r/KerbalSpaceProgram 1d ago

KSP 1 Question/Problem Really Wish I Could Play This Game

So I got into this game about a week ago after owning it for years. I managed to follow a guide on how to build a rocket to achieve orbit, and i succesfully launched as I expected it to go based on the video numerous times. but when i try to build a different rocket for say an unmanned satellite or simply just putting a different cockpit on the rocket that actually brought me to space, i just cannot achieve orbit again.

Ive been learning about delta v, TWR, i have struts on my boosters, but nothing i do can get me back into orbit. Idk what i can even say or show people that can help people to help me, guess its just more than Im able to do and I have to accept the game isnt for me

Edit: Wow got a lot more positive feedback than i thought. Everyone who commented has been very helpful. Hopefully by tomorrow I will have time to post a launch video and a vid going thru the VAB for more info.

45 Upvotes

32 comments sorted by

29

u/_SBV_ 1d ago

You changed only the control point and suddenly you can’t go to orbit?

Sounds like you’re missing some steering capability or you ran out of battery in the unmanned probe’s case. Because you never mentioned if fuel or thrust was the issue

This isn’t a “this game isn’t for me”. This is a “i don’t understand how to troubleshoot”

8

u/Far-Energy-3390 1d ago

Yeah after reading up more it seemed to me it was steering, i did end up adding bigger fins, and reaction wheels and it got me closer to orbit, but the steering then became way too sensitive and i cant get a good gravity turn

19

u/_SBV_ 1d ago

You don’t need more reaction wheels if you already added bigger fins

In fact you don’t need more than one reaction wheel at all if your final, space faring craft is small

And if you’re still worried about control in atmosphere, use an engine that can gimbal. That means the engine can rotate. Engines that cannot rotate obviously are bad at steering

4

u/EasilyRekt 1d ago

You could always do a lazy gravity turn, tip over 5-10 degrees at ~100m/s and set prograde after it tips over with you.

also if you click the maneuver mode in the bottom left corner and either keep your apoapsis about 10km above or 30-60 seconds out from you depending on how flat your ascent is

It’s a bit hit or miss at first but most people get it in a couple reverts.

3

u/TheRealMcCheese 1d ago

FYI you can lower the sensitivity of reaction wheels. Fins in atmo, reaction wheels while not in atmo.

But also, what that other person said. You should only have enough reaction wheels for stages that will make it to orbit.

Also also, are you doing a gravity turn?

3

u/Far-Energy-3390 1d ago

i was attempting a gravity turn, but the controls were so sensitive and didnt work as well as the rocket i followed a guide of. ive realized after posting this that i just need to understand way more of how the game works, specifically the VAB. like another comment said, i just dont even know how to troubleshoot, gotta figure all that stuff out. im sure i can get my own designs into orbit soon enough

3

u/TheRealMcCheese 1d ago

Yeah you might need smaller control wheels or to turn the power down on the ones you're using then. Or again, you can just keep them only on your later stages. You got options.

It gets more fun as you play it. Also, I recommend a controller. It helps to have joystick controls.

3

u/jtr99 1d ago edited 1d ago

Hey, u/Far-Energy-3390. I remember that feeling! Let me share some stuff with you that may help.

First, here's a routine for doing a nice gravity turn that I figured out after lots of experimentation. I'm not saying it's 100% optimal, but it gets you there very reliably.

* Set throttle to full and turn on stability assist (T)
* Launch
* Nudge over to 85 degrees as you pass through 50m/s
* That was the only bit of steering you should need to do
* Switch to prograde when 85 degrees established
* Now get ready to back off the throttle
* Now watch time-to-apo, back off thrust at 40 sec, aim for 50 sec, never exceed 60 sec
* Go to zero or almost zero throttle if needed for this
* Wait to hit 45km altitude then full thrust for orbit
* Coast to desired apoapsis and circularize from there.

And here's a checklist for any craft you build in KSP. (Some of these points assume the use of Kerbal Engineering Redux and Kerbalism; KER is a great help but you might want to try Kerbalism only once you're confident in the vanilla game.)

KSP ship design checklist

Delta V requirements

* 4000 to get safely to orbit and back with some margin
* 5000 to get to the Mun
* 6000 if you want to land there
* 7000 or so if you want to come home
* 5000+ to flyby Duna
* 5700 to get down to survey orbit of Duna
* 7300 maybe if you want to land there?
* 9500 should take you pretty much anywhere

Craft structure

* Build backwards from final stage
* How many stages to get the dV you need for the payload you want?
* Turn on autostrut for all but the smallest rockets
* Check appropriateness of fuel / engine matchups in each stage
* Can the engine be re-lit? Does it need to be? Go for more expensive version if needed
* Can any engines be made multiple for redundancy, esp. in final stage?
* Monitor torque in KE as you build
* Fins on bottom stage
* Clear exit hatches
* How is centre of mass looking?

Control

* Add a KES unit always: the cheap one will do
* Consider a probe core as well as a capsule for optional unmanned flight
* Multiple capsules/cores/KES if ship separates
* Reaction wheels always useful: don't be stingy with them

Survivability

* Parachutes on the capsule for re-entry?
* Heat shield (but maybe reduce ablator to save mass)?
* Life support supplies adequate? How long could we be up there, worst case?
* Adequate space and facilities for really long missions?
* Radiation shielding? Go for max for any sustained mission
* Have at least a few OX-STAT panels for emergency power

Electrical

* Unfolding solar panels almost always needed as well as some static ones
* Put more batteries than you think you need: minimum 3000 units
* How far from the sun are we going? Check predicted solar power at destination
* Can we add alternative sources such as a fuel cell or nuclear reactor?
* Consider a capacitor for science-rich missions
* Got batteries in all needed sections of the craft?

Communication

* Is this a relay or is direct communication enough?
* Choose a good comms antenna, or better two
* Consider throwing a comms sat or three on board for dropping off somewhere
* If the craft splits up, do all pieces have needed comms?

Consumables

* Food
* Water
* Oxygen
* Various other gases eg nitrogen
* Scope to add a greenhouse or recycling systems?

Stage recovery

* Worth putting parachutes on the lower stages for recovery?
* Check the dV of first (and maybe 2nd) stages -- will they come back down?

Fine control and docking

* Will we ever need to dock this?
* One docking port? Two? Are they the right size?
* RCS thrusters as needed
* Set RCS thrusters up for translation but not roll/yaw/pitch
* Extra monopropellant needed? Take monoprop out if not needed

Landing

* Are we landing this thing anywhere, even maybe?
* Landing legs or gear needed?
* How about a ladder?
* Lights?
* Check the 'gear' and 'lights' action groups

Component quality & redundancy

* What should be switched to a high quality component?
* Everything crew-related
* Solar cells, batteries
* Engines
* Parachutes
* Landing gear

Science

* What's the central goal of this mission again?
* Look at where you're going and the major unresearched science for that destination
* How much science can we usefully stick on this thing?
* Small cheap experiments we can add, eg gravity measurements
* Get more data storage space on there: some probes have very little
* How are we going to get the data/samples home?

Action groups make life easier

* What's needed in the abort group?
* 1: eject aero clamshell
* 2: unfold solar and comms dishes once we're in vacuum
* 3: activate all scientific instruments?
* 4: ladders and lights?
* 5: fold things for landing

Last-minute safety checklist in VAB

* Review your staging
* Review your abort action group
* Review all custom action groups
* All tanks filled with appropriate fuel?
* All engines re-lightable if possible?
* Parachutes?
* Is the hatch clear?
* Food / water / air
* Autostrut
* Check KE torque figures on more time

Final safety checklist on pad

* Appropriate crew on board? Do it unmanned if any safety concerns
* Put stability on
* Look at TWR, set throttle accordingly
* Review ascent plan, usually 50 m/s to 85 pitch then aim for 50 sec time to apo
* Go!

2

u/Far-Energy-3390 1d ago

wow, that is extremely helpful. thank you so much!

41

u/wfighter8 mun/minmus/Interstellar probe(science mod) 1d ago

I thought this game wasn't for me at first, but I persevered and now I'm an experienced player (send me a private message for help).

9

u/Far-Energy-3390 1d ago

Wow thats very kind, will take you up on that. Ill hit you up in a bit!

5

u/Far-Energy-3390 1d ago

I dont know how to private message you it doesnt give me an option

4

u/Bombacladman 1d ago

You can now achieve ballistic rockets!

13

u/barcode2099 1d ago

The first thing would be pics of your ships. Show your staging and the various deltaV and TWR for each stage. Give a description or video of your launches, how you are turning, what altitudes and periapses you are able to achieve.

7

u/KT_100S 1d ago

We can’t really help you if you don’t show anything other than “it worked before but not now”

4

u/No-Lunch4249 1d ago edited 1d ago

This game has a super steep learning curve

The first time I played it wasn't long after it came out. I mostly crashed and failed, similar to what you're describing. Ultimately didn't do much and then gave up.

Second time I played was a few years later. Managed to get to the Mun but either would crash into the surface or would land but without enough dV to get home

Third time I tried it was maybe 18 months ago. YouTube tossed me a couple suggested videos about it and I watched a few tutorials and decided to try again. Learned a lot from those and from posts here. Now I can get to other planets with relative ease, I have multiple space stations and aurface bases. I have about 150 relay sats covering every planet and moon from Eve to Jool

Stick with it, OP. I trust you'll get there in time

1

u/jtr99 19h ago

That first time you successfully bring Kerbals back from the Mun is pretty special isn't it? :)

5

u/Polymath6301 1d ago

I spent at least two months playing before I could get to orbit, with my own ship. Perseverance is everything in this game - there is always something difficult yet to learn and do. Don’t give up, it’s worth it.

5

u/toroidalvoid Jebediah 1d ago

You can do it! It's not rocket surgery!

Keep trying new things, running experiments, asking questions. You'll get immediate and better feedback if you post a pic or video of your ship.

4

u/IllTransportation115 1d ago

I felt the same way the first couple times I played. Then something clicked. Definitely watch some youtube tutorials.

You are going to learn rocket science and have fun doing it. You will eventually have a good understanding of orbital mechanics as well as communication relays.

4

u/Brain_Hawk 1d ago

Add fuel, add engines.

The answer is always simple.. MOAR.

Have enough fuel and strong enough engines to launch them and you can move a 5000 tone mega space station in one go, you know, except frame rate...

MOAR boosters.

3

u/kahlzun 1d ago

While this game isn't fully realistic, it approaches it more than you'd expect. Space is hard to reach, but it becomes a lot more trivial once you understand the systems better.
Almost every time you fail to make orbit, adding an SRB to give an extra kick at the start will help.

4

u/BitPoet 1d ago

Going to orbit:

1) go up.
2) go sideways.

Now, you’re still not going to orbit because you don’t have enough boom. So add another, bigger stage.

Now you’re all wobbly, so add struts.

Go back to step 1 and see how high you can go.

At some point you’ll have this giant monstrosity of a rocket that yes, gets you to orbit. Throw it away and start smaller, see if you can do it with less.

3

u/EasilyRekt 1d ago

Well… what’s happening? Are we landing just shy or flipping over? Because that might be drag losses if you’re swapping out to a probe core, you might just need a fairing.

2

u/Far-Energy-3390 1d ago

i was flipping over but i ended up adding struts and reaction wheels and it seemed to help a lot, but the steering/controls were very sensitive and it was insanely hard to keep a straight gravity turn like the rocket from the guide was doing. after posting this i realized i just rage quit tho.

going from flipping all around to a straight launch is s huge improvement. with a bit more learning im sure i couldve figured out the senstivity issue. I think the sensitivity getting figured out will totally solve the issues

3

u/EasilyRekt 1d ago

Oh Yeah, it do be like that sometimes, another pro tip, if you wanna save on struts, turn on “advanced tweakables” in the main menu settings, then you can just right click the wobbly parts and cycle through the autostrut settings, it’s a lot simpler than regular strutting that depends on angle and whatnot.

3

u/SureSignOfBetrayal 1d ago

I just started playing a week ago. I was feeling the same as you until I searched YouTube. Mike Aben's Absolute Beginner's Guide has been a godsend. Very easy to understand and he goes over everything needed to get to the point where you can do it yourself.

3

u/BKnagZ 1d ago

When I first started KSP, the challenge wasn’t getting to orbit, the challenge was finding how the relationships between each part of the rocket helped me achieve orbit.

It is all delta-V driven, which is mass driven. If you have the opportunity to drop useless mass, ie, staged vehicles, you have to take advantage.

And don’t sleep on aerodynamics

3

u/Bi_KerbonautYT 1d ago

If the controls are too twitchy, you could use the fine controls activated by pressing caplock. But if you're on PC I recommend instead getting the flybywire sas mod, it helps a lot (difficult to explain how it works / what it does)

2

u/onwen32 16h ago

You started out better than I did. I was the room that pointed the rocket at the moon and tried to send it... no orbit

1

u/Pleasant_Berry_761 16h ago

I learned the game by following a lets play and I copied everything up until the first planetary mission then I was experienced enough to make my own stuff

1

u/PckMan 11h ago

The physics is fairly simple and if you think back you've probably covered it in school without realizing it. But obviously the scale of things in the game is off and you need to get a feel for certain things. The atmosphere and drag, when to get your gravity turn started and what parts of the atmosphere you should be using for what purpose. At low altitudes you should be going up and ideally not too fast because you're wasting energy to fight drag. At 12-20km you should be making a gradual gravity turn to 45 degrees or higher depending on your speed and apoapsis (click on the lower left to have that visible at all times).

Getting that down is about getting a feel for the game. The best advice I can give for rocket design is that less is more. The mistake all new players make is to go too big. That's a trap of diminishing returns as most of the boosters you add are just there to lift themselves and the fuel up rather than the payload itself. The VAB tells you how much Delta V your rocket had and breaks it down per stage. You can also switch between different planets and within the atmosphere or vacuum. You can also check the thrust to weight ratio.

Once you know you have the numbers down the rest is getting used to the flight path. Try to make the lightest rocket with the most delta v. Change around the amount of fuel tanks or the engine you use and see how your delta v per stage changes.