On my first Mun landing I found I didn't have enough fuel to get out of the Mun's orbit. Later after I made successful missions to the Mun I figured I'll make my first 2-seater rocket and go save Jeb. Landed close to him and, because he had some fuel, I could close the remaining distance. One problem though, I forgot to put a cone on my rocket. No parachute! Thought I was screwed with 2 kerbals now stranded on the Mun. Thank goodness for those personal parachutes, man. After re-entering Kerbin's atmosphere I could wait until the pod started falling more vertically and had both my Kerbals EVA then pull their parachutes (gotta use the switch-ship hotkey) Those parachutes came in clutch!!!!
I started KSP a few years back, and after 100 hours quit with never-quite-circular orbits of the Mun and a total inability to rendezvous. I came across this series just before Christmas, and 3 weeks, 26 videos, and 80 more KSP hours later I'm building rockets with delta-v and TWR in the right places, and a plan of how to get to where I'm going every time. You're a natural teacher @Mike, and I'm going to get stuck into your Let's Do the Math series while waiting for the Mun landing. Keep it up, you got yourself a new Patreon :)
The concepts are simple as long as they are really EXPLAINED. Not just told.. explained.. if one does nto understand the basic mechanic it will never be natural.
KSP is one of the few games where a 100 hours is just scratching the surface. I've been playing it on and off for half a decade and I still have trouble getting beyond Duna.
Pros are allways like: Here is a single fueltank, good enough to explore the entire universe. I still need gigantic rockets with halve a dozend boosters to even get into orbit :)
I never thought about landing on the side of the Mun where it's moving away from you in terms of how it orbits Kerbin, to save fuel. Thanks for the tip!
@@fork9001 It does, that's why taking off from any body going "west" uses more DV than going "east". If you pay attention to the fact that the velocity direction changes relative to orbital vs surface on the navball it makes sense.
this video came exactly at the right time, i've just started playing and am juggling packs of turists (6 or 7 at a time) to the Mun. It's getting crazy. i need to stop doing the turist missions i feel.
@@MikeAben Oh it’s so true, it’s really easy to get stuck in the loop. They’re great for reputation too. Until one somehow passes out and your fail a contract of 6 people >:(
Mike, thank you very much for this series! Please, if you are so inclined, keep going beyond the Mun and Minmus. Many of us have never ventured any further and are intimidated to do so. One suggestion for future videos in this series: perhaps you could do a short video on VAB editing quirks (i.e. VAB editing tips for beginners). I've been away from KSP for 3+ years and am just now getting back into it. I had the frustrating experience of spending 10+ minutes trying to add asparagus staging to a craft. Every time I tried to add fuel ducts between the outer boosters and the inner stage the fuel duct would not attach. As I was doing this I felt pretty sure that someone like you would have immediately known what was wrong (if you get what I mean). After randomly clicking around for a while it finally worked but I have no idea why. I feel like there are things about editing in the VAB that people with your experience "just know" and thus you avoid frustrations like I experienced. Just a suggestion. Please keep up the good work!
I'm kinda quickstepping through some of your videos. Some advice for new beginners: One thing that helps build a minimal lander is setting the body to the Mün and reducing the fuel level to about 50%. For a comfortable powered descent, a TWR of 2 is acceptable with that setup. put it to 60% if you included some extra fuel to be on the safe side of things. Below that it's kind of tricky. Keeping that in mind might result in smaller engines, a smaller fuel tank, a smaller transfer stage, and so on. The effects really add up to each other exponentially since every increase in mass adds the need for additional fuel which means more payload for the lower stages.... and so on. Those things really worry you when you try a hard career mode. Also learned the hard way in that mode: do not forget to set the fuel levels on the lander back to 100% before continuing your build. Otherwise, this will inevitably end up in a follow-up rescue mission. 😀
Even though I'm making round trips to my Duna space station, this video is usefull to watch. Maybe for efficiency tips, maybe for little touches, maybe for design purposes. Other influences are always interesting.
Yeah, I'm a couple years late - but nobody made this observation that I saw: A Thrust to Weight ratio of 1 means your lift matches the weight of your vessel in the gravity of your current body. Anything above 1 is your lift ability above the weight of the vessel - meaning your 7.6 ttw ratio gives you a little more than 7 and a half times your weight in lift, bringing you to a very fast stop or launch - maybe too fast for some.
Are you looking at the TWR in the Mun's gravity? If so, you're right in that you only need a TWR of something over 1 to land, but only a little over 1 is not a lot of deceleration. For example, a Mun TWR of 1.5 gives you a deceleration of only around 0.8 m/s^2 when working directly against gravity. It's doable, but you have to be very careful. In contrast, the 7.6 TWR you site gives a deceleration of about 10.8 m/s^2. This is just over a gee and is more typical of what players are used to from crafts in KSP. I personally almost never look at non-Kerbin based TWRs. I find changing the acceleration scale unnecessarily confusing.
"Scientists are the only kerbals who'd need a jetpack" I do gotta make big advocacy here for Engineers and the very fun and useful EVA construction mode, and of course important jetpack use-cases of "get out and push" and "EVA re-entry" :) Very good guide, and thank you for covering the delta-v map.
As a new player, I found it very helpful to watch orb8t's video on a rover moon lander, I learnt how to make more advanced builds just from following it.
A "proper" apollo-style mission would be a combination of a and c, IE separate lander which leaves the landing stage behind. Not sure it's actually worth doing in stock KSP with the relative sizes of engine vs fuel though.
Im so late but I love your videos dude. Not only have I gotten better at the game but I’m about to be an aerospace engineering student so your explanations of certain concepts have mapped onto my real world understanding of things (especially orbital flight) even if the game is far from a 1:1 to reality
These 3 design are all very good! Personally, I prefer to use a variant of the 11c, but it ejects only the empty fuel tanks instead of the tanks AND the engine. This way, i can make the lander more wide than it is tall (and making it less prone to tumbling down), and i can shave off more mass by putting everything not needed for kerbin landing (like science equipments and landing legs) on the tanks!
Using lights to judge height should be a trick everyone uses. I'll flip between the VAB and pad multiple times to make sure they're set correctly. If it was good enough for the Dambusters, it's good enough for me...
no needs to add the fairing body for purpose of holding a docking port over a parashute. i place the docking port on side of MK3 Pod and then move and rotate it to the right place with editing tools of VAB
It is absolutely and option to send a lander up in a separate vehicle than the crew. You can rendezvous in low Kerbin orbit, or in Munar orbit. This is a great option early in the tech tree where you may not have the ability to put up a large payload.
Question, you can take data from all instruments and put them on the crew pod memory, leaving the weight of the material experiment block behind, right?
I'm probably an idiot and am missing something obvious, but how do you place things above your rocket? for example he has the dock above the parachutes and when you place it two struts connect it to the top of the command pod. I downloaded the craft file and when i go to move it there's the green and black nodes floating above it for me to place it, but I can't figure out how to do that on the rockets that I build by myself.
Hey I was trying to use the delta v map to do a flyby of eve and come back except the map says it takes 80 delta vis to capture in a highly elliptical orbit except it takes about 600 delta vis when I do it. What am I doing wrong? Also most of the delta vis of visiting eve (not landing on it) comes from making the orbit a low circular orbit so I figured I would just skip that part and stay in a highly elliptical orbit except the problem is that it makes it much harder to get a transfer window to Kerbin because not only does there need to be a 60 degree angle but the periapsis of the orbit needs to be in the right place so that when I burn at periapsis I go the right way. Any tips?
Results can vary from the numbers on the map. There are assumptions that are made that I talk about in some of my math videos. Also, if your transfer wasn't ideal, the capture will get more expensive. The capture cost also assumes your periapsis with Eve is 100 km. The cost will be more if it is higher. My advice would be to put a heat shield on the craft and use Eve's atmosphere to slow you down.
These videos are great Mike please keep them up! Can you please do a mun landing in science mode please? It seems redundant but it would be much appreciated! Happy new year and cheers from Canada! - Jessie :)
If you are using the subassemblies for the lander, it's likely how you saved it. A subassembly will always have just one attachment node. Where that node is depends on where the assembly was attached when you dragged it to the save area. Try starting new with a single part like a decoupler. Drag in your lander and attach it. Attach another decoupler to the docking port, and use the reroot tool to make it the root part. Remove the first decoupler and then drag the lander onto your previous subassembly to overwrite it.
Honestly I am lazy and just make a giant lander, main stage gets me into lunar injection, lander fine turns the apoapsis, circulisation, landing and returns from the mun all in one.
Hey I'm also now watching your KSP Let's Do The Math series and it doesn't look like it's there, have you planned on ever doing a video on how to calculate landing trajectories? I know there are mods to help (last time I played anyway on an older version) but I want to know how exactly the math works out especially as it could be handy if I ever get into those programming mods for KSP that allows you to fly rockets on autopilot.
I have a video on how to calculate the dV cost of an ascent in a vacuum, which is technically the same cost as the descent though in practice it isn't. As to the ideal trajectory, no I've never gotten into the math but I suspect it's coming in as shallow as possible and putting of the final braking burn as late as possible. Basically, the opposite of the ascent. In practice, though, that is very difficult to do.
"i got lazy" That's not lazy that's efficiency Being able to make a rocket that's multi-purpose would cut down on costs and complications of building a new rocket
Other than tradition and fun, there's no real in game reason, though you may want to shore up the connection between the docking ports with a few struts. Docking port connections can be a bit flimsy.
@@frostedfatality3327 I use Chrome. Tried the link with Firefox. Both times I was signed out of my Google account. In each case there's a blue download button to push.
@@MikeAbenah ok well I thought I could click on them and see since I’m playing on console either way I’m having trouble with your booster setup in this vid since it is a diff setup than you had in the link vid with it but when your launching at the end of the vid then Delta v on the left there is that on kerbin surface numbers or vacuum bc I can’t match up
i tried to do the command module approach but instead of using your design i tried to use my own but everytime i try to fly the rocket and park at the 45 degree angle it doesn't stay still and it just automatically goes to the protagrade marker near the 0 degree angle even tho i have it on stability assist. do you have any idea how i can fix this?
I'm sorry, I'm not sure what you mean by parking at the 45 degree angle. Is this during launch? If so, I don't understand how the prograde marker could be at 0 degrees. If you are going up, then the prograde vector should be well above the horizon. I'm dropping a link to my how to get to orbit video, because it sounds to me that's the problem. If it isn't, don't hesitate to reply and explain the problem further. th-cam.com/video/lsVZt04DpvM/w-d-xo.htmlsi=INHPykX47iLsX4AD
@@MikeAben i think the issue is that i have no control over my rocket when i tried your tutorial i turned eastwards but i also went northwards and i would end up in a weird orbit.
@@Amongus-pb4of You need more control on that rocket. That can be additional reaction wheels, aerodynamic control surfaces, or gimballed engines. If the rocket is flipping around on you, check the Centers of Aerodynamic Forces (Lift) and Mass in the VAB (they're two buttons towards the bottom left). You want the CoL well below the CoM. If it isn't, add more fins at the bottom of the rocket.
@@MikeAben i have put more fins, gimbal engines and reaction wheels on it but my rocket just wants to hug the prograde marker, everytime i try to correct my course by pithing more upwards i have to hold in the A button to change the direction by a little bit and most of the time if doesn't do anything.
@@Amongus-pb4of Sorry but you want to stay close to the prograde vector. That's a good thing. Watch my launch in this video. I'm never far from the prograde vector. Also, as I'm not on console, I don't know what the A button does.
Sorry. I didn't want the video to get too long. There's not much more to it than what you see and the craft file is attached if you want to download it.
Hey man, while building a similar Lander and command module like the first concept I encounter the problem of not beeing able to add anything to the MK2 command module since it seems to have trouble with the root designation. How can I work around that? I just started ksp this week so I'm not super experienced. Thank you! Great video btw :)
It sounds like you need to use the reroot tool. It's the fourth tool on the top left. I talk about in this video. th-cam.com/video/XmY3rulHkrQ/w-d-xo.html
TWR on Kerbin when landing on a lighter planet is fine. But if you are landing on a planet with a higher gravity, you need to have that planets TWR or you won’t know if you can even stop your craft.
True, but this is a Mun tutorial and the only planet with a higher surface gravity than Kerbin is Eve, and with Eve you have a lot more to deal with than just the surface gravity.
subscribed and liking! Thanks for these amazing videos Mike! Are you a real life rocket scientist? Because you know WAY too much about physics and such. :) Now, how do i use these craft files? My computer doesn't know what to do with them! Thank you sir.
Thanks. As for the craft files, find where your Kerbal Space Program folder is. In there is Saves, then the name of your saved game. Inside that is a folder for the VAB and SPH. The craft files go in there.
I was able to land on the mun just by taking off looking at it and using the map to make sure my trajectory was actually going to go to it then I just went complete manual mode to land it on the surface.
@@litterallyjustwater not with the same rocket, I tried it on sandbox mode but since then I have been playing career mode and have made many trips and returns although properly using the map. I'm currently struggling with mining mun stone and bringing it back.
Save one to the subassemblies. In the VAB click the advanced tab at the top left to get this option. You can then attach the subassembly to the other vessel.
After probably hundreds of attempts to either leave orbit properly, get to/land on/leave from the Mun let alone get back to kerben safely...I think I did it twice over the years. Hundreds of fails, and I still can't do it correctly. But how would anyone know to try Minmus first when everything Career mode says Go to the Mun. And since I can't ever get further than that, I don't expect to get to anywhere else. Let alone build a base or even a simple space station. The thought of trying build something, then DOCK with it.....seems like psychological torture at this point.
Linked in the video is a landing on Minmus video. Granted, it's with a probe, but the process is the same. If you need a vehicle, the Kerpollo 11b in this video would be perfectly suited for a crewed Minmus landing and return.
@@thereapingracoon4620 Download the file. Find the saves folder in your KSP install. Inside is a folder for each save, then folder for the VAB. Copy the craft file into that folder. I'm sure you'd have little difficulty finding similar crafts to these on Steam Workshop.
Hey Mike! Without your videos I would still be a complete newb to Ksp, I got really excited for ksp2 but don’t have a pc so I bought ksp enhanced on my playstation, so I can’t quite download the file for this, I’m trying to build the Kerpollo 11b by looking at what you have but I can’t seem to find the piece that is above the Science jr under the command pod! Could you tell me what piece that is?
@@MikeAben ohh! Thank you so much! Also, how did you get those struts around all the science equipment? I see the large airstream protective shell below the batteries and inline stabilizer, but I don’t understand how there are just two struts on both sides of all the science equipment?
the mun is so much easier to get to for me.. i struggle so much just getting to minmus. everyone says its easier but i have like 4 sats roaming around the mun.. maybe im just dumb i dont know haha
@@MikeAben i just found your mod vid that cleared some of the questions i had, i could not have gotten this far into the game without your tutorials, there extremely helpful (i also did not expect you of all people reply to such an old vid). hope you the best :)
If you're going to make a tutorial on how to build a lander you should you know... Show yourself building the lander :/ lol normally great vids but not super helpful for me here bc there are multiple parts I haven't seen and I'd have to rewatch a ton of times to get the parts you're putting on. Idk what the adapter thing that goes to the science Jr is
It can be done with much lower tech. Here's a live stream with a low tech Mun landing. Go to 1:36:20. th-cam.com/video/aRuzjGPKAME/w-d-xo.html My next three contract tutorials are all going to center around a low tech landing too.
Up Next: Mun Landing & Return - th-cam.com/video/2ipCKhIIQkc/w-d-xo.html
On my first Mun landing I found I didn't have enough fuel to get out of the Mun's orbit. Later after I made successful missions to the Mun I figured I'll make my first 2-seater rocket and go save Jeb. Landed close to him and, because he had some fuel, I could close the remaining distance. One problem though, I forgot to put a cone on my rocket. No parachute! Thought I was screwed with 2 kerbals now stranded on the Mun. Thank goodness for those personal parachutes, man. After re-entering Kerbin's atmosphere I could wait until the pod started falling more vertically and had both my Kerbals EVA then pull their parachutes (gotta use the switch-ship hotkey) Those parachutes came in clutch!!!!
I started KSP a few years back, and after 100 hours quit with never-quite-circular orbits of the Mun and a total inability to rendezvous.
I came across this series just before Christmas, and 3 weeks, 26 videos, and 80 more KSP hours later I'm building rockets with delta-v and TWR in the right places, and a plan of how to get to where I'm going every time. You're a natural teacher @Mike, and I'm going to get stuck into your Let's Do the Math series while waiting for the Mun landing.
Keep it up, you got yourself a new Patreon :)
Thanks for the kind words, David, and thank you for your support on Patreon. Let me know what you think of the math series.
The concepts are simple as long as they are really EXPLAINED. Not just told.. explained.. if one does nto understand the basic mechanic it will never be natural.
KSP is one of the few games where a 100 hours is just scratching the surface. I've been playing it on and off for half a decade and I still have trouble getting beyond Duna.
Pros are allways like: Here is a single fueltank, good enough to explore the entire universe. I still need gigantic rockets with halve a dozend boosters to even get into orbit :)
I’m so glad someone is still making content for KSP used to watch my brother play 9 years ago and I just got the game with no idea where to start.
This tutorial series starts right from the beginning if you want to go there.
There are many content creators such as Matt lowne
I already know how to make a mun lander but I watched this anyway :D
I don't 🥲
Same
Same lol
@@Rits_Sir my ass keeps dying when i try landing
@@xxdemonwrathxx2950 overbuild and keep the TWR high. Start reducing your speed in steps early. It's less efficient but easier to judge the landing
THANK YOU I WENT FROM NOT KNOW EVERYTHING TO GOING TO THE MUN IN UNDER 2 WEEKS OF WATCHING YOUR VIDEOS. Thank you very much.
I never thought about landing on the side of the Mun where it's moving away from you in terms of how it orbits Kerbin, to save fuel. Thanks for the tip!
@@fork9001 It does, that's why taking off from any body going "west" uses more DV than going "east". If you pay attention to the fact that the velocity direction changes relative to orbital vs surface on the navball it makes sense.
this video came exactly at the right time, i've just started playing and am juggling packs of turists (6 or 7 at a time) to the Mun. It's getting crazy. i need to stop doing the turist missions i feel.
The tourist rabbit whole. The more you do, the more those missions come up. They're a good way to make money though.
@@MikeAben Oh it’s so true, it’s really easy to get stuck in the loop. They’re great for reputation too. Until one somehow passes out and your fail a contract of 6 people >:(
Mike, thank you very much for this series! Please, if you are so inclined, keep going beyond the Mun and Minmus. Many of us have never ventured any further and are intimidated to do so.
One suggestion for future videos in this series: perhaps you could do a short video on VAB editing quirks (i.e. VAB editing tips for beginners). I've been away from KSP for 3+ years and am just now getting back into it. I had the frustrating experience of spending 10+ minutes trying to add asparagus staging to a craft. Every time I tried to add fuel ducts between the outer boosters and the inner stage the fuel duct would not attach. As I was doing this I felt pretty sure that someone like you would have immediately known what was wrong (if you get what I mean).
After randomly clicking around for a while it finally worked but I have no idea why. I feel like there are things about editing in the VAB that people with your experience "just know" and thus you avoid frustrations like I experienced.
Just a suggestion. Please keep up the good work!
Good idea. I've added to my list but the next bunch are already determined as they fit together. An interplanetary mission is on my short list too.
I'm kinda quickstepping through some of your videos.
Some advice for new beginners: One thing that helps build a minimal lander is setting the body to the Mün and reducing the fuel level to about 50%. For a comfortable powered descent, a TWR of 2 is acceptable with that setup. put it to 60% if you included some extra fuel to be on the safe side of things. Below that it's kind of tricky. Keeping that in mind might result in smaller engines, a smaller fuel tank, a smaller transfer stage, and so on. The effects really add up to each other exponentially since every increase in mass adds the need for additional fuel which means more payload for the lower stages.... and so on. Those things really worry you when you try a hard career mode.
Also learned the hard way in that mode: do not forget to set the fuel levels on the lander back to 100% before continuing your build. Otherwise, this will inevitably end up in a follow-up rescue mission. 😀
Even though I'm making round trips to my Duna space station, this video is usefull to watch. Maybe for efficiency tips, maybe for little touches, maybe for design purposes. Other influences are always interesting.
Yeah, I'm a couple years late - but nobody made this observation that I saw:
A Thrust to Weight ratio of 1 means your lift matches the weight of your vessel in the gravity of your current body. Anything above 1 is your lift ability above the weight of the vessel - meaning your 7.6 ttw ratio gives you a little more than 7 and a half times your weight in lift, bringing you to a very fast stop or launch - maybe too fast for some.
Are you looking at the TWR in the Mun's gravity? If so, you're right in that you only need a TWR of something over 1 to land, but only a little over 1 is not a lot of deceleration. For example, a Mun TWR of 1.5 gives you a deceleration of only around 0.8 m/s^2 when working directly against gravity. It's doable, but you have to be very careful. In contrast, the 7.6 TWR you site gives a deceleration of about 10.8 m/s^2. This is just over a gee and is more typical of what players are used to from crafts in KSP.
I personally almost never look at non-Kerbin based TWRs. I find changing the acceleration scale unnecessarily confusing.
"Scientists are the only kerbals who'd need a jetpack"
I do gotta make big advocacy here for Engineers and the very fun and useful EVA construction mode, and of course important jetpack use-cases of "get out and push" and "EVA re-entry" :)
Very good guide, and thank you for covering the delta-v map.
I thinking more this specific mission. Big fan of EVA construction mode too.
Just wanna say as someone who just found you, your videos are really good so I was surprised when i only saw 4.96k subs! I'm definitely subscribing
As a new player, I found it very helpful to watch orb8t's video on a rover moon lander, I learnt how to make more advanced builds just from following it.
A "proper" apollo-style mission would be a combination of a and c, IE separate lander which leaves the landing stage behind. Not sure it's actually worth doing in stock KSP with the relative sizes of engine vs fuel though.
I find that separate apollo style landers does net some benifit of having additional leeway in terms of fuel during landings
Getting back into KSP and your videos were a great refresher! Landed on the moon ONCE!!! Jeb never came back...
Im so late but I love your videos dude. Not only have I gotten better at the game but I’m about to be an aerospace engineering student so your explanations of certain concepts have mapped onto my real world understanding of things (especially orbital flight) even if the game is far from a 1:1 to reality
This is solid work and very well explained holy shit and you only have 6.3 k subs this channel is underrated thanks for what you do
These 3 design are all very good! Personally, I prefer to use a variant of the 11c, but it ejects only the empty fuel tanks instead of the tanks AND the engine. This way, i can make the lander more wide than it is tall (and making it less prone to tumbling down), and i can shave off more mass by putting everything not needed for kerbin landing (like science equipments and landing legs) on the tanks!
Using lights to judge height should be a trick everyone uses. I'll flip between the VAB and pad multiple times to make sure they're set correctly. If it was good enough for the Dambusters, it's good enough for me...
You actually reached 10 thousand subscribers less than 24 hours after my comment great job!!!!!!!!
OMG i never thought of using those off set nose cones they way you are at 16:17! =D
Very good informative video. Was looking for this before I had to experiment my numbers, think this would have been very helpful.
This guy sounds like the guy that does all of the Kahn Academy videos. Spot on same voice. I feel like I’m watching Kahn Academy for KSP. Lol
I like to do extremely small microprobe landers and I always use a type 3 format lander.
I lean towards type 3 as well.
no needs to add the fairing body for purpose of holding a docking port over a parashute. i place the docking port on side of MK3 Pod and then move and rotate it to the right place with editing tools of VAB
I was wondering if the lights you were using and the extra cargo was PC only? I've got all dlc on console and can't find them anywhere
I remember starting playing ksp last year. And i had no idea what vacuum optimized engines means… and just assumed they just got less deltaV
The Terrier is the unsung hero of KSP.
When I flew to the moon I always tried to cram a moon lander with a crew cabin into one ship. Probably would have been easier to send them separately.
It is absolutely and option to send a lander up in a separate vehicle than the crew. You can rendezvous in low Kerbin orbit, or in Munar orbit. This is a great option early in the tech tree where you may not have the ability to put up a large payload.
You should have more subs.
The channel's still growing.
I made my version of Kerpollo 11.
Crappollo 11 - it's da bomb
This really helped me alot
You have earned a sub :)
Imma subscribe cuz I'm an idiot in anything math or orbital mechanics. Imma give this game another go... eventually
Question, you can take data from all instruments and put them on the crew pod memory, leaving the weight of the material experiment block behind, right?
Yes. All the science can be stored in the crew pod. You don't need to bring the science equipment back.
Is there a video on how to build this ship? I don't know how to import packages of other ships.
I'm probably an idiot and am missing something obvious, but how do you place things above your rocket? for example he has the dock above the parachutes and when you place it two struts connect it to the top of the command pod. I downloaded the craft file and when i go to move it there's the green and black nodes floating above it for me to place it, but I can't figure out how to do that on the rockets that I build by myself.
I'm using a fairing with the interstage nodes turned on.
I just went to the mun a minute ago but not enough delta V to land
Hey I was trying to use the delta v map to do a flyby of eve and come back except the map says it takes 80 delta vis to capture in a highly elliptical orbit except it takes about 600 delta vis when I do it. What am I doing wrong? Also most of the delta vis of visiting eve (not landing on it) comes from making the orbit a low circular orbit so I figured I would just skip that part and stay in a highly elliptical orbit except the problem is that it makes it much harder to get a transfer window to Kerbin because not only does there need to be a 60 degree angle but the periapsis of the orbit needs to be in the right place so that when I burn at periapsis I go the right way. Any tips?
Results can vary from the numbers on the map. There are assumptions that are made that I talk about in some of my math videos. Also, if your transfer wasn't ideal, the capture will get more expensive. The capture cost also assumes your periapsis with Eve is 100 km. The cost will be more if it is higher. My advice would be to put a heat shield on the craft and use Eve's atmosphere to slow you down.
@@MikeAben Thanks for the response!
you could use an extra eva propellant portion
These videos are great Mike please keep them up! Can you please do a mun landing in science mode please? It seems redundant but it would be much appreciated! Happy new year and cheers from Canada! - Jessie :)
You would have to explain to me how it would be any different.
looking for the chart you used, in the Delta V section.
I have a problem, I only can attach the lander to the insertion rocket by the landing can instead of the dock, I dont know why
If you are using the subassemblies for the lander, it's likely how you saved it. A subassembly will always have just one attachment node. Where that node is depends on where the assembly was attached when you dragged it to the save area.
Try starting new with a single part like a decoupler. Drag in your lander and attach it. Attach another decoupler to the docking port, and use the reroot tool to make it the root part. Remove the first decoupler and then drag the lander onto your previous subassembly to overwrite it.
I talk more about subassemblies in this video.
th-cam.com/video/XmY3rulHkrQ/w-d-xo.html
Already experienced with this stuff but was interesting 🙂
Honestly I am lazy and just make a giant lander, main stage gets me into lunar injection, lander fine turns the apoapsis, circulisation, landing and returns from the mun all in one.
Hey I'm also now watching your KSP Let's Do The Math series and it doesn't look like it's there, have you planned on ever doing a video on how to calculate landing trajectories? I know there are mods to help (last time I played anyway on an older version) but I want to know how exactly the math works out especially as it could be handy if I ever get into those programming mods for KSP that allows you to fly rockets on autopilot.
I have a video on how to calculate the dV cost of an ascent in a vacuum, which is technically the same cost as the descent though in practice it isn't. As to the ideal trajectory, no I've never gotten into the math but I suspect it's coming in as shallow as possible and putting of the final braking burn as late as possible. Basically, the opposite of the ascent. In practice, though, that is very difficult to do.
this really helped me, thanks!
"i got lazy"
That's not lazy that's efficiency
Being able to make a rocket that's multi-purpose would cut down on costs and complications of building a new rocket
Just have a small question: for kerpollo 11a, why not just build it as docked and launch it that way? Then you don't need to dock it in the orbit.
Other than tradition and fun, there's no real in game reason, though you may want to shore up the connection between the docking ports with a few struts. Docking port connections can be a bit flimsy.
@@MikeAben Wow that's a quick reply! Thank you so much. Also great videos!
Got to the moon, landed, got back into orbit, and then ran out of fuel. Looked this up
What about the kerbal eva packs. I’m pretty sure that they have 500m/s of deltaV each. Times that by crew and you got a bunch of extra deltaV
how do i actually get to the mun, i grttk orbit but then i cannot use nodes to get to mun or anything
There's a link to my getting to the Mun video under the info tab of this video.
Hey mike I tried to open up the craft file but they wouldn’t load is there another way I can find your build for 11.c with booster setup?
I just checked the link and permissions. It should work. You won't get a preview, but you should be able to download it.
@@MikeAbens there a specific browser or app to open it with can seem to see it.
@@frostedfatality3327 I use Chrome. Tried the link with Firefox. Both times I was signed out of my Google account. In each case there's a blue download button to push.
@@MikeAbenah ok well I thought I could click on them and see since I’m playing on console either way I’m having trouble with your booster setup in this vid since it is a diff setup than you had in the link vid with it but when your launching at the end of the vid then Delta v on the left there is that on kerbin surface numbers or vacuum bc I can’t match up
i tried to do the command module approach but instead of using your design i tried to use my own but everytime i try to fly the rocket and park at the 45 degree angle it doesn't stay still and it just automatically goes to the protagrade marker near the 0 degree angle even tho i have it on stability assist.
do you have any idea how i can fix this?
I'm sorry, I'm not sure what you mean by parking at the 45 degree angle. Is this during launch? If so, I don't understand how the prograde marker could be at 0 degrees. If you are going up, then the prograde vector should be well above the horizon. I'm dropping a link to my how to get to orbit video, because it sounds to me that's the problem. If it isn't, don't hesitate to reply and explain the problem further.
th-cam.com/video/lsVZt04DpvM/w-d-xo.htmlsi=INHPykX47iLsX4AD
@@MikeAben i think the issue is that i have no control over my rocket when i tried your tutorial i turned eastwards but i also went northwards and i would end up in a weird orbit.
@@Amongus-pb4of You need more control on that rocket. That can be additional reaction wheels, aerodynamic control surfaces, or gimballed engines.
If the rocket is flipping around on you, check the Centers of Aerodynamic Forces (Lift) and Mass in the VAB (they're two buttons towards the bottom left). You want the CoL well below the CoM. If it isn't, add more fins at the bottom of the rocket.
@@MikeAben i have put more fins, gimbal engines and reaction wheels on it but my rocket just wants to hug the prograde marker, everytime i try to correct my course by pithing more upwards i have to hold in the A button to change the direction by a little bit and most of the time if doesn't do anything.
@@Amongus-pb4of Sorry but you want to stay close to the prograde vector. That's a good thing. Watch my launch in this video. I'm never far from the prograde vector. Also, as I'm not on console, I don't know what the A button does.
Anyone know how the TD-25 Decoupler is attached to the airstream with those side brackets? Imported in sandbox and can't figure out how to replicate.
Turn on the interstage nodes on the airstream, then fill in the gap with the fairing.
@@MikeAben Wow this is a really cool trick. I've been using extremely dubious strut + cable combos that wobble horribly. Thanks for that.
Do you have a link to that Delta V map? I would love to download that to my phone
Here. I should have put it in the description.
wiki.kerbalspaceprogram.com/wiki/File:Subwaydeltavmap1_7_3.png
I really wish you showed your build for the lander as you were building it.
Sorry. I didn't want the video to get too long. There's not much more to it than what you see and the craft file is attached if you want to download it.
@@MikeAben ahh okay. Newbie kerbal here. Thanks!
Hey man, while building a similar Lander and command module like the first concept I encounter the problem of not beeing able to add anything to the MK2 command module since it seems to have trouble with the root designation. How can I work around that? I just started ksp this week so I'm not super experienced. Thank you!
Great video btw :)
It sounds like you need to use the reroot tool. It's the fourth tool on the top left. I talk about in this video.
th-cam.com/video/XmY3rulHkrQ/w-d-xo.html
@@MikeAben Thank you! I'll try it out the next time I'm at it :)
TWR on Kerbin when landing on a lighter planet is fine. But if you are landing on a planet with a higher gravity, you need to have that planets TWR or you won’t know if you can even stop your craft.
True, but this is a Mun tutorial and the only planet with a higher surface gravity than Kerbin is Eve, and with Eve you have a lot more to deal with than just the surface gravity.
@@MikeAben absolutely right, my comment was just an asterisk in case someone only saw this video and went to make a lander for Eve.
subscribed and liking! Thanks for these amazing videos Mike! Are you a real life rocket scientist? Because you know WAY too much about physics and such. :) Now, how do i use these craft files? My computer doesn't know what to do with them! Thank you sir.
Thanks. As for the craft files, find where your Kerbal Space Program folder is. In there is Saves, then the name of your saved game. Inside that is a folder for the VAB and SPH. The craft files go in there.
i did the land three time and stillll i ran always of fuel 🥺 dammmiiit
i hope this video help me adjust things in mid trip
Also why is most of the guides going to the mun?
Plus I learned how to use farings
I was able to land on the mun just by taking off looking at it and using the map to make sure my trajectory was actually going to go to it then I just went complete manual mode to land it on the surface.
But did you get back to kerbin?
@@litterallyjustwater not with the same rocket, I tried it on sandbox mode but since then I have been playing career mode and have made many trips and returns although properly using the map. I'm currently struggling with mining mun stone and bringing it back.
@@mashedpotatoes5323 Ok
Hey,
What a great video ! I build separately my LM and CM but I'm not able to attach them. How can I do it ? thx a lot !
Save one to the subassemblies. In the VAB click the advanced tab at the top left to get this option. You can then attach the subassembly to the other vessel.
@@MikeAben I finally made it. The thing was to properly set the root
Can't download the file :(
After probably hundreds of attempts to either leave orbit properly, get to/land on/leave from the Mun let alone get back to kerben safely...I think I did it twice over the years. Hundreds of fails, and I still can't do it correctly.
But how would anyone know to try Minmus first when everything Career mode says Go to the Mun.
And since I can't ever get further than that, I don't expect to get to anywhere else. Let alone build a base or even a simple space station. The thought of trying build something, then DOCK with it.....seems like psychological torture at this point.
I don’t know how to land Kerbals on minmus, please make a video about that!
Linked in the video is a landing on Minmus video. Granted, it's with a probe, but the process is the same. If you need a vehicle, the Kerpollo 11b in this video would be perfectly suited for a crewed Minmus landing and return.
@@MikeAben thanks
Also how do I install craft files? Why can’t I just use the steam workshop
@@thereapingracoon4620 Download the file. Find the saves folder in your KSP install. Inside is a folder for each save, then folder for the VAB. Copy the craft file into that folder. I'm sure you'd have little difficulty finding similar crafts to these on Steam Workshop.
@@MikeAben Thanks for helping, but does the kerpollo b have enough delta v for minmus?
could you do a tutorial on surface bases at some point?
Yes. It'll come up at some point.
What capsule do you use in kerpollo 11a
The lander uses the Mk2 Landing Can while the command vessel uses the Mk1-3 Command Pod.
@@MikeAben thanks thought I would have to wait weeks
@@eroy_8556 The advantage of under 10k subscribbers.
Do you think this would make it to minmus?
You can usually use the same rockets for The Mun and Minmus. The dV requirements are about the same.
@@MikeAben awesome thank you
Lets just hope that the KSC dosent ask Valentina to, u know stir the O2 tanks for some reson. I would be a shame if something were to happen. 🚀 💣
Hey Mike! Without your videos I would still be a complete newb to Ksp, I got really excited for ksp2 but don’t have a pc so I bought ksp enhanced on my playstation, so I can’t quite download the file for this, I’m trying to build the Kerpollo 11b by looking at what you have but I can’t seem to find the piece that is above the Science jr under the command pod! Could you tell me what piece that is?
I actually had to bring up the vessel to tell, but it is just a FL-T100 fuel tank.
@@MikeAben ohh! Thank you so much! Also, how did you get those struts around all the science equipment? I see the large airstream protective shell below the batteries and inline stabilizer, but I don’t understand how there are just two struts on both sides of all the science equipment?
@@Sque_ze Turn on the interstage nodes on the faring. The decoupler is attached to one of those nodes. The struts are just for show.
@@MikeAben Thank you for responding so quickly! I’ll be sure to try that, (I was going insane looking for little single struts 😂)
ugh i just whant to land on the mun! i havend landed on the mun for three years!!!
the mun is so much easier to get to for me.. i struggle so much just getting to minmus. everyone says its easier but i have like 4 sats roaming around the mun.. maybe im just dumb i dont know haha
Minmus is harder to get to but easier to land on.
Craft files not opening
They don't open. You just download them.
how do i download this into the game'
It's available in lots of places, including steam.
@@MikeAben i just found your mod vid that cleared some of the questions i had, i could not have gotten this far into the game without your tutorials, there extremely helpful (i also did not expect you of all people reply to such an old vid). hope you the best :)
@@idkidkidkidkidkidkidkidkid I also misread your original comment. I thought you were asking where to get the game. Glad the other video helped.
If you're going to make a tutorial on how to build a lander you should you know... Show yourself building the lander :/ lol normally great vids but not super helpful for me here bc there are multiple parts I haven't seen and I'd have to rewatch a ton of times to get the parts you're putting on. Idk what the adapter thing that goes to the science Jr is
This one may be more to your liking.
th-cam.com/video/MnRz3Ok12CA/w-d-xo.html
2:25 "870 meters percent" lol
Wow I don't have anywhere near that level of R&D lol
EDIT: I do have the fuel ducts though so that helps right lol
It can be done with much lower tech. Here's a live stream with a low tech Mun landing. Go to 1:36:20.
th-cam.com/video/aRuzjGPKAME/w-d-xo.html
My next three contract tutorials are all going to center around a low tech landing too.
@@MikeAben My man you are awesome, thank you!
So the Apollo engineers had it right
Most of the time my stuff blew up when I deployed them
hello mikey
am i the only one that burns inside every time he says "moon" instead of mun?
Sorry, but mün is basically pronounced moon. It's not my fault so many don't know what the umlaut means.
Yeah I'm never getting to the mun lmao
Going to minmus is way easier than going to mun, so try and go to minmus first 👍🏼
Too bad I really suck at math.
2nd comment :D
come to me come to m
Just checked, my very first mun lander had 1700 delta V, no wonder I struggled so much
Not one, not two... but wait... There's more!