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Hodo
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Discussion thread - BD Armory AI tournaments
Hodo replied to colmo's topic in KSP1 Challenges & Mission ideas
I just used the .50cal turrets and locked them so they dont turn... 4 of them and I have 8 .50cals under the wings. Matches the firepower of a P47 -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
The thing I do with my bay is I rotate the weapon pylon so that it is facing mostly downwards when it is near the top of the bay. And I increase its decouple speed, it is default I think set to 2, increase it to 5 and it will push the bomb away from the craft instead of letting it drop into the back of the craft. Now high drag bombs like the CBU are a bit of a special case, in real life there is a delay added to them before the fins deploy to slow them down till almost a full half second after dropping. -
Discussion thread - BD Armory AI tournaments
Hodo replied to colmo's topic in KSP1 Challenges & Mission ideas
What I love about these videos is that I can see actual aerial combat maneuvers being performed. At one point two of the aircraft were locked in a vertical scissors maneuver that ended with one of them getting lead and getting the kill shot. Another was a wonderful display of a hi-lo yo-yo. -
One of the biggest problems I can see you running into is the lack of length to the craft. This with the external weapons load causing a shifting drag issue when they are used, I would extend the body of the craft and switch to an internal weapons bay setup. This would keep the craft streamlined and would extend the craft length to smooth out your wave drag flow. This inturn will make the craft faster with less power. You can then adjust the agility of the craft from that point at a given speed pretty simply.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
This is the weapons bay on one of my fighters, granted not as large as your BUFF, but it follows the same principles. I found if I rotated the weapon racks a bit and increased the decouple speed of the bottom most ones and went with a reduced rate for the upper ones I didnt have much of an issue as long as I wasnt accelerating to fast. I also could use them to fire missiles out of also..... -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
Looks good, simple yet, accurate. I like it.... I like it a lot! -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Great looking fighter.... And I hope its stable at 24km, because thats space. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
One minor request on what looks to be an outstanding addition to the plugin. For the radar display can you put a color or icon for it being higher, lower or same alt as the tracking radar. I know a modern radar on like the F-15C Eagle and F-16 will show the altitude of the target right next to it on the screen, in 1kft. You can see in this picture the radar is in FCR mode, with 3 possible hostile targets on it. 1 of which is locked, and is at 13kft moving roughly towards the firing aircraft. -
Unfortunately no, I never bothered to take pics of my trainer aircraft. If I remember tonight I will take some.
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I actually like it, but I have my own trainer for my pilots. But I use FAR so I have some different requirements. It isnt to different than yours.
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When you are looking at the FAR Control & Analysis tab in FAR, the one with all of the numbers, change the speed and altitude numbers to the altitude in KM and speed in mach that you are having the problem at. I am pretty sure you are going to see a Down Vel Derivatives authority number go well into the red. If the Mw number is in the red at a set speed you will find that you are having a loss of pitch authority. The easiest fix for this is canards. But what does the aircraft look like do you have any pictures?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
In older IR missiles yes. But for newer generations of IR missiles like the AIM-9X they are all aspect missiles. Which means they will pick up the heat on the leading edge of the aircraft along with the heat of the engines for a target. It is a bit easier to "spoof" an IR missile that is fired from a head on engagement then from the one fired at your rear. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Again, if your CoL is ahead of your CoM or you have a poorly designed aircraft it will fly poorly. Without seeing what you have come up with, we can only guess that the problem lies in the designer/pilot. And I set my Angle of control limits between 12-15deg for elevators, rudders, and ailerons. And 2-7.5 for canards.- 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
I am sorry that made me LOL... because I have done the samething.- 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
Hmm... let me see how I could put this kindly. Learn to fly, or learn to design more stable aircraft. I havent had a flip issue outside of user error in years.- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
heh. I doubt that would useful on most aircraft that are able to move faster than the speed of a brisk walk, but for the helicopters and mud movers I am sure it would be useful. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
I have to ask what is a passive IR jammer? -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
Fortunately there is the other procedural wing mod, by Bac9. That is what most people are using now in place of this till this is updated. Which is unlikely, unfortunately. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Again not saying your aircraft is not good, it just is not a good fighter. It however is an excellent recon aircraft and high speed interceptor. -
Kerbodyne SSTO Division: Omnibus Thread
Hodo replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
I love the look of that one, but it could do with a smaller intake, it wont need as much air because it wont go as high. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Your aircraft was designed with very much the same thought process as the Mig-25/31, and the F-104, speed above all else. This meant they were great interceptors but poor fighters. As the Iraqis found out in the first Gulf War when 2 of their Mig-25s engaged 2 F-15C Eagles. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
You can quote it if you like. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
I think I may have inadvertently started this debate and I am sorry about that. But about your craft, even if under the non-missile engagements and gun only fights, your craft wouldnt fair very well due to its poor roll rate. Lets look at historical examples of great energy fighters, or Boom and Zoom fighters. The FW-190D9 by far one of the best BnZ fighters in history. It had a phenomenal roll rate better than anything the Allies had during the war. This aloud it to pull off surprisingly quick reversals and get the shot then climb away before anything could counter it. Next we could look at the Me/Bf-109G6, again, another light weight aircraft that had a great roll rate, and actually could turn pretty decently under high speeds, but suffered at lower speeds. This mated with its power to weight ratio, it could pull itself out of most fights if it needed to. The 109G6 manual even said, "when in trouble point your nose towards the heavens and climb like a home sick angel." The G6 had a 4200fpm climb rate, when the next best allied aircraft could only manage 3700fpm. Lastly we could look at my personal favorite, the P-47D Thunderbolt. That thing was a TRUE energy fighter. If the jug was caught low, it was dead. But if it had the altitude advantage it would kill anything in the air. And because the Thunderbolt accelerated in a dive like a brick dropped by god, it could retain that energy into a mild climb. But if you asked it to turn it would burn that energy faster than a forest fire through a kindling factory. -
Discussion thread - BD Armory AI tournaments
Hodo replied to colmo's topic in KSP1 Challenges & Mission ideas
Only downside to this is, if there is a stock only with BD no FAR then it will cut out a group. But if you have FAR only no stock atmo then you have the same problem. I say have two competitions one for souposphere and one for FAR. -
My new medium lift SSTO spaceplane. SP-365 So far I have tested up to 50tons to a 100x100 orbit. It is capable of hauling more, but limited mainly by space. Right now it is being used to haul tourists into orbit and back.