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Giuseppe MK XXXXV

The Giuseppe MK XXXXV is the final iteration of the Giuseppe line. This large SSTO aircraft can take 20 tons to Laythe/Duna and many other planetary systems. Giuseppe also couples as heavy lifter SSTO for LKO with opening cargo doors the full length of the craft.


After a 9 month development cycle and endless issues the Giuseppe MK XXXXV is ready to released (Yes I really have that many versions). Giuseppe is an amalgamation of interplanetary SSTO and heavy lift to LKO SSTO due to the fact it has rear opening doors so rovers and other cargo can be stored, and large cargo doors the entire length of the craft so space station core parts can be deposited and collected from orbit if needs be.

The 2 main variants included are the A and C. The A variants are the only mission ready variants at this time this including; Blank Giuseppe with no cargo other than the kerbels, Rover Giuseppe with 2 VTOL Wiener rovers that are able to fly over mountain ranges or drive over them (see video below for them in action on Laythe)

Any questions contact me via email:

Add-ons needed : B9 and KW Rocketry I didn’t include MechJeb as you can add if you want to use it. A good placement area is the front bulkhead by the docking ports.

Check here for the development gallery:
Check here for the mission to Laythe Gallery:
Video of the Wiener rovers flying on Laythe:



Addon Installation Guide


How to install Addons in KSP:

Installing addons in KSP is as simple as moving files into their appropriate folders. This guide explains which folders hold each type of addon, and how to locate them. Keep in mind that Addon packages may contain any combination of addon types. These instructions are meant only as a generic guide.


Finding the KSP Main Folder.

The first step to installing an addon is to locate the KSP folder in your computer. This is where KSP keeps all of its files, including your game saves and screenshots. The KSP folder is located where you unzipped it when you first downloaded the game.

The KSP Folder contains the following subfolders:

KSP root folder

NOTE: On OSX, the KSP_Data folder does not exist. (Its equivalent lives inside the App package)


Installing Part Addons

Parts are all contained inside KSP/Parts. Each part has its own subfolder in the Parts folder:

The Parts Folder

To install new parts, extract the part folders from the downloaded package into the KSP/Parts folder.


Installing Craft Addons

Craft files are saved ships created in the game. These files can be placed in a few different folders:


In KSP/Ships, you will find separate subfolders for the different construction facilities in the game. The VAB folder, for instance, holds craft files that are editable on the Vehicle Assembly Building in game, and launched from a Launch Pad. Similarly, the SPH folder holds craft files that are editable in the Spaceplane Hangar Facility, and launched from the Runway.

Craft files placed in a subfolder of KSP/Ships will be available to all saved games. Ships placed here are considered to be "Stock",. They won´t be overwritten directly if edited, and cannot be deleted from inside the game.


It is also possible to make craft files available to only one saved game:

Each game started creates its own folder in KSP/Saves. Each save has its own Ships folder, which is organized in the same way as the common Ships folder above. Craft files placed in one of the subfolders are only visible when playing the corresponding game, and can be overwritten and deleted. Ships created while playing the corresponding game are also saved in these folders.


Installing Scenarios and Training Addons

The KSP/Saves folder contains the training and scenarios subfolders. SFS files in the training subfolder are listed in the Training section of the Main Menu in the game, and files in the scenarios subfolder are visible in the Scenarios section of the menu.

To install scenarios and training missions, extract the SFS files from the downloaded package into the appropriate subfolder.


Installing Plugins

The KSP/Plugins folder holds the DLL files for plugin-powered addons. These plugins extend the funcionality of the game, adding new part types, or new missions.

To install a plugin, extract the DLL files from the downloaded package into the KSP/Plugins folder.


Installing Internal Models

Some addons add new internal spaces and objects. Those are installed in the KSP/Internals folder.


Props are objects that can be added into internal spaces, like cockpit gauges or cabin decorations. Each internal prop has its own folder in KSP/Internals/Props:


Spaces are the internal models that are associated with parts. Each internal space has its own folder in KSP/Internals/Spaces:


To install internal props and spaces, extract the folders from the downloaded package into the appropriate subfolder.



How to use

Key binds: 1-Opens cargo doors 2-Toggles the outer 2 Jet engines 3-Toggles the next inner set of jet engines 4-Toggles the next inner set of jet engines 5-Toggles the next inner set of jet engines 6-Toggles the next inner set of jet engines 7-Turns on the all the Nuclear engines and toggles all RAPIER engines to rocket mode use this rather than the stage button. 8-Toggle outer most RAPIER engine to shutdown 9-Toggle inner RAPIER engine to shutdown 0-Toggle inner RAPIER engine to shutdown After toggling all the RAPIER engines to shutdown you can use 7 to turn the nuclear engines on and off same with the 1,2,3,4,5 if you get into Laythe atmosphere How to fly Giuseppe: Takeoff: For take off all you need are the air breathing jets. Once your rolling the speed will pick up quickly but will tail off near the end of the roll. Rotation speed is 90m/s Slowly rotate until the tail almost strikes and once the main gears lift pitch for around 25 degrees don't forget to press T to hold with SAS. Giuseppe is slow to climb at first but is very stable and will hold pitch well if your using mech jeb SMART ASS is well suited for this. Set the pitch for around 25 then soon after at around 2km pith to 35 and then 45 Watch the speed doesn’t drop below 70 m/s Accent: You want to follow these guidelines: 0-16km = 45degrees (when stable) 16-22Km = 35 degrees 24-27km = 20 degrees 27-30km = 5 degrees 30-32km = Level off. Your target velocity before switching to rockets is around 2000 m/s The most import thing to remember is to not let the intake air drop below 0.25 or you will risk a flameout. When your ascending from 27-30km if you feel your gaining speed well and intake air is still going down shut down the first pair of engines this will save you intake air and lower the Chance of a flame out. If still going well shut down the next pair and so on. You must make sure you don't let the aircraft start to decent again when levelled off at these speeds it's very easy and can be hard to regain the climb. Rocket stage: Once you can no longer gain any free speed (above 2000m/s) press 7 and this will kick in the RAPIER and all the nuclear engines. Make sure that all the Jets are shutdown at this point. Keep an eye on the AP and once you see its gaining well consider turning off the RAPIER engines as soon as you can with 8/9/0 the nuclear engines are much more efficient. Landing: Giuseppe is relatively easy to land due to its massive wings and the fact its s biplane. It has a low landing speed of anything from 100m/s to 60m/s and can take very strong impacts of up to 20 m/s You need to be careful you don't strike the tail as this is a weak point in the air frame. You want to land level as in a heavy landing the wings tend to flex and if they impact the ground substantial damage will be caused. CG: If you want to modified the payload for Giuseppe make sure the CG looks EXACTLY like this ( or it will not fly correctly


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