mellojoe
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Everything posted by mellojoe
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SSTOs! Post your pictures here~
mellojoe replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
5-man SSTO Cause sometimes you want to go to space with 4 of your closest friends. -
I love this project! I did one similar not too long ago. It has become my favorite ship so far. It is so much fun to fly. Here's my thread on the subject: HERE. Tips: Turn off angle snap (press "C"). Sometimes things line up better when they aren't trying to snap to a location and you can have fine control over placement. Put a cubic or octaganal strut on the decoupler first. Then attach wings to the strut. It will give you better connection points to have the wings facing the correct direction.
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On smaller crafts, the standard: vertical until 10k, rotate to 45* for a while, then as AP hits 60k+ go horizontal On larger cafts, it is a bit more involved: usually I do my gravity turn much slower, staying as vertical as possible longer and taking a smoother turn to 45*. Then once the AP hits 60k or so, start a gradual turn toward horizontal. Usually leading the prograde marker by a bit and not steering too quickly.
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SSTO is a single stage to orbit. Not all space-planes are SSTO. And not all SSTOs are space-planes.
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https://www.dropbox.com/sh/723chvrgwd4621p/eMFlZwtPa3 My pride and joy: the Virgin Galactic White Knight 2. Or a Kerbal interpretation of it. Flies like an SSTO space plane, but is 2 stages. Both halves can fly and land.
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Like this? Yes it is possible. Just remember, you are now aligning FOUR axis. X, Y, Z as well as ROTATION. It isn't super hard, just requires a light touch and patience. Sometimes only one of the ports will dock. You just then undock it, float backward, then push forwards again. One of mine took 4 tries, but the fourth time I switched to controlling the other ship and that worked. Just needs a little extra wiggle and aligning.
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L-Shaped Truss? or Crew tunnel.
mellojoe replied to QuantumX's topic in KSP1 Gameplay Questions and Tutorials
You could take two of the structural fuselages and join them at right angle using the radial atachment point. Then cap the end with a nosecone piece. It isn't perfect, but it works. I did this on my weird little science lab thingy I put on the Mun. Here: You can see the L-shaped, 90-degree angle white tunnel. -
rover throttle control?
mellojoe replied to innovine's topic in KSP1 Gameplay Questions and Tutorials
I think we might need some pictures to help us identify the problem. Rover wheels are electric. You press forward and they go forward. They are on/off only. To brake, you can press backward to slow you down or you can press the "BRAKE" key (usually "b" but also the bottom of the three buttons next to the altimiter). "Brake" is also a toggle, so it is either on or off. It is like a parking brake as well, in that if you have it toggled ON, your craft won't roll if you get out of it. Also, are you using rover wheels? Or the unpowered landing gear by chance? Also, are the wheels pointing in the correct direction? It is very easy to misake their orientation and have them on upside-down or backwards. I've done it a million times. Rover wheels only work in one oreientation. The "friction" seems to only work in a small area on the bottom of the wheel, so it only has one valid contact point. If you have the wheels rotated 90* or updsidedown, they won't work. Even though a circular wheel should work in any orientation in reality, in KSP terms only the correct bottom of the wheel touching ground actually works. -
During one of my test launches to go to Jool, I had a huge rocket going. 9 stacks of double orange tanks for botom stage, 6 orange tanks for middle stage, and then 12 SRBs around the base. But I never ended up using it and don't have any images that I can find of it. My heavy lifter now is simply a 6-mainsail asparagus stage with 12 SRBs. Then attach payload.
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I get this same problem, too. If you flip the decouplers over (have the little red arrow point TOWARD the engine instead of AWAY from the engine) that can help.
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You can also take the partially finished ship, "Launch It", then while on launch pad switch to orbit view (press M), and then hit the littie "i" in the corner. That will give you part count and weight. It is a little clumsy since you have to wait through loading screens. But it does give you real numbers in stock game.
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Space Whale Monitoring Station
mellojoe replied to Synapse's topic in KSP1 Challenges & Mission ideas
http://forum.kerbalspaceprogram.com/showthread.php/38066-the-Restaurant-at-the-End-of-the-Universe?p=484836&viewfull=1#post484836 Here's my submission, sort of. I put a restaurant at the end of the universe some months ago. Milliways was in a 400B orbit. Completely stock. This was before I knew about MechJeb and about infinite fuel and all that. I basically stuffed as much fuel and boosters as I had ever done, launched it, and watched where it took me. It has power in the form of RTGs, and it has radio dish antennae. It does not have the science equipment, I don' think. But, pretending it has that, we can easily repurpose this flying restaurant into a science lab. The rest of the thread is there to see the progress from my first attempt into my larger ship. This save was destroyed/deleted with one of the version upgrades. -
When you use the docking ports, does it mess up the staging? Do you have to use an action group to decouple the three ports at the same time? Or do the decouplers work in the normal stages?
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"Sproing Test" omg. LOL
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When I started showing off more pictures of my KSP creations than my kids ...
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SPACE STATIONS! Post your pictures here
mellojoe replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Don't know if I've posted this yet or not: Jool of the Skies She has room for 6, but only 3 crew at anyone time for comfort reasons. And here she is with a resupply vessel attached: Ressupply can return home safely, so that crew transfers can take place. 3 onboard at any one time, and room for 3 in the resupply craft. -
If you move the craft files out of the SAVES folder and move them up a level into the core SHIPS folder, it makes them "Default" craft files and are availible across all your save games. Those that are within the save folders are only availible within that save. I have 3 crafts that I love so much that I want them to be availible to me, even though I use different saves for different objectives.
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Is Kerbal Safety a Top Priority For You?
mellojoe replied to TheHockeyPlayer's topic in KSP1 Discussion
I always try to REVERT a flight before it goes all explodey. But, I don't build special escape vehicles or anything ... so, I don't really know how to answer. If I launch a Kerbal into space, I always try to ensure I can get him/her back home again. I don't like to STRAND my Kerbals. But explosions don't stop me, either. -
Added another module. This one for SCIENCE!
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i landed a Science Lab on the Mun!
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I made a Mun base! And I parked the whole thing next to the Lunar Landing memorial. My communications tower kept having an issue in that it would wobble and "walk" away. I think I'm on a slight slope. It eventually moved more than 100 meters away. So I used my new rover to push it back into place. My habitat can house 8, but I only staff it 3 at a time to give them plenty of space. Each has their own home module, and the 4th is for storage, community space. Looking out the window at the rover, the comm tower, and the Memorial: Basically, each section was its own launch. 3 launches, 3 pieces. They all used a sort of "sky-crane" to land, then detach and fly away to crash somewhere. Probably more to come, once I think of something new to add.
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I made a Mun base! And I parked the whole thing next to the Lunar Landing memorial.