KSP: Fully SUBMERSIBLE Ocean Base to LAYTHE!

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welcome back everyone to another kerbal space program video and by extension another installment of life on lathe these series in which i endeavor to colonize the blue pearl of the jewel system and unlock all of the mysteries that surround lathe because lathe doesn't make any sense it's basically like a second kerbin it's got an oxygenated atmosphere it's got liquid water on the surface in fact it is so habitable that jet that air-breathing jet engines work within the atmosphere and kerbals can go as far as being able to remove their helmet and breathe the air without facing any dire consequences which you know in isolation these statistics don't sound particularly remarkable but you have to remember that like lathe is so far away from the sun compared to kerbin that if this were a real solar system or you know a solar system as we know it like the earth solar system shouldn't make any sense does lathe right it should be much much colder than it actually is it should not have liquid water on its surface it should not have the same atmosphere as kerbin because its orbital positioning around the sun just wouldn't allow for that so why do life be how it be is my thesis statement for this series in our story so far the kerbals have sent a quadcopter drone to survey the skies and land of lathe following the mission there we then sent a space station to low lathe orbit this space station of course being absolutely gigantic it has lots and lots of fuel reserves to refuel other craft it's got lots and lots of capacity for curbs with two gigantic rotating gravity rings and the scientists on board that space station could begin an initial preliminary analysis of the moon beneath them and their findings are that yes it is correct the sea is in v is indeed made of liquid water which doesn't make any sense so we really need to prioritize exploring the oceans of lathe above all else in our initial steps to colonize the moon so enter the subject matter of today's video as you can see i've been busy constructing it on screen before your eyes it is our lathe ocean base the idea is this is going to land in the oceans of lathe i guess that didn't really need explaining but as you may have seen from the little teaser clip at the very beginning this is not a normal kerbal space program ocean outfits that simply bobs along on the surface of water and is very much similar to a land base this actually has the ability to submerge below the waves and survey the uh the ground the delight well the seabed i guess i forgot the word seabed for a second there so that is what i'm doing here i'm constructing it now some of you may be wondering how i go i got it i got it to sink because these parts i'm placing are particularly buoyant they don't sink very well but you may have noticed a couple of things firstly there are some ore tanks forming the spine of the uh the base and they have a very very low buoyancy so they will help us to sync but crucially you may have noticed the uh the eight service modules that lie at the bottom of the base these are filled with uh eight fuel tanks each and these fuel tanks are filled with fuel and these fuel tanks are not going to be used for their fuel resources they're there to add mass the idea is that the contents of those service bays will add enough mass to this craft to sink it now i know what you're thinking matt fuel tanks in kerbal space program are very very buoyant so yes they might be heavy because they're filled with fuel but it doesn't matter because they're gonna float but there lies uh something we can exploit that is the crude way in which kerbal space program um simulates buoyancy yes if those fuel tanks were just there underneath the crew modules we would we would float we would float very very well however because they are inside a cargo bay something magical happens you see when stuff is inside a cargo bay when the cargo bay doors are open they will have buoyancy it's like the cargo bay isn't there so we can use that to float the base however when the cargo bay doors are shut which is what they're that's the state they're currently in the fuel tanks retain their mass but they lose their buoyancy so the only buoyancy that the game calculates for is the service module itself and you know the buoyancy of the service bay is greatly offset by the lack of a buoyancy of the eight fuel tanks inside and there is two thousand 400 units of liquid fuel uh in each service bay which adds a huge amount of mass and it enables this base to easily sink and i've got two stacks of service bays a i needed two stacks because that's how much mass was needed to get this thing to sync when i was doing tests but another good thing about having two stacks like this is i can actually open and close each stack independently i believe it's action group six to open and close the top uh four service bays and action group seven to uh open and close the bottom four server space so opening just one layer let's say the top layer will uh reduce the buoyancy of the craft so it will sync a bit but not completely and then you know opening both stacks will then cause the craft to sink so we can kind of use this to our advantage by controlling our descent and ascent speed when we're you know sinking and indeed rising if we're rising a bit too fast we can quickly just close one layer of the uh service bays and that will slow down the rate at which we're moving but also it enables kerbals who are swimming around next to the base to get back on the base if they can't reach a ladder if they can't reach the ladder we'll simply sink the base a bit but not completely so that a couple could just swim up to the door and get in no problems there's a lot of advantages to having these service bays arranged the way they are so we can open and close uh half each like we haven't got we're not just limited to closing or opening all of them at once and honestly i don't really wanna have to go about uh right clicking and doing everything manually like having to individually right-click and open and close each separate service bay because hey this would be very boring and b uh it would create an imbalance as i was going through the process of opening and closing the service base so really action groups are definitely the way to go having action groups that the cargo bays open and close in symmetry is vital and it's nice that we can actually have the two action groups separate to open and close both the upper and lower sets of service bays but we are i'm just continuing to waffle on about the construction of the surface space or the ocean base i should say the ocean base itself but we have actually got a lot past that we're building the booster and you may have noticed i've already built the interplanetary transfer stage as well now um you know to the untrained eye this setup that is in this gigantic rocket and indeed the massive interplanetary stage as well looks like it could be overkill for a payload of this size because it is in theory the payload is relatively small and the co and the crew modules they don't weigh that much we shouldn't need a rocket of this magnitude however remember those service bays need to be very very heavy to enable the ocean base to sink and rise well i guess they just need to be heavy to sync when i think about it um which means that we have to have a very very we we've got a lot of very very heavy payload to get into space and then obviously a very very heavy payload to move to lathe so we need a pretty substantial booster despite the payload itself not looking too big at first glance uh but we've got a rocket there so we've got the massive saturn five parts that came with the making history dlc flanked by four of the mammoth parts which you know were formerly the biggest parts in the game so you can really tell just the scale of this craft here and then i've i've put some life on lathe flags on the side of the booster because ah makes it look nice why not and then we can crossfade to our launch now i've already got ourselves at a dual transfer window so it should be relatively easy to get to the green planet um the dual an optimal dual transfer window for those that don't know is that if you draw a line from kerbin to the sun to dual the angle that that line forms at the sun should be about 100 degrees but really dual transfer windows there's a lot of room for error because joules gravity well is just so massive you only have to get kind of near the planets to get an encounter with it so don't worry if you overshoot or undershoot by a couple of days and there goes rsn so i guess there's not much to talk about they're going to get a nice satisfying coral of cross-esque separation of those side boosts in just a second there they go i love it i love seeing like four-way detachments like that with it especially with a little separa on sepatron srbs as well really it makes it look a little bit nicer and yes now it's just the boring part of coasting our way to orbit using that cluster of gigantic mastodon engines a lot of people always say oh you've got to use clusters of vectors to get the best you know ships because vectors are the most powerful engine in the game and in fact they're not technically the most powerful engine in the game is the mammoth engine but i appreciate that the mammoth engine has a very awkward profile and you know it can't have anything stacked below it however the vector engine is actually not as powerful as the ones on screen here these are the mastodon engines master engines whilst they do provide more thrust they do wear a little bit more than vectors so they're not quite you know super overpowered but they are still more powerful for uh payloads like this they are of course the analog in case they're the ksp analog of the mighty saturn 5 f1 engines because i guess these parts are designed to allow players to replicate saturn v so they need to be they need to have equivalent parts so we've got big saturn v tanks and we've got the saturn v f1 engines but they have long gone now we are firing up our cluster of four vector engines and that seems like quite a lot for an upper stage having vector engines powering it but again we've got a very very heavy payload we needed high thrust to weight ratio now i did make a bit of a blunder here guys you may have noticed in the resort in the resource panel at the top right hand side of the screen you'll notice our or gauge uh says zero and i made a point earlier in the commentary of saying that i put lots of ore tanks in the ocean base to reduce its buoyancy because all tanks when they're filled with ore aren't very buoyant i just obviously forgot to fill them with ore and this makes a lot of sense actually because when i actually did this mission and landed the ocean base in the ocean and pressed sync it was much slower than it was during tests and i think this might have been why i think at some point for some reason or somehow i got rid of the oar in the tank so maybe i just never added it uh but i definitely tested it with full or text because i tried to see what would happen if i drained the oil tanks like dumped their fuel so i'm not really sure what happened at what point in the in the build process i either didn't add or or deleted the ore but it's all it doesn't matter because it does it doesn't matter because the base still works as intended anyway so now we're on the very boring very slow nuclear engine stage we only have six nuclear engines i know only six engines right but the nuclear engines they've got very very low thrust to weight ratio so uh it's gonna be very very it's gonna be a very very long burn process their thrust rate ratio is so bad in fact that i wanted to split our curb interlaced lathe transfer burn over a few burns uh just so that we can maximize the amount of time we spend at carbon periapsis which is when which is the most efficient point in an orbit to do burns like this because of course we know about the oberth effect which states that birds like this are more efficient at periapsis when the ship is moving fastest uh your engine mods are more efficient basically and a more efficient burn is a shorter burn and given the fact that our burns are going to be very very long we want to reduce the length of those burns as much as possible so we can spend as much time as possible burning at periapsis hence we are we're going to be doing lots of burns at curbing peripherals is to get our way all the way to jewel now we're going to do this burn here and then once we get just to the edge of kerbin spray of influence we're going to time warp up but as we reach apoapsis point we're going to drop out a warp and point retrograde and actually lower our periapsis to be on a collision course with kerbin the reason for this is that now we can attach that pretty much empty lower fuel tank that it won't get left in orbit it'll crash back to kerbin nicely but now we've shed a lot of dry mass we needed to save as much mass as possible because this craft is very very heavy so i thought it'd be a good way like maybe we can save a bit of fuel by having some of the empty fuel tanks detach once they've been expended once they've expended all of their fuel at least so that's why i did that just there as we could dump some mass gain a little bit of extra delta v just ahead of our big burn that is going to get us from the kerbin system all the way up to dual it's not going to get us on a lathe encounter just yet uh jewel is on a different inclination to kerbin around the sun so we will need to do a mid-course correct correction burn for a couple of reasons firstly as mentioned to get our inclination on the same plane as joule but more crucially to get an encounter with tylo yes tylo so that we can do a gravity assist to get ourselves captured around jewel for free this thing whilst it has a lot of delta v is actually uh unbelievably cutting it a little bit fine probably if i wanted to make things easier for myself i would have added it as i don't know 500 or so extra meters per second of delta v to the transfer stage just here we're going to get a little bit creative with doing some gravity assists from both tylo and lathe to reduce the cost of entering lathe orbit because i didn't want to do any air braking at least not for actually capturing around lathe i figured you know the head cannon of this is that this is actually quite a fragile base right it's designed to test lots of delicate scientific experiments uh in the ocean we probably don't want to be uh doing big aero captures without uh heat shields and of course you know there are kerbals on board we'll make sure they stay nice and safe so i thought it would probably be best if we did all of our captures around lathe using the nuclear engines and uh once we actually enter this atmosphere we'll only be entering from low late orbit so the re-entry speed or i guess entry speed right because it's not re-entering lathe are we uh entry speed will be slow enough that uh heating won't be an issue so that's why i didn't bother adding heat shields to this craft so there we are we've got our tylo gravity assist just here and as you can see just by playing around with the nodes we can get a nice jewel orbit for free well i guess it's not technically for free because we are doing a mid-course correction burn to get our tyler encounter but we need we we would be needing to do a mid course correction burn anyway and the extra delta v needed to just get ourselves on an incline on an encounter i forgot the word just then for a second to get ourselves on an encounter with tylo it's basically nothing so that's what i'm doing here now i've i am a bit wary that it was only last week when i did a mission to jewel and i already feel like i'm covering a lot of the same points but it's i appreciate that there are people who have never seen any of my videos before or at least at the very least didn't see last week's episode and guys you know maybe you could consider subscribing to the channel so you don't miss any more episodes in the future that's right what a plug i mean to be fair i do look at my youtube analytics and the majority of my viewers aren't subscribed to me so i'm just saying if you enjoy this video leave a little like it always i really do appreciate the likes they really do help the algorithm tm but if you want to subscribe and you enjoy if you're enjoying this series and want to subscribe and see where it goes all the twists and turns it takes buttons just there if you regret it because you probably will then you can unsubscribe later it's free it doesn't cost anything gosh i feel like such a shill right now anyway let's move along i don't know there's not much i can really talk about i've already kind of established the stuff that i was doing although that i was starting a point where i was saying that i am a bit worried about rehashing the same topics over and over again in life on lathe because the missions are effectively always the same we go from kerbin to lathe and land on lathe and establish some sort of surface space so i think i feel like the actual selling point of this series of videos is not necessarily the journey but the destination but more crucially the vehicles themselves i guess to be more specific than that the actual craft that will end up at lathe so last week was the space station the few a few weeks before that it was the quadcopter this week it's the ocean base i feel like you guys probably aren't here necessarily just for the actual journey to jewel but if you are and you had questions about how i did the tylo gravity assist and you know matt can you do a tutorial on doing tyler gravity assists like this which is now currently underway or i guess just gravity assists in general you know can you do a tutorial can you give any tips that sort of thing and to be honest i'm gonna say the same thing i said last time uh i don't think that's the best way as in watching youtube tutorials is the best way of learning how to do tyler gravity assists and by extension gravity assists in general i hearken back to simpler times when i was a wee young rocket scientist who also did not know how to do gravity assists and the way i learned how to do them and you know how to do captures around jewel granted i did know that it was possible to capture around jewel using a tile of gravity assist by just seeing people talk about it on reddit i didn't watch any tutorials i didn't read any tutorials on how to do it i basically just got myself on the way to jewel and then during my mid course correction bar and i was like you know what i've read about this i'm gonna see if i can do it so what i did was i got myself a tyler encounter and then just sat there for like probably like half an hour 40 minutes just playing with the maneuver node seeing what happened when i got my orbit in such in such a way and you can kind of just get a knack and a feel for how encounters with planets and moons will influence your eventual orbit to do a tyler gravity assist just make sure that your periapsis around jewel is roughly the same height as tylo's orbit and then you want to make sure that you get a tilo encounter before your dual periapsis once you've done both of those things it's then just a case of playing around with the maneuver node it's getting it nice and close to tylo then you just zoom out and see how it influences your orbit around jewel and then you know it doesn't take much then to just tweak individual nodes on the maneuver node maker to get the actual orbit that you want uh it will take you a while at first you won't be able to get as quickly as i did in this video if you've never done it before but don't be disheartened because i cannot stress this is enough once you get it once or twice it'll just click and then it'll be really easy and simple and intuitive and it'll be much easier going forward one on the subject of gravity system you may have seen i'm actually planning another one we're on a very eccentric dual orbit and we don't really have the delta v to get captured at lathe right now we haven't got enough left so what i decided to do was i decided to lower my apple axis around jewel a little bit further by doing oh i guess i did a an unintentional uh tyler gravity says just them but more crucially i wanted to do a lathe gravity assist just so that uh i could lower my my apoapsis around jewel whilst at the same time trying to keep my periapsis not too much lower than late orbit you already want your perhaps just to be too much lower lower than lathe because in order to get into an orbis around lathe your orbit has to be the same as lathe as in your orbit around jewel needs to be the same as lathes orbit around you your relative velocity to lathe needs to be zero at which point you will just be in a stable lathe orbit so by lowering your perhaps around dual to lower length lower than lathe you're going to have to end up undoing that and raising your dual perhaps is once you start your lathe capture burn or i guess your aero capture around lathe if you're lazy like me like like how i i probably should have uh added shields to this thing so i could do an arrow capture around jewel and save a but never catch around jewel can i give it ahead of myself i'm getting a bit excited guys i should have added some heat shield so i could do an aero capture round lathe save myself loads of headache save myself loads of fuel but there is actually a pretty good reason why i didn't i wanted to make sure i wanted well first of all i wanted to have a bit more freedom in terms of where i was going to land if i was doing air brakes yeah i could have controlled my angle of attack and influenced the amount of velocity i'd lose with each error brake pass but it wouldn't have been as easy as just doing engine burns to get myself on a more precise orbit i also wanted to make sure that i was going to be landing somewhere along the equator of lathe which again is possible to do by changing your angle of attack and you know aiming yourself better when you're doing aerial captures but it's just i i personally just find it easier to do things this way so there we are rule of thumb the more horseshoe shaped your encounter with a planetary moon is the cheaper it'll be to capture so as you see we've got a very nice u-shaped pass of lathe which means it's going to be a relatively inexpensive burn to capture around the moon so that's what we're going to do now we have now entered late sphere of influence for the final time for this video at least so it's just going to be a case now of time warping down to our maneuver node and executing it and again we're still running on nuclear engine so our thrust weight ratio is not great so i'm going to do the burn uh over i'm not i'm not going to do the capture in one burn well actually i guess the pedantics among you yes i am doing the capture in one burn but i'm not going to i'm not trying to get my final orbit in one bar i want my final orbits to be uh circular not eccentric just to reduce our re-entry speed as much as possible said re-entry speed again didn't i i meant entry speed whatever let's just move on that's what i'm doing here and i believe i had to do an inclination change as well because i didn't actually check to see if i was coming on an equatorial encounter and i wasn't it's got a quick inclination change and uh inclination changes like you know your tilts your um what they're called again normal and anti-normal burns they are cheaper at apple abscess they're like the opposite of pro-grade burns because uh you the slower you're going the cheaper inclination changes are going to be so uh you want your apparatuses to be nice and high when doing inclination changes like this or at the very least you want to do the inclination change before you've lowered your apple access to its final height which in this case is going to be fairly low although because i had to do an inclination change i didn't have enough fuel to get myself lowered into my final desired orbit so what i'm going to do is i'm going to just to burn as much as i can so we've just got a breath of liquid fuel left in our transfer stage and then we'll quickly walk up to apoapsis detach it so that it just crashes into the surface of lathe never to be seen again and then we can just do the final bits of our burn and ultimate lathe entry using those four vector engines those vector engines yeah they've got terrible delta v because they're very very powerful engines they've got very good isp at least you know compared to nuclear engines but they've got a couple of things going for them they're very high thrust which makes them great for landing heavy stuff like this payload and they've also got very very uh high gimbal like they can tilt a lot they've got very very good thrust vectoring they've got a big range of they've got a big gimbal range that was the that was the sentence i was looking for as i struggled along that paragraph just them they've got a big gimbal range so it makes it easy to control uh unbalanced payloads now this payload isn't particularly imbalanced you want it to be fairly well centered the center of mass uh so it doesn't tip over in the water but uh i don't know i just wanted to be prepared for every and any eventuality that we might have run into and uh there it is it is now detached from that lower stage so we can just try and get clear of it there we go and then we can burn pro grade and then i guess we can get ready to perform our lathe entries the first thing i wanted to do was just get into a stable orbits that we can you know sit back relax have a nice sip of our whiskey and uh check out the land masses see what would be a good place see uh scout out a good landing site obviously we have to land in the sea so it's going to be fairly easy to find a landing site because lathe is mostly sea but i wanted it to be somewhat near lots of land mass because we're not just going to be doing this as our only surface base on lathe i want to do lots of surface modules and we want to do a colony on the land as well as in the water so i wanted to be relatively close to a land mass so that kerbals could easily move between the two bases this will of course mean that i'm gonna have to introduce some sort of transport system as well uh some sort of terrestrial seaplane i'm thinking or even a boat who knows i haven't really thought that far ahead but some sort of vehicle to get between the two bases traveling in kerbal space problem can be quite boring so i don't have to be sitting there for like hours on end when moving kerbals between the the various surface bases so i thought let's just try and land this base close to land so that when we eventually put something on the land on lathe we'll just put it close to the ocean base uh was my logic there because you can get some pretty isolated areas of ocean on lake that are completely void of any land masses anywhere in sight so uh so yes that's what i was looking for there now i've deployed these uh alligator hinges just here to add a bit of aerodynamic resistance because i realized that i'd actually gone for a quite a steep uh lathe entry i was like oh yeah actually this might have been a bit too steep i might i might be at risk of overheating so i deployed the alligator hinges just there to increase our drag slow ourselves down quick enough such that there wouldn't be enough time for the parts to succumb to overheating and that time has now passed we are now through the most dangerous part of this mission now we can allow the parachutes to deploy and decelerate us to safe landing speeds of course they won't decelerate us completely i cannot understate how big or how heavy this craft is we can't really land on parachutes alone we can do most of our slowing down with parachutes but just before touchdown what is happening here it's uh spinning around a bit uh once we get close to touchdown we can quickly fire up the nuclear engines and kill the 15 or so meters per second remaining in our descent and there we have it there now those alligator king hinges i um i don't think i ever mentioned what they were for in the video but basically once we sink down to the surface of lathe i thought it would be nice to have some sort of barrier between that glass coppola module underwater and indeed the seabed so those um alligator hinges will just serve as as landing legs basically and there we are we are splashed down on lathe we can just separate those boosters now in a very very safe maneuver i think you can all agree uh and there we have it the surface base is done of course the video is not done yet we still need to do the most exciting things um that we have to do and that is of course running all of our science experiments going on eva taking crew reports and yes of course sinking this thing down to the seabed and seeing if we can learn anything about lathe on its journey and i guess at its destination at the seabed so we have touched down in the sea the question was you know how does the sea exist in the state it's in on a planet that would that surely would be far too cold to facilitate the existence of liquid water so we're going to get a scientist kerbal out on eva he's going to go to the external lab that's sitting on top of that hitchhiker storage module just there after of course we've deployed the communications equipment we've definitely got a good signal to the orbiting space station and to the kerbal space center as well then we can get our scientist out on an eva and he can start running those experiments now it might have been easy if he'd got out the other way i clearly must have put that must have put that module on upside down whoops never mind top tip guys always try and pick a flag that's got writing on it when you're or at least it's not symmetrical vertically when you're placing modules like that so you can make sure that you're placing the right way around for the labs i put the low and aerospace insignia on them and when i first placed them the land aerospace lag was upside down i could tell this because the flat the writing was upside down obviously i didn't do the same sort of check for the hitchhiker storage module whoops you live and learn don't you so yeah we're following lots of science and i don't know guys it's all weird it's all coming back telling us what we thought we already knew you know yes there's an oxygenated atmosphere there is liquid water and our scientist is doing some practical experimentation here by taking off his helmet and then diving head first into the ocean um i said he was a scientist i never said he was smart and then we can test out my other thing where i said look okay can't actually get back to the door on that ladder but after sinking down the base partially he can then just jump into the sea and swim towards the hatch and now i think it's time to get to the sinking of the base itself so i found that when it gets to this point it doesn't always sink below the surface for some reason but if you just activate physical time warp it then just drops below the waves no problem and there we are now i don't know how deep this particular area of the sea is so we're gonna have to all watch and see how deep this rabbit hole really goes so our curves are in good spirits we've got our pilot here i guess oh wow look at that darkness looming ahead i think we've got quite a long way down to go guys so we're cruising down at a steady 1.6 meters per second which i think is a nice safe uh descent speed i have spent the footage up for you guys it's not quite as tedious as it was to be when i was doing this i didn't want to rush it too much because i i wanted to make sure i decelerated our descent as we had neared at the seabed so we didn't bounce into it too hard and wow things are getting very very dark we as we approach the one kilometer below sea level mark and there we are blazing past it and we are still i can't see the bottom at all are we gonna get to oh wow up i see something looming and there we are slamming safely into this into the to the seabed and there we have it now we're going to have to do some more we're going to do some very thorough analysis of the data we get here but wow look at that those floodlights they're illuminating the vicinity as you can see it looks completely devoid of life there's no plants down here there's no vegetation i guess those are both synonyms aren't they there's no animals nothing it's completely dead and desolate i think it's time to do some practical analysis yes our scientist kerbal he's done practical analysis you know hands-on analysis of the surface but he needs to figure out this stuff himself so he's going to go on an eva and take a surface sample from the seabed and then he's going to try and plant a flag but up oh dear oh guys look how scared he looks it was at this point he realized that he had made a huge mistake epa report from lathe shallows not quite sure if that's an accurate description of our current location but i guess our brave dearly departed scientist uh he works in his own mysterious ways he's decided to coin it lathes shallows it would seem but now we must mount a rescue mission we need to get back to him so we can get back onto the base because i don't know how well kerbals can survive at this pressure clearly they can they do have capacity to survive but i don't want to put that to the test see a lot of wow look at that just like fading out of the black okay here it comes grab on grab on oh he's just completely frozen in terror it is a pretty scary situation to be in to be fair but yeah like he literally he wasn't responding to like wasd or anything like that so all i could do was coast this surface base back to the surface as quickly as possible as we approach break as we approach our breach i'm just gonna close uh the lower set of uh service bays uh momentarily and intermittently just to make sure that we don't breach the surface too quickly if we just had all the surface bays open the entire way up to the top we would just breach the water like a whale and then slam back into the water at break deck speed and uh it would have destroyed things so that's why i wanted to slow down our accelero our ascent as we reach the surface and here we are reaching the surface once again oh oh god guys i'm so sorry oh i don't i don't i don't know it makes you makes me feel sad look out oh never mind oh okay he smiled briefly as he breached the surface and now i don't know is he responding are you there dudney dudney coming he's alive he did it guys oh who's happy i'm happy i'm relieved also you know liam aerospace uh we can't afford another lawsuit quite frankly uh we cut a lot of corners in velocity lakes safety um certificates certificates certificates for uh obviously our theme park business so uh our spa our aerospace division we can't really afford the lawsuit but don't worry he is back on the craft so oh we can uh put the phone down to our lawyers their services are not needed this time although they will remain uh on my speed dial and uh on my phone book they are aaa lawyers because of course uh i need them fairly high at the top of my contacts list because loud airspace we need them so frequently i don't know really where i'm going with this joke but yes we are back on this we are back at the surface we can open up those communications dishes but then we can fade across to an alternative reality because i added a little safety feature to this thing what if hypothetically this thing was sinking but then the crew lost control of the buoyancy regulators and my buoyancy regulators i mean the cargo bay doors they couldn't get them open we want to have them we want to have some sort of escape system so they can get back to the surface if the base itself can't ascend so what i've got is i've got an abort button there and it will separate the this little module here with three seats in it that's the reason why we have three kerbals on this thing because the escape pod only has capacity for three seats i couldn't be bothered to transfer all kerbals into the escape pods i'm only doing this with our brave scientist but i feel like he earned a break you know like he did have a pretty horrible experience on an eva from the ocean bed and then we're going to decouple that lower stage the reason why that remains attached is because i learned this after the fact the lunar excursion module has very very poor crash tolerance and if we just let if we just attached to the pylon before breaching it would the whole thing would pop out of the water and then slam back down and destroy the um mooner excursion module so we leave the pylon attached and then flip it upside down so that breaks our fall back down to the water and that will stop things getting destroyed so that was the reasoning behind that but as you can see that's the surface space done guys we're gonna have to do some thorough analysis of the data we found before deciding on where we need to go next in terms of our lathe colonization effort we can zoom out and get a wonderful view of space as we fade across to an end screen on the left hand side is a link to the full life on lathe series if you'd like to watch more videos like this the right hand side is a video chosen for you by youtube's recommendation algorithm based on your viewing habits i have no idea what it is there's a link to subscribe and check out patreon and look at my merchandise and instagram and twitter and all that good stuff in the descriptions guys thank you so much for watching my video and i hope you have an excellent day
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Channel: Matt Lowne
Views: 348,414
Rating: 4.9632449 out of 5
Keywords: ksp, kerbal space program, kerbal, space, program, jebediah, matt, lowne, matt lowne, british, funny, epic, abridged, amazing, gameplay, life on laythe, orbital, station, spacestation, space station, orbiter, colony, laythe, jool, vall, nuclear, orbital habitat, matt lowne laythe, matt lowne life on laythe, ocean base, ksp ocean base, floating base, floating colony, sea colony, sea fort, matt lowne base, matt lowne ocean, oil rig, ksp oil rig, submersible, submarine, ksp submersible, ksp submarine
Id: mx4vdUlZbTc
Channel Id: undefined
Length: 35min 14sec (2114 seconds)
Published: Sat Oct 03 2020
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