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Hodo
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Everything posted by Hodo
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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
Ferram4, I think I am having a problem with FAR. Not sure though. It seems like lately I have had HUGE success with designs that should not work like this one below, I call it the A-1. It isn't air hogging, it has 2 intakes per jet engine, and 2 rocket VTOL engines, which are a bit underwhelming when compared to any other rocket. Yet it climbs and flies without any problems under the jet engines, reaches a respectable mach 6.32 before I HAVE to shut down the jets at an altitude of 28km. And then I kick on the rockets for a whole 5-8 seconds and I am at a 80km orbit. All this with the smallest of wings, procedural wings are the base that are holding up the vtol engines and the rest are just B9 winglets. With a Firespitter body and cockpit. If you would like the craft file I will gladly give that to you as soon as I find a decent place to post files to share.- 14,073 replies
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- aerodynamics
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My limit is actually heavy lift rockets. I just don't use them don't need them and rarely design them.
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The MachingBird Challenge!
Hodo replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Now for a second official entry. Manned FAR. XF-142 Topped out, well flew apart... at 2,171m/s -
The MachingBird Challenge!
Hodo replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
Just to show it is possible to go hypersonic in KSP with FAR. And I know this is not a valid entry but I just through this together using stock KSP turbojets and B9 body parts. -
After a failed probe landing on Duna, the crew of SVO-9 decided it was safer to land on Ike and mine for Kethane for the return trip to Kerbin. The crew of SVO-9, Commander Jedediah Kermin, Bill Kermin, and Bob Kermin There was a minor engineering over site in that the drills were mounted to high on the fuselage but this was not a major problem as they just lowered the nose gear to contact with the Ike soil.
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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
Simple answer. Water. Water is 1/3rd oxygen. The other option is any planet with a high NOx atmosphere, NOx is not to be confused with NO2, as NOx is the general mono-Nitrous Oxide term. -
I like aerospikes for one thing and one thing only, VTOL engines, past that they are to heavy at 1.5 tons each, and honestly don't put out that great of thrust to weight ratio of the LV-1Ns. If use anything other than LV-1Ns for engines it's usually the 45 or the 30t. As they are only about 1.25 and 1.5 tons and have decent ISP, 370s and great power 200-215. But again it depends on the application. If it is for a HEAVY SSTO i may use the aerospikes, but if it is for a lighter one I may use something else.
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I haven't used either so I have no input on either of them. I like the idea of both but both would require me starting ANOTHER game, and I just don't feel like it right now.
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My list for realistic mods are short and simple. -FAR -Deadly Re-entry -TAC Life support/Ioncross Life support -Remote Tech -KIDS (its a difficulty scaler for KSP by Farrem) -Multi-fuels which makes it so you need real life fuel loads LO2, Hydrogen and the like.
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Most likely trolls, or more like wannabe trolls.
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[Showcase] Replica Craft thread!
Hodo replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
How did you get your CH-47 to not spin violently out of control? Do you have the rotors counter rotating? -
[Showcase] Replica Craft thread!
Hodo replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
de havilland Mosquito, or at least my attempt before I got rid of a great deal of the Firespitter parts. -
KerbPaint http://forum.kerbalspaceprogram.com/threads/50008-0-21-x-KerbPaint-Paint-layering-for-parts-%28September-23rd%29?highlight=Kerb+Paint
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The best is just attach a small jet engine or rocket with REALLY high ISP. But on the Mun or Minimus they can make you go orbital if not careful. Outside of mechjeb or holding down W yourself.
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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
Do you have them set as Pitch or as Roll or both?- 14,073 replies
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- aerodynamics
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I ran stock for about a week, then I wanted more of a challenge so I downloaded FAR and DRE. From there I wanted better looking parts so I added B9. Now I can't play without certain mods, FAR, DRE, Kethane as it gives a reason to use probes, Procedural Wings and Procedural fairings, Kerbal Engineering Redux. Those are musts for me. Universe replacer is great but thats just for the eye candy. KAS is nice but I can live without it.
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This is an outstanding thread, if I had a standard lifter that I used other than my SSTOs I would post them.
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Hodo replied to yongedevil's topic in KSP1 Mod Releases
I really want this mod, but not sure of its viability with my other required mods. I dont think I could live without B9, DRE, FAR, and Kethane now. -
Things I didn't know until earlier today. ALT+< > will increase or decrease the time physics time warp and let you continue on those stupid long burns to other planets. YEAH!
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Swapping KSP Between Vanilla and Modded
Hodo replied to TartarusMkII's topic in KSP1 Gameplay Questions and Tutorials
It does, I have .21 on my computer as a backup in case anything goes horribly wrong. -
Simple answer to this is..... Wheel Alignment. If you have to much camber on a wheel you actually change the alignment and contact patch with the ground. This can cause a vehicle to drift one way or another, or just cause higher than normal tire wear. In racing you may want more camber to help offset some of the lateral forces the car goes under when cornering or due to track and weather conditions. But also the toe of the wheel comes into affect, this is something a lot of people don't take into account. Toe also has affect on how a vehicle will handle, and will have a great deal of affect at higher speeds. Last but not least is caster, in racing the joke is, "Caster is that thing that keeps the driver happy." Truth is caster affects several things, both your feel through the steering wheel of a real car, but also the amount of input required to get the wheels to turn when moving. To much caster and the wheels will basically be a pain to turn and will feel like driving a sled. To little and it will feel like you are driving a unicycle and feel like the car is twitch and overreacts to bumps in the road. Sorry to go off on a tangent but I am a former automotive technician for Volvo and Nissan, and a avid Nissan Z car fan I own one that I used to race. So car setups is kind of my "geek" thing.
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Can fuel transfers be balanced between tanks?
Hodo replied to GoDores's topic in KSP1 Gameplay Questions and Tutorials
TAC Fuel Balancer mod is the easiest way. But otherwise you have to transfer manually, by clicking on each tank and transferring in and out, and that can be a pain not to mention time consuming. -
The MachingBird Challenge!
Hodo replied to TheHengeProphet's topic in KSP1 Challenges & Mission ideas
The only problem is you are using B9 and TPA parts. They told me that is a no-go for this challenge, otherwise I would have built a SABRE powered monster. Because the complete loss of power of jet engines in FAR at any speed past Mach 4.0. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Hodo replied to Majiir's topic in KSP1 Mod Releases
Yeah I noticed that too. -
All I did today was put a Kethane satellite and a VTOL SSTO space plane in orbit of Duna. Oh and then I crashed the satellite into Duna after I mapped enough of it to get my landing site down. KS-2D my Kethane Satellite for Duna And SVO-9A Goat in orbit of Duna... Mission time T+104days