True, but the SWERV engine is só OP you can actually get away with using it as a landing engine in most cases. A KSP TH-camr called Stratzenblitz actually did a mission where he landed on every moon of Jool using the SWERV engine
@@thespacepeacock Yeah the Nuclear Swerv i haven't tested yet (since i neither have Ksp2 nor the pc to run it) but from what I've heard its like The Nerv but its good. Landing on most jool moons with the swerv would probably be really easy (with the exception of Laythe if you want to go back)
@@ahmed4363 its basically the NERV but with 5x the thrust and gimbal. I haven’t gotten around to using it either, but it sounds like an awesome engine He gave his rocket wings, so landing on Laythe was pretty easy actually. The hardest was Tylo i believe
Congrats on your first permanent Duna base!😉if you want to go explore other planets a bit more efficiently, here’s a few tips: *1. Rocket Design* First off, it might be time to redesign your rocket. The engines you’re using right now are really holding you back, so here’s an overview on which engine to use in what situation; -SRB’s (solid rocket boosters): these are really only suited for the initial portion of your launch. Since they can’t be throttled or turned off, using them once you’re out of the atmosphere is a bad idea. They also can’t gimbal, so you pretty much have to stay pointed straight up or you’ll risk tipping over. Getting into a precise orbit with them is pretty much impossible. - Methalox Sustainer/Booster engines: these are the kind of engines you want to use for launching rockets. The booster ones make for great first-stage engines since they provide a lot of thrust, while the sustainer ones are best suited for upper stages. Since you can throttle and turn off these engines, you’ll have a much easier time getting into the orbit you want. -Methalox Orbital engines: these make for great lander engines, since they’re often small and very efficient. They are somewhat lacking in thrust tho, so they might not be enough to land on bodies with an atmosphere or high gravity. For bodies with an atmosphere it’d be better to use the DART aerospike engine, since it has relatively good thrust and keeps its efficiency both in atmosphere and in space. For landing on bodies with high gravity (like Tylo) I’d recommend the Vector engine, which is classified as a sustainer engines but also makes for a good landing engine since it has plenty of thrust, decent efficiency and a small footprint. -Hydrogen Deep Space engines (nuclear engines): these are the engines you want for interplanetary transfer burns. They have excellent efficiency, but severy lack thrust (and are thus not the best choice for landing on other bodies like you tried to do haha). The important thing to keep in mind here is that whilst these engines will get you far with relativity little fuel, their lack of thrust can mean you have to do very long burns to escape/capture into a planet’s orbit. For bigger vehicles i’d reccomend using the SWERV rather than the NERV, since it provides more thrust and can gimbal, giving you more control of your craft. -Ion Engines: these are pretty much the nuclear engines but more extreme. They have insane efficiency but almost no thrust. They are really only useful on small satellites, so avoid using them on rockets. *2. Orbital Manvouvers* The way you’re currently doing your escapes and captures is very inefficient. There’s a few ways to get more ‘bang for your buck’ when it comes to dV; - initial Kerbin orbit: first off, try to always get into a *circular* orbit of around 80-100km before doing anything else. Working with elliptical orbits can be challenging. To do this, just burn until your apoapsis reaches 80km then shut off your engines. When you get near apoapsis, point to the horizon in the porgrade direction and circularize. This i why we wanna use liquid fueled engines for the upper stages rather than boosters :) - escape burn: there’s actually a way to determine what your orbit will look like when burning to escape Kerbin. All planets in KSP (and irl) orbit *counter-clockwise* around Kerbol (the sun). You can use the speed of the planets orbit around Kerbol to your advantage. By leaving Kerbin in the direction its already going you’ll get an extra boost in speed, and by doing the opposite you’ll slow down. To make the most of this effect, try to line up your outbound trajectory with the line of Kerbins orbit. There’s a handy trick for this; if you want to visit a planet that orbits closer to Kerbol than Kerbin, perform your escape burn as you go from Kerbins night side into its day side. If you want to visit a planet that orbits further, do the opposite and burn when going from day to night. You can even look on the Wiki to find out what angle the planet you want to go to should make with Kerbin relative to Kerbol when you do your escape burn to get an easy encounter! (This also works for the return journey, if you ever manage to get to that point lol) - getting an encounter: you seem to have gotten this down pretty well already, but let me give you some tips nonetheless: to get an encounter with a planet, make a manouver plan and play with the prograde/retrograde sliders to get your closest approach as close as possible. You can also use the radial sliders for this, but that’s a bit inneficient. If you set the planet you want to go to as your target, you ascending and descending nodes will show up on your trajectory. They indicate the angle between the plane your current orbit is in and the one the targeted planet is in. Ideally you want these to be zero. You can achieve this by burning normal at the descending node or anti-normal at the ascending one. Doing this will line up your orbit nicely with the planets one. - capture burn: to capture into orbit around another planet, try to get you periapsis as close to the planet as possible and burn retrograde *only when at periapsis!* doing this makes use of the Oberth effect, which basically says that doing your capture burn closer to a planet is the most efficient and will use less fuel. The same effect is also why you only want to change your apoaspsis at periapsis , and vice-versa. If you really want to make the most of this effect, burn retrograde just until your trajectory shows you’ve captured into orbit around the planet, and then circularize your orbit when you next pass periapsis. Additionally, you can also save massive amounts of dV when capturing around atmospheric planets by ‘aerobreaking’ which means using atmospheric drag to slow down. You do this by dropping your periapsis well into the planets atmosphere. Normally you’d have to worry about overheating when doing this, but heating isn’t in the game yet :) - Landing: lastly, try to make your landing trajectory less steep next time. By entering a circular orbit first then burning retrograde just enough to start descending gradually toward the surface, you’ll have more time to kill your speed than if you were to go straight down. It also gives you a lot more control of your landing burn; if you are descending too quickly, you can just hit ‘up’ to give yourself some more time to kill your horizontal velocity before crashi…landing. If you kill all your horizontal velocity too high up, your landing trajectory will be too steep and you’ll have to spend more fuel fighting gravity (as you had to do in this video). Well, this has become a textbook and a half. There’s a lot more that could be said, but i hope this covers the basics and helps you out a bit for your next missions! Also, always remember this: this is *actual* rocket science, so even getting off the ground is already incredibly impressive! :))
I like watching Intern because he reminds me how much better I am at understanding orbital mechanics... 1. You want your AP on the leading edge of Kerbin if you're going outward from the sun. You can control this by deciding when to launch. 2. You can use the Mun for a gravity assist, but you want to be leaving the Mun's SOI going outwards, otherwise it's not helping much. 3. You can change the elevation at which parachutes deploy. 4. If you're going to aerobrake, you want to spend as much time in the atmosphere but not hitting the ground as possible, which means wrapping around the planet. Later, when there's heating, you'll need to account for that, too. The way the game currently works, it is possible to land on Duna without burning any rockets inside Duna's SOI.
Some tips for landing (and Duna in particular): When landing on celestial bodies you should always start your descent from an orbit (or at least at some sort of angle). this allows you to more efficiently slow down without having to fight gravity nearly as much. For celestial bodies with atmosphere, this goes two-fold as it gives the parachutes more time to slow your descent, as you aren't going down as quickly. Duna, while it does have an atmosphere, it's a very thin one, in order to get much meaningful deceleration, you need lots of parachutes, and lots of time for them to work. this can be helped by adjusting the deployment altitude. Nuclear engines (like the NERV and SWERV engines) are optimized for orbital maneuvers. They produce less thrust, and are less efficient when in an atmosphere. They also don't have a TWR suitable for takeoff/landing. Your best bets for landing engines, in my experience, are the methalox orbital engines like the Terrier, Poodle, and Labradoodle. Eve being the exception, in which case you should use a more powerful motor to escape the crushing 5 atmospheres of surface pressure.
I think you should land on laythe next, it's a moon orbiting Jool similar to Kerbin with a thinner atmosphere and more sea. (Please don't use hydrogen engines to land there)
Intern I don’t like backseat gaming but the reason your chute won’t fully deploy until 1000 meters from the surface is actually a setting that you could control in one by clicking on them so they wouldn’t deploy for you in KSP 2 because they have the same base settings maybe you can adjust that.
Dude, 200 m/s is 447 mph. Even 10 m/s is over 20 mph. Slow down to maybe 1-2 m/s on the approach. Poor Jebediah. He was like a bug on a windshield on those first two attempts. 😂
You should build a Lander to put on the front of the sphere that and decoupled and reattach then leave the sphere in orbit around the plant. Use the lander to safely land and launch then reconnect with the sphere to go home.
Just slap a ton of parachutes all over the golf ball part that should help. Also, when doing a maneuver, burn when time until node is about half the burn time. So if burn time is 1:00 then burn at T-30
the parachutes are set to deploy at 1000 m above ground. they do consistently. Duna's atmosphere is too thin, you don't have nearly enough chutes for that big craft :/
I think intern needs to change his speed metric into miles per hour, he does not seem to understand the pure speed of meters per second..... Lols, "yeah about 50m/s should be fine", that's landing a 40 ton vehicle at 111 Miles an hour. :)
Use liquid fuel engines for your first stages because you can be a lot more efficient with how you launch-honestly you should never really use solid fuel
The Nuclear engines are probably your last pick for a landing engine but Intern still manages to somehow use it
True, but the SWERV engine is só OP you can actually get away with using it as a landing engine in most cases. A KSP TH-camr called Stratzenblitz actually did a mission where he landed on every moon of Jool using the SWERV engine
@@thespacepeacock Yeah the Nuclear Swerv i haven't tested yet (since i neither have Ksp2 nor the pc to run it) but from what I've heard its like The Nerv but its good.
Landing on most jool moons with the swerv would probably be really easy (with the exception of Laythe if you want to go back)
@@ahmed4363 its basically the NERV but with 5x the thrust and gimbal. I haven’t gotten around to using it either, but it sounds like an awesome engine
He gave his rocket wings, so landing on Laythe was pretty easy actually. The hardest was Tylo i believe
i did on my first ever ksp mun mission which i still dnt know how i pulled it off cuz my lander was the size of the eifel tower
No I don’t have a car I don’t have a truck I don’t have a vehicle I don’t have a house I have a families
Congrats on your first permanent Duna base!😉if you want to go explore other planets a bit more efficiently, here’s a few tips:
*1. Rocket Design*
First off, it might be time to redesign your rocket. The engines you’re using right now are really holding you back, so here’s an overview on which engine to use in what situation;
-SRB’s (solid rocket boosters): these are really only suited for the initial portion of your launch. Since they can’t be throttled or turned off, using them once you’re out of the atmosphere is a bad idea. They also can’t gimbal, so you pretty much have to stay pointed straight up or you’ll risk tipping over. Getting into a precise orbit with them is pretty much impossible.
- Methalox Sustainer/Booster engines: these are the kind of engines you want to use for launching rockets. The booster ones make for great first-stage engines since they provide a lot of thrust, while the sustainer ones are best suited for upper stages. Since you can throttle and turn off these engines, you’ll have a much easier time getting into the orbit you want.
-Methalox Orbital engines: these make for great lander engines, since they’re often small and very efficient. They are somewhat lacking in thrust tho, so they might not be enough to land on bodies with an atmosphere or high gravity. For bodies with an atmosphere it’d be better to use the DART aerospike engine, since it has relatively good thrust and keeps its efficiency both in atmosphere and in space. For landing on bodies with high gravity (like Tylo) I’d recommend the Vector engine, which is classified as a sustainer engines but also makes for a good landing engine since it has plenty of thrust, decent efficiency and a small footprint.
-Hydrogen Deep Space engines (nuclear engines): these are the engines you want for interplanetary transfer burns. They have excellent efficiency, but severy lack thrust (and are thus not the best choice for landing on other bodies like you tried to do haha). The important thing to keep in mind here is that whilst these engines will get you far with relativity little fuel, their lack of thrust can mean you have to do very long burns to escape/capture into a planet’s orbit. For bigger vehicles i’d reccomend using the SWERV rather than the NERV, since it provides more thrust and can gimbal, giving you more control of your craft.
-Ion Engines: these are pretty much the nuclear engines but more extreme. They have insane efficiency but almost no thrust. They are really only useful on small satellites, so avoid using them on rockets.
*2. Orbital Manvouvers*
The way you’re currently doing your escapes and captures is very inefficient. There’s a few ways to get more ‘bang for your buck’ when it comes to dV;
- initial Kerbin orbit: first off, try to always get into a *circular* orbit of around 80-100km before doing anything else. Working with elliptical orbits can be challenging. To do this, just burn until your apoapsis reaches 80km then shut off your engines. When you get near apoapsis, point to the horizon in the porgrade direction and circularize. This i why we wanna use liquid fueled engines for the upper stages rather than boosters :)
- escape burn: there’s actually a way to determine what your orbit will look like when burning to escape Kerbin. All planets in KSP (and irl) orbit *counter-clockwise* around Kerbol (the sun). You can use the speed of the planets orbit around Kerbol to your advantage. By leaving Kerbin in the direction its already going you’ll get an extra boost in speed, and by doing the opposite you’ll slow down. To make the most of this effect, try to line up your outbound trajectory with the line of Kerbins orbit. There’s a handy trick for this; if you want to visit a planet that orbits closer to Kerbol than Kerbin, perform your escape burn as you go from Kerbins night side into its day side. If you want to visit a planet that orbits further, do the opposite and burn when going from day to night. You can even look on the Wiki to find out what angle the planet you want to go to should make with Kerbin relative to Kerbol when you do your escape burn to get an easy encounter! (This also works for the return journey, if you ever manage to get to that point lol)
- getting an encounter: you seem to have gotten this down pretty well already, but let me give you some tips nonetheless: to get an encounter with a planet, make a manouver plan and play with the prograde/retrograde sliders to get your closest approach as close as possible. You can also use the radial sliders for this, but that’s a bit inneficient. If you set the planet you want to go to as your target, you ascending and descending nodes will show up on your trajectory. They indicate the angle between the plane your current orbit is in and the one the targeted planet is in. Ideally you want these to be zero. You can achieve this by burning normal at the descending node or anti-normal at the ascending one. Doing this will line up your orbit nicely with the planets one.
- capture burn: to capture into orbit around another planet, try to get you periapsis as close to the planet as possible and burn retrograde *only when at periapsis!* doing this makes use of the Oberth effect, which basically says that doing your capture burn closer to a planet is the most efficient and will use less fuel. The same effect is also why you only want to change your apoaspsis at periapsis , and vice-versa. If you really want to make the most of this effect, burn retrograde just until your trajectory shows you’ve captured into orbit around the planet, and then circularize your orbit when you next pass periapsis. Additionally, you can also save massive amounts of dV when capturing around atmospheric planets by ‘aerobreaking’ which means using atmospheric drag to slow down. You do this by dropping your periapsis well into the planets atmosphere. Normally you’d have to worry about overheating when doing this, but heating isn’t in the game yet :)
- Landing: lastly, try to make your landing trajectory less steep next time. By entering a circular orbit first then burning retrograde just enough to start descending gradually toward the surface, you’ll have more time to kill your speed than if you were to go straight down. It also gives you a lot more control of your landing burn; if you are descending too quickly, you can just hit ‘up’ to give yourself some more time to kill your horizontal velocity before crashi…landing. If you kill all your horizontal velocity too high up, your landing trajectory will be too steep and you’ll have to spend more fuel fighting gravity (as you had to do in this video).
Well, this has become a textbook and a half. There’s a lot more that could be said, but i hope this covers the basics and helps you out a bit for your next missions! Also, always remember this: this is *actual* rocket science, so even getting off the ground is already incredibly impressive! :))
the video finished before i finished reading this😭😭😭😭
The dedication..
@@Nate_M123 well, what else was i gonna do at 2am, sleep?
I would add that it's annoying to see the same rocket over and over again, bring variation in and stop using so many boosters
"Congrats on your first permanent Duna base" 💀
I like watching Intern because he reminds me how much better I am at understanding orbital mechanics...
1. You want your AP on the leading edge of Kerbin if you're going outward from the sun. You can control this by deciding when to launch.
2. You can use the Mun for a gravity assist, but you want to be leaving the Mun's SOI going outwards, otherwise it's not helping much.
3. You can change the elevation at which parachutes deploy.
4. If you're going to aerobrake, you want to spend as much time in the atmosphere but not hitting the ground as possible, which means wrapping around the planet. Later, when there's heating, you'll need to account for that, too. The way the game currently works, it is possible to land on Duna without burning any rockets inside Duna's SOI.
ouch...
Get into orbit before landing, it makes everything so much easier
Some tips for landing (and Duna in particular):
When landing on celestial bodies you should always start your descent from an orbit (or at least at some sort of angle). this allows you to more efficiently slow down without having to fight gravity nearly as much.
For celestial bodies with atmosphere, this goes two-fold as it gives the parachutes more time to slow your descent, as you aren't going down as quickly.
Duna, while it does have an atmosphere, it's a very thin one, in order to get much meaningful deceleration, you need lots of parachutes, and lots of time for them to work. this can be helped by adjusting the deployment altitude.
Nuclear engines (like the NERV and SWERV engines) are optimized for orbital maneuvers. They produce less thrust, and are less efficient when in an atmosphere. They also don't have a TWR suitable for takeoff/landing. Your best bets for landing engines, in my experience, are the methalox orbital engines like the Terrier, Poodle, and Labradoodle. Eve being the exception, in which case you should use a more powerful motor to escape the crushing 5 atmospheres of surface pressure.
2:36 It's weird how much early KSP2 mirrors early KSP1.
Asparagus staging has made its triumphant return to the meta.
I think you should land on laythe next, it's a moon orbiting Jool similar to Kerbin with a thinner atmosphere and more sea. (Please don't use hydrogen engines to land there)
Literally love how fast your channel and community/supporters have grown!! You’re amazing. Super satisfying watching your videos!
Intern I don’t like backseat gaming but the reason your chute won’t fully deploy until 1000 meters from the surface is actually a setting that you could control in one by clicking on them so they wouldn’t deploy for you in KSP 2 because they have the same base settings maybe you can adjust that.
No one. Literally no one:...
Intern: I will stop this hundred+ ton ship with 4 chutes.
Bro starts the gravity turn off so late there’s no more gravity💀💀💀💀💀
I've counted how many videos this rocket has been edited and used... 6 videos now lol
Dude,
200 m/s is 447 mph. Even 10 m/s is over 20 mph. Slow down to maybe 1-2 m/s on the approach. Poor Jebediah. He was like a bug on a windshield on those first two attempts. 😂
You should build a Lander to put on the front of the sphere that and decoupled and reattach then leave the sphere in orbit around the plant. Use the lander to safely land and launch then reconnect with the sphere to go home.
You can edit when the parachutes deploy they are normally set to 1000m
Hi @InternDotGif and everyone else!
Bread! I- um I mean.. hello there!!!!
Day 3 of asking intern to only use the yellow tanks of gas instead cos they'd be more thrust for less gas
Just slap a ton of parachutes all over the golf ball part that should help. Also, when doing a maneuver, burn when time until node is about half the burn time. So if burn time is 1:00 then burn at T-30
the parachutes are set to deploy at 1000 m above ground. they do consistently. Duna's atmosphere is too thin, you don't have nearly enough chutes for that big craft :/
giant chocolate chip cookie in space
7:07 lmfao
Love your videos Intern!
Caut 5his at the 11 sec
just please just configure the chutes, you can change their deploy height and deploy pressure so you can slow down earlier please
you can right click them in the vab or in flight and it will bring up a menu for deploy height from 0-5000 metres and deploy pressure from 1 to 75
why do smooth orbiting straight up, turn burn again and there you go the soup method
Claim your ticking before 1 hour
Now came ur tickit before 1 week
BREAD 🍞
Why is he not changing the deploy settings on the parachutes???
I think intern needs to change his speed metric into miles per hour, he does not seem to understand the pure speed of meters per second..... Lols, "yeah about 50m/s should be fine", that's landing a 40 ton vehicle at 111 Miles an hour. :)
I swear the background music used in this video feels like a deus ex soundtrack
180000 follows . i am confused how you did that. congrats !
Land on Jool I think it has a surface still if not removed
cant you adjust hight and min.pressure to make the parachutes open earlier ?
it was a featrue in KSP1 at least :D
yes you can
Can you edit the height that the parachutes expand at?
Land ON the sun
Yeah
Physically impossible, how would you land on gas
Lol
@@D1SC0RD123 it’s possible in your imagination
@@yauchikin no
Me if I had left over boosters:
*m a s s d r i v e r*
No way is that the real intern?!
What do you mean
@@fishman1063 yeah what do you mean?
@@fishman1063 Yes
Am I see that right? Was it that you thought the parachutes would be enough to land so you turned off your rocket?
Some part's of Kerbin's vegetation look like Africa💀💀
Use liquid fuel engines for your first stages because you can be a lot more efficient with how you launch-honestly you should never really use solid fuel
Weird that you just gave up there at the end
Wow! I actually dont know how to do the intercept.
Please please make a realistic looking ship pls
nice
**deep deep inhale** .......BREEEEAAAADDDD!!!!!!!!! 🍞
Hello fellow interns!
Ksp players watching his videos:🗿
Duna diez nuts
why are the subtitles in spanihs
It's my bday
Happy b-day
Happy birthday 🎂🎂
Happy b-day
no
Bread wishes you happy happy birthday!!!! 🍞🥂🎂
Duna deez nuts
Ur first
@@rhondathompson3919 yes I am
@@reitavijjatrivedi3213 stun seeds
Reverse it and it's called CALEDD
DEES NUTS
@@charuvadanbodige1927 learn spelling pls
As a better KSP player, this video frustrates me
E
🍞
use manuevers
Duna deez nuts