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Hodo
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Everything posted by Hodo
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SSTO - what am I doing wrong?
Hodo replied to angeldust's topic in KSP1 Gameplay Questions and Tutorials
It would be nice to have pictures first and a list of the mods you use. I just downloaded your craft and couldnt load it because I didn't know what mods you use. -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
Hodo replied to RagnarDa's topic in KSP1 Mods Discussions
I managed to land a probe on Eve using DRE+FAR+RemoteTech2, I do not suggest trying that with the signal delay it was less than fun. Anyway after 100+ attempts this is what I managed. The landing wasn't perfect it landed on its side, knocking off several solar panels. If I ever send a crew down there I will fix them. -
Super Heavy B9 Aerospace SSTO To Orbit And Back
Hodo replied to Joco223's topic in KSP1 The Spacecraft Exchange
I have a craft that will, with ease. If you need one I will post it in my thread or PM it to you. -
The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Thanks, I think I did add lights to it. They are hard to see in that picture but I think I added a set of the lights from B9, which are a bit smaller but still pretty good, but don't light up whole planets when on. And I forgot to add the I beam to the probe core... easy fix though. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
I think it is actually greater than 6, or >6. Because I have had 6 Kerbals on a ship and it made no difference. But as soon as I added a 7th it worked like a charm. Yes, they can be in a hitch hiker pod. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
I actually want to remove the grid, and add in the scanning report data to my scansat maps, so I can use those more. -
The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Ok here is the Seismic Actuator V2 that I came up with, it is in its base model only 50 or so parts. I added an additional 20 ish parts just to get it functional so it can be loaded and unloaded from the ship and dropped on Moho. It still weighs about the same and is the exact same height, well taller now that I added some landing legs under it. Here are a couple of pictures from the VAB. -
SPACE STATIONS! Post your pictures here
Hodo replied to tsunam1's topic in KSP1 The Spacecraft Exchange
The red panels are from the interstellar mod I believe. -
The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Ok I have messed with that assembly for the mission, and no matter how I look at it, it is just horrid. Not your fault, I have a craft that can get it to where it needs to be, but I am tempted to take it apart, redesign it so it does the same mission, weighs the same, and is the same size, but is less parts and more functional. Currently without adding at least 4 radial engines to it for its landing, or just flat out dropping it on the planet. (the thought crossed my mind just to shoot it at the planet). I don't understand what it is to do, I have tested it, and all it does is fire that center part straightish down at the 18 ton fuel tank under it. Which for the most part destroys it. If I attempt to land it on Moho in its current state, without literally strapping a Kerbal to it and a command pod, it won't work in RemoteTech2. Right now as it stands this thing is 70 parts, I removed the I-beams and replaced them with 6 LT-2 landing legs. I may even be able to cut that down to 4 other landing legs but wanted to see what affect it had. The problems I am seeing for it in Remotetech2, is the 4 comms dishes you have on it I don't think have the range to reach Kerbin from Moho, on top of this there isn't enough battery power for it to be able to power all four of those comms devices for any length of time and still have power for the SAS and Probe core. As for adding a docking port to it and then just docking it to the main ship, that won't work either, same problem, it doesn't have the power to operate all the electrical systems AND communications with KSC. So later this weekend I am going to take it apart and redesign it so it works in RT2. Currently as it stands it is 5 scaffolding high, with a 18 ton jumbo 2.5m fuel tank at the base and an assortment of SAS and other structural parts at the top. It isn't like I can't find a SSTO in my fleet that can haul it to orbit. If it wasn't so long one of my 300 line SSTOs could haul it to orbit with ease. As it stands now I have to use the new SP-406 to get it into orbit. And the SP-406 has a 108ton cargo weight limit. -
Holy necro thread batman! Almost 2 years old.
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Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
BTW, if anyone would like to know. It officially sucks trying to land a probe on the small crater island on Eve with the 74 second signal delay. It took me over 100 tries and several days, but I managed to do it. And you know what, I am NEVER doing that again. -
The Versatility Marathon Challenge
Hodo replied to 700NitroXpress's topic in KSP1 Challenges & Mission ideas
Sirine good questions, but you are starting to sound like you're trying to "game" the game. I picked up this challenge because it looks like fun, it has been... and frustrating at the same time not Nitros fault, but my fault in my design. I know for me I am just taking the ONE actuator to Moho, and I think I will be able to land a crew there, but I am still testing somethings out. ((When I can pull myself away from other things)) -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
You paid way more attention in chemistry then I did. I spent it flirting with the brunet next to me. -
Tutorials or help with my heavy lifters? Stuck :(
Hodo replied to Neshma's topic in KSP1 Gameplay Questions and Tutorials
My only heavy lift rocket, HV Rocket. It can push about 50 tons into an orbit of 100km x 100km. But most of the time I move anything heavier by my SSTOs. SP-406, 108 ton load into a 100km x 100km orbit or the SP-400, which can carry a 72 ton load into a 100km x 100km orbit. The trick is finding that balance point so your rocket doesn't get top heavy as fuel drains from the bottom, but isn't SO heavy it wont get off the ground. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
Yes. Thats what took the longest to fix. I had to go back in and add things back to the tech tree that I had done previously for mods that aren't already on the tech tree. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
I fixed the issue, I just uninstalled the game, removed every mod, then reinstalled the game then every mod. Only took 2 hours to get everything back the way it was. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
It works about the same way as my VSR line.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
I may just uninstall everything and reinstall again and see if that fixes things. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
Anyone? I would really love my grid back or some way to work around it without activating the debug menu. -
Outstanding!
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Space Shuttle main engine startup in slow-mo!
Hodo replied to Deadweasel's topic in Science & Spaceflight
When I explained to a friend of mine who is an actual rocket scientist who works for NASA in Florida, on how I think the space shuttle worked or any NASA rocket for that matter. In simplest terms, NASA takes one highly volatile fuel, and mixes it with another volatile mixture, starts a small leak out of the bottom of the rocket then strikes a match. It either goes up, or goes boom. Good news is, they have LOADS of experience in making things go up. -
Heavy part breaking off on launch.
Hodo replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
Several things. -docking ports are great for, docking.... not for holding loads of launch. They don't take more than about 1.5Gs before they snap. -SAS modules, ASAS Modules, batteries, and Science lab Jr modules. All are extremely weak and should never be part of the load bearing structure. I place mine at top of most of my craft where the force of the thrust is the least. If you want that type of setup where it gets narrow in the middle, I HIGHLY suggest adding I-beams or something else that is MUCH stronger. Or your other option is to reduce the thrust on take off and keep the TWR during take off under 1.5 the whole time.