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Hodo
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Everything posted by Hodo
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Realistic Solar System Crafts - MEGATHREAD
Hodo replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
http://forum.kerbalspaceprogram.com/threads/68270-0-23-Kerbin-Date-Calendar-%28Version-1-3%29 KSP-Calender, great little plugin. -
Realistic Solar System Crafts - MEGATHREAD
Hodo replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Well made my first decent rocket. Managed to get a half ton satellite into orbit of 500km with it, was aiming for 400km but over shot with MJ doing all the work. The UR-1 "StiK" (Yes I got the idea from the Ares I-X rocket.) First stage is a SRB, second stage is a LOx/LH2 mix, third is a MMH/N2O4 mix. -
I think drag maybe the issue. That would explain the power to weight ratio that I was having issues with.
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Tips for landing a probe on Eve with the Deadly Re Entry mod?
Hodo replied to RagnarDa's topic in KSP1 Mods Discussions
Fixed your album. And the thing that took me the most amount of time was the fact I was trying to land within a certain distance of a location on Eve for a challenge. -
Stay with in 2.59km and they will not disappear.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Hodo replied to ferram4's topic in KSP1 Mod Releases
@F4 wilco, when I get a chance. Thanks for the response.- 2,647 replies
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Ok after a few days of playing with MJ I have come to two conclusions.... 1- I suck with it. Anyone have any better discriptions on what each autopilot menu is and what they do? Smart ASS is nothing more than the flight computer from RT2 so that is easy for me to figure out, but the ascent autopilot is horrible. I dont turn it on till I am past the halfway point on any launch with a rocket in the RSS mod. 2- It is useless for spaceplanes, not that I mind, I still do most of my piloting myself. Additional note- it really doesn't read right with the RF mod in RSS. And god forbid I have a RAPIER or a SABER on the aircraft. But overall I like it, it isn't as bad as I thought.
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Tips for landing a probe on Eve with the Deadly Re Entry mod?
Hodo replied to RagnarDa's topic in KSP1 Mods Discussions
I have no doubt about that, but I didnt have them yet, and I still dont, but I am working on fixing a few things and testing out MJ in the RSS mod with RF,and all my other mods listed in sig. -
Sandbox Mode: Deleting default/stock rockets.
Hodo replied to Vozlov's topic in KSP1 Gameplay Questions and Tutorials
Go into your save file -> VAB/SPH and remove the .craft files. If you want to get rid of all the ones that come in the stock KSP and every plugin just go to the VAB and SPH folders and delete the .craft files. That will get rid of them from the game so you don't have to worry about them ever again. I did this with all of my downloads because most of the plugin crafts are cool but ultimately suck for what I do. -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
Hodo replied to RagnarDa's topic in KSP1 Mods Discussions
Yeah FAR makes things definately different, and more realistic, which is why I run it. But I can't stand that stand the stock KSP aerodynamic model, which at best is crap. But it was no easy task to land that probe on Eve with the RT2 plugin. It took me over a hundred tries and was by far the most frustrating thing I have ever done, and I doubt I will EVER attempt that again. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Hodo replied to ferram4's topic in KSP1 Mod Releases
I downloaded it and installed it, maybe it installed wrong, but now I have an issue. One of my most used launchers keeps breaking at the decoupling point, before it even finishes loading in on the launch pad. I have no pictures currently because I am at work, but it is a 118ton launcher, using the stretchy tanks from Nathen Kell, and the RSS+RF mod. It breaks at the 2.5m rockomax 2.5m decoupler, and the poodle engine for the third stage. When before this patch it would load and launch just fine and handle up to 6Gs of acceleration without an issue. The upper stage is about 20 tons.- 2,647 replies
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Realistic Solar System Crafts - MEGATHREAD
Hodo replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
I have to ask, for those of you using MJ on your launchers, what launch profile do you set it for on the ascent autopilot? I have never used MJ before and I am trying to figure it out. For the most part I only use it now to get the orbit stable. -
I know with the RSS mod and RT2, I currently have 4 satellites and working on more. Its not crowded yet. But I still have a massive amount of work to do. My last save I had 18 satellites around Kerbin 12 were communications sats, 2 were mapping, and 4 others were either station or refueling drones.
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The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
They are really quite weak compared to aerospikes. -
Not saying you did it wrong, or that it is a bad plugin, just saying that they don't seem to match up with the real counterparts. And I didn't make an aircraft that looks like a F-15, or an F-16, I just went with the lowest drag profile aircraft I could make that has the same mass as an F/A-18 for test reasons. It isn't built to turn on the dime like the F-16 or climb to 60kft in 60seconds.
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I was testing in the RSS scale Kerbin, which if I am correct is the same size as Earth and scales about the same.
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He is at 6km, or about 19kft, which is pretty low when talking about aircraft. And I did over 50 tests, with the same airframe, at the same altitude, 10km (33kft), and would accelerate with a F100 it would be useless at any speed above mach 1.9-2.1. Meanwhile the real F-15C Eagle which runs those very same engines, can go to mach 2.5+. When tested with a single F100 it would barely break mach 1.2, while a F-16C which runs that engine can go faster than that at the same altitude. I built my test aircraft to be roughly the same mass of the F/A-18 which is a good middle ground for the F-15 and F-16.
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I love it, well done!
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I had the same problem MAKC, I unfortunately uninstalled it till it is a bit more stable. I tested everything from the P&W F100s to the F119s and compared them to my resources, which include actual Air Force repair and specifications manuals for the F100, and JANES Information Service readouts. The jets lose power way to fast, and are way under performing vs real life examples.
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Not sure how I feel about multiplayer. I rather enjoy playing the game without it, not having to find a server with all of the plugins and mods that I run to make the game realistic or fun for me, and then contending with lag, disconnects and griefers. I would rather see the Squads resources put towards implementation of a decent aerodynamic model, just use Farrem4s, a good reentry model like DRE-C, ingame mapping system SCANsat is a good one, and signal delay options from Remote Tech 2. Working cargo bays for the stock models, procedural wings and fairings. And an ingame build information window, like KER or even MJ.
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The hardest thing is actually the amount of delta/V required to get to orbit and taking the right mix of fuel and engines while keeping your mass and drag down.
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Realistic Solar System Crafts - MEGATHREAD
Hodo replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Oh I have no illusions that this craft would work in real life, with the current technology. I am just happy I have been able to continue my dominance of the space plane SSTO research. Now the fun part begins, making smaller more practical ones, and larger ones that can actually carry a cargo into orbit. -
Realistic Solar System Crafts - MEGATHREAD
Hodo replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
RSS is close, I think it is a bit smaller than Earth but not much, atmosphere height is around 100km instead of the 69.4km of the stock KSP. And you require around 9.4km/s d/V for orbital speed. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Hodo replied to stupid_chris's topic in KSP1 Mod Releases
I would love a small chute for the kerbals. Not the KAS mod but one that is like the MMU they have when they get out in space, but one for if they get out in atmosphere. -
I have only recently started using it, and it is useless for most of what I do other than the information readouts. But I can use KER for that and KER has a much smaller footprint. But I do like using MJ for my rockets that I have to launch repeatedly for communications satellite placement in orbit. With the RSS mod it is kind of tiresome launching one massive rocket after another to put it several hundred thousand meters above the surface in a set place and orbital altitude.