For real. I lost patience after a few hours of lagging and glitches. Props to him for churning out KSP2 content. Hopefully devs can get updates going soon.
@@floppi7098 yeah if anyone is planning on buying it when it is officially released they might as well buy it now and treat it as a pre order for a discount
@@onix3539 yea to a certain point sure but he could definitely go back to KSP1 and do some shit there if he wanted to. Like im not even playing and it bothers me
@@shooter2224 Define "playable." Josh from Let's Game It Out manages to play games in seconds per frame territory. Maybe we should use the law field's "Reasonable Person" standard? lol
honestly it's like a KSP equivalent of the Astrophage drive from Project Hail Mary - an unstable, incredibly powerful but poorly understood method of propulsion
This is a bug, they’re supposed to be there. The game as it is now is nowhere near where they want it to be, that’s why they released in early acces. Let’s just hope the patches fix a lot of the bugs and incomplete features when they start being released in a few weeks
@@Klajnepojken yeah, the price is too high for early acces. That being said, if you don’t want to pay that much for the game in its current state simply dont buy it and wait until more features get added and bugs get fixed
@@thespacepeacock Exactly. You either pay 50 now or 50 after but you still get all the features. Tbh it's nice they did an early access release to drive the development by community feedback and not just to cover up the bugs. They definitely have functioning QA department and in the game's current state there is no chance they would've made a full release and not expect a huge backlash. What's funny is people paying the full price and not even caring to look what's in the early access game. One of the first things you see on the store is their roadmap and people giving bad reviews because there is no science or multiplayer is just wrong. At least these reviews get reset when it fully comes out.
@@Draxi_1 They devs don't ever actually listen to the community dude.... And why would they? They already know everything about the game and what they want for the game.
Well you know what they say Matt. "A good landing is any one you can walk away from. A great landing is one where they can reuse the plane." - First Officer Douglas Richardson, Cabin Pressure
Doing some quick math. During the segment of the trans-Jool injection lasting from the first frame of 6:53 to the first frame of 6:59, the craft's speed increased by 1764 m/s while the listed Dv dropped by 17 m/s. This means that each m/s of listed Dv is worth about 103.8 m/s of real Dv, and so at the time the vessel left Kerbin's atmosphere, it's true Dv was 1445x103.8 = almost exactly 150 km/s. Side-note, during the aforementioned burn the acceleration was 294 m/s^2, or about 30 g.
Rocky road ice cream was invented in the US. I believe Oakland, California. Not sure about the cookie/biscuit. One probably was inspired by the other. I'd guess ice cream came second?
One quick tip. When you are in Time Warp, you can use the / key to automatically drop out of Time Warp and go back to x1 speed. I don't know if this feature was in KSP1 but I don't remember it being there.
@@I_Am_Infiniti Wow that is actually surprising. I know for a fact I never used it but when I first got KSP2, I went through the keybindings and saw it. I still sometimes find myself spamming the , key to get out of Time Warp but I believe I'll get used to it
@@hendrikpoggenpoel4508 I mean when you time warp, it literally says "press [/] to exit time warp", but I'm no stranger to missing instructions either, so I can definitely understand lmao Edit: By time warp I mean when you timewarp to next maneuver or 'warp till here'
Here in America, I've seen rocky road flavored ice cream that has pretty much everything you described. Although I have not seen a rocky road in the form of a biscuit/cookie
matt, did you know that jool has a surface? (you cant return from there since no engines work at the pressure but you can land, but be aware that parachutes also dont seem to work). and also that Vall has a subsurface ocean you can enter by going to the ravine on the Jool facing side?
@@Coolprokosub surface ocean is probably an easter egg or exotic location, like the dres canyon but with water. Now for the jool surface, i don't know if it's just another bug or it is intended to work like that. I should also mention that in ksp 1 cut content there's science reports in the landed state of jool, suggesting that there was at some point plans to make this a thing, that or it was just a devs joke for those who bugged the game that far.
To limit the wings flapping, i found that reducing the depth of the control surfaces helps. I think that it's repeatedly overshooting the target, so making is thiner allows smoother control.
I've had better results doing this as well, also designing planes that don't require SAS or just not using it at all. The issue is exactly what you say, it is overshooting, then oscillating too hard as it tries to correct. The code that would do this autocorrection by overshooting then undershooting until its stable is called a PID controller which controls the hysteresis or in other words the oscillation you see there. It can easily be fixed with some fine tuning and some other considerations. They need to lower or fine tune the gains on these controllers, meaning the initial correction of pitch would either be a lower angle, or the flap movement would have to be slower and more methodical as to not change the pitch so rapidly. The rapid pitch change is both overshooting and causing drag related effects with the body and wings that compounds the issue. The other thing they might need to do is modify the drag characteristics of the procedural flaps, especially since the large ones seem to have a wild effect on them. Maybe they can factor in the surface area of the flaps into these PID controller calculations in the future, make things more stable. Sorry, engineers are boring I know, but the fact that I can see the solution in my head and its not there yet bothers me. I have been looking around the config files in the game to see if I can change it myself and maybe put out that info for others to try as well.
I don't have KSP2 so I've not been able to check this, but I read a post about the parts randomly falling off bug, and apparently in save files all parts have an ID number and a bug occasionally reverts the number to 0000-0000-0000 or something. If you can find the original numbers from an old unbugged save you can copy them across to your new save and it fixes the problem! Keep up the good work, I really love your videos!
As rough as the Kraken is.. you handle it like a champ. All the while causing me to belly laugh out loud at the craziness. Thank you Matt top notch entertainment as always!
Something that helped me with the flappiness of the wings was lowering the control authority a bit. It made my plane turn *very* slowly but I could actually control where I wanted it to go
I found using 'control surface' wings instead of regular 'wings' or 'stabilizer' in the rear helps with pitching issue. Seems the size of the control surface actually affects it.
Hey Matt, I just wanted to thank you for taking the time to make Kerbal Space Program 2 enjoyable for those of us that still really want to enjoy the game, but just haven't got the time or willpower to deal with the bugs at the moment. I appreciate your approach and attitude, and I really do think that your content is important in the KSP community. I hope in some way you find it as fulfilling as I find it enjoyable to watch!
Note: you can actually see what your periapsis will be when encountering a planet or moon in KSP2. Just not when focusing the body itself. Instead, look at your orbital line and you'll notice you have 2 PE marks, one of which will be your PE around the body you're going to encounter. You can also keep your mouse over it while thrusting to optimize your encounter (just not using the maneuver plan). There is also a mod already out that will fix it in place like in KSP1 so you don't need to keep your mouse over it. Speaking of mods, there is also a maneuver node editor mod out already, which should make your life a lot easier.
Matt, lovely video as always. I wonder since there's no atomspheric heating in KSP 2 at the moment. We could get a kerbal out on eva just above the karman line and de orbit the kerbal? The challenge being trying to land him back safely on kerbin with the kerbal's parachute. An even more difficult challenge, would be to land the kerbal back at the KSC.
Just create a maneuver node that results in a collision with the body, then adjust it slowly until it just barely doesn't result in a collision. Then you are going to have a fairly close encounter.
I feel like they have added lots of cool things and visual enhancements and I understand that it’s buggy and laggy because it is early access but also they have changed things that didn’t need changing, like the map screen or the camera controls in the VAB, and things like building fairings - these are all things that didn’t need “fixing” but I look forward to the future for what this game could become! 😊
you can actually see your periapsis of another SOI in the map view, it's just on your orbit in the current SOI. (you see a PE icon near the encounter location)
My personal theory for what causes the SAS flapping is that they are using closed-loop PID control but either set the derivative gain too low or just didn't set it at all. Closed-loop control responds to differences between the demanded value and the real value. For instance, if the craft isn't pointing to the marker set on the nav ball, the control system sees this and tunes the control surface angles in response so the craft moves closer to the desired heading. A PID system does this using 3 'gains' - Proportional which affects how aggressively the system responds to a difference, Derivative which sees how quickly the system response is occurring and slows it down if it's too fast, and Integral which reduces settling errors based on where the system has settled before. For best response, you want a high proportional gain so the system responds quickly, but if it's too high this causes instability as the system over-corrects and has to correct its own correction, and you get some wobbling before it is brought under control at best, or exponential growth of the error followed by an explosion at worst. A derivative gain can be used to reduce this by checking if the system is responding too fast, but if it's too high it can slow down the response, so balancing this with the proportional gain is important (and hard). If they are correctly balanced you can get a speedy response without the overshoot problems, but this often takes some time to make work, time the devs probably weren't given. Integral gains are useful but not really as relevant in this situation. I wouldn't be surprised if the way the devs were rushed to produce something releasable, they just whacked up the proportional gain so that SAS actually had some control over a craft, and ignored the derivative and integral gains (or just made them small) as implementing them is a pain and can be dealt with later after they have the rest of the critical physics architecture in place. This is almost certainly a crack theory based on me trying to fit a single module in mechanical engineering control theory (which I didn't even do that well in) into a real situation, so anyone who actually knows how to implement control theory in video games you are welcome to contest this.
thsi video came up in my recommendations and oh god the nostalgia hit the second the first note of Approaching Nirvana started playing. I used to use it for background music so much back in the day while working.
Yessss, harness the Kraken! :D Oh hey, the Mk2 bays open wider. I like that. SAS is a servo system. Getting a servo system right is tricky. Big flat areas? WOOHOO! Fun to fly is always good. :) Oh, KSP2 does copy/paste right! That's pretty rare, and it's great! :) That was really fun to watch! :)
The non-existent SOI trajectory thing is definitely a bug because it did appear for me when I first got a Jool encounter. I could even get a Tylo encounter while still in Kerbin's SOI. However, it did not work when I tried to go to Minmus.
Laythe is my favourite celestial body ever in any game and it looks so good in this one! I remember youre first laythe video can you like remake that in ksp 2?
@@_P2M_ When you think about it, all of the planets are the moons of the Sun. So yes, the difference between "planet" and "moon" is quite arbitrary. Anyway, the difference is still immaterial, because the commenter was gushing about how Laythe is their "favorite planet ever in any game", so whether or not Laythe really counts as a planet doesn't matter for the sentiment they were trying to convey.
I am really glad the devs are as hyped about the resource collection and base building as I am. As soon as that gets implemented I'm totally getting this game. Rocky road ice cream is where its at!
If anyone else is interested as i was and someone please do correct me if im wrong but i think the true delta v of the ship is somewhere in the region of around 163,000 m/s (in a vacuum) as 1m/s of shown delta v in the bottom right equates to roughly 108.5 m/s of actual speed gained though this is worked out using the burn at 6:44 so given location the true amount will differ
Yes, Rocky Road is a thing in the US, and it's amazing. IIRC, "Digestive Biscuits" are like round Graham Crackers (but not as good). An American biscuit is a bread, and apparently close to a *savo[u]ry* scone? It is not sweet; it's just bread.
Here in the states we have *all the ice cream* so yes we do have rocky road lol. Also biscuits are like a dense but soft bread that one serves with soup or in a meat stew (usually turkey). Our word for what you in the U.K. call biscuits is cookies.
Matt, I'd highly recommend getting into mods. I know it's still early but there are already some great mods that fix some of the flaws. The one mod that I feel is basically just a bug fix that should just be copied into the stock files of the game is Sticky Orbit Markers. What is does is it basically just enables you to pin your Ap/Pe values while editing your Maneuver Plan. But there are also some other mods that are basically just Kerbal Engineer for KSP2 and a bunch of other ones that just make the whole experience more enjoyable. I initially said that I wasn't gonna use mods until official mod support came out but they are really helpful so I changed my mind.
According to my calculation your deltaV after your craft entered the stable orbit around Kerbin was at 153.808 m/s I will gladly be corrected but I’m pretty sure it’s correct so yeah it really can do anything
@@chrisgaming9567 I think it would entail we are both right since 150km/s And 153.000 m/s are the same in essence xD A difference of 3000m/s is a lot in terms of DeltaV but with this craft it doesn’t matter really xD 1020m/s before orbital burn 2308m/s after orbital burn and a reading of only 12m/s used for the Maneuver 1288/12. (Calculated true deltaV for every shown unit of DeltaV) 107,33 deltaV for every unit times the remaining shown deltaV of the craft 1433 Equals to 153.808
@@michaelr3950 My method was this: During the segment of the trans-Jool injection lasting from the first frame of 6:53 to the first frame of 6:59, the craft's speed increased by 1764 m/s while the listed Dv dropped by 17 m/s. This means that each m/s of listed Dv is worth about 103.8 m/s of real Dv, and so at the time the vessel left Kerbin's atmosphere, it's true Dv was 1445x103.8 = almost exactly 150 km/s. Since we're measuring the Dv from slightly different starting points, and since the listed Dv is rounded to the nearest m/s, the small difference in results is easy to understand.
I’ve been getting around the missing orbit line by clicking out of the maneuver node and checking my periapsis around the target body. Then adjust at the end of the burn until I get the periapsis I want, Also, there is a way to deal with a different glitch where your orbit line never shows up in the flight preventing you from doing a maneuver node. The game in that case thinks you are still on the launch pad. You can go into the save file and change the vessel status from landed to orbiting. I google searched for that solution.
It seems like the part detaches from the craft, but is still considered part of the craft. That causes the camera glitch because the camera focuses on the center of your vehicle. They really need to fix this and the VAB bug.
The quickest way to copy the craft file is to press "duplicate" so that you get a new window to right-click code and select "select all" then you can copy and paste it into your KSP 2 VAB
So, KSP 2 is so broken the only way to effectively play it is through an exploit?! I wonder if the "front office" is happy with their decision for an early release.
This hack rocks. I wouldn't mind a whole host of vehicles that take advantage of the game's current issues instead of trying to making things work as is. Great video.
That explains why I had to move my flaps away from my engines or they’d run fine until I added flaps then the plane would suddenly stop and start driving backwards!
I would love to see like a modular space shuttle heat tile system for the wings and all of the space plane parts. The space shuttle cockpit has heat tiles, but they are only on that one part so it doesn't really look right. If it's just a cosmetic thing that would be cool, but it would be cooler if they were actually functional and ablative.
LOL the rocky road ice cream ramble in the middle was great! XD can confirm that its a thing is the US im from missouri and Rocky road is actually my favorite ice cream.
In America we have Rocky Road ice cream which is a flavor of vanilla or chocolate ice cream with what I guess now are “rocky road biscuits” or little chunks of chocolate, marhsmallows, nuts, and other stuff
Hey Matt, as someone who is planning on starting ksp do you think I should get ksp2 first or get ksp1 to get used to the controls and wait until ksp2 is more stone set aka not as buggy.
hey matt you actually can see your periapsis in another body's SOI, it's just connected to your orbit line instead of being visible around the body. they should add an indicator of where the body will be when you enter it tho cause it's not super clear. if they did that it feels like it'd a step up over how ksp 1 did it imo
I found if I quicksave and quickload on the launch pad, that's a indicator if the ship will survive quicksave Kracken attacks. Going into the VAB and just detaching/reattaching the parts that fell off will fix it. From my testing, when I found a ship that falls apart during quicksave, just adding struts will NOT fix it, the struts will break too, so I'm not convinced adding struts will decrease chance of it happening. Not sure what causes the bug though.
I discovered the jet engine reverse thrust issue naturally aswell. Never concidered using it for an engine or even knew it worked for the rapier in rocket mode though
KSP2 players are true engineers, when the game is too unstable because of bugs to play normally what do they do? Adapt. They have mastered the bugs as a new form of space flight. Outstanding.
I don’t know if anyone has told you this, but it does show your periapsis when you’re encountering another body. It doesn’t show where it is relative to the other body, but I’d you look at your trajectory around the parent body, it shows Enter SOI and Exit SOI, and between those is the Periapsis. So that should at least let you see how high you’ll be, if not where you’ll be.
not sure if this is the case, but the induced oscillation from the sas with the control surfaces is as if its putting the plane/ssto into a short period oscillation, similar to phugoid oscillation. it is a weird oscillation frequency that affects all planes along the longitudinal axis (tail to nose). In this case its instable so it gets worse and doesnt dampen out
i think the youtuber oobanooba was maybe the first because he uploaded his video earlier than everyone else. but the version he features is slightly different
The classic KSP1 music still gives me the chill, I loved it so much... I hope someone can mod that in eventually. At least the space part of it. Maybe KSP2 music will grow more on me as I spend more time in it. Sudden and rapid disassembly ? Weren't they supposed to vanquish the Kraken =p Also the ship fighting with itself and not keeping straight is super annoying. Just flying to the north pole of Kerbin in KSP2 was trying my patience >< I hope they fix that soon. Awesome video, thanks.
As for who the first discoverer is, that's a very difficult question. Stratzenblitz discovered the missing obstructions during a stream and also noticed a potentially drag-reducing behavior with docking ports (which turned out to not be the case, it's simply the fact that it occupied a node - always occupy all your nodes!), so everyone immediately started experimenting with engine obstructions. I focused on nuclear and ion engines, without success. I assume that this rapier kraken drive is the result of that and that multiple people might have discovered it at the same time.
Here is another way to share craft files 1.) Open Run and type %appdata% 2.) Back out of Roaming by clicking AppData in the hard drive location 3.) Open up the LocalLow folder 4.) Open up Intercept Games folder 5.) Open up Kerbal Space Program 2 folder 6.) Open Up Saves folder 7.) Open up SinglePlayer folder 8.) Now select what save you want the craft from 9.) Open up the Workspaces folder in that save folder 10.) There should be 3 files a jpg, json, and a meta file copy those three files and paste them in another workspace in another save folder 11.) Success
I'm impressed with your dedication to KSP2, I'm definitely waiting a year or two to purchase. Good video!
For real. I lost patience after a few hours of lagging and glitches. Props to him for churning out KSP2 content. Hopefully devs can get updates going soon.
He should use it in his Life on Lyathe show!!
I’d rather get the first for cheaper
Buy it while its in early access or its gonna be more expensive later
@@floppi7098 yeah if anyone is planning on buying it when it is officially released they might as well buy it now and treat it as a pre order for a discount
Matt, your dedication to getting this game to "work" is very commendable. I wouldnt be able to do it.
Making his income probably helps with motivation.
Must be a nightmare.
@@onix3539 yea to a certain point sure but he could definitely go back to KSP1 and do some shit there if he wanted to. Like im not even playing and it bothers me
ksp 2 makes me appreciate ksp 1 so much more now, there are so many things I just took for granted
autostrut my beloved
Like it being playable
@@MattLowne also uncooked spaghetti as opposed cooked spaghetti
@@shooter2224 Define "playable." Josh from Let's Game It Out manages to play games in seconds per frame territory. Maybe we should use the law field's "Reasonable Person" standard? lol
@@ledumpsterfire6474 If you think that's playable you don't know what playable means.
Nice to see you making use of a Kraken drive again
honestly it's like a KSP equivalent of the Astrophage drive from Project Hail Mary - an unstable, incredibly powerful but poorly understood method of propulsion
@@crispybottom the difference between an astrohage drive and a kraken drive is one cooks you behind it
@@crispybottom I finished the book some weeks ago, and I loved it!
indeed
Nice👌👌
im continually shocked with the things they made worse or left out from KSP1. Thanks for being a voice/advocate for essentials like trajectory lines!
This is a bug, they’re supposed to be there. The game as it is now is nowhere near where they want it to be, that’s why they released in early acces. Let’s just hope the patches fix a lot of the bugs and incomplete features when they start being released in a few weeks
@@thespacepeacock Release in early access for full prize and a bug they've been trying to beat for years. Yeah brah.
@@Klajnepojken yeah, the price is too high for early acces. That being said, if you don’t want to pay that much for the game in its current state simply dont buy it and wait until more features get added and bugs get fixed
@@thespacepeacock Exactly. You either pay 50 now or 50 after but you still get all the features. Tbh it's nice they did an early access release to drive the development by community feedback and not just to cover up the bugs. They definitely have functioning QA department and in the game's current state there is no chance they would've made a full release and not expect a huge backlash.
What's funny is people paying the full price and not even caring to look what's in the early access game. One of the first things you see on the store is their roadmap and people giving bad reviews because there is no science or multiplayer is just wrong. At least these reviews get reset when it fully comes out.
@@Draxi_1 They devs don't ever actually listen to the community dude.... And why would they? They already know everything about the game and what they want for the game.
Well you know what they say Matt.
"A good landing is any one you can walk away from. A great landing is one where they can reuse the plane." - First Officer Douglas Richardson, Cabin Pressure
You have a lot more patience with this game than I do! Kudos
i hope that you will make other good videos 📹 .i really like your work, and you can see 👀 other planet's and share it with us
Good 👍 job
It being his job probably helps
@@OutsiderLabs true, but you couldn't pay me to play ksp 2 in its current state. Lol
Doing some quick math. During the segment of the trans-Jool injection lasting from the first frame of 6:53 to the first frame of 6:59, the craft's speed increased by 1764 m/s while the listed Dv dropped by 17 m/s. This means that each m/s of listed Dv is worth about 103.8 m/s of real Dv, and so at the time the vessel left Kerbin's atmosphere, it's true Dv was 1445x103.8 = almost exactly 150 km/s. Side-note, during the aforementioned burn the acceleration was 294 m/s^2, or about 30 g.
As an American, I can confirm that rocky road is not just a UK thing
Rocky road ice cream was invented in the US. I believe Oakland, California.
Not sure about the cookie/biscuit. One probably was inspired by the other. I'd guess ice cream came second?
also, RAISINS?!?
One quick tip. When you are in Time Warp, you can use the / key to automatically drop out of Time Warp and go back to x1 speed. I don't know if this feature was in KSP1 but I don't remember it being there.
It was there in ksp1
Oh wow that is super good to know
@@I_Am_Infiniti Wow that is actually surprising. I know for a fact I never used it but when I first got KSP2, I went through the keybindings and saw it. I still sometimes find myself spamming the , key to get out of Time Warp but I believe I'll get used to it
@@hendrikpoggenpoel4508 I mean when you time warp, it literally says "press [/] to exit time warp", but I'm no stranger to missing instructions either, so I can definitely understand lmao
Edit: By time warp I mean when you timewarp to next maneuver or 'warp till here'
yea it was in 1 too.
Here in America, I've seen rocky road flavored ice cream that has pretty much everything you described. Although I have not seen a rocky road in the form of a biscuit/cookie
They really nailed the visuals and sound in KSP 2, no doubt about that
It’s a shame that not much else seems to work….. 😂
matt, did you know that jool has a surface? (you cant return from there since no engines work at the pressure but you can land, but be aware that parachutes also dont seem to work). and also that Vall has a subsurface ocean you can enter by going to the ravine on the Jool facing side?
sub surface ocean??? Jool surface???
I knew about Jool's surface but didn't know about Vall! Super interesting. My next video will be a Vall expedition in KSP 1 lol so weird timing there
@@Coolprokosub surface ocean is probably an easter egg or exotic location, like the dres canyon but with water.
Now for the jool surface, i don't know if it's just another bug or it is intended to work like that. I should also mention that in ksp 1 cut content there's science reports in the landed state of jool, suggesting that there was at some point plans to make this a thing, that or it was just a devs joke for those who bugged the game that far.
Hold up, Vall has a *what* ?!?
@@GreendelDemon maybe it’s intentional, reminds me of beyond home gateway.
To limit the wings flapping, i found that reducing the depth of the control surfaces helps. I think that it's repeatedly overshooting the target, so making is thiner allows smoother control.
I've had better results doing this as well, also designing planes that don't require SAS or just not using it at all. The issue is exactly what you say, it is overshooting, then oscillating too hard as it tries to correct.
The code that would do this autocorrection by overshooting then undershooting until its stable is called a PID controller which controls the hysteresis or in other words the oscillation you see there. It can easily be fixed with some fine tuning and some other considerations. They need to lower or fine tune the gains on these controllers, meaning the initial correction of pitch would either be a lower angle, or the flap movement would have to be slower and more methodical as to not change the pitch so rapidly. The rapid pitch change is both overshooting and causing drag related effects with the body and wings that compounds the issue.
The other thing they might need to do is modify the drag characteristics of the procedural flaps, especially since the large ones seem to have a wild effect on them. Maybe they can factor in the surface area of the flaps into these PID controller calculations in the future, make things more stable.
Sorry, engineers are boring I know, but the fact that I can see the solution in my head and its not there yet bothers me. I have been looking around the config files in the game to see if I can change it myself and maybe put out that info for others to try as well.
I don't have KSP2 so I've not been able to check this, but I read a post about the parts randomly falling off bug, and apparently in save files all parts have an ID number and a bug occasionally reverts the number to 0000-0000-0000 or something. If you can find the original numbers from an old unbugged save you can copy them across to your new save and it fixes the problem!
Keep up the good work, I really love your videos!
As rough as the Kraken is.. you handle it like a champ. All the while causing me to belly laugh out loud at the craziness. Thank you Matt top notch entertainment as always!
17:55 Just like I had with my recent Duna mission, you *did* have a periaps show up in Tylo's SoI! I've only ever seen it happen a couple times now.
I’d like to see more ksp 1 videos just as a breath of fresh air from all the ksp 2
Me too pal...me too...
same
I'd love to see Matt do the same mission in both as a comparison of how the games work
@@oneofmanyjames-es1643 same
That amount of thrust is pure insanity!
Something that helped me with the flappiness of the wings was lowering the control authority a bit. It made my plane turn *very* slowly but I could actually control where I wanted it to go
I found using 'control surface' wings instead of regular 'wings' or 'stabilizer' in the rear helps with pitching issue. Seems the size of the control surface actually affects it.
been having a blast with this glitch engine getting insane constructions into orbit, or getting to 1/100th speed of light
we have rocky road in America but almost exclusively as an ice cream flavor. great video Matt!
15:30; "I won't lie to you"
14:24; "pretty much all of my thumbnails are fake"
4:14; "I didn't accidentally deploy the parachutes"
Hey Matt, I just wanted to thank you for taking the time to make Kerbal Space Program 2 enjoyable for those of us that still really want to enjoy the game, but just haven't got the time or willpower to deal with the bugs at the moment. I appreciate your approach and attitude, and I really do think that your content is important in the KSP community. I hope in some way you find it as fulfilling as I find it enjoyable to watch!
I agree
Note: you can actually see what your periapsis will be when encountering a planet or moon in KSP2. Just not when focusing the body itself. Instead, look at your orbital line and you'll notice you have 2 PE marks, one of which will be your PE around the body you're going to encounter. You can also keep your mouse over it while thrusting to optimize your encounter (just not using the maneuver plan). There is also a mod already out that will fix it in place like in KSP1 so you don't need to keep your mouse over it.
Speaking of mods, there is also a maneuver node editor mod out already, which should make your life a lot easier.
Matt, lovely video as always. I wonder since there's no atomspheric heating in KSP 2 at the moment. We could get a kerbal out on eva just above the karman line and de orbit the kerbal? The challenge being trying to land him back safely on kerbin with the kerbal's parachute. An even more difficult challenge, would be to land the kerbal back at the KSC.
Just create a maneuver node that results in a collision with the body, then adjust it slowly until it just barely doesn't result in a collision. Then you are going to have a fairly close encounter.
I love how you played the ksp 1 VAB soundtrack during the build.
I'm Japanese so I have no idea what they're talking about, but the video itself is a lot of fun to watch!
High thrust, high efficiency engine, you say? I see the devs added Fusion torch drives into the game earlier then expected. Great success!
I want to build something like the Rocinante so bad
I feel like they have added lots of cool things and visual enhancements and I understand that it’s buggy and laggy because it is early access but also they have changed things that didn’t need changing, like the map screen or the camera controls in the VAB, and things like building fairings - these are all things that didn’t need “fixing” but I look forward to the future for what this game could become! 😊
you can actually see your periapsis of another SOI in the map view, it's just on your orbit in the current SOI. (you see a PE icon near the encounter location)
My personal theory for what causes the SAS flapping is that they are using closed-loop PID control but either set the derivative gain too low or just didn't set it at all. Closed-loop control responds to differences between the demanded value and the real value. For instance, if the craft isn't pointing to the marker set on the nav ball, the control system sees this and tunes the control surface angles in response so the craft moves closer to the desired heading. A PID system does this using 3 'gains' - Proportional which affects how aggressively the system responds to a difference, Derivative which sees how quickly the system response is occurring and slows it down if it's too fast, and Integral which reduces settling errors based on where the system has settled before. For best response, you want a high proportional gain so the system responds quickly, but if it's too high this causes instability as the system over-corrects and has to correct its own correction, and you get some wobbling before it is brought under control at best, or exponential growth of the error followed by an explosion at worst. A derivative gain can be used to reduce this by checking if the system is responding too fast, but if it's too high it can slow down the response, so balancing this with the proportional gain is important (and hard). If they are correctly balanced you can get a speedy response without the overshoot problems, but this often takes some time to make work, time the devs probably weren't given. Integral gains are useful but not really as relevant in this situation.
I wouldn't be surprised if the way the devs were rushed to produce something releasable, they just whacked up the proportional gain so that SAS actually had some control over a craft, and ignored the derivative and integral gains (or just made them small) as implementing them is a pain and can be dealt with later after they have the rest of the critical physics architecture in place. This is almost certainly a crack theory based on me trying to fit a single module in mechanical engineering control theory (which I didn't even do that well in) into a real situation, so anyone who actually knows how to implement control theory in video games you are welcome to contest this.
thsi video came up in my recommendations and oh god the nostalgia hit the second the first note of Approaching Nirvana started playing. I used to use it for background music so much back in the day while working.
It's so weird and also beautiful to see this game run at a normal framerate. Gets me excited to play when the time comes.
at 18:32 it actually shows the orbital line for your tylo intersect! I think it only works when you're NOT focused on the plant lol.
Yessss, harness the Kraken! :D
Oh hey, the Mk2 bays open wider. I like that.
SAS is a servo system. Getting a servo system right is tricky.
Big flat areas? WOOHOO!
Fun to fly is always good. :)
Oh, KSP2 does copy/paste right! That's pretty rare, and it's great! :)
That was really fun to watch! :)
The non-existent SOI trajectory thing is definitely a bug because it did appear for me when I first got a Jool encounter. I could even get a Tylo encounter while still in Kerbin's SOI. However, it did not work when I tried to go to Minmus.
I love how the kerbals in the top right are just having a stroke at 21:52
Thanks!
17:20 We have rocky road ice cream here in the US. I'm quite a fan of it as well.
Laythe is my favourite celestial body ever in any game and it looks so good in this one! I remember youre first laythe video can you like remake that in ksp 2?
Laythe isn't a planet.
@@_P2M_ The distinction between planet and moon is rather arbitrary, and largely immaterial in this case.
@@akiranara6404
You don't know what arbitrary means. If it was a distinction between a dwarf planet and a planet, sure, but a planet and a moon? No.
@@_P2M_ When you think about it, all of the planets are the moons of the Sun. So yes, the difference between "planet" and "moon" is quite arbitrary.
Anyway, the difference is still immaterial, because the commenter was gushing about how Laythe is their "favorite planet ever in any game", so whether or not Laythe really counts as a planet doesn't matter for the sentiment they were trying to convey.
@@_P2M_ its fixed now
"I used the Kraken to slay the Kraken" -Matt Lowne
"I tried to stuff the kraken into my propulsion system. It got out."
@@amanofnoreputation2164"the goo escapes into the water!"
Awesome video Matt 😁 those Kraken attacks are a nightmare - hopefully it's all fixed soon .
The Jool system is just majestic ❤️
Thanks for the video, glad that it sounds like you had fun making it.
It's nice to see the base SSTO model of the mat as KSP2.
"if it's not a bug they need to fix it"
Perfect description of the current state of the game
I am really glad the devs are as hyped about the resource collection and base building as I am. As soon as that gets implemented I'm totally getting this game. Rocky road ice cream is where its at!
I dig the use of KSP1 music overlayed onto the sped up footage
If anyone else is interested as i was and someone please do correct me if im wrong but i think the true delta v of the ship is somewhere in the region of around 163,000 m/s (in a vacuum) as 1m/s of shown delta v in the bottom right equates to roughly 108.5 m/s of actual speed gained though this is worked out using the burn at 6:44 so given location the true amount will differ
Yes, Rocky Road is a thing in the US, and it's amazing.
IIRC, "Digestive Biscuits" are like round Graham Crackers (but not as good). An American biscuit is a bread, and apparently close to a *savo[u]ry* scone? It is not sweet; it's just bread.
Here in the states we have *all the ice cream* so yes we do have rocky road lol. Also biscuits are like a dense but soft bread that one serves with soup or in a meat stew (usually turkey). Our word for what you in the U.K. call biscuits is cookies.
Matt, I'd highly recommend getting into mods. I know it's still early but there are already some great mods that fix some of the flaws. The one mod that I feel is basically just a bug fix that should just be copied into the stock files of the game is Sticky Orbit Markers. What is does is it basically just enables you to pin your Ap/Pe values while editing your Maneuver Plan. But there are also some other mods that are basically just Kerbal Engineer for KSP2 and a bunch of other ones that just make the whole experience more enjoyable. I initially said that I wasn't gonna use mods until official mod support came out but they are really helpful so I changed my mind.
Rocky Road definitely exists across the pond, at least in the midwest. Great video
my god this is actually the troll face magnet fishing rod car concept but it's ssto
Day 3 of asking mat to make an interplanetary flying wing SSTO.
the flapping back and forth in the air is from miss aligned roll I think because when you turn of roll control on the control surfaces it stops.
11:29 Look at the kerbals! They be jamming to some music🤣
According to my calculation your deltaV after your craft entered the stable orbit around Kerbin was at 153.808 m/s
I will gladly be corrected but I’m pretty sure it’s correct so yeah it really can do anything
I estimated it as around 150km/s when he left Kerbin's atmosphere. Can you share your calculations? I want to see which one of us got it right.
@@chrisgaming9567
I think it would entail we are both right since 150km/s
And 153.000 m/s are the same in essence xD
A difference of 3000m/s is a lot in terms of DeltaV but with this craft it doesn’t matter really xD
1020m/s before orbital burn
2308m/s after orbital burn and a reading of only 12m/s used for the Maneuver
1288/12. (Calculated true deltaV for every shown unit of DeltaV)
107,33 deltaV for every unit times the remaining shown deltaV of the craft 1433
Equals to 153.808
@@michaelr3950 My method was this: During the segment of the trans-Jool injection lasting from the first frame of 6:53 to the first frame of 6:59, the craft's speed increased by 1764 m/s while the listed Dv dropped by 17 m/s. This means that each m/s of listed Dv is worth about 103.8 m/s of real Dv, and so at the time the vessel left Kerbin's atmosphere, it's true Dv was 1445x103.8 = almost exactly 150 km/s. Since we're measuring the Dv from slightly different starting points, and since the listed Dv is rounded to the nearest m/s, the small difference in results is easy to understand.
All I could think of at 11:30 is Rammstein’s Du Hast, because I could see the Kerbals head banging away in the upper right of the screen!! 😂😂😂
I’ve been getting around the missing orbit line by clicking out of the maneuver node and checking my periapsis around the target body. Then adjust at the end of the burn until I get the periapsis I want,
Also, there is a way to deal with a different glitch where your orbit line never shows up in the flight preventing you from doing a maneuver node. The game in that case thinks you are still on the launch pad. You can go into the save file and change the vessel status from landed to orbiting. I google searched for that solution.
It seems like the part detaches from the craft, but is still considered part of the craft. That causes the camera glitch because the camera focuses on the center of your vehicle. They really need to fix this and the VAB bug.
Matt and SSTOs, name a more Iconic duo, I'll wait!
Mhmm maybe Matt and the Kraken xd
Nice video as always dude!
The quickest way to copy the craft file is to press "duplicate" so that you get a new window to right-click code and select "select all" then you can copy and paste it into your KSP 2 VAB
I hear that ksp 1 music! Music to my ears
Good to learn about a way to make spaceplanes, i cant wait to try it out
So, KSP 2 is so broken the only way to effectively play it is through an exploit?! I wonder if the "front office" is happy with their decision for an early release.
* Lands on Tylo and destroys the engine *
* pause *
* Blunderbirds intro *
This hack rocks. I wouldn't mind a whole host of vehicles that take advantage of the game's current issues instead of trying to making things work as is. Great video.
1:57 WHAT IN THE GLATANUS SUBSTANCE IS THAT
glatanus substance moment
Time to call in the blunderbirds & save the crew stuck on Tylo?
It seems a tightly-woven mesh of struts has some effectiveness in deterring kraken attacks as a sort of "strut-chainmail" or "kraken-mail."
That explains why I had to move my flaps away from my engines or they’d run fine until I added flaps then the plane would suddenly stop and start driving backwards!
Rocky road ice cream definitely exists in the US. Very delicious, also awesome ksp video loved it until the end
17:22 We have rocky road here in Oregon, so I'd imagine it's somewhat of an international phenomenon.
14:52 "Hey did anyone chock the wheels...?"
"ghost riding the whip" got a good laugh out of me. Thanks for that
I would love to see like a modular space shuttle heat tile system for the wings and all of the space plane parts. The space shuttle cockpit has heat tiles, but they are only on that one part so it doesn't really look right. If it's just a cosmetic thing that would be cool, but it would be cooler if they were actually functional and ablative.
LOL the rocky road ice cream ramble in the middle was great! XD can confirm that its a thing is the US im from missouri and Rocky road is actually my favorite ice cream.
In America we have Rocky Road ice cream which is a flavor of vanilla or chocolate ice cream with what I guess now are “rocky road biscuits” or little chunks of chocolate, marhsmallows, nuts, and other stuff
Hey Matt, as someone who is planning on starting ksp do you think I should get ksp2 first or get ksp1 to get used to the controls and wait until ksp2 is more stone set aka not as buggy.
Get ksp1 first
Yes we have rocky road in Australia; Its a flavor consisting of chocolate nuts and marshmallows and sometimes other things.
You must have seen my video from last time about the music. Thank you for fixing that!
Can’t wait for multiplayer and space colonies in this game!
I'd love to see you do a grand tour with this craft! I'd do one myself, but my pc can barely run KSP2
Are you ever gonna recreate your first vid, the Eve submarine in KSP2?
hey matt you actually can see your periapsis in another body's SOI, it's just connected to your orbit line instead of being visible around the body. they should add an indicator of where the body will be when you enter it tho cause it's not super clear. if they did that it feels like it'd a step up over how ksp 1 did it imo
I found if I quicksave and quickload on the launch pad, that's a indicator if the ship will survive quicksave Kracken attacks. Going into the VAB and just detaching/reattaching the parts that fell off will fix it. From my testing, when I found a ship that falls apart during quicksave, just adding struts will NOT fix it, the struts will break too, so I'm not convinced adding struts will decrease chance of it happening. Not sure what causes the bug though.
I ran into this bug as well while trying to make a F22, I pressed space and it just took off backwards. Saved it as “bug” for future use
I discovered the jet engine reverse thrust issue naturally aswell. Never concidered using it for an engine or even knew it worked for the rapier in rocket mode though
Haha this is perfect! I am just visiting laythe for the first time in ksp 1 before I go back to ksp 2 to visit and see the difference
KSP2 players are true engineers, when the game is too unstable because of bugs to play normally what do they do? Adapt. They have mastered the bugs as a new form of space flight. Outstanding.
I don’t know if anyone has told you this, but it does show your periapsis when you’re encountering another body. It doesn’t show where it is relative to the other body, but I’d you look at your trajectory around the parent body, it shows Enter SOI and Exit SOI, and between those is the Periapsis. So that should at least let you see how high you’ll be, if not where you’ll be.
not sure if this is the case, but the induced oscillation from the sas with the control surfaces is as if its putting the plane/ssto into a short period oscillation, similar to phugoid oscillation. it is a weird oscillation frequency that affects all planes along the longitudinal axis (tail to nose). In this case its instable so it gets worse and doesnt dampen out
Rocky Road is an Ice cream in the States :) Largely with the same stuff in your biscuit!
(desire for dark chocolate ice cream with crushed walnuts intensifies)
i think the youtuber oobanooba was maybe the first because he uploaded his video earlier than everyone else. but the version he features is slightly different
The classic KSP1 music still gives me the chill, I loved it so much... I hope someone can mod that in eventually.
At least the space part of it. Maybe KSP2 music will grow more on me as I spend more time in it.
Sudden and rapid disassembly ? Weren't they supposed to vanquish the Kraken =p
Also the ship fighting with itself and not keeping straight is super annoying. Just flying to the north pole of Kerbin in KSP2 was trying my patience ><
I hope they fix that soon.
Awesome video, thanks.
As for who the first discoverer is, that's a very difficult question. Stratzenblitz discovered the missing obstructions during a stream and also noticed a potentially drag-reducing behavior with docking ports (which turned out to not be the case, it's simply the fact that it occupied a node - always occupy all your nodes!), so everyone immediately started experimenting with engine obstructions. I focused on nuclear and ion engines, without success. I assume that this rapier kraken drive is the result of that and that multiple people might have discovered it at the same time.
Here is another way to share craft files
1.) Open Run and type %appdata%
2.) Back out of Roaming by clicking AppData in the hard drive location
3.) Open up the LocalLow folder
4.) Open up Intercept Games folder
5.) Open up Kerbal Space Program 2 folder
6.) Open Up Saves folder
7.) Open up SinglePlayer folder
8.) Now select what save you want the craft from
9.) Open up the Workspaces folder in that save folder
10.) There should be 3 files a jpg, json, and a meta file copy those three files and paste them in another workspace in another save folder
11.) Success
This so so efficient, your deltaV whent up when you used fuel XD.