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Hodo
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Everything posted by Hodo
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Safe is a relative term at this point. You have officially got them lost in space. Not sure where you were going to place that space station but now its going to be a deep space station.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Hodo replied to Starwaster's topic in KSP1 Mod Releases
Two things. First, USAF fighter pilots are trained to work at 7-9Gs. So are USN Aviators. Second, the F-16 can take 14Gs structurally, but is limited electronically to 9.5Gs to keep the pilot alive.- 5,919 replies
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Post your successful Launch Craft!
Hodo replied to LostElement's topic in KSP1 The Spacecraft Exchange
I will post them when I get around to tweaking the SP-400. I realized I can cut back on the intakes or at least change them after the B9 4.0C came out. I haven't flown it since .22 so I need to check to see if it still works. -
http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures This thread is a great start for any aircraft in KSP. http://forum.kerbalspaceprogram.com/threads/54903-KSP-Quick-Guides-Everything-from-airplanes-to-interplanetary-SSTO-s! And this just further reinforces it. My only suggestion is get the FAR mod, it will help with aircraft design and control, they will behave like planes.
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Post your successful Launch Craft!
Hodo replied to LostElement's topic in KSP1 The Spacecraft Exchange
My two most used launch craft aren't even rockets. But that's because I can't for the life of me build a decent lift rocket. Most I can put on one is 20-30 tons. And if I am going to bother with more than that I just slap it in the cargo bay of the SP-400. SP-313 Cargo capacity of 30 tons. SP-400 is my biggest lifter, 72 ton lift capacity. EDIT- now that I look at the SP-400, I can probably go back and improve on that design. Time for a refit. -
SVO-9 leaving Ike, and preparing for the long trip back to Kerbin. Yalin Hawk, Nice SSTOs you have there, I also applaud you for not airhogging. I have found it actually easier to get to orbit without 400+ air intakes creating a drag wake in front of my craft thats like plowing through cold tar. But I use the FAR mod and DRE so air hogging isnt that practical.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Hodo replied to Starwaster's topic in KSP1 Mod Releases
I just killed 63 kerbals in an airliner and it pulled a max of 3.5Gs in level flight. Maybe a slight bug. I will test more tomorrow, it was the first time I have had that happen.- 5,919 replies
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Which one? I know all of mine are pretty simple staging. I know my SVO-9 has 2 stages and 8 action keys set. The stages are only to separate the VTOL engines from the flight engines.
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I made a Yak-141
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I am loving the last few SSTOs that have been posted.
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I have a couple that aren't unmanned but do the job you are talking about. My Kethane rover. My Kethane mining base. My refining station and the kethane transport shuttle. SVO-9, almost all of my SVOs are kethane mining and refining craft. This pick is from Ike. And the first working SSTO VTOL and mining design I made. My only wish for the kethane mod is that they add a center line or inline drill. So I can mount it in the middle of something.
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I haven't bothered yet.. may do something with it seeing I have done everything I want to in sandbox for now.
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Kerbal Airliner Around The Globe! Challenge
Hodo replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
Yeah miscalculated the fuel points. -
Probably the best PAK-FA T-50 made so far
Hodo replied to Trollkowski's topic in KSP1 The Spacecraft Exchange
I don't know what you're talking about. I think this thing is impressive. The time and effort that went into this is impressive. And to add insult to injury, it looks like it would work in FAR. Which is far better than anything made in the stock KSP, you can make a brick outhouse fly without engines in the stock KSP. -
Kerbal Airliner Around The Globe! Challenge
Hodo replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
And here is my entry... The C-10 passenger liner. Crew 2 Passengers 20 Top speed Mach 4.2 Cruise speed Mach 3.5 So my score should work out as... 2 pilots = 30pts 20 passengers= 600pts speed mach 1327m/s or Mach 3.9 =150pts (or 200 if rounded up, 195 is the exact) Less than 100 parts= 100pts FAR mod=40pts B9= -90 Fuel left 2845 = 285 (284.5) Landed on KSC runway = 50 No lights = 25 Total 1235. -
The Yak-141 Freestyle, was a prototype VTOL carrier based aircraft developed by the then Soviet Union. The project was canceled but it gave birth to the F-35 Lighting II. Ignore the engineering readout it bugged out on this one for no reason. When I find a decent file share site I will post the craft file. EDIT, Found a place. https://www.dropbox.com/s/lmi9v0q7sziv6eu/XF-141A.craft Mods- B9, KSPX, FAR.
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Help with spacecraft turning over in atmosphere
Hodo replied to Wampa842's topic in KSP1 Gameplay Questions and Tutorials
Ok I am going to ignore some of the ignorant answers you received and give you the simple answer. FAR requires an aerodynamic shape to work properly. If you put rockets on the bottom of a brick, it will fly but it will fly badly. This is basically what you have done. Your lander is about as aerodynamic as a brick and your main stage at the bottom is just as bad. There is a GREAT deal of drag on the nose/top of your rocket, and when you get near transonic speeds mach 0.7-1.2 you start basically bulldozing your way through the air. This means the back of your craft will have less drag than the front at that point. So it will want to flip over and fly backwards. The easiest fix is to use nose cones, or get the procedural fairings to make a aerodynamic capsule around your lander to help it cut through the air not fight it. http://forum.kerbalspaceprogram.com/threads/39512-0-22-Procedural-Fairings-2-4-2-tech-tree-and-minor-improvements-%28Oct-19%29?highlight=procedural+dynamics -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Tech_op, I am no expert but from my POV it looks like your flight path indicator is trying to compensate for the drop in air speed to maintain the current flight path. In other words the slower you go the higher your nose has to be to stay level. Try maintaining a certain airspeed while descending. Or the perfect/near perfect glide path.- 14,073 replies
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Introducing HA: 616-100A "STARLINER"
Hodo replied to hellsvien's topic in KSP1 The Spacecraft Exchange
Imgur or Imageshack, either or will do the job. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Was this changed? Back in .21 turbojets lost power around Mach 4.5 and were useless by Mach 6.8 or so. Otherwise this is good news, because I slapped together that little SSTO in 10 minutes just testing out a look.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
The thing is this craft isn't using the B9 jet VTOL engine VA-1, it's using the B9 Rocket VTOL engine VS-1. And the stock Turbojet engines from KSP. Yeah I just really looked at the thrust to weight ratio of it full and on just jets alone it has a 3.74:1 thrust to weight ratio. EDIT- One other thing Ferram, I noticed that the stock control surfaces suddenly lost all FAR programability, I can not program them for Pitch, Yaw or Roll anymore for some reason. It only affects the stock KSP parts with control surfaces or the stock control surfaces themselves.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Actually using the stock turbojet engines. And the B9 VS-1 VTOL rocket engines. And thanks for the quick response and letting me know that I didn't break something in my install, lol.- 14,073 replies
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My naming system is simple. R-### = Rocket - model number (100-199 are light lift duty, 200-299 medium lift, 300-399 heavy) C-### = cargo or civilian craft, mostly sight seeing planes that I like to mess around with. SP-### = space plane - same numbering system as rockets. SVO-### = Spaceplane Vertical Orbiter - model number (unlike rockets this is strictly a 1-99 system) VSO-### = Vertical Space Orbiter - Model number like above. The VSO and SVO lines are completely different, as the VSO do not rely on lifting surfaces to achieve flight, brute force keeps them in the air. Unlike the SVOs which are planes that rely on lifting surfaces like wings. X-### = challenge or experimental craft, this could be anything from a buggy to a jet. KerSta, MunSta, MinSta, DunSta - are all stations, the first three letters of the planet or moon they orbit and then Sta short for Station, then they are often followed by a model number 1-10. KS-# is a Kethane sensor equipped probe. MS-# is a ISA Mapsat probe, I no longer use these, as I am just cutting back on the number of mods. H-# is a helicopter.
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So I made something smallish, and aggressive looking... I call it the A-1. I have no clue how this thing works so well in FAR, I have asked Ferram if I have bug or glitch, but this thing should NOT fly. LOL Yet it goes mach 6.32 on jet engines with 2 intakes per engine at an altitude of 28km before I have to switch over to the rockets. And the rockets are the VTOL engines.