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Everything posted by Jett_Quasar
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When you're sitting on the bus and some guys three seats back are talking about how their rockets exploded on the way to Duna... How random. JR
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That moment when you realize..... That you just built the most Freakin' Coolest Craft EVER!!!!!!! ...and it spontaneously blows up. Doh! JR
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Of course it will be immortal... It's never going to leave beta! LOL JR
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Shirt sleeves on Duna?? Pack your coat and O2 tank!!!!
Jett_Quasar replied to autumnalequinox's topic in KSP1 Discussion
I think Kerbals might be related to the Water Bear (Tardigrade) - they are the only animal that can survive in a vacuum as well as freezing temperatures and can go for up to a decade without food or water as well as having a high tolerance to radiation. Check it out! http://en.wikipedia.org/wiki/Water_bear They sort of look like them too!!! JR -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Jett_Quasar replied to Sirine's topic in KSP1 Challenges & Mission ideas
So I guess I better get serious about this since there's a picture of my Wedgie on the front page... So I figure it's got a pretty standard flight profile for a space plane: 1) Generally I like to put the brakes on before I start the engines, especially on heavier space planes because they tend to use up the whole runway - and this one is no exception. 2) Hit space bar to start all the jet engines. 3) Release the brakes and let it run right off the end of the runway. 4) Just before you're about to crash pull up hard. 5) The aircraft will nose up fairly quickly - angle it up to 45 degrees and it will continue to accelerate up to 10Km fairly easily. 6) At about 10 Km drop the nose back down to about 20 degrees. 7) Allow the speed to increase - you'll see re-entry effects starting around 650m/s 8) Continue at 20 degrees until your speed is past 1300 m/s this should be at around 25Km altitude and keep an eye on your intake air. 9) When your intake air drops to less than 80 hit hot key 1 to toggle off your low altitude jet engines (they are the outer ones). 10) What this does is buy you more intake air because there are less engines burning but all the intakes are still open (max altitude in this config is about 30Km). 11) When the intake air drops below about 30 hit hot key 2 to toggle off the remaining jet engines, then hot key 3 to fire up the Aerospike rocket engines. 12) Nose back up to 45 degrees until your apoapsis hits about 75Km then shut down the engines (either with hot key 3 or X). 13) Set your orbital insertion node as you normally would. 14) Fire the Aerospikes for the orbital injection. This picture shows my 75 by 78 Km orbit with about 900 liquid fuel left - The craft can hold up to 19 Kerbals but I only had 3 in the command pod for this flight. It's a pretty cool ship, it's big and heavy but it gets the job done. Oh and props to KandoKris for showing one of my other designs in his review pics (even though it's not entered in this competition) JR -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Jett_Quasar replied to Sirine's topic in KSP1 Challenges & Mission ideas
So I'm back in! Cool. I guess that's what I get for not reading the rules... twice :0 JR -
Post Your Saucer Shaped Craft
Jett_Quasar replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
Nice ideas, that's exactly why I started this thread - Millinnium falcon is one of my favourite ships of all time but's it's really hard to build one in KSP without making it heavy hard to fly and with a high part count (stock or not doesn't matter). There's always stuff posted that I never would have thought of. JR -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Jett_Quasar replied to Sirine's topic in KSP1 Challenges & Mission ideas
My part count is 280, sorry I thought it was 300 or less (must have read it in another challenge) I read the rules again and I guess I'm out. Oh well... JR -
That's SPACE Pirate to you mister... BANNED!
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Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Jett_Quasar replied to Sirine's topic in KSP1 Challenges & Mission ideas
If you're transporting Kerbals into space you need a Wedgie! JR -
Post Your Saucer Shaped Craft
Jett_Quasar replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
Part count is always an issue with saucers - this craft file has just over 500 parts with the launcher... JR -
There are lots of compromises in the game that make it playable yet still remain fairly realistic. The nukes are a great addition to the game in my opinion, and aren't nerfed any more than anything else. JR
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What makes this plane spin out?
Jett_Quasar replied to Red Iron Crown's topic in KSP1 Gameplay Questions and Tutorials
Generally control problems with delta wing craft can be resolved with the addition if canards. JR -
Updated: Outdated craft removed replaced with Millennium Falcon. All KSP images have been moved here. JR
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Dave's NOT HERE!!! LOL JR
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Banned for posting a question!
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Mun City - Advanced Base Designs
Jett_Quasar replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
I was going to post another mini-tutorial on techniques for navigation and control, but it has already been done so rather than reinvent the wheel I'll post a link to a number of useful tutorials on everything you would want to know about piloting, navigation and control: http://forum.kerbalspaceprogram.com/threads/28352-The-Drawing-Board-A-library-of-tutorials-and-other-useful-information JR -
Landing on any planet with an atmosphere is difficult to do accurately. If you add control surfaces to your craft you could "steer" of "fly" it to land more precisely but other than that it's hit-and-miss. If it's any consolation, this is a limitation in real life as well where landing ellipses are sometimes hundreds of miles in diameter and capsules can often be quite a way off course. The Russians keep survival kits on board in case they are lost in the wilderness for days (the kit is rumoured to include a gun for protection against wild animals - but has never been confirmed by the government). The Americans land in the water - a big target to hit and relatively easy for the Navy to locate and retrieve. In the game it's just another challenge to get good at - MecJeb is definitely the easiest fix. JR
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X64 Version of KSP
Jett_Quasar replied to Jett_Quasar's topic in KSP1 Gameplay Questions and Tutorials
Yeah, sounds like that's the best approach - why mess with a good thing. JR -
need a space plane for large crew transfer
Jett_Quasar replied to endl's topic in KSP1 The Spacecraft Exchange
If you're transporting kerbals you need a Wedgie! (Update - my wedgie has been removed! LOL) JR -
X64 Version of KSP
Jett_Quasar replied to Jett_Quasar's topic in KSP1 Gameplay Questions and Tutorials
I have 2GB graphics chip set - my laptop is practically brand new <1yr everything should be up to date. JR -
X64 Version of KSP
Jett_Quasar replied to Jett_Quasar's topic in KSP1 Gameplay Questions and Tutorials
Thanks fir the info, I'll stick with the 32 bit version for now - at least until Unity puts out a proper patch. One other question; are the craft files and saves switchable between the x32 and x64 versions? I haven't tried it yet but I thought I'd ask first, since I got such a quick reply to my first question. JR -
I recently downloaded the x64 (64 bit) version of KSP 0.24.2 - I was sadly disappointed how slowly it was running on my system (seemed a bi glitchy too)? So I downloaded the 32 bit version and it runs great! Is it my PC? I have a Toshiba I7 laptop running Windows 8. I never really had problems running KSP before and I do a lot of Whackjob stuff like this. JR
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Banned for being a marsupial.
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[Showcase] Showoff Your Rep-Worthy Crafts
Jett_Quasar replied to Redrobin's topic in KSP1 The Spacecraft Exchange
I call this one Unari... for no particular reason. JR