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Hodo
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Everything posted by Hodo
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The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
I tried that already. The funny thing is even in the base KSP when I dock 3 or more things together it locks up. It doesn't do it in .21 which I have a backup of on my computer. But only does it in .22. I have a 450part SSTO that I made a long time ago that works in the game, it doesn't lock up. I have put to of them together on the runway and docked them with KAS and no crash. But as soon as I tried to dock a third anything it crashes. So I am going to experiment some more this week and see if I can find a work around. The thing is I don't think my SP-406 has the fuel to get to Moho so I am going to have to design a new ship and see if I can get it to work in place of the current design. Eitherway I am looking that the -20%, but I don't mind not in this challenge to be number 1, in it to have fun, and that it is. -
The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Ok I am having more issues. Maybe the number of plugins I run, maybe the type of plugins I am running. Here is what I am having problems with. I am attaching the redesigned SA lander to the bottom of the ship, everything is fine. As soon as I attempt to dock the lander the game locks up and wont respond, left it for 30min to see. It isn't loading more than 3.1GB of RAM, and isn't even using 40% of one core on the i5, my GPU is working at 60% load when this happens so I know its not even that. Total parts count hits 235. So I sent up a new ship to see if I could drastically reduce the number of parts in the main ship design. So I made the DX-2. It is roughly 1/2 the parts count of the XI-2. I think it is all of 45 parts. When I get to the same stage, dock the lander which is 35 parts to the back of the SA, the game locks up and doesn't respond. This time total parts is 180. The funny thing is the SP-406 that I used to get it up there is over 250 parts with it in the cargo bay, and it is fine. I am at a loss... I may just carry the thing there in the SP-406 and fly the XI-2 along side it. But that wouldn't be in the spirit of the challenge. So I am just going to have to bite the bullet and suffer the points loss and just switch over to the SP-406V which actually is working fine, and is the only thing at of the three ships I have ready to go, that can complete any part of the mission. -
Never fail there is always one who comes into a game forum no matter the game and either complains about the devs taking to long or they don't take enough time. You know in the U.S. of A there was a saying back in my youth. "Have a Coke and smile and STFU"
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I don't have a cargo bay wide enough currently, I did, but my mk3 cargo bays don't seem to like career mode. I may have to fix their config file and add them back to the tech tree.
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The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
You never know when you will need all that mono. Trust me. -
I was thinking about the SSTO to Eeloo.
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If I wasn't doing another challenge right now I would look at doing this one.
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Easy there haight ashbury, no one is talking about lawsuits. Just saying the licensing issue is there for a reason, and it is morally wrong to just ignore it and copy someone elses work. Borrowing concepts from another work is fine, but taking the whole or 95% of the work and just renaming it is flat out wrong.
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I have two currently in use ion powered craft. XI-3 And XI-2 Both have been to Eve and back. Sure the burns were stupid long, but I use nukes as auxiliary engines to help do orbital burns.
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They aren't being legal "stuffies" as you put it, they are being adult about it. In writing this would be considered a form of plagiarism, if he "borrowed" someone elses work and made one or two minor cosmetic changes then passed it off as his own without getting permission from the original author. While I applaud his initiative I can not support such actions myself.
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This has been asked a hundred times but here is my recommendations. -FAR -Deadly Re-entry Reloaded (or just DRE) -RemoteTech2
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The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Yes, it is the same weight, I made sure to put everything you had on it or something about the same weight. The only changes I made was lowered the part count using a few mods that gave me access to a larger number of parts that are bigger. If anything I think it maybe a ton heavier after I was done. -
Is that 6:1 intakes per engine? A bit much for me but I like the concept.
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FAR+DRE+RT2+B9+Pwing+Pfairings+Kerbal Joint Reinforcement. I like a bit of realism in my games, but not so much that I have to go get a masters degree in physics. Later after .23 and I decide to restart my career mode I may add a life support mod. Depending on how .23 works out.
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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
Yes before I even started my atmosphere interface I was down at just above the atmosphere at 100km X 100km. That is roughly 4km above the atmosphere of Eve. I reduced my PE down to 65-75km and let drag reduce it further. Much deeper than 65km and the probe burned up from a combination of heat and G-forces. The heat I combated by just letting the probe tumble through the upper stages of the atmosphere, from about 80km down to 45km. From there the probe was programed to right itself nose facing prograde and let it decent naturally till it was at its prescribed time to deploy the chutes. If I hadn't been so frustrated with using the flight computer in RT2 I would have taken better notes to help out others, but it was a nightmare. -
I have made it to orbit with a 1:1 ratio, but found it is horribly inefficient so I use now a 3:1 ratio on almost all of my SSTO space planes. That is no where near airhogging because I can find real life examples of that exact ratio.
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The B9 SABREs are like this. The largest of them creates just over 850kn of thrust in jet mode at Mach 4.95, at Mach .5 it creates about 125kn and weighs 6 tons. When in rocket mode that same SABRE generates 740kn of thrust. Somewhere between the Mainsail at 1.5Mn, and the Skipper at 650Kn, yet it is heavier than both. By Mach 5.9 the airbreathing mode becomes useless, and it generates maybe 50Kn of thrust and dies out completely by Mach 6.2ish.
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Docking: How do I get closer?
Hodo replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
Ok I had a problem like this when I first started docking also. When you get within 500m switch to RCS transitioning. I like to slow down at 500m to 5m/s and maintain that until I am within 50m, then I slow to 2m/s until I am with in 15m, then I slow to .2m/s for final docking. I prefer not to switch to docking mode, it is a bit funky, I prefer to use the transition keys H=forward, N=back, J=left, L=Right, K=down, I=up. A simple plugin that REALLY helps is Navyfish's Docking alignment tool. It doesn't control anything just gives you a handy docking alignment indicator box that is so easy to use. -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
Hodo replied to RagnarDa's topic in KSP1 Mods Discussions
The only thing I took from my 100+ attempts to land my probe on Eve was. Weight and speed have a MUCH larger affect on Even than on Kerbin. My probe was just under 5 tons didn't have a heat shield because it was to much additional mass, and came it at a VERY shallow re-entry angle. I reduced the PE till it was at 65-75km above the surface of Eve. The speed it hit 70km at was less than 2300m/s. I deployed my chutes around 10km, not much of a choice, was at the mercy of a 74 second signal delay. The part that helped the most was when I hit 75-70km I was tumbling the craft, to spread out the heat over the entire surface of the probe. It wasn't until it has slowed down enough that it was programmed to right itself. I think the most Gs it pulled was 10 maybe 11Gs before the chutes deployed. I may have a slight advantage over the OPs problem because I also run a mod that reinforces the joints so I don't need 400 struts. -
SPACE STATIONS! Post your pictures here
Hodo replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Doesn't matter it has been merged....lol. -
I love B9 SABRE engines.... 108 ton cargo capacity to orbit SSTO. And now with VTOL abilities.
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The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Not just any SSTO, but it is a VTOL SSTO also. The Seismic Actuator isn't the heaviest thing I have taken into orbit with that SSTO. The SP-406V has a max cargo load of 108 tons, or three orange Jumbo-64 tanks. -
The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Ok first stage of the mission is underway, transported mission equipment up to orbit and awaiting rendezvous with the ship for transfer of cargo. And finally in the sun light, you get to see how massive that cargo bay is. -
Just need some tips on Eve capable rocket
Hodo replied to lumpman2's topic in KSP1 Gameplay Questions and Tutorials
The biggest thing is, Eve has a massively thick atmosphere and has strong gravity, so you will need quite a bit of d/V to even consider getting back into orbit.