Kerbal Space Program [1.1.2] - Ep 51 - First Satellites To Duna - Let's Play
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http://hottipsmedia.com/2016/06/16/kerbal-space-program-1-1-2-ep-51-first-satellites-to-duna-lets-play/ Conquering Kerbal Space Program EPISODE 51: In this episode, we're launching our first satellites to Duna! The ultimate goal of my Conquering Kerbal Space Program series is to put a fully 100% self-sufficient base (closed-loop) on the surface of every planet in the stock solar system (orbital station on gas giant). We're running with TAC Life Support and RemoteTech as well, to spice up the difficulty here. ---------- New Website: http://hottipsmedia.com Support HotTips! on Patreon: http://patreon.com/HotTips Conquering KSP Playlist: https://www.youtube.com/playlist?list=PLsBoF66x4ZmAMbs-BAIYv6rjs5txolj6m New Episodes will be posted here when they are edited and available, and may take different forms and pace as time goes on. A link to a full post covering the episode will be linked as the first thing in this description if available. Kerbal Space Program isn't your typical game, and as we're going to find out together, it's a real challenge, and it doesn't hold your hand or tell you really how to do anything... and that's what I LOVE about this! SAVE MONEY ON KERBAL SPACE PROGRAM by buying it on Kinguin. I'll receive a commission on this link, and you receive the full game for way less! http://www.kinguin.net/category/4265/kerbal-space-early-access-steam-key/?r=11604 STEAM Store Link: http://store.steampowered.com/app/220200/ KSP Store: https://kerbalspaceprogram.com/kspstore/ I hope you enjoy this series as much as I do. This will be a heavily modded play-through with the new KSP 1.1.x version, in 64-bit mode! Woot! Mod list is located at http://hottipscentral.com/ksp-mods/ and may change as time goes on. The mod list will always be updated to what I'm using in the latest recording (not upload), and may not actually reflect the mods active in individual videos. PC SPECS: MB: ASUS X99-Deluxe/3.1 CPU: Intel i7-5930K OC @4.2ghz Cooler: Corsair H100i GTX Liquid Cooler RAM: 32GB G.Skill Ripjaws V series DDR4 Video Card: Asus Geforce GTX 980ti Matrix Platinum (6GB) PSU: Corsair 1000W 80+ Platinum Storage: 2X Sandisk SSDs = 1.3TB total Follow Charlie on Twitter and Facebook: http://twitter.com/charliepryor http://facebook.com/charliepryor Like HotTips: http://facebook.com/HotTips On Twitter: http://twitter.com/HotTipsMedia ---------- This gaming footage contains commentary for educational purposes, and is used and monetized under the publicly expressed permission by Squad, the developers and copyright holders of Kerbal Space Program, as stated in item 1 under the Miscellaneous section of their FAQ: https://kerbalspaceprogram.com/faq.php. SQUAD Logo and gaming footage may be used, as stated by Squad Staff on their public forums and website: http://forum.kerbalspaceprogram.com/index.php?/topic/48659-question-about-youtubeksp-recordings/
Comments
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I love your channel and just started watching it. I know this is a long time ago but if you look at the better burn time you see the counter count down while you where in time warp
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I know this is a bit late, but is it possible the flight computer is missing/over shooting cause you set the node before decoupling? so its a burn for a heavier vessel then you end up burning for? or is that not a factor.
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Its burning early, so it doesn't burn it all after the node, good way to screw up your node burns doing that :P Also, if you're wanting precise burns from the computer, you better use Mechjeb for it, flight computer is great when you don't have connection, but just using the burn execute feature in MJ, its about a million times better at it and can be insanely precise.
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Actually, in regards to the burning right away, they are correct. If you're ship isn't designed well aerodynamically, or mass is off whack from the lift, then it wont work, but if you build it right from the beginning, you can tip over at roughly 10 degrees and it'll pull itself right on over, you'll know if its good at around 10k if you're at about 45 degrees. Even without that, its still much easier to control it and compensate manually if you're a little off if you turned early.
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really loving your work. you sir have earned my like and sub.
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What a nerve racking episode Hot tips! I was biting my nails the entire episode!
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The reason it burned late was because you hit EXEC before you activated the engine, so flight computer based its calculations around having no engine.
Edit: Which you did realise later on. :P -
what is the maneuver node mod? i mean the name of it. i like the videos and keep it up +like and +sub thanks
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Oh btw, regarding your question about the burn time maths calculations, it is not simple addition, it is doing vector additions :) 25:50
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Hi ! :) great video as always, with a very funny ending, as always too :p
I have a question, in which mod is the tiny engine that you have on your satellites ? I can't figure it out .. Thanks :) keep conquering KSP ! -
The default value of RS it's 12. Also you should send "Analyzer" Satellite to Duna, all the ScanSat stuff, resource stuff, just to plan where you wan't you're base. If you want to be a bit crazy, send a pioner orbital module, with a lot of TAC . So, when you are ready to land, you don't need to transport crew!!!!
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being over engineered is loads better than being ill prepared ;-)
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you can tweak your burn with RCS finetuning (H and N key) for far away things. Much more precise than usng an engine.
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You should use tweak scale mod
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Keep up the good work.
35m 32sLenght
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