and D to "strafe" side to side, and Shift/Ctrl to "translate" up and down relative to the direction your facing. Try not to throw a bunch of control inputs one after the other in different planes, you need to arrest your velocity relative to the target in your current direction of travel before rotating and boosting in another direction. So if you're boosting "forwards" towards your spacecraft, boost backwards and come to a stop (or close to it) before you change direction and boost again. Repeat until you are where you need to be, keeping an eye on that velocity indicator. This technique helps to prevent you from getting disorientated and ending up spinning wildly through space because you've lost all reference points. And like Bryan said... don't panic! Even if you get momentarily disoriented, don't worry... your Kerbal is still in orbit along with your spacecraft, possibly moving away from it but at a very low speed relative to how fast you're orbiting. Stay calm, try and time your control inputs to slow down any spinning and get your prograde marker back in the vicinity of the target's. One mistake that I often used to make was panicking and burning like crazy straight at the target once I had some idea where I was going again... resulting in me eventually slamming into it at 8m/s and bouncing off into space again... :) In a worst case scenario, you can always use the Tracking Station to shift focus between the craft and your EVA until you can work out how to get the one back to the other.
I like to ramble about stuff I enjoy. And one of the best things I've found so far about KSP is this sense of community spirit... we gotta help each other out. ;) One final awesome tip that I just learned myself, looking at the key bindings page on the wiki: Pressing Space in EVA will automatically reorient your Kerbal to match the camera view! Have a read, it's worth it, especially the EVA Commands: wiki.kerbalspaceprogram.com/wiki/Key_bindings
I knew that, but the problem is that it reorients the kerbal along only one axis. His head is always pointing north, if I'm not mistaken. I don't know why they have put this limitation, they would be so easy to fly if they really aligned with the camera.
I started as a console player and now on PC I don't use kerbal engineer. You'll be fine :P You'll be even better than the people who are overly mod dependent to help them fly a mission.
Taricus not using kerbal engineer redux does not make you better at the game. Saying it does is like saying not using symmetry mode while building your crafts and placing every single part separately makes you better at KSP. It doesn’t, just like symmetry mode, kerbal engineer just makes it faster to build crafts so you can use your time better.
I have a Mac with a windows mouse and no numeric pad....how to zoom in the assembly? Shift or holding mouse is not working....thanks again...for the video(s).....nice to be finally playing!!
Very good thanks. But the real problem is always parts, performance, memory and erratical behavior (specially after switching to some big base or station) until you restart the game... which takes quite a time. I use tweak scale to minimize parts and keep things going.
I'm kind of a rookie here, but this video is video is my personal jesus crist! I've been trying vertical take-off like for ever. And the number to see if the thing was satable was right there in front of my nose!! damn!!
Thank you very much for this video. I just started playing this game along with my son and I am absolutely in love with the game. I have my science tree about up to 90 point mark. Do you have any videos that discusses good paths to take down the science tree? Some amazing ships you have shown here and glad I found your channel. Definitely a new Sub. I appreciate the information!
Welcome! Glad I was able to provide something useful for you. Regarding the tech tree: I prefer trying to get to as much science experiments as I can early on which in turn enables me to gain more science points per mission. Apart from that, I suggest you just go with your personal preferences and have fun with the game :)
@@ShadowZone Thanks yeah I am up to the 90 point portion of the science branch. Now, with 120 points to spend I am trying to decide on the Heavy Rocketry to get the bigger engines, or the Landing which gives me better landing struts. Or go with the 3 person capsule, but think I should wait on that. Though haven't got the 45 point aviation yet to start making planes. I have yet to get a smooth landing on the Mun. The one time I did, the thing tilted over and fell on its side. LoL. Luckily I had the science bay that has the doors you can flip open, which lifted the return rocket up to about a 35º angle for a second before dropping and then I hit the thrusters before it dropped to get off the surface, LOL. Son got a kick out of that. I did get to plant my flag, now working on a return trip to land and collect science at the locations on the surface they want. Does your Kerbal have a limited distance they can go? Going through your career mode videos now. So glad I finally got this game. Wish I did sooner. I know we are late to it, but loving it. So much fun.
Please help. I hate transfer windows. I never know when I should launch a interplanetary mission. I just got one encounter that's further than minmus (Duna). Please, how should I perform these missions, especially with planets that have an inclination, for example Moho or that are far away for example the jool system or eeloo.
+Lukas Kappich when I started playing KSP, I relied on a mixture of Mechjeb and Transfer Window Planner. Both are mods that can help you finding the correct time and delta-v requirements for any given planet. If I find the time, I could do a tutorial on that.
ShadowZone thanks, what does mechjeb? I already got transfer window planner (that was the only reason how I got to duna, my skills isn't that good, even when I started playing KSP since around 0.90). So do you have any pro tips beside mods?
Lukas Kappich Mechjeb is a mod with a lot of useful tools to help you. forum.kerbalspaceprogram.com/index.php?/topic/154834-130-anatid-robotics-mumech-mechjeb-autopilot-261-27-may-2017/
Get Mechjeb. It's VERY in depth and kinda cheaty. You can select the planet, choose advanced transfer to planet, and boom, a perfect manourve node. Then you can tweak the node using Mechjeb node tweaker, and then use Kerbal alarm clock to set an alarm so you don't miss the window.
One thing you could have mentioned (and maybe should've) is how holding down shift allows infinite offset to be applied to a part.
Arif Kramer I have always wondered how to do that
I never knew that was possible!
This only works if your ksp offset files are correct. Mine was not until I saw a video on how to fix it. Default is supposed to be 20.0 I think but mine was .20 which meant that it didn't work like it should.
Even while holding shift? Hmm. I just use EditorExtensionsRedux
THANK YOU!!! If it wasn't for you, I would still be settling on something due to that reason right there. So THANK YOU!
I've got about 200hours in KSP and even i found this pretty useful, thanks a lot ShadowZone, the controls in KSP is one of the things which throws me off so much when building since sometimes it's so infuriating and frustrating.
Have a nice day.
DUDE, I've been playing this game since 2012, and you still provided me some EXTREMELY valuable information. THANK YOU!
how u plyin the game before it was released
@@aidenlemus8226 wym? KSP was released June 24th 2011.. it is older than you think
I thought this was just going to be a refresher, but I had no idea about "F" for offsetting and rotating. Thank you!
I've been playing KSP since version 0.18, and I had no idea about this either.
Glad I'm not the only one!
Another neat tip you didn't mention is that the reroot tool works for groups of parts that have been removed from you main ship in VAB or SPH. Just click the reroot tool icon, then instead of clicking on your main ship, click on one of the semi transparent part groups you have removed then click on the new root. This is really handy to "rotate" whole blocks of you ship to balance weights.
+Banisher of Hope huh, didn't know about that one. Thanks!
Thank you so much for this info man.
I've had this game since 2012. I have hundreds of hours in this game. I have completed successful single mission landings with returns to all planets (except Jool) and grand tours. But sometimes I forget this stuff between breaks in playing. Thanks for sharing.
Mr. Zone, I watched one of your videos and managed my first Mun Orbit and Mun Landing. You're awesome and keep doing what you do.
Thanks! Helpful hints even for experienced players!
I've been playing for more than a year and had no idea about those dV charts :D
i got 400 hours under my belt, and i learnt so much from this video! especially the key bindings in vab and sph
I've been playing since 0.13 and I had no idea what 'f' did in the editor. This is going to change a significant portion of my designs, hopefully for the better. Thanks!
This was a great video also for (somewhat) experienced builders, for sure. Especially the inspiring, and drool-worthy, builds you show!
Posted comment above along the lines that after a couple of hundred hours of play, I come and watch this video and realise that the biggest thing I've built (480 tons in vanilla career mode) is basically just a teeny little booster rocket compared to some of these craft! :)
Awesome. Have been onboard ever since 0.24, but I really never got realized that pressing F during translation / rotation tools would change orientation from global to local. That is a GREAT tip. Thank you!
Anyways, I wouldn't mind if any of you guys (you, Marcus, Matt, who-ever) would do a tutorial on the transfer window mod. I can work a bit with it, but I cannot loose the feeling that I am always loosing lots of dV when 'didging' it's read-out halfway and resorting to trial-and-error with the classical (or Precise Node) controls. Especially when trying to get a sub-optimal fast transfer.
You missed one thing. DON’T DISTURB THE KRAKEN
@WHMP sixsixsix replying to a comment 3 years old let’s get it
@WHMP sixsixsix yup and I got the fast as fuck replies
how about 6 years late?
Editor Tricks not mentioned: 1) You can also use the reroot tool on subassemblies you’re about to place (the red transparent parts in the editor scene). Use the reroot tool on the part with which you want to attach that subassembly to your vessel. After rerooting attachment nodes will appear on that part.
2) Use Shift to detach individual parts or groups of parts from a subassembly.
Thank you! I never realized you could do #1.
I knew about #1 but not #2.... thanks man, that's definitely going to come in handy. :)
Awsome! When I first heart about that game, I had no idea what is behind it. Seeing which vehicles are actually possible blows my mind.
Alot of great info in a small package...awesome video SZ...some of those were a real eye opener :)
Thanks for sharing, Keep up the great work.
Hope you have a great day & be safe.
I have tried to figure out decrease radial symmetry for over a year and now you tell me! Thanks!
Thank you. I have spent over 1,200 hours in this game and never thought about using wheels and solid booster engines like that!
Those were some very helpful hints. Thanks!
I stopped playing for like half a year bc i didnt know how to do this! Thank You SO SO MUCH!
Thanks as always, that was very helpful. Next, could you share some of your process for creating your ships? Some go-to moves (like using solid boosters as structural elements), some thoughts on planning and managing the build, some general techniques you've learned to achieve specific effects, etc.? Heck, it would make a nice series: "Briefly believe you could one day build like ShadowZone" or some such.
That moment when you watch a ShadowZone vid for the first time after playing KSP for several hundred hours and realise that the biggest, most impressive, multi-hundred ton rocket that you've managed to build so far is really only a booster rocket for one of SZ's massive epic creations. 8(
Great video mate, I knew most of the keyboard shortcuts and had figured out some of your tips for myself - I'm the kind of person who likes reading wikis and experimenting with editor options when I'm not actually "playing" KSP - but it certainly inspires me to go and build bigger, better creations! Subscribed. :)
Great tip, I’ve been playing for 2 years and I’m still learning.
I had no idea about pressing Space to reset rotation! Thanks!
I didn't know about the middle mouse button for moving the camera around for the longest time which made building things in the SPH that much more painful, and it was a game changer when I finally discovered it xD. Before I always had to move the plane around to get just the right camera angle.
My basic tip for making any aircraft.... Hack a stability control module thru the part file to have insane power. Put one at the front and back of the craft maybe the middle haha and anything flys
My basic tip for aircraft... copy stuff that's been proven to work IRL :)
If you can get the proportions and positions of things basically right it will usually fly pretty well after a bit of tweaking, especially if it's a fairly simple design.
If it doesn't work, adding a couple extra engines usually fixes it well enough to take off. Landing, on the other hand....
man if only i knew when i was young if i never followed through with going to college for being an engineer i couldnt play KSP lmao
You seriously have some dope ass spacecraft! I just started myself and I hope I can get to your level sooner rather than later
Something I've learned recently that has proven highly useful is using the root tool to break symmetry. Very useful for asparagus staging.
Fantastically done mate! heaps of useful and very applicable info. Rock on
1:06 oh. my. god.
That will help me so much. Thank you, ShadowZone, thank you.
Dang the local/absolute mode thing is extremely helpful and so it switching to only attach to nodes.
This was incredibly helpful! THANK YOU, SO MUCH!!! Appreciate ya, dude! Alright, see ya on Kerbin!
This was perfect for a returning player. So much to remeber!:) thx!
WHAT I WANT TO SEE THE MOST
A dyson sphere
like an ark or something dome whatever that generates its power try different ways
then just try any o fthese
build like different types of stations
examples
docking station
battle station
haven class station
inflatable stations
habitations wheel
The torque thrust thing comes in really handy :D
Yeah. I never paid attention to that, either.
Especially for building spaceplanes, since engine housings attached to the wings of an aircraft can often be slightly misaligned.
1800 hours in KSP, well over 600 in RSS/RO and i didnt know you can press F to change the direction while offsetting. Thank you!
i thought i knew all the key hiddens binding (even the [alt]+ A ,Z,E,Q,S,D in flight), but i learn a lot of things, thank you
what do [alt] A Z E Q S D do?
Thanks for the info, i've been building bigger ships for a while now and since i've never had so much fun with KSP!
Your ships are very inspiring! Never had i thought of making an interieur in my ships:p
Keep it up!
wow, great video - nearly two years old and I still learned a ton!
I'd consider myself a relatively experienced player and knew of and totally use a lot of these tips but there were a LOT here I didn't know. Just getting back into the game for Breaking Ground after a long break and really took a lot away from this video -- thank you so much! +1 subscriber!
I'm glad this video was useful for you. Thanks for subscribing! :)
Exactly what I was looking for, thank you sir
Thanks, those plugins were exactly what i needed. I was always guessing if my rockets will bring me to Duna or Dres or whatever.
The vab uses scroll wheel as up/down because it is for rockets which are launched from the launchpad vertically. On the other hand, the spaceplane hangar uses it as zoom because most things you build in there are not very tall and are launched from the runway.
"if u see what ur doing u are more likely to know what ur doing"
this one got me xD
Wow, I kept having the problem about not having enough Dv to be able to reach my destination. I haven't gone anywhere but the moon yet, but when I did it was always by the skin of my teeth. I also kept trying to get into orbit by flying west, which for some reason I thought that it would be easier. I think I thought this because long distance flights IRL usually fly west so their destination will rotate towards them while they fly, saving time and fuel. I also for some reason thought you could only attach 2 solid fuel boosters to your escape stage... lol. Thanks for these tips!
I played without Kerbal engineer for so long... since deciding to just suck it up and install it, KSP is much more convenient and honestly, I'd recommend that everyone just gets it. You'll explore so much better
Not sure if this has been discussed in any previous comments, but I would love to build my own seaplane SSTO to act as a surface-to-orbit shuttle for a future Laythe colony. Perhaps some discussion/explanation of buoyancy and water drag would help me greatly? Thanks!
buchholzphoto I am no KSP pro but I would try using empty fuel tanks for buoyant pontoons. Matt Lowne made a good video on a laythe SSTO seaplane so check that out. Hope that helps!
With good enough fuel pumps, engines in front of CoM can make for a VERY easy take-off and flight. Landing is a bit tougher that way IMO though.
Use this mod forum.kerbalspaceprogram.com/index.php?/topic/121386-131-wasd-editor-camera-continued/
for the most intuitive movement in the editor. It the most essential mod in my opinion. It's just the standart FPS controls
Szeperator, I can’t play without the WASD editor camera mod. It’s definitely one of the must have mods for this game.
Sounds like a useful mod, thanks.
how do i load and merge 2 ships that dont want to merge, and do you know why they wont sometimes? like say i wanna make a staged system that is a liquid fuel engine with solid fuel surrounding it, if i went to duplicate it radially it would never want to make the transition from an inline setup to coupled stage... so annoying, and when i try to merge a lander/command pod with an old booster stage its like nah you cant connect that shit here... why god why
If you hit caps lock while in flight, the controls are a little softer, meaning you won't accidentally pull a 15g turn with your space plane because you lightly tapped s
Really helpful for high-speed flight and SSTO's
Excellent! My tip would be to get Editor Extensions Redux. It allows all parts to be surface attached, so you don't have to use the cubic struts. And so much more! I like the built in autostrut tool. Oh yeah! Use autostrut! That's my other tip
Thanks Shadow, I just learnt something. the local and absolute modes for offset and rotation. Your videos are so cool and make me laugh. Your a damn good Kerbal player :) Love your accent. Cheers from Melb, Aus. :)
played ksp for a long while, some tips in your vid i didnt know, thanks
Very well done, after a thousand hours (just on steam version, nevermind the ckan starts) I only now learned some keyboard shortcuts. I always forget to look them up after watching ksp videos lol
Jake aka Remaggib It took me 3 years just to learn how to use the time warp keybinds.
Even the smallest thing are made awesome with your voice :D
nice video, especially the building and camera controls are good to know :D
+aggrenox312 you're welcome!
I would recommend MechJeb to everyone, you can use the maneuver planner module to see what types of maneuvers are available to you, how to do them, and how much deltaV is required.
The ship at 0:13 looks like the tempest from Mass Effect Andromeda. Nice!
That's because it is ;)
There's an entire video about it here: th-cam.com/video/TAgz8PThjjc/w-d-xo.html
ShadowZone it looks really good man! Keep on rocking.
that moment when you realise you cant even dock in orbit and he talks about heading to mars?
I think Mars is easier than docking in orbit.
@Alpha Centauri I am horrible at docking but can get to duna easily
Quick mental dV calculation. N's 3rd law. Equal and opposite. What you need to get there you need to stop. Plus or Minus gravity assist.
Center of lift should always be behind the center of mass, even in rockets. You just don't want COL too far behind COM in a plane since it's harder to control or take off the further back it goes.
Thanks SZ that was really helpful ! Now I know what the re-root is for xD
Did you know that there is a secret tool when you press alt and f4 at the same time?
It's so good 😮
I dont get how you have so little upvotes.
More people should see this.
I was struggling a bit with KSP as a newbie but this made the gameplay like 10x easier.
Raimonds I just try to help, glad I helped you!
XD
I will try it next time I play
Hi... In relation to the reversal of the controls between the VAB and the SPH, I think you need to reorient your mindset when entering the different buildings. The controls haven't been reversed, the view and your relation to the craft has. If you have rocket in VAB and use mouse wheel you go from top to bottom and bottom to top. If your in the SPH and you have the same rocket it will be laid down and if you place your view at the "bottom" of the rocket facing towards the "top" end if you scroll the mouse wheel you STILL go from the top to bottom and back again :~) Thanks for the "F" key, was the one thing I couldn't find :~)
When I started to play KSP, I launch lots of crafts, build ssto, make a successful docking by engines, but then somebody told me about SAS...
After all, that was not a bad practice :D
I have over 500 hours but some of these where till useful to me, thanks a lot
I have over 600 hours in ksp and I still didn't know a few of these things haha :D good video
We now have rotors so no more need for bearings, (in most cases)
yaaaay and KER is mostly integrated into stock now
I swear I've watched this before but I just learned so much
I like Kerbal Alarm Clock and Navball Docking Alignment Indicator.
Also, Kerbal Engineer for All is useful.
Damn, those octagonal struts is the answer to all my problems!!!
Btw I love the normal large rectangular struts as landing legs, especially for early career. Lands a 40ton lander at 20 m/s easy on Kerbin without damage, perfect for my skills. Doesnt look good though so not applicable to you :D Thanks man.
WTF! Great ship design man.. Realy Cool.. thx for the vid. Didnt know some tips!!
Hi! This is unrelated but I have a very hard time flying Kerbals in EVA in space. Any tips?
short bursts on their eva thrusters, and most importantly remain calm...
Double-click on your spacecraft or the one you're trying to get to (you can also go into the map screen, click on the target craft and select "Set Target") and make sure the navball velocity indicator is showing "Target" (if it's showing Surface or Orbit, click on it until it says Target). This will show you how fast you're moving relative to the target, you want to keep this low (around 1-2 m/s) or things are going to start happening rather quickly. You should also see a pink target heading marker on the navball when you're facing it. To intercept the target, you want to align your yellow prograde marker with the target's pink prograde marker. Use W and S to boost toward/away from the target, A and D to "strafe" side to side, and Shift/Ctrl to "translate" up and down relative to the direction your facing.
Try not to throw a bunch of control inputs one after the other in different planes, you need to arrest your velocity relative to the target in your current direction of travel before rotating and boosting in another direction. So if you're boosting "forwards" towards your spacecraft, boost backwards and come to a stop (or close to it) before you change direction and boost again. Repeat until you are where you need to be, keeping an eye on that velocity indicator. This technique helps to prevent you from getting disorientated and ending up spinning wildly through space because you've lost all reference points.
And like Bryan said... don't panic! Even if you get momentarily disoriented, don't worry... your Kerbal is still in orbit along with your spacecraft, possibly moving away from it but at a very low speed relative to how fast you're orbiting. Stay calm, try and time your control inputs to slow down any spinning and get your prograde marker back in the vicinity of the target's.
One mistake that I often used to make was panicking and burning like crazy straight at the target once I had some idea where I was going again... resulting in me eventually slamming into it at 8m/s and bouncing off into space again... :)
In a worst case scenario, you can always use the Tracking Station to shift focus between the craft and your EVA until you can work out how to get the one back to the other.
Wow, detailed explanation, thank you! I'll give it a try.
I like to ramble about stuff I enjoy. And one of the best things I've found so far about KSP is this sense of community spirit... we gotta help each other out. ;)
One final awesome tip that I just learned myself, looking at the key bindings page on the wiki: Pressing Space in EVA will automatically reorient your Kerbal to match the camera view!
Have a read, it's worth it, especially the EVA Commands:
wiki.kerbalspaceprogram.com/wiki/Key_bindings
I knew that, but the problem is that it reorients the kerbal along only one axis. His head is always pointing north, if I'm not mistaken. I don't know why they have put this limitation, they would be so easy to fly if they really aligned with the camera.
INSTALL KERBAL ENGINEER REDUX
Me: I’ll guess I have to eyeball it......#consolekspplayer
I started as a console player and now on PC I don't use kerbal engineer. You'll be fine :P You'll be even better than the people who are overly mod dependent to help them fly a mission.
Yes I agree why does TH-cam's say to install that mod
Taricus not using kerbal engineer redux does not make you better at the game. Saying it does is like saying not using symmetry mode while building your crafts and placing every single part separately makes you better at KSP. It doesn’t, just like symmetry mode, kerbal engineer just makes it faster to build crafts so you can use your time better.
Damn, I feel that
Me: Guess I'll die...
I have a Mac with a windows mouse and no numeric pad....how to zoom in the assembly? Shift or holding mouse is not working....thanks again...for the video(s).....nice to be finally playing!!
is there a video about the ship in 06:56 ?
What’s the mod called at 8:48 with the red cross hair
the trajectories mod ?
Yup. Landing rockets on the runway is a realistic thrill now!
Andrei Pendle Its the era of Elon.
I'm still having trouble flying my F-16 replica, any solutions to this problem?
What's the problem with it
Nice workaround the first basics tipps would be perfect at "Gameplay Questions" and pinned up!
+Rep
hi i would like to ask you what mod do you use that shows you estimation of trajectory over atmosphere? i am talkin about moment at 8:50
That is the "Trajectories" mod. And yes, it just has that simple name :)
Should be available via CKAN or spacedock.info
The thing about Kerbal is you start, get frustrated you don't get into orbit, stop playing for a day, and then you are back... it just does not stop
Damn, I didn’t know about the Re-Root. Thanks!!
Thank you, I'm a noob at KSP, and this should help. I'm not installing mods since KSP is slow for me already.
This helped me a lot Thanks
Your voice sounds so nice and friendly.
Very good thanks. But the real problem is always parts, performance, memory and erratical behavior (specially after switching to some big base or station) until you restart the game... which takes quite a time. I use tweak scale to minimize parts and keep things going.
Great video, thanks!
I'm kind of a rookie here, but this video is video is my personal jesus crist! I've been trying vertical take-off like for ever. And the number to see if the thing was satable was right there in front of my nose!! damn!!
1:50-1:51 how do u delete that cockpit
pls pls tell :(
God fucking bless you holy shit I've been spending 30 min trying to find a shortcut
Just want to say I would love to see you take on RSS-RO. That is a series I would watch!
podrias hacer un video de tips para para kerbal de xbox one ?
Thank you very much for this video. I just started playing this game along with my son and I am absolutely in love with the game. I have my science tree about up to 90 point mark. Do you have any videos that discusses good paths to take down the science tree?
Some amazing ships you have shown here and glad I found your channel. Definitely a new Sub. I appreciate the information!
Welcome! Glad I was able to provide something useful for you. Regarding the tech tree: I prefer trying to get to as much science experiments as I can early on which in turn enables me to gain more science points per mission.
Apart from that, I suggest you just go with your personal preferences and have fun with the game :)
@@ShadowZone Thanks yeah I am up to the 90 point portion of the science branch. Now, with 120 points to spend I am trying to decide on the Heavy Rocketry to get the bigger engines, or the Landing which gives me better landing struts. Or go with the 3 person capsule, but think I should wait on that. Though haven't got the 45 point aviation yet to start making planes.
I have yet to get a smooth landing on the Mun. The one time I did, the thing tilted over and fell on its side. LoL. Luckily I had the science bay that has the doors you can flip open, which lifted the return rocket up to about a 35º angle for a second before dropping and then I hit the thrusters before it dropped to get off the surface, LOL. Son got a kick out of that. I did get to plant my flag, now working on a return trip to land and collect science at the locations on the surface they want.
Does your Kerbal have a limited distance they can go?
Going through your career mode videos now. So glad I finally got this game. Wish I did sooner. I know we are late to it, but loving it. So much fun.
If love some help with advanced structures like box wings, and maybe some more on VTOLs and how to troubleshoot
i have a problem,when i move a SPH craft to VAB the navball isnt in the right position
1:09 I didn't know you can do that thanks!
Awesome tutorial subbed
How do I get a panther engine working in a mark 2 cockpit craft while hiding the air intakes
Please help. I hate transfer windows. I never know when I should launch a interplanetary mission. I just got one encounter that's further than minmus (Duna). Please, how should I perform these missions, especially with planets that have an inclination, for example Moho or that are far away for example the jool system or eeloo.
+Lukas Kappich when I started playing KSP, I relied on a mixture of Mechjeb and Transfer Window Planner. Both are mods that can help you finding the correct time and delta-v requirements for any given planet.
If I find the time, I could do a tutorial on that.
ShadowZone thanks, what does mechjeb? I already got transfer window planner (that was the only reason how I got to duna, my skills isn't that good, even when I started playing KSP since around 0.90). So do you have any pro tips beside mods?
Lukas Kappich Mechjeb is a mod with a lot of useful tools to help you. forum.kerbalspaceprogram.com/index.php?/topic/154834-130-anatid-robotics-mumech-mechjeb-autopilot-261-27-may-2017/
Get Mechjeb. It's VERY in depth and kinda cheaty. You can select the planet, choose advanced transfer to planet, and boom, a perfect manourve node. Then you can tweak the node using Mechjeb node tweaker, and then use Kerbal alarm clock to set an alarm so you don't miss the window.
not at all cheaty. It's pretty much what actual spacecraft use in its scope...