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Hodo
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Everything posted by Hodo
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Really? News to me and my install which has been running it fine for a while now.
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I am not talking about the pilot, I am talking about the airframe itself. Anyway, 12deg. Ok are you flying with SAS turned on?
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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
Havent made anything that used a fairing in months maybe a year. But the times I have the overheat problem is mainly due to parts slightly clipping into something else.- 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
My work around for it is not to clip some parts into each other. Especially if they are load bearing.- 14,073 replies
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You know there isn't a fighter on Earth that pulls 20Gs. That is a LOT of G forces. What is your control pitch set at? Is it at the default 20deg? If so there is one of your problems right there. The craft is "overcontrolling".
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The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
B9Procedural wings is what I and many others are using now. It is honestly one of the best right now. And the only one that lets you place fuel in your procedural wing. -
If I were at home I would post my exact PID tuner settings I use for almost everything. And I dont have that rocking anymore on any aircraft unless it is at its edge of flight envelope. I know the real Flanker has leading edge slats that auto deploy on low leading edge pressure situations. This helps it maintain control in high AoA situations, there is also an audible alarm that goes off in the cockpit that warns the pilot of an impending stall. I would also suggest running and using Kerbal Joint Reinforcement, it will help for structural strength without over abundance of struts. As for the take-off and landing speeds, the trick I use is leading edge slats and flap use. Again the real Flanker uses both for take off and landing. Your take off speed should be around 140-180kts depending on load of craft. I use knots for my increments of speed it is easier to find that information. Landing speed should be about 120-140kts again depending on the current load on the craft. Almost all of my craft take off and land at those speeds except my Mig-21 SSTO, it has a 200-230kts take-off and a 180-200kts landing speed, much like the real Mig-21.
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One answer I can give you from the video was the snap roll stall that the craft went into at one point in the video. That is because your craft lost lift over one wing before the other, caused the craft to spin. This is a common type of stall in fighters. The fix for it is to actually limit the AoA of the craft in some situations, mostly pilot skill. Real aircraft use automatic slats to help maintain stability in high AoA maneuvers, which isn't possible yet in KSP.
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The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Ok I can start with some of the obvious issues I am seeing. You have to much control authority. Canards AND elevators are a bit of an overkill on such a small design. If you are going to have both reduce the control authority to about 7.5-10 on the canards and 12-14 on the elevators. This will help reduce some of the oscillations you are experiencing. Also you have a bit to much wing for an aircraft that small, you are generating a lot of lift for a light aircraft. You could actually get away with a smaller wing area. This will help reduce your wave drag form making the craft faster. The other option is to extend the body of the craft a bit, add another section to it behind the mk2 adapter and it will lengthen the craft giving the air more area to travel over and smooth out. Last but not least. Relax your flying style, gentle key inputs will help the aircraft perform better. Hammering down on W will make anything stall and flip out. You should see how my Mig-21 SSTO knock-off flies... that 21deg AoA limit on the real Mig-21, that is a REAL thing on my SSTO. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Hodo replied to AlphaAsh's topic in KSP1 Mod Releases
Found the error... it is caused by not having any of the other airfields open.- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Hodo replied to AlphaAsh's topic in KSP1 Mod Releases
Getting this error from Kerbinside. NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.KerbalKonstructs.OnVesselLaunched (.ShipConstruct vVessel) [0x00000] in <filename unknown>:0 at EventData`1[shipConstruct].Fire (.ShipConstruct data) [0x00000] in <filename unknown>:0 at FlightDriver+.MoveNext () [0x00000] in <filename unknown>:0 When ever I go to revert the flight it crashes the game.- 872 replies
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Looks MUCH better. And adding length does not always sacrifice maneuverability. That is a factor of mass, CoL vs CoM position and atmospheric density at that altitude and speed.
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The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
KJR doesnt make things indestructible. They still come apart, just at more realistic levels. If I take my XF-150A and throw it into a 12G turn at mach 1.2 at low level the air pressure will turn it into confetti pretty quickly. If you attach something to a weak point structurally it doesn't matter what you use it will still break. -
The problem is your craft is short and stubby, like I said before. You have no length to the craft so the air is hitting the nose and basically folding around the aircraft itself leaving nothing but turbulence for the plane to fly through.
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Extend the fuselage length, right now your aircraft is short and fat, which is not good for a fighter or an aircraft at all. Basically you want a longer aircraft, not necessarily thin but longer sleeker look. Like this SSTO Fighter for example, notice how it is smooth and longer.
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The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
I love the X-32, looks good. As for my XF-150A I have no clue why the nose is snapping off for you and not me... could be because I run KJR to reduce the slop in KSP construction. Do you have pictures of when it happens? I would love to see when and how it comes of so I can find and possibly fix the problem. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Odd I havent seen this problem in my install since I figured out what was causing it. The heating and exploding part problem is mostly caused by parts clipped into each other in someway. I have since stopped clipping certain parts into each other and it quit happening. The biggest problem child was BDArmory pylons, I like to place them in bundles of 3 so I can mount things in threes like real pylons under some aircraft. Well FAR/KSP does not like that so they randomly overheat and explode. And I dont think the problem is FAR problem as much as a stock KSP problem currently.- 14,073 replies
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This aircraft would benefit from a smaller/shorter tail with a longer root. This would give you the yaw stability you are looking for without having the giant sail affect on the back of the aircraft. If you look at most modern fighters, the tails on them are not tall and thin they are short and long at the base. But it looks good. Not a huge fan of your YF-23, it looks off. Not bad but off. Like your wings are to big.
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I imagine it would be a challenge but with the right mods, it shouldnt be impossible. Would be a fun challenge.
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The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
I look forward to those guides myself. Right now I have been learning from watching 1960s instructional videos on how air travels over an aircraft at or near the speed of sound. As cool as they are, they are a bit dated. - - - Updated - - - One thing I do is to test the crafts wave form with its hardpoints that are not going to be removable, like the wing tip ones and the gun. That way I know if there is a way I can see what its minimum "combat" performance will be like. No point in building a super fast sleek aircraft for a combat challenge that can't perform with weapons. Oh and I am going to total up the points for the XF-150A. Supercruise at 1.066 10km Top speed Mach 4+ (I will post pics when I get home later) Supercruise @ 1.056 10km with 6x Sidewinders, and 2 AMRAAMs and 3 DTs with 251.5L each tank for 1hr12min Can pull a sustained 12G turn Has a 1:1 TWR 16 points for weapons, max of 22 if it replaces the droptanks with weapons 1 for TWR 5 for turn 40 for top speed. Currently without all of the proof pictures 62-68pts. I think.... someone else can double check my math. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
During the course of the challenge the design changed slightly but I would always go back and retest the previous stages to make sure nothing changed that much. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Here is the XF-149B download XF-149 Download And here is the XF-150A download. XF-150A Download -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Turbojets best power range is just over the speed of sound. Depending on altitude/pressure the power will peak at different speeds. Like my 149B it doesn't reach 1:1 till mach 1.25 at 10km. So far I agree with the others. While some of the entries are great looking fighters others are just racers and are not even armed or capable of being armed. I look forward to seeing if anyone else posts a dl for their entry. I will be posting my newest one later tonight along with the XF-149B. -
The 5th Generation Fighter challenge [FAR]
Hodo replied to Halsfury's topic in KSP1 Challenges & Mission ideas
Keeping a craft together is a trick much like Tetryds said. I am a huge fan of delta wing designs, I use them above all others for several reasons. Most of which are the same reasons why some of the most successful high speed fighters of all time used them. They are strong, when placed properly you wont have to deal with the wing loads that you would with a more conventional straight wing design. There is a downside to the delta wing, you often sacrifice lower speed agility and stability, but you gain high speed agility. The thing that is often the cause of a structural failure on most planes in this is to much load on the main body of the craft and not on the wings. You will see the nose flex down or up and it will "worm" its way through the air. This flex is not good for a combat craft or any craft that is expected to perform at high speeds. Sometimes strategically placed struts will fix this. Other times it requires a complete redesign. This craft suffers from that flex issue, two sections behind the cockpit, the wings will flex up and down instead of staying straight. This will cause an oscillation that only gets worse with speed and increase atmospheric pressure till the craft explodes. I fixed it by placing two struts, one on top and one under the wing at the leading edge attached to the body of the craft, and then hid them inside of the wing by increasing its thickness. This gave the craft a "box" frame for the strength.