mellojoe
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Everything posted by mellojoe
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Request: A space logo with our without a rocket that incorporates a Baseball instead of a globe. In my head, I see a globe with comets or asteroids wizzing around, but upon further inspection it isn't a globe but a baseball. Maybe similar to the NASA logo, but baseball inspired. Agency name? AVERAGE Literally just the word "AVERAGE" instead of NASA or ESA or other agency name. Go wild. Have fun. Preferably one with wavy-flag background, one without. Too much to ask? Sorry in advance. You all rock.
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Also, in real life, a main limiting factor is $$$$$. It just takes a lot of money to launch something, and the heavier it is, the more expensive it is due to the extra requirement of a larger launch vehicle and added fuel. Real life is driven more by funds availibility than anything else.
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Tips and tricks you found out yourself
mellojoe replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
For planes, sometimes WIDER is better than LONGER. Your center of lift will not change. Your center of mass WILL change, though, as fuel drains. Having a bunch of long tanks in a line means your center of mass will change quite a bit. Having multiple smaller tanks spread wide ensures your center of mass doesn't change much, helping to keep the ratio of CoLift and CoMass proportional like it was when you initially launched. Stock aerodynamics is not punishing of wide planes (yet), so for now, wider is better. -
Mostly this was the intention, however, in testing the ARM "mod pack" it was discovered that many underhood changes needed to be made to accomodate. This has pushed the ARM pack later and later, and effectively closer and closer to 0.24. Things like fixing some patched conics stuff. Things like allowing time warp while in the tracking station. Things like larger parts and stronger joints. These things were going to be in development down the road, probably for 0.24 or possibly later. But the challenges of the Asteroid pack sort of required getting those solutions up and working now, which required a lot of new code. While the 0.23.5 is just technically an add-on mod pack, it will include many of the things that the next patch was planning on including. They are now closer in time-frame as well as code. I'm sure there are still some things in 0.24 that don't need to be included with the ARM pack but need to be implemented before too long. Things like currency and contracts and other career oriented under-the-hood code needs to be implemented and perfected. But those bits are not essential to the asteroid redirect, and therefore can wait. And I'm sure there will be some things in 0.24 that we don't know about yet.
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I think a circle on a transparent background to put on ships and capsules.
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SSTOs! Post your pictures here~
mellojoe replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My 6-seater SSTO. Ends up in a 75x75 orbit with over 1200 delta-v ready to go, before refuelling. Very stable in all flight modes. The only part clipping is the ram-air intakes on the front. I put a handful on each for true air-hogging. My SSTO flight path is not optimal, so I have to make up for my lack of skill with air-hogging. I am not ashamed. In picture 4 (out of 5) you can see the difference in power between the two turbo-jets. (view full resolution to be able to see it better) This is the clue that one is about to flame-out. In my case, the right engine is losing power and is on course to flame out. Reduce throttle at this point. Keeping these two screens up (alt-right-click, just like fuel transfer) lets me keep a close eye on the flame-out potential. And since it was my right engine that flamed out, it will ALWAYS be that right engine that flames-out first. Just a tip for all you SSTO folks. -
I didn't see an answer for this yet, so I wanted to take a stab at it myself. I built a really heavy craft and put it on launch pad. Physics loaded and it immedately started to fall apart. Reloaded it. Hack gravity. Now physics loads and it doesn't fall apart. EVA, use KAS struts in multiple places to strengthen craft. Unhack gravity. Craft does NOT fall apart. Use arrow keys to try to wobble it apart. Craft does NOT fall apart. EVA, unlink all the KAS struts. Use arrow keys to wobble craft. It immediately falls apart. I believe this evidence points to KAS struts actually strengthening a craft. The struts seem to allow more wobble than stock struts, but did indeed prevent breakage.
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I want to encourage everyone to do a save-game that is a recreation of the Apollo missions. You could even start with the Gemini missions, or the Mercury ones. I did the Gemini missions because it jumped right into things like docking and EVA. Really taught me things I needed to know for KSP ... like rendezvous and docking, as well as EVA controls. And a HUGE appreciation for what these guys did in real life. WeChooseTheMoon.org is an amazing site. Really lets you reliive those moments again. Wonderful. Just wonderful.
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Its amazing how many real-life lessons I've learned from playing this "game". Colombia, Challenger ... scary scary things. To see that these scientists put their lives on the line simply for the pursuit of knowledge is the most humbling of lessons. The first time I really took in the real-life WOW moment was when I pushed away from Kerbin to head toward my first Mun landing. Yes, we have "manuever nodes" and "orbit lines" to see what our burn is doing to our craft, but in the 1960's these guys were doing it for real, without a lot of computer assistance. Think of that first time, sitting in a cramped capsule, firing up the engines to push you away from Earth and into the black .... hoping the math is right and hoping you'll get close to that other floating rock out there. What if you miss? You could drift forever. Humbling indeed.
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Request: A space logo with our without a rocket that incorporates a Baseball instead of a globe. In my head, I see a globe with comets or asteroids wizzing around, but upon further inspection it isn't a globe but a baseball. Maybe similar to the NASA logo, but baseball inspired. Agency name? AVERAGE Literally just the word "AVERAGE" instead of NASA or ESA or other agency name. Go wild. Have fun. Preferably one with wavy-flag background, one without. Too much to ask? Sorry in advance. You all rock.
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2 Ships docked to the same Asteroid
mellojoe replied to mellojoe's topic in KSP1 Gameplay Questions and Tutorials
Mostly the reason for asking this question in the first place was to figure out the behavior if I put multiple pods attached to a large asteroid and put a bunch of SAS units all over it. Then I could manipulate that thing into any orientation I wanted. Strap wings to it, and have all the control surfaces work in unision? YES PLEASE Giant kerbal rock glider -
2 Ships docked to the same Asteroid
mellojoe posted a topic in KSP1 Gameplay Questions and Tutorials
What happens when two ships grab the same asteroid? Are they considered docked together? Can you transfer fuel between the two ships? Does the throttle control both ships? Does the RCS / SAS work on both ships simultaneously? Does anyone know? -
To be clear. Asteroids will only appear...
mellojoe replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Since this is the "NASA" spacepack, I think they are trying to bring awareness to the real-life mission plan. And that mission only includes near asteroids. I think in the future KSP will open to asteroids in multiple zones, but for now since they are partnering with NASA for this specific mission, the asteroids will be limited. I think a mod will easily be able to tweak starting locations and starting trajectories. I think long-term KSP goals was to include some large objects out near Eeloo anyway. And at one point Dres was supposed to be a place-holder for an asteroid belt analog in KSP. I think having the asteroids near Kerbin opens up some great gameplay, and I'm glad they decided to go that route to begin with, but I'm sure we'll see more in the future. -
Yes, thank you.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
mellojoe replied to damny's topic in KSP1 Mod Development
Just downloaded this mod. Really excited to try it out. Once you map a planet/body, can you select on an anomoly to target it? In order to highlight its location? Or is there an easy way to translate coordinates from spots on the map to spots on the planet/body itself? I do not have MechJeb installed. Thanks. -
How to recreate "Gravity" in KSP. Accidentally.
mellojoe replied to biohazard15's topic in KSP1 Mission Reports
Set your convenently placed watch timer to 90-minutes. When the alarm goes off, take off your clothes and float around for a while. Also be gorgeous. Win a few Oscars. J/K, i loved the movie. My wife loved the movie. I'm so glad I haven't destroyed a station with debris, yet. The Kraken took my first station. 0.23 update took my 2nd (I did a clean install). New computer, new harddrive, new install took my 3rd. I haven't built another monster station, yet, but when I do, I'll try to remember to keep the orbit path clear of debris. -
To be clear. Asteroids will only appear...
mellojoe replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
This is interesting, indeed. I look forward to seeing what the Kerbalverse looks like after a few asteroids are tracked, get a gravity assist from Kerbin, and then take a self-guided grand tour .... -
Don't tell anyone, but I edited the Ion engines in stock to produce 1.0kn thrust a while ago. I also edited the fuel and power requirements to be half, thus yielding the same ISP and fuel rate but double the thrust. Going from 0.5 to 1.0 was enough of a change to make Ions fun to play with. Going even further and going to 2.0kn thrust? Means I might actually consider using them on satellites. Right now my Sats are RCS based. I could easily switch to Ion power, I think, with these new tweaks.
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I love hearing this! This mod has opened up tons of doors for me, and I am in a mad quest to mine kethane on all celestial bodies. (Did you see my mining rig on Eve, yet? ) I can't wait to explore asteroids and see if we can find fuel there. Imagine being able to refuel space stations by dragging asteroids nearby. Oh, how Kerbal! *maniacal laughter* Or capturing an asteroid in 400 x 400 orbit and building a refining station on the asteroid itself .... Or ....
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There is no fuel mining, YET, in stock. However, the Kethane mod is great for mining fuel on celestial bodies. I don't know when (if) it will be updated to show kethane on asteroids. Hopefully it will, and hopefully soon after the public release. Currently, asteroids are only in a certain area. I don't know about long term plans, but I could easily see them being added in multiple zones. The main zone is a "belt" between Kerbin and Duna (much like the asteroid belt between Mars and Jupiter), but it wouldn't take a lot of imagination to envision a second main "belt" out near Eeloo to mimic the Kuiper belt. And even imagine a few free-range objects scattered randomly.
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To be clear. Asteroids will only appear...
mellojoe replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
They will only appear in the area between Kerbin and Duna, I believe. Some will be heading toward Kerbin, some will be going safely past. It is up to you to decide which ones become permanent objects in the Kerbalverse -
Found something strange in the settings.cfg
mellojoe replied to firerider521's topic in KSP1 Discussion
Enabling it unlocks the Recees Pieces stock flag. -
Headed to Moho - - last minute advice?
mellojoe replied to mellojoe's topic in KSP1 Gameplay Questions and Tutorials
Thanks to all, we did it! Using the technique described by maccollo, Jebediah and Bill were easily able to get to Moho. They drove the transfer stage down to a small 8km x 8km orbit at Moho. Took the lander down ... which was the scariest part. My tiny lander + kethane rig needed more fuel. It was basically a suicide burn at the extreme. Not fun. But we did it. When I go back (which I will), I'll redesign my lander. I kept cutting weight, cutting weight, cutting weight to ensure I had enough delta-V to complete the mission, that I think I cut too much. I could have easily used a much larger lander, which I will in future missions. Then, Jeb and Bill refuelled the lander and headed back to the waiting transfer stage. Pushed the whole thing out to a 1000km x 1000km orbit in order to wait for a return window, and to give us enough distance so that the long transfer burn could be done in a single orbit. At the low orbit, the period was only about 30 minutes, and my estimated burn was close to 20. It would have required multiple passes to get anywhere, so making a larger parking orbit ensured I could do the long burn in one shot. Landed back at the KSC (or close enough). I'll have an image write-up coming soon. Thanks again to everyone who offered advice. It was HUGELY useful. -
I did MOHO! Yaaaaaaaaaaay! I've been so nerve-wracked by attempting it, and finally I did it. Just last night I returned Jebediah and Bill home, and landed near KSC. Another long term mission is in the planning stages to return using lessons learned from this one.