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Hodo
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Everything posted by Hodo
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SSTO Orange Tank Orbital Refuel-er?
Hodo replied to m4rt14n's topic in KSP1 Gameplay Questions and Tutorials
Stock builds are great, I often applaud great designs that work stock. Expecially if they are using stock parts and DREC+FAR. But unfortunately the biggest problem with the stock parts is there isn't near enough parts to build a decent looking craft most of the time. Not without having several hundred parts that is, and clipping the hell out of it. B9 is a good starter for a load more options in your builds without making the game easier or harder. I myself don't like building stock things unless I have to. And I will never run a stock KSP game again, I have to have FAR+DREC+RT2. The stock aerodynamic modelling is horrible, it is more like fluid dynamic modelling. -
SSTO Orange Tank Orbital Refuel-er?
Hodo replied to m4rt14n's topic in KSP1 Gameplay Questions and Tutorials
You can refuel, it isn't that bad.. 2 orange tanks on that one.. 3 on that one. Here is the link to the craft files. http://forum.kerbalspaceprogram.com/threads/56945-Hodo-Creations-SSTO-craft-designs-and-files-for-those-who-want-them?highlight=Hodo -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
I use TAC Fuel balancer for that affect.- 14,073 replies
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The MachingBird Challenge!
Hodo replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Dont know, send the OP a PM and see if he is still doing this. -
With your recent display of patience I must be Master Yoda compared to you. But you said it not me. Anyway not here to trade insults with someone over something I have no control over. If you just wait, or read back a few pages you could find that B9 actually works with .23. I have been using it since .23 came out, and fixed the SABRE engines so they work in .23, then Bac9 released a quick fix along with Firespitter. But this would require you to look in the thread to find the answer you seek.
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Tips and tricks for SSTO construction
Hodo replied to wasmic's topic in KSP1 Gameplay Questions and Tutorials
I do not trust the automatic switch over from air breathing to rocket mode. I set it to an action group, and switch over as soon as it starts to flame out, around 23-25km. Here is my basic SSTO with a RAPIER, I built it in 15minutes when .23 came out. The trick with your first SSTO is start small and work your way up from there. ((even though I totally did not do that myself)) I start by climbing at best possible rate of climb to 15km, then I level off and slowly climb at about 10deg pitch up, till 20-25km. My goal at that point is speed, I want to be going at least 1750m/s before I have to switch over to rocket. When I have pushed as fast as I can before the engines flameout I switch over to rocket mode pitch up to 30deg and climb the rest of the way to an AP of 100km, this is my personal test altitude for all my SSTOs, if they don't get there they aren't useful to me. I found running just pure LFO tanks work best, but if you wanted to I see nothing wrong with replacing one LFO tank with a straight liquid fuel tank. But you do not want to much excess liquid fuel as it is dead weight in space. -
Ok these are common problems people have with aircraft in general so I will see if I can give you some help seeing as all I do is SSTO space planes. 1- Not generating enough lift to get off the ground. If you could post a pic of the craft with the Center of Lift, and Center of Mass, and the Center of Thrust indicators on it would help. But I can pretty much guess what the problem is. It seems like you have your center of rotation, to far ahead of your landing gear, which is just pushing the rear gear into the runway and not lifting the nose. Try moving the landing gear in the back of the craft closer to the center of mass, this will help with this issue. 2- Control surfaces misbehaving. As Kasuha said, control surfaces before the center of mass will act opposite of the ones behind the center of mass. If the wings sit on the center of mass then you will have the control surfaces do interesting things. But you can right click on them and set their actions for what they are. If you need them to control pitch then just click YAW and ROLL, this will leave it just for pitch. 3-Sounds like a moving CoM issue. As fuel drains the CoM will move. 4- This is all Kasuha here, he builds shuttles.
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Mmmmyum, there is a new FAR you may want to update to it.
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Thank you for the update.
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Question, How to use image tags?
Hodo replied to Mr.Rocket's topic in KSP1 Gameplay Questions and Tutorials
Pretty simple with imgur, you have to put your album information, in this case Bkr20Cg in this format without the spaces [ imgur] Bkr20Cg [/ imgur] If it is a single picture just click on the imgur pic you want to link and it should have a share option, choose the forum BB code that is correct for these forums. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
Ok, your choice, just trying to figure out exactly what is happening. You are giving a lot of partial information it is hard to gather a complete picture without actually taking the craft file and flying it myself. Seeing as I do not have KSPI installed and probably won't anytime soon because I feel many of the engines are over powered for what I am going for, and all I want out of it is the precooler code information on how they work. So I can modify my B9 SABRE Pre-coolers to work the same way. The only thing I can guess at this point is your wings are not firmly attached to the main body of the craft. This is causing them to flex and flap around throwing off your control of the craft. I could see by all the pictures you posted that the craft you made lacks sufficient control surfaces to counter these acts, and when you do add them you knock them off with pilot error and place blame elsewhere. Even with Pwings you need to have struts, not as many but you still need them. I run KJR+Pwing+B9 and I still need to use struts to make sure the wings don't flex outside of the designed limits. But I am done helping you because you no longer want help, good luck with your endeavors. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
You seem to be having a lot of stability issues across the board. What kind of TWR are you getting on take off, what speed are you going at below 10km? -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
I have never had a aileron fly off? How did you have it attached? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
Yes, I am running it on Steam and it is pretty simple actually. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
I think the X-152A is in the RAPIER SSTO challenge thread. That is where I posted that craft file. And the SVO-25A Orca II, is not released yet, it is my baby, and does most of my medium lift work.- 14,073 replies
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Cant load vessel because of missing part.. thats not missing.
Hodo replied to Motokid600's topic in KSP1 Mods Discussions
Have you checked to see if it is unlocked in the tech tree? I ask because I had a problem like this with another mod after a hard crash. It relocked it in the tech tree for some reason, and I couldn't load half my craft because of it. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Same here, using my X-152. I use it as a test craft for almost everything now. The canards are set to roll, the control surfaces on the wings are set to pitch, the small control surfaces on the tail are set to yaw. I tested with some of my other designs, the H-2 utility helicopter it had no random roll at its usual flight altitudes, below 10km. My SVO-25A Orca II, it also suffered from random rolls at mach 4+. All three are different craft, 2 out of the three had the same random roll affect.- 14,073 replies
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I would love to see some changes to the amount of science you get per mission, and the tech tree but that is a different topic all together.