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Everything posted by Jett_Quasar
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I believe that had a manned requirement - this doesn't. JR
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The biggest thing I ever launched was for the Launcher-ception challenge - over 13,000T on the ground and 3700T in orbit and it's an SSTO rocket!!!! Pre-liftoff weight tips the scales at just over 13000 tonnes and the starting part count is exactly 617 - I didn't use launch clamps to save weight and to simplify the design. Final orbit shown with stats and a picture of the full 6-stage SSTO in orbit (inset) - the orbit is 72 x 93 Km so I wasted a bit of fuel on the burn but with a total mass over 3700 tonnes I'm OK with it. Notice also the part count is still 617 and over 140,000 units of liquid fuel That gives a calculated score of: ((2 x 3712.4) - (0.2 x 13649.85)) x (2 x 6)((7424.8) - (2729.97)) x (12) (4694.83) x (12) = 56337.96 Good enough for top spot on the leader board currently... Whew! I think I'm going to take a break now. JR
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Holy Grail of Mun Bases! STOCK ONLY
Jett_Quasar replied to Munarware's topic in KSP1 Challenges & Mission ideas
Yeah I realized after the fact that you must have read my other post... and I got the rep+ thanks! I need to get back to base building and update that thread with more info, and new .craft files. JR -
The Jolly Roger is a black flag with a skull and cross-bones, and generally an indication of pirates. I love the irony in the name, it also happens to be the name of my ship. There's not enough space pirates in this game! All KSP images have been moved here. JR
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totm june 2018 Work-in-Progress [WIP] Design Thread
Jett_Quasar replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
This thread has lots of great designs - gives me some ideas JR -
Banned for being from Earth
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Spiritwolf/Hanland Submissions
Jett_Quasar replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
Check out My Hangar - all stock craft, and all able to get to any planet without a problem. Some do exceed the 300 part limit though... JR -
I'm going to stir it up... After all I've got some pirating to do. JR
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He has a good idea, I'm not sure what happened.
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Holy Grail of Mun Bases! STOCK ONLY
Jett_Quasar replied to Munarware's topic in KSP1 Challenges & Mission ideas
Glad you like it. If you follow the link to the original post it shows how I did it. Eventually I'll include all the craft files, but for now I got up to the one with the curved passages... that's the one everyone seems to like the best. JR EDIT: Yeah the Gryphon rover, that one follows the old rule... "When in doubt add rockets!" You have to be careful with it though, it literally goes so fast it blows the wheels off! -
SPACE STATIONS! Post your pictures here
Jett_Quasar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I'm trying something different with space stations as well. I call this one Sangudo City, It can house about 400 Kerbals... Download Craft File: https://www.dropbox.com/s/bcfq8r40oa...e%20Ball-1.zip JR -
Banned for not proving you have a Kerbal army
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SPACE STATIONS! Post your pictures here
Jett_Quasar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
How big do you plan on making it? JR -
When to start Gravity Turns
Jett_Quasar replied to 3_bit's topic in KSP1 Gameplay Questions and Tutorials
The standard practice is to start at 10Km, but basically for the best efficiency you need to turn as soon as your rocket has enough acceleration to push against gravity while still gaining forward momentum. It has to do with vector graphics. The least efficient is burning straight up, then once you hit altitude turn 90 degrees and burn horizontal - so what you want to do is cut that corner as much as possible. In simplest terms that means burning at a 45 degree all the way, but it's also complicated by the atmospheric affects and the curvature of the planet. There are diagrams that you can look up for optimal gravity turns on different planets, but the rule of thumb I use it to get your rocket up to about 200m/s and an acceleration of about 1.5g, then do a 45 degree turn after which you slowly nose down to horizontal as your craft burns off fuel and increases acceleration. JR -
Or we could revive this thread... http://forum.kerbalspaceprogram.com/threads/37169-Spiritwolf-Hanland-Submissions JR
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Like World War K! JR
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best creation challenge!
Jett_Quasar replied to jbaltus123's topic in KSP1 Challenges & Mission ideas
What the!!!! -
Yeah all my ships are WIP - I went on a design binge for about 2 weeks and decided I was going to design a new ship every day. All I wanted to do was make it cool, useful, and able to get into orbit without edits. After I took a look at the collection I stood back and though I gotta share these with other people, so I signed up on the forum. What I want to see is guys taking these ships and adding weapons and shields and stuff and having space battles. I have some ideas... well lets just say this is just the beginning. All KSP images have been moved here. JR
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SPACE STATIONS! Post your pictures here
Jett_Quasar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
What the?!? -
Banned for pinky pie...
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I LOVE IT!!!!!!! That is awesome DUDE! That's exactly what I designed this stuff for - great paint job JR
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Banned for compound word out of context....
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Test it out on Kerbin first. Usually large craft have a problem with center of mass and thrust to weight. Even using the CM and thrust symbols in the VAB doesn't give you good alignment many times, partly because as you burn fuel your CM changes. If you can get it to take off from the runway and fly controllably to 5000m altitude you should be able to land it. JR
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Interplanetary Space Shuttle and Payload
Jett_Quasar replied to Imaginer1's topic in KSP1 Challenges & Mission ideas
What Mods are you accepting? JR