I'm glad this series exists. I'm always seeing people in the KSP community recommend Scott Manley's tutorials, and while I'm sure those tutorials are excellent, they're close to 10 years old by now. I like seeing more recent tutorials.
I just started playing this game, and I wanted to learn as much as I could by myself, but I still had a lot of questions and things that I didn't know that I didn't know. And every question I've had, Mike has a video on it, and it's been super helpful making my builds more efficient, and it's just more fun when you know what you're doing
Experienced player (1400 hours) here; I absolutely love these. While there's nothing fundamentally new here for me, there's definitely been a couple "Oh... now that's a way to do it that I hadn't considered" moments even for me. Example (from last video); pinning the science modules before liftoff, then un-pinning them after they've been run.
Well I took one of my boosters from my current campaign game, replaced a Reliant engine with a Terrier, and you're absolutely right. I got even more out of the lifter dialing the upper stage TWR down to about 0.6. Its ascent is even more like a real rocket now. It's funny how you get stuck doing things a certain way and don't question them. Thanks. Definitely something for a future episode.
i started doing this after just a few hours playing as it got tedious trying to click the modules during uncontrollable sub-orbital flights where i had no SAS xD Im hoping theres a mod that lets me pin these items during first luanch and them being persistent when i retry (which is alot ....) 20 hours in and ive successfully launched my first SS into Low Kerbit Orbit :)
Same. I’ve been playing for a few months now and watching Mike’s videos I’m like “Oh, that’s how I was supposed to do THAT!” You can get very far through trial and error but being successful first time by pre-calculating things is so much more satisfying.
Great series, and great video again. Thanks! To clarify for some why 860 delta was not added twice. Second 860 would be necessary if you want to achieve 80km circular orbit around Kerbin again on way back. But that would be waste of resources when planet has atmosphere, you just hit it on proper angle and it will stop you for free. That's why you need to get orbital around Mun first to land - there is no atmosphere.
I'm exactly the same. I've seen many of Scott Manley's and although they are good, Mike's videos ease you in the game much better in my opinion. I'm finally after a number of years of having it stuck in my libarry, getting the gist of it and enjoying the game
I know I'm late to the game. BUT you sir, have helped me so much. You take complicated concepts and bring them down to a kerbal level understanding. I appreciate all these videos so much. Cheers.
As someone coming back to KSP after 6 years, this is absolutely fantastic! I don't recall if action groups were a thing but wow do they look so nice and simple! Thanks for this series
These are really awesome Videos Mike. Sometimes you need to take a few steps back and start at the basics. I'm in that boat right now. I enjoy these videos A-LOT. Thank you so much for making them. My Landing skills right now are so bad I need a few tips. These vids work.
I just remembered this game a few days ago and I found your videos. It's been SUPER helpful in making me at least decent at the game since my last time playing it. Thank you for these.
GREAT tutorials! Farthest I have been in KSP! Thanks! I modified your rocket a bit by adding a Probodyne OCTO on top of the capsule, then a Z-200 battery pack on top. Then I moved the solar panels over the OCTO and added my Mk16 on top of that. This allowed me to remove on SC-9001 Science Jr. and only need one Mystery Goo containers. This let me put my scientist aboard, orbit the Mun AND Minmus and collect as much science as I could in one trip to each place just by resetting my science! Could not have done it without your great tutorials on Delta-V!
Instructive and entertaining. Thank you very much! These videos are bringing me back into KSP. I've had a lapse after some 1.7.3 save files got slightly too corrupted for me to save, so I did what I do. Deleted the directory, to burn my ships, and restart when I felt KSP was calling me again.
My mind is eating up this information, I can't thank you enough for these. Wonderful teacher, making lessons fun and engaging. I'm following along in career mode taking it slow, even though I've played over 100 hours the past few years. This game doesn't get easier, we just get smarter
i got this game last week and ive played a few hours of sandbox. I built some fairly complex rockets, saturn V an SLS and N1. So i understand a lot of these things and have been to the moon. But these videos are still an immense amount of help
Thanks for the video! I've been playing KSP for 400 hours and never used ISP haha! By playing again and again I noticed which were the most suitable engines for my needs but that's cool to finally see what to look at in order to optimize my spacecrafts!
great series, and good refresher before KSP 2 launches. i know lots of things will change, but its nice to go over the fundamentals again, also holy crap you can macro science with action groups. i never thought of that before, only ever used them to setup solar panel groups to open/close. that is amazing!
This tutorial was pretty helpful! I've been trying to reach the Mun and Minmus, and this tutorial is helping me quite much! I hope you'll keep making these tutorials! ;)
Cool series, Mike. I have not learned an INSANE amount of new stuff (intermediate novice player here) just yet, but the series is great! And some of the tips are really good. Keep up the good work, despite the lackluster view numbers we are seeing here. You do have an audience :)
@@MikeAben I played it a while back and just recently picked it up again. Been watching your content and the hilarious stuff Adminral Andre put out a year ago :)
earned a sub - watched pretty much all of your guides here on KSP - orbited the mun.... i'm doing something wrong, i blow up on returning - re-visiting
i played ksp since before aerodynamics was even a thing, so i have a lot of bad habits and practices that dont apply anymore and this series has been phenominal for correcting these
Sure. On the way back we will enter Kerbin's atmosphere and air resistance will slow us down. If Kerbin didn't have an atmosphere, then I would need 860 m/s of dV to enter into a low orbit about Kerbin.
@@MikeAben Thanks for the reply. I see you mentioned that you are a maths teacher... the experienced lecturer in you is clearly evident in these tutorials.
Thanks Mike for another video with useful information. Speaking of batteries: did You know that most of engines charge batteries while working? In my opinion this 8 solar panels is an overkill 😉 But it looks nice! 😄 Thumb up, anyway! 👍
This may be me being stupid but my delta v budgets always seem too be massive and also I can never get enough booster to get to the 3400 required even with the asparagus staging you suggested. Not sure what I’m doing wrong these videos are such a help and your other playlists keep me inspired.
If your dV numbers in the VAB seem low, the first thing to check is that the dV Tool is set for vacuum. The default is surface. Second, check that the staging is right.
Can you please go through the aerobraking budgets as well please, making excel spreadsheets but i still can't work it out for Duna and Eve to make proper staging rockets per burn
@@MikeAben Hi Mike, as in going through the KSP Delta V map, but a guide that takes off the Delta v needed by aerobraking into Eve, Duna and Laythe etc. And then working out how much to get home after the probe visits are done. Like on the map it says Eve is 13,000 to land but I calculated you need about 4850 if you can fully aerobrake (but I'm not sure if I'll die either and need a retrograde burn to capture first) thanks again :)
Gotcha! Thanks for getting back. That will be a future topic, but I do kinda do it here too. By the delta-v map, when I travel from the Mun to Kerbin, it should cost me 860 m/s for my capture about Kerbin and then 3400 m/s to land, but all that is taken care of through aerobraking and parachutes. With enough thermal protection, you should be able to do the same thing at Eve. The capture around Eve and the landing could easily be nothing.
@@MikeAben Okay thank you! Yeah I can see the mun explanation was really helpful, but now i'm trying to make the game more interesting (as I am now beginning to study space engineering). I'm trying to match up the maths of the proper delta v requirements with aerobraking and what the inclination change actually is (rather than max on the map) so I can make my staging as true to correct as possible without (space junk) and too many failed landing attempts. Just looking at Stage 1 Kerbin 2500 m/s, Second to Circularize and Injection burn to Duna, Eve ? 1000+1100ish. Third probably not needed now if chutes would work, but a third stage would be needed to get to Gilly or Ike, which I think is correct off the map, but you can still save a ton by a high aerocapture and change to land on that moon. Just trying to go to as many planets and moons with one way probes as fast as possible and as dodgy as possible to see if the maths is correct. Especially for career mode when excess fuel and engines are wasted money :D Probably have answered my own question, but would love for you to go through it though for Duna and Eve to start with for others, doesn't have to include the maths of how to get the numbers with radius etc, but kerbal numbers would make it easier :D
@@SarcasticLampr4y I'm not sure if you've found this but I do have a KSP math channel. th-cam.com/play/PLB3Ia8aQsDKgAa9pyjeSDic49oi591zqC.html It goes over a lot of the math behind the delta-v maps including ejection, capture, and inclination change costs. It's by no means complete (no interplanetary yet), but you may find something there that is helpful. Either way, I do plan to get to things you are talking about in the future, but for this series I really am trying to build slowly.
Hi! I'm just following along with this guide and noticed this morning that including the same thermometer and barometer in different action groups will max it out after the first use. So for example in my custom group 01 it will log temp and pressure, but activating my 02, 03, 04...etc groups requires science to be collected. Is there a workaround besides loading the craft with extra thermometers and barometers?
I don't think this has anything to do with action groups. After running an experiment, you can't run it again unless you do one of the following three things. Collect the science via EVA or a science storage container, transmit the science, or reset the experiment which loses the science. I talk about this in detail in this video. th-cam.com/video/GevHTvKkXbk/w-d-xo.html
Did the cost and DV values change from 1.9.1 to now? I have built the ship exactly as shown here, but I the cost is not same, and I get the same DV values only if I remove the solar panels. Any help is appreciated.
They might. It's been a while since I made this video. It wouldn't be a big deal to just keep one of the reports and reset the other. That, or I removed symmetry before making the action groups.
Mike, I followed your tutorial and made a rocket to go to low kerbin orbit. I gave it 3400 m/s of fuel and i got into orbit 80 by 79 km and i still have 800 m/s left over which is a waste of weight and fuel pls tell me what I am doing wrong.
Sorry for the late reply. TH-cam put your comment under review for some reason. I'm not sure that getting into orbit with 800 m/s constitutes doing something wrong. I suspect, though, that the 3400 m/s may be the delta-v at sea level, not in a vacuum.
I am still confused on how isp works. Is higher isp better or worse? Because you said reliant was better at sea level even though isp was higher in vacuum, but then you said Terrier was better in vacuum and it had isp higher then sea level.
Higher the Isp, the more efficient the engine. All rockets are more efficient in a vacuum. When I said the Reliant is better at sea level, I meant it was better than the Terrier. Sorry for the confusion.
@@Tulin258 I recommend using engine plates. You can put engine in like quad positions or Apollo positions and they can also be used as one way seperators
@@MikeAben as informative as your videos así find that in console it has limitations as far as specifically designing of the rockets and charting long distance traveling. But still i still learned allot 🙏
i dont need those smart things. I just build a rocket and it flies to its target destination and back with almost no m/s left(except of the moments when i forget about the parachute)
hey this is pretty cool, quick question. HOW THE FUCK DOES YOUR ΔV GO FROM 1718 TO 1723 WITH NO CHANGES TO YOUR ROCKET????? Edit: it was from removing the monopropellant from the capsule
@@MikeAben oh yeah sorry, I downloaded the file from the description of the next video and I'm slowly taking it apart piece by piece to try and find any differences between it and mine (I'm a complete noob so I have to exactly follow it or i will screw it up) so far I havent found it but I will say so once I do, in case others also have this issue.
1450 m/s... BS I can't do it with 3000 also I had my friend send me a plane he made so there exactly the same and mine hits less than half the speed I got a broken game XD
Well, with the booster, the whole build was 5318 m/s, and I had 239 m/s left on my return. Here's a link to the mission. Maybe you can figure out where things are going wrong. th-cam.com/video/9OMvpSLHm4Q/w-d-xo.html
Up Next: Basic Booster Design - th-cam.com/video/SO59HQ4-loI/w-d-xo.html
I'm glad this series exists. I'm always seeing people in the KSP community recommend Scott Manley's tutorials, and while I'm sure those tutorials are excellent, they're close to 10 years old by now. I like seeing more recent tutorials.
I just started playing this game, and I wanted to learn as much as I could by myself, but I still had a lot of questions and things that I didn't know that I didn't know. And every question I've had, Mike has a video on it, and it's been super helpful making my builds more efficient, and it's just more fun when you know what you're doing
Experienced player (1400 hours) here; I absolutely love these. While there's nothing fundamentally new here for me, there's definitely been a couple "Oh... now that's a way to do it that I hadn't considered" moments even for me.
Example (from last video); pinning the science modules before liftoff, then un-pinning them after they've been run.
Thanks. It's cool how we all have are different ways of doing things.
Well I took one of my boosters from my current campaign game, replaced a Reliant engine with a Terrier, and you're absolutely right. I got even more out of the lifter dialing the upper stage TWR down to about 0.6. Its ascent is even more like a real rocket now.
It's funny how you get stuck doing things a certain way and don't question them. Thanks. Definitely something for a future episode.
i started doing this after just a few hours playing as it got tedious trying to click the modules during uncontrollable sub-orbital flights where i had no SAS xD Im hoping theres a mod that lets me pin these items during first luanch and them being persistent when i retry (which is alot ....) 20 hours in and ive successfully launched my first SS into Low Kerbit Orbit :)
Same. I’ve been playing for a few months now and watching Mike’s videos I’m like “Oh, that’s how I was supposed to do THAT!” You can get very far through trial and error but being successful first time by pre-calculating things is so much more satisfying.
@@MikeAben i just use the science [x] mod
Thank you. Finally, a down to earth ksp series. Clear and to the point. Cheers
You mean down to kerbin?
Great series, and great video again. Thanks! To clarify for some why 860 delta was not added twice. Second 860 would be necessary if you want to achieve 80km circular orbit around Kerbin again on way back. But that would be waste of resources when planet has atmosphere, you just hit it on proper angle and it will stop you for free. That's why you need to get orbital around Mun first to land - there is no atmosphere.
Thank you very much, I needed that explanation!
Have had KSP for years. Your tutorials are finally the trigger for my to get into this game! Thanks!
You bet. The biggest issue with this game is the steep difficulty curve at the start. I'm glad this is helping.
I'm exactly the same. I've seen many of Scott Manley's and although they are good, Mike's videos ease you in the game much better in my opinion. I'm finally after a number of years of having it stuck in my libarry, getting the gist of it and enjoying the game
Oh wow... I feel so dumb about my delta-v budgeting ! Thanks for the great video, I'm so glad I've found your channel
I don't know why you should feel dumb. The game in no way makes it obvious.
I know I'm late to the game. BUT you sir, have helped me so much. You take complicated concepts and bring them down to a kerbal level understanding. I appreciate all these videos so much. Cheers.
As someone coming back to KSP after 6 years, this is absolutely fantastic! I don't recall if action groups were a thing but wow do they look so nice and simple! Thanks for this series
This has got to be one of the best tutorial video series I've ever seen, amazing work and so helpful!
These are really awesome Videos Mike. Sometimes you need to take a few steps back and start at the basics. I'm in that boat right now. I enjoy these videos A-LOT. Thank you so much for making them. My Landing skills right now are so bad I need a few tips. These vids work.
Powered landings are definitely one of the toughest things in the game.
Only tutorials about the game I understand, deserved sub!
I just remembered this game a few days ago and I found your videos. It's been SUPER helpful in making me at least decent at the game since my last time playing it.
Thank you for these.
GREAT tutorials! Farthest I have been in KSP! Thanks! I modified your rocket a bit by adding a Probodyne OCTO on top of the capsule, then a Z-200 battery pack on top. Then I moved the solar panels over the OCTO and added my Mk16 on top of that. This allowed me to remove on SC-9001 Science Jr. and only need one Mystery Goo containers. This let me put my scientist aboard, orbit the Mun AND Minmus and collect as much science as I could in one trip to each place just by resetting my science! Could not have done it without your great tutorials on Delta-V!
I just started playing this game and these tutorials are by far the most helpful
Instructive and entertaining. Thank you very much! These videos are bringing me back into KSP. I've had a lapse after some 1.7.3 save files got slightly too corrupted for me to save, so I did what I do. Deleted the directory, to burn my ships, and restart when I felt KSP was calling me again.
I've taken a number of those kinds of breaks over the years, but the game always sucks me back.
@@MikeAben Always, never fails.
You are fantastic in your explanations. For someone who just picked up ksp, im glad to have found this series
Holy Shit Dude...
I play this Game over 150h but i now learn sooo much and I didn't fall asleep on a KSP Tutorial.
Thank you
I’m on a binge, learning soo much! Thanks!
My mind is eating up this information, I can't thank you enough for these. Wonderful teacher, making lessons fun and engaging. I'm following along in career mode taking it slow, even though I've played over 100 hours the past few years. This game doesn't get easier, we just get smarter
The more you learn, the deeper the trouble you get yourself into.
How is this channel not much bigger!? Such great info
i got this game last week and ive played a few hours of sandbox. I built some fairly complex rockets, saturn V an SLS and N1. So i understand a lot of these things and have been to the moon. But these videos are still an immense amount of help
Thanks for the video! I've been playing KSP for 400 hours and never used ISP haha! By playing again and again I noticed which were the most suitable engines for my needs but that's cool to finally see what to look at in order to optimize my spacecrafts!
great series, and good refresher before KSP 2 launches. i know lots of things will change, but its nice to go over the fundamentals again, also holy crap you can macro science with action groups. i never thought of that before, only ever used them to setup solar panel groups to open/close. that is amazing!
This tutorial was pretty helpful! I've been trying to reach the Mun and Minmus, and this tutorial is helping me quite much! I hope you'll keep making these tutorials! ;)
There will be more in the future. I've got a getting to Minmus video if that helps.
You really did a great service to players making these videos. I've learned so much!
Best videos on KSP hands down!
This serious was awesome. Extremely helpful and well planned out. Liked and subbed
Great video again, Mike!
Thanks to everyone for your encouragement.
Thanks Mike! I'm learning a lot from your videos!
Finally I seem to understand the Delta-V map and this video.
Cool series, Mike. I have not learned an INSANE amount of new stuff (intermediate novice player here) just yet, but the series is great! And some of the tips are really good. Keep up the good work, despite the lackluster view numbers we are seeing here. You do have an audience :)
Thanks. I've been playing this game for years and it never stops teaching me stuff.
@@MikeAben I played it a while back and just recently picked it up again. Been watching your content and the hilarious stuff Adminral Andre put out a year ago :)
clear prescise and easy to understand
KEEP IT UP :)
Thank you for the video! It's an awesome approach to learning the game.
You're a great teacher - thanks!
earned a sub - watched pretty much all of your guides here on KSP - orbited the mun.... i'm doing something wrong, i blow up on returning - re-visiting
Make sure your periapsis on return isn't too low. About 30 km will do. Don't just smack into Kerbin. Also, don't forget a heat shield.
Excellent video, again 👍
i played ksp since before aerodynamics was even a thing, so i have a lot of bad habits and practices that dont apply anymore and this series has been phenominal for correcting these
What a masterpiece of clarity and pedagogy, I bet you're a (good) math teacher (... check other videos ...) I knew it !
Excellent Tutorial. Would you mind explaining why the 860 can be subtracted when coming back though?
Sure. On the way back we will enter Kerbin's atmosphere and air resistance will slow us down. If Kerbin didn't have an atmosphere, then I would need 860 m/s of dV to enter into a low orbit about Kerbin.
@@MikeAben Thanks for the reply. I see you mentioned that you are a maths teacher... the experienced lecturer in you is clearly evident in these tutorials.
@@mrwilson.1 Thanks.
Awesome video, thank you for this series it`s absolutely fantastic!
This guy is so underrated
i have over 1,000 hours in this game and here i am, finally learning how to do this.
Very good work learn a lot here
thank you for making these viedos
Thanks Mike for another video with useful information. Speaking of batteries: did You know that most of engines charge batteries while working? In my opinion this 8 solar panels is an overkill 😉 But it looks nice! 😄
Thumb up, anyway! 👍
Very good job. When are you planning to upload the next 2 tutorials?
Next ep's Saturday, and then hopefully the next Saturday for #9.
Talks about delta-v budget. . . builds Kraken drive. . . Laughs hysterically
whatsup with the heatshield and decoupler between the command pod and service bay, why's that cut out
This may be me being stupid but my delta v budgets always seem too be massive and also I can never get enough booster to get to the 3400 required even with the asparagus staging you suggested. Not sure what I’m doing wrong these videos are such a help and your other playlists keep me inspired.
If your dV numbers in the VAB seem low, the first thing to check is that the dV Tool is set for vacuum. The default is surface. Second, check that the staging is right.
Can you please go through the aerobraking budgets as well please, making excel spreadsheets but i still can't work it out for Duna and Eve to make proper staging rockets per burn
Sorry, I'm not sure what you mean by "aerobraking budgets".
@@MikeAben Hi Mike, as in going through the KSP Delta V map, but a guide that takes off the Delta v needed by aerobraking into Eve, Duna and Laythe etc. And then working out how much to get home after the probe visits are done. Like on the map it says Eve is 13,000 to land but I calculated you need about 4850 if you can fully aerobrake (but I'm not sure if I'll die either and need a retrograde burn to capture first) thanks again :)
Gotcha! Thanks for getting back. That will be a future topic, but I do kinda do it here too. By the delta-v map, when I travel from the Mun to Kerbin, it should cost me 860 m/s for my capture about Kerbin and then 3400 m/s to land, but all that is taken care of through aerobraking and parachutes. With enough thermal protection, you should be able to do the same thing at Eve. The capture around Eve and the landing could easily be nothing.
@@MikeAben Okay thank you! Yeah I can see the mun explanation was really helpful, but now i'm trying to make the game more interesting (as I am now beginning to study space engineering). I'm trying to match up the maths of the proper delta v requirements with aerobraking and what the inclination change actually is (rather than max on the map) so I can make my staging as true to correct as possible without (space junk) and too many failed landing attempts. Just looking at Stage 1 Kerbin 2500 m/s, Second to Circularize and Injection burn to Duna, Eve ? 1000+1100ish. Third probably not needed now if chutes would work, but a third stage would be needed to get to Gilly or Ike, which I think is correct off the map, but you can still save a ton by a high aerocapture and change to land on that moon.
Just trying to go to as many planets and moons with one way probes as fast as possible and as dodgy as possible to see if the maths is correct. Especially for career mode when excess fuel and engines are wasted money :D Probably have answered my own question, but would love for you to go through it though for Duna and Eve to start with for others, doesn't have to include the maths of how to get the numbers with radius etc, but kerbal numbers would make it easier :D
@@SarcasticLampr4y I'm not sure if you've found this but I do have a KSP math channel.
th-cam.com/play/PLB3Ia8aQsDKgAa9pyjeSDic49oi591zqC.html
It goes over a lot of the math behind the delta-v maps including ejection, capture, and inclination change costs. It's by no means complete (no interplanetary yet), but you may find something there that is helpful.
Either way, I do plan to get to things you are talking about in the future, but for this series I really am trying to build slowly.
Hi! I'm just following along with this guide and noticed this morning that including the same thermometer and barometer in different action groups will max it out after the first use. So for example in my custom group 01 it will log temp and pressure, but activating my 02, 03, 04...etc groups requires science to be collected. Is there a workaround besides loading the craft with extra thermometers and barometers?
I don't think this has anything to do with action groups. After running an experiment, you can't run it again unless you do one of the following three things. Collect the science via EVA or a science storage container, transmit the science, or reset the experiment which loses the science. I talk about this in detail in this video.
th-cam.com/video/GevHTvKkXbk/w-d-xo.html
@@MikeAben Thanks for the swift reply! It's been a long time since I've played!
Wonderful, cheers.
Did the cost and DV values change from 1.9.1 to now? I have built the ship exactly as shown here, but I the cost is not same, and I get the same DV values only if I remove the solar panels.
Any help is appreciated.
How do your action groups for the goo and the other science not double up when you used the double symettry?
They might. It's been a while since I made this video. It wouldn't be a big deal to just keep one of the reports and reset the other. That, or I removed symmetry before making the action groups.
when selecting what to put in the custom actions groups it auto puts both in because of symmetry and i only want one
Right click on the part and click "remove from symmetry".
@@MikeAben thanks I’m building your booster now I’m loving these tutorials
Can you calculate or estimate needed DELTA V without outside sources. First time playing and want it to be stock/no guide ish.
Absolutely. I have a whole math series on it.
th-cam.com/play/PLB3Ia8aQsDKgAa9pyjeSDic49oi591zqC.html
@@MikeAben ty
I just use a delta v map and budget 400-600 m/s delta v extra just incase, always works out fine.
Mike, I followed your tutorial and made a rocket to go to low kerbin orbit. I gave it 3400 m/s of fuel and i got into orbit 80 by 79 km and i still have 800 m/s left over which is a waste of weight and fuel pls tell me what I am doing wrong.
Sorry for the late reply. TH-cam put your comment under review for some reason. I'm not sure that getting into orbit with 800 m/s constitutes doing something wrong. I suspect, though, that the 3400 m/s may be the delta-v at sea level, not in a vacuum.
As someone who teaches large groups. Do you work as a teacher/trainer IRL?
Yup. Retired high school teacher.
@MikeAben I love using the sandwich method.
1- Tell them what you're gonna teach them.
2- Teach them that.
3- Tell them what you taught them.
I am still confused on how isp works. Is higher isp better or worse? Because you said reliant was better at sea level even though isp was higher in vacuum, but then you said Terrier was better in vacuum and it had isp higher then sea level.
Higher the Isp, the more efficient the engine. All rockets are more efficient in a vacuum. When I said the Reliant is better at sea level, I meant it was better than the Terrier. Sorry for the confusion.
@@MikeAben thanks for the response.
@@Tulin258 I recommend using engine plates. You can put engine in like quad positions or Apollo positions and they can also be used as one way seperators
Thanks Q
To copy parts on console it's (Playstation : Hold Square + X) (Xbox : Hold X + A)
quick question. I play this game on PS4 (dont hate me) and I was wondering if the same setting applications apply for console as for PC?
I'm sorry, I'm not familiar enough with the console version to answer that.
@@MikeAben as informative as your videos así find that in console it has limitations as far as specifically designing of the rockets and charting long distance traveling. But still i still learned allot 🙏
Damn thats why i cant go moon and back, i didnt change to vacuum
I’m just getting into this game I’ve seen a few different videos these are astronomically better
i dont need those smart things.
I just build a rocket and it flies to its target destination and back with almost no m/s left(except of the moments when i forget about the parachute)
All I went by was "more dv is better".. Which led to some over-engineered ships of course. Lol
I suddenly feel like i know how to play this game! (I have >100 hours 😭)
0:35 whoops.
hey this is pretty cool, quick question. HOW THE FUCK DOES YOUR ΔV GO FROM 1718 TO 1723 WITH NO CHANGES TO YOUR ROCKET?????
Edit: it was from removing the monopropellant from the capsule
It would help if you point out when that happens. One possibility is that I removed the monoprop from the capsule.
@@MikeAben oh yeah sorry, I downloaded the file from the description of the next video and I'm slowly taking it apart piece by piece to try and find any differences between it and mine (I'm a complete noob so I have to exactly follow it or i will screw it up) so far I havent found it but I will say so once I do, in case others also have this issue.
@@MikeAben yeah it was the monoprop, sorry for getting intense, I love your vids btw
@@jagaimo3484 No worries. 5 m/s is hardly critical. Don't forget the weight of the kerbal and their gear will factor in as well.
Hey maybe don’t jump ahead of stuff u do that too much and I’m behind and I don’t know what to do because you EXPECT us to have it
If you could provide a specific example, this comment could actually be useful.
1450 m/s... BS I can't do it with 3000 also I had my friend send me a plane he made so there exactly the same and mine hits less than half the speed I got a broken game XD
Well, with the booster, the whole build was 5318 m/s, and I had 239 m/s left on my return. Here's a link to the mission. Maybe you can figure out where things are going wrong.
th-cam.com/video/9OMvpSLHm4Q/w-d-xo.html
Beginner my ass. Jesus christ
Work through it slowly .. it's not a game you can pick up in 10 minutes
LOL. This is a beginner tutorial. This game probably just isn’t for you😂