I just felt so bad on this episode. I was screaming the whole time "Turn off physwarp for the love of Jeb!!!" But you couldn't hear me. And then all that beautiful work exploded. I cried for you.
Sorry if you already know this xD but he's saying the reason that your ships are breaking is because you're using physics warp, it doesn't just speed up time, it speeds up... or maybe increases the effects of physics at the same time. (i don't know why squad has it like that) so essentially physics warp is causing your parachutes to encounter two times the usual effects of opening therefore causing them to rip off.
I switched them, Top Kerbals projected render time is... VERY VERY long. Too long to release this week but it'll nicely fall around the 20k sub mark. :D
No, Dudbur died. He was captured at the end of episode 13. Several people seem confused over this though so guess I must have screwed up conveying the narrative. Although I'm not sure how. I'll be keeping it in mind for next time though.
Top Kerbal will be next week, this episode happens at the same time. I had to swap them around as the render time for Top Kerbal far exceeds the time I had. Far.
This episode is the first to feature an attack craft that has anything beyond a relatively short-range capability. It sets the scene for the third series which might well involve the militarization of space a-proper. ;)
1st vessel got down fine. 2nd vessel wasn't on time acceleration. 3rd was never going to get down really, drogue parachutes don't rip vessels apart really. 4th probably shouldn't have been on time warp. Also, I only redo ridiculous physics bug for those asking. These weren't ridiculous.
You might want to watch the point where the second one bugs out a little more close. There is no physics warp on there. Probably should have with the other two though.
This is the most hilarious KSP video I've seen in a while. (Sorry, but as you surely know, schadenfreude and seeing spaceships suffer various glitches leading to the spontaneous vehicle disassembly is highly entertaining ;-) ). You've done a great job with this series, I hope you continue with it :-) Plus, it is very refreshing to listen to someone who knows things about space/technology, as opposed to all the dumb people on youtube playing KSP without a clue of how things works and why.
They aren't command pods so they are 'flyable'. Also they'd have re-entered spread out so that they would have impacted without calculating the parachute physics. It was a nice idea IRL.
i like it :D keep it up. it felt like a real life thing that not everything goes how you expect it. some things work as planned and some just burn before your eyes after hours of work.
TheDelta07sev that doesnt make sense, because episode 16 does not address the ending of episode 14... which makes me feel like an episode is definitely missing.
Gaming With Jessika i dunno, all there would be between the two would be a transfer, which wouldn't take up and entire episode and it would make sense to be done of screen. i know ep2 was taken down, but i think that was it
What a really really really depressing episode... You know you had time warp on during every landing attempt? That could have had something to do with the parachutes ripping everything to pieces...
6. I do incase it crashes but as a rule I DO NOT and NEVER WILL redo things just because I don't like how they turned out unless there is some horrendous physics glitch. I do not save scum. And the story is made to be dynamic. That's the fun!
That depends on where the issue is and there is no way I would be able to accurately and reliably describe the entire process of launch through to munar orbit in a youtube post. Although a first time video series might be interesting, advice for starting from the ground up. Er, literally!
I believe the reason why the hab module was going nuts on you is because the rockets were in line of affect with the hitbox on the rest of the unit. The fact that during descent something broke off without anything else going wrong is a pretty clear indication of this. Just put the rockets further out.
I love how optimistic you were up to about 3/4 of the way through. Oh the rover crashed... push on!!! Hmm the living pod smashed into the ground. Minor set backs!!! Well damn the drill rigs gone now too. Screw you guys I'm going home. Lol
I think the reason symetrical objects like to veer is because when you put something perfectly symetrical in a place where things like wind and gravity and terain effect the object it is amplified because the wind if it is slighty further to the side and they weigh exactly the same it will veer that much more same in outer space if the orbit is slightly sharper on one side it veers extremely but this is just a hypothesis.
There is a bug in KSP where if a gimbaled engine is above the center of mass it doesn't reverse the gimbal controls. This means that the engines above center of mass actually make things worse, exaggerating any minor physics shift, even if a ship is perfectly symmetrical. That's why things were spinning out of control, those engines on the top of that ship have a vectored thrust of 2.0 if I remember right. About the worst place to put those unfortunately.
I have an idea why its spinning at 16:30 the fuel lines may also work as "small struts" and they are not symmetrial maybe try building one pipe from each side
1. The extraplanetary landing pad is a bitch to land. I doubted it from the start, but worth a try. 2. TW wasn't on for 1 of the 3 fails despite people blaming it. 3. I got enough crashes as it was, no more parts! :P 4. I did, seems something went dodgy. I checked the playback and there is a few frames of freeze which can indicate a physics... 'super-happy-fun-time'. 5. Orbit isn't a problem, and everything was tested (there was an entire video of this).
When placing parts with symmetry KSP seems to create an imaginary weight on the placed parts that the mirrored parts don't have, causing the COM to be slightly off in flight (though not in editor). To fix this, add some weight on the opposite side from the placed part or build your ships alternating the placement of parts.
The centre of mass needs to be as close to the centre of thrust as possible to be stable, the further away it is from the centre of thrust, the less stable the craft will be. Adding counter weights or extra fuel can help.
1. I do not have any sort of obligation to provide you with content. 2. I only get a meagre pay for those episode that are uploaded so if I do not upload I have good reason. 3. I had good reasons that prevented me uploading. If you feel let down enough that these very good reasons are not good enough for you then I suggest not watching any more of my videos. That way you won't be disappointed next time I unavoidably cannot upload a video. P.s. The story is dynamic, the gameplay changes it.
hello enter elysium i love your videos they are hilarious and really awesome my brother could definitely use tips on how to play this game properly cause he can't even go to the moon XD and i'm glad you actually respond to your comments cause other famous youtubers don't usually
come to think of it its probably the center of thrust being too high up your ship cause when i modified my ship and put the thrusters people the ship it handled like a charm, like charm when compared to a rock but hey that's what you get when you have a huge rocket.
Much like the center of lift needs to be behind the center of mass, the center of thrust always needs to be under the center of mass. Otherwise tiny random variables will be multiplied and they'll be no counteraction - (forcing your craft to spin out of control)
i think the reason why the ship spun was though engines. my Apollo ship with the LV45 engine and worked fine but when i wanted to have more space i equipped though engines and my craft became a spinning top.
That spinning is happening because the KSP engine calculates thrust incorrectly when your CoT is above your CoM. I had the same spinning, and in my testing simply moving the CoT below the CoM fixed the spinning. Unfortunately that kind of eliminates tall skycrane setups like these :P
suggestions: 1. It seems that the best bet would be to and build launch the ships in space... is that possible? If so, then you could have a system of reusable lander miners in order to get Kethane and ore. It wouldn't be as efficient, but it would solve the problem of landing it. 2. Pre fill the launch pad with ore so that you can manufacture replacements, or even just have enough ore that you can build the miners on duna. 3. if 1. is possible, maybe do it for Kebin as well?
The only thing I've learned with World War K. All KSP mods except for BD Armoury and MechJeb don't work. They're almost impossible to control, blow up for no reason and crash the game like there's no tomorrow.
I don't know why the flipping around is happening but everytime i have the engine pods on the front of the ship instead of the back the same thing happens to me so i suggest you just put the engines on the back and see how that goes.
Lining up the missile shots might be an issue. I propose the use of un-manned large smart missiles that can be controlled from the space station on kerbal. Less misses and a bigger boom.
It was spinning because of the symmetry the engines were in the symmetry of three which means in one area there is more thrust than another causing it to flip
they symmetry issue is due to the fact that a base ten number system doesn't play nice when divided by 3 so, triple symmetry designs are slightly off balance.
I saw tons of things breaking while under physics warp. The rover and the launch pad broke under physics warp being active. Physics warp is known to break things...
I think the reason is that the mass on H.O.M.E modules are offset, and using 3 engines make it not handle the different mass amounts. Usually, 4 is the magic number (not three, they lied to you in that song) and will usually keep you safe :)
Elysium, I have several duplicated installs of ksp, in a different directory to steam, which can't be updated, but I can still update through steam. You might want to try that.
The problem is that the engines are above the actual module as I had the same problem when I launcher a bow into space with engines above it, and I used the same engines
In the next episodes Emperor Elysium needs to be moved from his palace a safer place, as it is under attack, so he goes on Air Elysium One (NOT AIR FORCE ONE) to a safe house. Meanwhile, you should drop supplies for the Kerbal stuck on Duna so he has food, water, etc.
I remember that you said something about this being as realistic as posible, there is a life support mod, and hey, it can spice things up for gameplay as well, i use it for my advanced space program.
Two reasons not to: 1. You'd never be able to get an accurate landing site without trial and error. 2. They shouldn't be able to be deployed in space reliably, it kind of an exploit/hasn't been written out of the game since it's in development. At least as far as I understand how it is done IRL.
as for the spinning: I think it might have been caused by how you arranged the boosters. they could be aimed slightly outward (so you can use them for a slightly more stable thrust) and you placed them on the same side of all the supports. 4x slightly outward with no countering force = spinspinSPIIIIN! next time see if it works if you place them on both sides of the support beams
I just felt so bad on this episode. I was screaming the whole time "Turn off physwarp for the love of Jeb!!!" But you couldn't hear me. And then all that beautiful work exploded. I cried for you.
Sorry if you already know this xD but he's saying the reason that your ships are breaking is because you're using physics warp, it doesn't just speed up time, it speeds up... or maybe increases the effects of physics at the same time. (i don't know why squad has it like that) so essentially physics warp is causing your parachutes to encounter two times the usual effects of opening therefore causing them to rip off.
'One small step for Kerbin. One giant leap for Kerbinkind.'
Also it looks like the Elyssian empire is losing at everything.
Technically it is "Kerbalkind" not "Kerbinkind" but it would seem like it should be "Kerbinkind"
Jack Siegel Al's and In's, This will no doubt create a slit In the KSP community XD
braza117 lol
Jack Siegel
braza117 lol
Braza117 lol
Thank you. Most of my focus this week and next is/will be on Top Kerbal, that thing has been eating my life.
I may do in future actually! Thinking about doing one in maybe 2 weeks or so... perhaps. Just a guess.
I switched them, Top Kerbals projected render time is... VERY VERY long. Too long to release this week but it'll nicely fall around the 20k sub mark. :D
No, Dudbur died. He was captured at the end of episode 13. Several people seem confused over this though so guess I must have screwed up conveying the narrative. Although I'm not sure how. I'll be keeping it in mind for next time though.
Top Kerbal will be next week, this episode happens at the same time. I had to swap them around as the render time for Top Kerbal far exceeds the time I had. Far.
This episode is the first to feature an attack craft that has anything beyond a relatively short-range capability. It sets the scene for the third series which might well involve the militarization of space a-proper. ;)
1st vessel got down fine. 2nd vessel wasn't on time acceleration. 3rd was never going to get down really, drogue parachutes don't rip vessels apart really. 4th probably shouldn't have been on time warp.
Also, I only redo ridiculous physics bug for those asking. These weren't ridiculous.
Indeed, we still have some parts in orbit however there wasn't much left of the NAT ship, but it's not a bad idea.
You might want to watch the point where the second one bugs out a little more close. There is no physics warp on there.
Probably should have with the other two though.
This is the most hilarious KSP video I've seen in a while. (Sorry, but as you surely know, schadenfreude and seeing spaceships suffer various glitches leading to the spontaneous vehicle disassembly is highly entertaining ;-) ). You've done a great job with this series, I hope you continue with it :-)
Plus, it is very refreshing to listen to someone who knows things about space/technology, as opposed to all the dumb people on youtube playing KSP without a clue of how things works and why.
They aren't command pods so they are 'flyable'. Also they'd have re-entered spread out so that they would have impacted without calculating the parachute physics.
It was a nice idea IRL.
I love the storytelling aspect of this series.
i like it :D keep it up. it felt like a real life thing that not everything goes how you expect it. some things work as planned and some just burn before your eyes after hours of work.
is Episode 15 gone forever? much disappoint.
Episode 15?, there was an episode 15!!??
ThePppp89 i don't think there was, if i remember correctly there was never a 15
it was a numbering error.
TheDelta07sev that doesnt make sense, because episode 16 does not address the ending of episode 14... which makes me feel like an episode is definitely missing.
Gaming With Jessika i dunno, all there would be between the two would be a transfer, which wouldn't take up and entire episode and it would make sense to be done of screen. i know ep2 was taken down, but i think that was it
+Sam Ep 15 was taken down too. It was the episode where EE sends his carrier to destroy a hangar or something.
The voyage to Duna and back is a long trip, we need Jeb!
What a really really really depressing episode...
You know you had time warp on during every landing attempt? That could have had something to do with the parachutes ripping everything to pieces...
i cant believe the patience you have, i'd be screeming at the computer screen!!
6. I do incase it crashes but as a rule I DO NOT and NEVER WILL redo things just because I don't like how they turned out unless there is some horrendous physics glitch. I do not save scum. And the story is made to be dynamic. That's the fun!
That depends on where the issue is and there is no way I would be able to accurately and reliably describe the entire process of launch through to munar orbit in a youtube post. Although a first time video series might be interesting, advice for starting from the ground up. Er, literally!
I think that your videos are amazing! Please never stop making them :)
I had a similar problem with one of my frigates spinning. It had three engines, and would always dip. Changed to 4 and it was fine. Just a thought!
I believe the reason why the hab module was going nuts on you is because the rockets were in line of affect with the hitbox on the rest of the unit. The fact that during descent something broke off without anything else going wrong is a pretty clear indication of this.
Just put the rockets further out.
The launchpad was ALWAYS going to be a bit derpy at best.
I love how optimistic you were up to about 3/4 of the way through. Oh the rover crashed... push on!!! Hmm the living pod smashed into the ground. Minor set backs!!! Well damn the drill rigs gone now too. Screw you guys I'm going home. Lol
They have all of those... did you not watch the building...?
I think the reason symetrical objects like to veer is because when you put something perfectly symetrical in a place where things like wind and gravity and terain effect the object it is amplified because the wind if it is slighty further to the side and they weigh exactly the same it will veer that much more same in outer space if the orbit is slightly sharper on one side it veers extremely but this is just a hypothesis.
There is a bug in KSP where if a gimbaled engine is above the center of mass it doesn't reverse the gimbal controls. This means that the engines above center of mass actually make things worse, exaggerating any minor physics shift, even if a ship is perfectly symmetrical. That's why things were spinning out of control, those engines on the top of that ship have a vectored thrust of 2.0 if I remember right. About the worst place to put those unfortunately.
I have an idea why its spinning at 16:30 the fuel lines may also work as "small struts" and they are not symmetrial maybe try building one pipe from each side
Inside the home modules are objects which change the weight to one side even if it is symmetrical on the outside.
1. The extraplanetary landing pad is a bitch to land. I doubted it from the start, but worth a try.
2. TW wasn't on for 1 of the 3 fails despite people blaming it.
3. I got enough crashes as it was, no more parts! :P
4. I did, seems something went dodgy. I checked the playback and there is a few frames of freeze which can indicate a physics... 'super-happy-fun-time'.
5. Orbit isn't a problem, and everything was tested (there was an entire video of this).
When placing parts with symmetry KSP seems to create an imaginary weight on the placed parts that the mirrored parts don't have, causing the COM to be slightly off in flight (though not in editor). To fix this, add some weight on the opposite side from the placed part or build your ships alternating the placement of parts.
The centre of mass needs to be as close to the centre of thrust as possible to be stable, the further away it is from the centre of thrust, the less stable the craft will be. Adding counter weights or extra fuel can help.
Duna is cursed. I never could land on it perfectly...and when I did, only the cockpit survived.
1. I do not have any sort of obligation to provide you with content.
2. I only get a meagre pay for those episode that are uploaded so if I do not upload I have good reason.
3. I had good reasons that prevented me uploading.
If you feel let down enough that these very good reasons are not good enough for you then I suggest not watching any more of my videos. That way you won't be disappointed next time I unavoidably cannot upload a video.
P.s. The story is dynamic, the gameplay changes it.
I congratulate you, you managed to balls up every landing
I just noticed you say "stay shiny", I approve of this very much!
Pah, remote missiles are OP and no fun! Plus you'd have nothing to watch other than us firing a missile... and that's it!
And this is why quicksave is my new favorite feature
can someone please tell me what happened in episode 15 because I missed it so leave a detailed comment
Bogus Copyright Claims....
hello enter elysium i love your videos they are hilarious and really awesome my brother could definitely use tips on how to play this game properly cause he can't even go to the moon XD and i'm
glad you actually respond to your comments cause other famous youtubers don't usually
come to think of it its probably the center of thrust being too high up your ship cause when i modified my ship and put the thrusters people the ship it handled like a charm, like charm when compared to a rock but hey that's what you get when you have a huge rocket.
Much like the center of lift needs to be behind the center of mass, the center of thrust always needs to be under the center of mass. Otherwise tiny random variables will be multiplied and they'll be no counteraction - (forcing your craft to spin out of control)
Accidental but happy coincidence!
i think the reason why the ship spun was though engines. my Apollo ship with the LV45 engine and worked fine but when i wanted to have more space i equipped though engines and my craft became a spinning top.
That spinning is happening because the KSP engine calculates thrust incorrectly when your CoT is above your CoM. I had the same spinning, and in my testing simply moving the CoT below the CoM fixed the spinning. Unfortunately that kind of eliminates tall skycrane setups like these :P
where was #15
You should have a backup pod, engine, and a parachute
what you made the rover with what mod im still looking for it
Well I /was/ going to give up and go home with the last module... :(
suggestions:
1. It seems that the best bet would be to and build launch the ships in space... is that possible? If so, then you could have a system of reusable lander miners in order to get Kethane and ore. It wouldn't be as efficient, but it would solve the problem of landing it.
2. Pre fill the launch pad with ore so that you can manufacture replacements, or even just have enough ore that you can build the miners on duna.
3. if 1. is possible, maybe do it for Kebin as well?
I agree with TheSolarWinter that physics warp and parachutes don't mix. Even a stable vessel can come apart like that.
The only thing I've learned with World War K. All KSP mods except for BD Armoury and MechJeb don't work. They're almost impossible to control, blow up for no reason and crash the game like there's no tomorrow.
love your videos keep up the great worked i sub! :) i was searching for something on this game and found yours :) love the series ^^
I don't know why the flipping around is happening but everytime i have the engine pods on the front of the ship instead of the back the same thing happens to me so i suggest you just put the engines on the back and see how that goes.
Lining up the missile shots might be an issue. I propose the use of un-manned large smart missiles that can be controlled from the space station on kerbal. Less misses and a bigger boom.
It was spinning because of the symmetry the engines were in the symmetry of three which means in one area there is more thrust than another causing it to flip
the fuel lines are entities so if all the fuel line are all shifted to the left then it will rotate to the left 11;00
EnterElysium If the craft starts to tip decrease the thrust limiter on the side that is going up.
they symmetry issue is due to the fact that a base ten number system doesn't play nice when divided by 3 so, triple symmetry designs are slightly off balance.
Could you make a viedio how it begun the war with the other empires?
Just wanna see how it happens
this series is better than some war movies
I saw tons of things breaking while under physics warp. The rover and the launch pad broke under physics warp being active. Physics warp is known to break things...
It's not so bad on my PC generally. I have a fairly good spec though.
Love the series EnterElysium.
I think the reason is that the mass on H.O.M.E modules are offset, and using 3 engines make it not handle the different mass amounts. Usually, 4 is the magic number (not three, they lied to you in that song) and will usually keep you safe :)
you derped up on this one with the physical warp and time warp on while you opened your chutes i feel like this deserves a redo
Elysium, I have several duplicated installs of ksp, in a different directory to steam, which can't be updated, but I can still update through steam. You might want to try that.
The problem is that the engines are above the actual module as I had the same problem when I launcher a bow into space with engines above it, and I used the same engines
back from camp and now i get to watch all your vids :D
Aerodynamics? The issues happened in space to. :P
At this point, the Elysian Empire fails so often, they're getting hard to root for.
It could be sped up video footage. I don't know either way, it's not illogical to assume he leaves time warp on.
It's probably because your center of mass is off, and that you may need to shift a few things to one side to even the weight
The gun mod the gat cannon is working again so maybe get that back?
love the series its like a tv show
try using the engine power with the parachutes to slow your landing down. or try using the hovercraft tec from the north to land
KSP is a 32-bit program...
I thought, when driving rovers and land craft, you should switch to docking mode?
In the next episodes Emperor Elysium needs to be moved from his palace a safer place, as it is under attack, so he goes on Air Elysium One (NOT AIR FORCE ONE) to a safe house. Meanwhile, you should drop supplies for the Kerbal stuck on Duna so he has food, water, etc.
Back at Kerbin:
Elysium space directer- ''Do you know how much those cost...?''
I have to say, Elysium is a good storyteller!
I remember that you said something about this being as realistic as posible, there is a life support mod, and hey, it can spice things up for gameplay as well, i use it for my advanced space program.
The Doctor.
You need to make a standalone serie called "Jeb Badass" and show Jeb doing badass stuff :D
If possible I suggest sending those modules that failed to work properly in single form to duna
Normally a what makes symmetrical thing spin is either fuel imbalance or different drag across the craft, otherwise it might b the mods
Half the ships didn't have physics warp on. -_-
It's the radial engines that causes the spin, happens in my games too.
This is a better way to leave feedback for those of you who don't know what polite means.
engines placed in front of the center of weight have reversed gimbaling btw
the ONLY fail that did not have time acceleration on was the home module. all of the rest had it on.
Hi, welcome to my channel. Here's a warning: be more polite in future. EE.
Two reasons not to:
1. You'd never be able to get an accurate landing site without trial and error.
2. They shouldn't be able to be deployed in space reliably, it kind of an exploit/hasn't been written out of the game since it's in development. At least as far as I understand how it is done IRL.
as for the spinning: I think it might have been caused by how you arranged the boosters. they could be aimed slightly outward (so you can use them for a slightly more stable thrust) and you placed them on the same side of all the supports. 4x slightly outward with no countering force = spinspinSPIIIIN!
next time see if it works if you place them on both sides of the support beams
@EnterElysium if your machinery breaks for no reason like it just did then use hyperedit to get another one there
you do know that if you deploy the parachutes earlier youd probably survive
you can deploy them in space and it helps alot
18:12 the song is The Secession - End Game right?