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Menelmacar
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Everything posted by Menelmacar
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The EVE Online soundtrack is 1) Awesome 2) Really old 3 )Powered by a terrible music player. There have been a few posts involving people thinking of making music for KSP, perhaps we could do a forum effort thread/album style job (I\'d contribute for sure)? This sort of thing could generate loads of interesting, different music whether Squad wants to take any of it on or not - everyone will have different takes on what they think KSP should sound like (like a poster said in this thread the music shouldn\'t be 'silly' ??? ) and the more music there is the more choice there is. A bit more on topic... I\'m up for giving you feedback on this project wherever though - I know it can help a lot!
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How did Nasa make Curiosity curve like that?
Menelmacar replied to hak8or's topic in KSP1 Gameplay Questions and Tutorials
Yep standard hohmann transfer - you probably do one on the way to the Mun ;P -
I\'ve had pretty good luck 'winging it' to Minmus from the Mun, going in a west-east orbit, waiting for it to rise above the Mun and then burning at it with course correction attempts along the way. I get there but usually have really odd inclination, but since there\'s nowhere further to go that doesn\'t really matter.
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I\'ve wondered about this - I read a thread a while ago discussing it and they\'d decided it\'d be very dense, by working out drag losses. Although maybe that was when the atmosphere just stopped at 35k. However if we do get info on the air density this will mean 1)Kerbals will have low voices (if get voices/have similar vocal systems to human ones) 2) The speed of sound will be higher (I\'d love this defined, maybe we\'d get some sonic booms) - I struggle to go much faster than Mach 2 with a jet at the moment so it could provide more of a challenge.
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How you time your trip for catching the Mun???
Menelmacar replied to Kodiak's topic in KSP1 Gameplay Questions and Tutorials
E.F Kranz I\'d like to ask (politely) how you land on the Mun in map view, how do you do that when the altimeter doesn\'t show distance to surface? Bear in mind some people are new and don\'t know how to circularise an orbit, or that they\'re just wasting fuel heading west from Kerbin unless their mission requires it. -
It\'s actually a Rod Stewart song created for Patch Adams ;D Also <object style='height: 390px; width: 640px'><param name='movie' value='http://www.youtube.com/watch?v=TK1bi4emEkk?version=3&feature=player_detailpage'><param name='allowFullScreen' value='true'><param name='allowScriptAccess' value='always'><embed src='http://www.youtube.com/watch?v=TK1bi4emEkk?version=3&feature=player_detailpage' type='application/x-shockwave-flash' allowfullscreen='true' allowScriptAccess='always' width='640' height='360'></object> makes me feel weightless even when not in space :-[. A bit more on topic - great idea - downloading - will be back with feedback.
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Probably Damned Aerospace or Damned Robotics - hard to see the part on the picture. I have a question about the picture too - does anyone know where those massive wings come from?! EDIT: DA and DR both contain loads of fun, swivel-ly bits, you can find them in the plugin-powered addon section.
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I thought about doing something similar but my style would almost definately not suit. Regardless of whether it gets included in the game or not, you should certainly post it up here - I\'d love to hear what someone else thinks the KSP theme should sound like!
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Virgin Galactic Space Plane [Stock]
Menelmacar replied to Coccalime's topic in KSP1 The Spacecraft Exchange
Coccalime - I gave your craft a go and it was a lot of fun, it\'s a really nice strut-free design - something I can never make work! I have no advice to offer as I can\'t build a craft that takes off from the runway to go more than 20k altitude ??? Also Colmo your biplanes are awesome, they\'re so much fun to fly with a stick. -
I highly recommend KSP Orbit Mechanic http://kerbalspaceprogram.com/forum/index.php?topic=4707.0 - it contains most of the relevant info on the KSP celestial bodies as well as calculators for circular and elliptical orbits, hohmann and bi-eliptic transfers. It\'s pretty much everything you need for setting up a sat array (helped me loads, especially my half-kerbo-synced comsats which seem to see the most use). edit: clarity
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Saw the teaser for this last night - inspired me to make my own stock (+Damned Aerospace...) large delta wing plane. Unfortunately my computer can\'t handle too many parts on a craft or in the parts file so I won\'t be able to fly yours but it looks great, congrats on getting it off the runway (and to the mun, but those wing boards love to detach from landing gear on the runway), cheers for the inspiration.
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Just checking but did you try assigning the axis controls at the bottom of the controls menu? The assignments for buttons won\'t take stick movement into account but the axis controls will. Hope you get it working soon man, joysticks are awesome even if they\'re somewhat out of 'fashion'.
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Loving this pack, I like how lots of the parts have fuel but the capacity:mass ratio is kept the same as stock. I recently culled my mods folder (I\'d had enough of uncontrollable slideshow-style launches) and this mod gives a nice amount of flexibility in design with stock parts so it stays! I do have one suggestion though - make it so you can surface attach the fuel tanks like you can with normal tanks, these parts look much more up to the job than the stock ones!
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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
Menelmacar replied to Kreuzung's topic in KSP1 Mod Releases
Cheers for the update! Woohoo, they recharge, I also like how with two batteries they both drain (although it seems the one closest to the drain drains first which I guess is intuitive). Two tiny issues though - no more fancy 'energy' battery fuel thing in the staging list (just appears as a strut now) and somehow the panels now charge batteries almost instantly (I just nerfed this to the old MRZdynavolt 'power' value) I also nerfed the VB ion engine so it drains twice as fast as one panel (will probably nerf this more realistically when I\'ve done actual flight tests). Thanks again mate. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Menelmacar replied to Thobewill10's topic in KSP1 Mod Development
Hi there, I\'ve been using your mod for a while and I really love the look of the parts - I think you nailed the 'stock' look! I have a question though - is there a way to make it so a fully depleted battery will recharge again? I\'ve tried this with your battery and the battery from the Deep Space Mission mod (perhaps I\'m doing it wrong, but I have tried them attached radially and all in the main stack). I appreciate your hard work -
Thanks to all in this thread, I had a similar problem to BlackBicycle\'s, I ended up using maltesh\'s method because the maths are very simple. I put 4 sats in half-kerbo-sync orbits in one trip, 90 degrees apart and the method worked so much better than my previous attempts to use mechjeb\'s Lattitude output (which is on a scale of 0>180>-180>0). Later I managed 6 sats in one trip all kerbo-synced 60 degrees apart. Honestly I\'m terrible at maths but this method worked for me because I can visualise it - I got the period of the orbit I wanted the sats at from KSP Orbit Mechanic which I then used to find an elliptical orbit with a Pe at my sat orbit altitude and a period of (numberofsats+1)/numberofsats x period of ultimate satellite orbit (I do this by putting numbers into Orbit Mechanic until I get the ellipse with the period I want - I know there\'s better ways but I\'m really not a fan of maths). With this I could then circularise, deploy, push my apopasis to the one of the elliptical orbit I figured out and wait until I return to Pe, circularize, deploy and repeat until I\'m out of satellites So thanks again guys, just finished getting a few more comsats up around the Mun for a few unmanned rover missions (that speed of light delay from the relay plugin basically disables your ASAS at around 0.6s lag... unlike some on this site I think the Kerbals will agree with me when I say I think Kerbals should always live to see another explosion)... and I made my first trip to Minmus, I\'m sitting in really inclined but circular orbit there and can\'t wait to come back for comms link so I can go down and explore - I\'ve never been there and so far I\'ve managed to not hear anything much about it so it is exciting. ???
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Space 1999 Eagle **Version 1.2 - .16, hatch & Kerbonaut Ready!**
Menelmacar replied to RedSpar's topic in KSP1 Mod Releases
My mum and I recently watched Space 1999 (and then UFO after which was also awesome) and I reckon the models are what carried that program - just downloaded your mod and it looks fantastic, thanks! Now all I need is some parts to make Mun Base Alpha! -
I replied depends, Sometimes my kerbals die or are stranded due to untested landers and mind-altering substances. I always TRY to bring them back but I\'m just not good enough to respond yes on the poll, poor kerbals :\'(
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I imagine when we have .16 (ladders and EVA\'s specifically) SOMEONE is going to make a ladder to a kerbo-synced satellite, somehow. This will inevitably lead to space elevators - to the naysayers: you must not realise how impossibly cool space elevators are, generally if you ask a secondary school physics teacher (while in secondary school) about such a thing they just sigh wistfully and say yep it\'d be just about the best thing ever.
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Thanks for the tips - I haven\'t even attempted a trip to Minmus yet but I\'m always looking to improve my navigation, what exactly does the .cfg edit you suggested do? (I\'ve seriously confused myself by speculating on this) My kerbin looks similar although not so evenly spread out, actually if you could view our Earth, like we do Kerbin, with icons on every satellite and decent-sized chunk of debris you probably wouldn\'t be able to see Earth.
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Interesting research about stars and Kerbol.
Menelmacar replied to GenJeFT's topic in KSP1 Discussion
Our liquid core is slowing down also - I think we\'re more likely to lose our magnetic field (obviously generated by our ferrous core\'s rotation) and thus atmosphere than be swallowed up by the sun as it expands! Kerbol is indeed a cruel mistress - although I\'ve been lucky since persistance was added and no Kerbals are hopelessly orbiting her without any hope of return. Kerbol also seems to shine through Kerbin and the Mun, I just get the reflected light from my craft; is this intended, a bug or a graphics/cfg setting I need to change? -
It\'s not going straight that\'s the problem, it\'s turning around in space (which you do a lot when you overshoot your targets like I do ;D ) - I\'d love to lose a lot of that RCS weight on my ships if I could just figure out how to spin around without throttling up a gimballed engine and increasing my chances of going off into obvlivion.
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I just got a joystick yesterday based on the aboved mentioned \'stick recommendation thread and I HIGHLY recommend a stick (and that thread). When your design is lacking (mine always are) the keyboard controls become so twitchy even in precision mode but with the stick (haven\'t used one in ten years) everything got significantly easier. I labelled a few of the buttons so I can access RCS controls (in all directions), SAS hold and toggle, precision mode, map, throttle, landing gear, warp controls and staging pretty much all with my right hand - with better rotation control on top of it all. The one disadvantage I see to using a stick in KSP is camera control unless you have one of those flash sticks with a cursor or you never use RCS and bind the hat swich to camera control (wish there was a fixed 'from behind-and-above' camera mode for aircraft). SO I really recommend checking out a few sticks - for KSP I reckon you want something with lots of buttons, a throttle, twist (for roll control) and a hat switch. (~third post on these forums ~third post about joysticks )
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I use RCS on my landers and orbiters - I like having control over my attitude! How do you guys do all the spins necessary for a TMI-circ-and-munar touchdown without RCS? I find little bursts can really help my course and the ability to push pro-grade when my attitude is retro-grade is super handy for minor adjustments. Using a joystick with RCS bound to the hat switch has much improved my Mun landing smoothness - like others I more or less cut all my speed about 4km up from the Mun, then I turn on my sas and keep pointing normal, at slow vert speeds your vector moves around like mad but with RCS on the hat switch (I assume keyboard too but the control is much finer on a stick) you can just steer your vector icon around. I managed to touch down a heavy lander last night at around -1m/s. I always return if it\'s possible - but I haven\'t quite figured out returning yet, or even landing at any particular location. I\'d like to know how those who don\'t use RCS control their ships in space - just gimballed engines (and messing up your course while you change your course) or is there something I\'m missing?
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Hi, Thought I\'d drop in a hello post! I played KSP back around .12ish and had lots of fun with explosions! I pre-ordered because I\'m amazed at the changes to the game (although at this stage Kerbin has far too many \'satellites\' i.e. junk I left up there) and think the devs deserve much praise here, I\'ve seen so many other games struggle with \'beta\' status when it\'s far too early, then core important bits lose out when it comes to proper release resulting in lost potential (the worst kind). On the strength of the Joystick Recommendation thread I went out and got one - testing my dodgy designs is so much easier and when I lose control I know for sure I wasn\'t just mashing the wrong button SO thank you to all ye fellow forumites and space travellers also. Cheers!