

Hodo
Members-
Posts
3,667 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hodo
-
When dealing with inflatable heat shields I found it best to add your weight near the bottom of your craft, and make sure it is not top heavy. If possible add more drag producing objects near the top, I know it can be a pain but droag chutes are the way to go. They can help keep you upright. The other option is place it on the top and go in nose first.
-
I have three real work horses. SP-400 Carries up to 72 tons into orbit and it is an SSTO. SVO-9 This is my interplanetary exploration vehicle. So far it has been to Duna and Ike, and is on its way back now in my sandbox mode. SVO-10 Its basically a freight van it just transports kethane from the mun kethane mining facility to the orbital refinery and refueling station. The replacement for the SVO-10, the SVO-11
-
Never seen Red Dwarf huh?
-
I couldnt agree more with KissSh0t there. Amazing SSTO Drewscriver.
-
For me career mode became fun, when I added all of my mods to it. FAR, DRE, RemoteTech2, and the rest listed in my sig. Then it became a challenge.
-
Nice one Cruzan, I find it easier to get SSTOs to work without airhogging. Much less drag in FAR.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
Just finished my network and I can tell you, the 4 sat keostationary network is far better than what I have set up. I have a great, 6 sat system, at 150km orbits with a ring of 4 sats at a 275km orbit and my KerSta-2 Station at 100km orbit helping control them. Next I am going to cover he poles with a 45 deg ring of 4 that will give me 75% coverage of both poles. -
This aircraft refuses to fly properly!
Hodo replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
Simple answer is this. Your center of thrust (CoT) is lower than your Center of Mass (CoM). Bring those inline and you will have no problems flying this craft. -
I made a Yak-141 using B9 parts. Came out pretty well. It is a surprisingly easy aircraft to make and fly, even in FAR.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
Thanks. That might work I will check it out later. -
I agree with number 1, but 2 and 3 aren't that big of a deal. When ever I am scanning a planet for Kethane, I set for 50x and go watch a movie, or spend time with my girlfriend or do something productive. Comeback in an hour or two and bam! it's done.
-
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
What other mods are you running? Because I haven't experienced this and all my mods are listed in my sig. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
Just FYI for everyone and this mod. If you have Engineering Redux for all pods mod, the module manager that comes with that mod conflicts with RemoteTech2. I have no clue why they conflict, I am no programmer. -
And that is the reason I like FAR.
-
How to launch from a moving plane?
Hodo replied to Mmmmyum's topic in KSP1 Gameplay Questions and Tutorials
VS and VA engines. They don't make VTOLs easier, but they definitely cut down on the parts count. -
To add to what Cruzan said, I also noticed your engines are set lower than your center of mass (CoM), if you get this thing airborne it will flip nose up as soon as you apply to much power. The other thing I noticed is your center of lift, CoL, looks like it would be in front of your CoM. Again if you get this thing airborne it will do crazy things and be a complete pain to control. But I am not familiar at all with the stock KSP (lack of) aerodynamics. I would suggest downloading the FAR mod it will help give you a bit more design control over your aircraft, and if you have any idea how a plane is actually built or works you will have pretty good success with space planes.
-
How to launch from a moving plane?
Hodo replied to Mmmmyum's topic in KSP1 Gameplay Questions and Tutorials
I hate to say this, but... This is the exact reason why I went the space plane SSTO route. I am using DRE, FAR, and B9 so let me know if you need any help. -
I agree the KAS containers are a must for any of my planetary bases.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
I will look into finding that KSPData/output_log.txt and send that to you. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
The modulemanager.dll is there, the problem is nothing is happening, its exactly like normal KSP just now with new parts. I see nothing about signal paths, or any of the information that is shown in this pic.... Posted previously in this thread by another person. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Hodo replied to Cilph's topic in KSP1 Mod Releases
Ok I am having a minor issue. It doesn't work. I installed it unlocked the antenna in my career and added them to the tech tree. Even tested in my sandbox. I launched a satellite with the Commtech antennas on it, and no change, it acts just like it did previously. I see no signal lines, no nothing on the map screen. Just a red dot where KSC is, which is handy in my career mode, because I haven't bothered to plant a flag there. Is there something I have to change in the config file?