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Hodo
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I think it is a KSP bug, I have had it on my stock install with no mods. Something to do with the way the part heat display is worked out.
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You imbed like this. [ imgur ] 9qcOE [ / imgur ] No spaces so it looks like this...
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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 saw this today in the news, and was wondering would this work in FAR. Because that would be a fun little excursion to try and get to work.- 14,073 replies
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Thinking about making the switch to FAR.
Hodo replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Yeah they replaced the inline intake. Here is a picture of what the NUFAR or FAR.15.1 looks like with everything on. Notice the little purple/pink lines? Those are the voxel lines or how the "air" will flow around the craft. The key thing for a stable craft you want that yellow line as smooth as possible and the green line to be equally uneventful, you definately do not want major spikes in either line but a smooth transition for the green line and a smooth nearly flat yellow line. -
Thinking about making the switch to FAR.
Hodo replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
The CoM can be moved forward by shifting where your fuel is actually stored on the craft. There are structural parts just for that reason. I know on my Akula I built last version and it still works in this version it still works in NuFAR and is still capable of achieving orbit and returning even though it is quite a small aircraft. I need to take new pictures of it. The trick is using structure parts or intercoolers to shift where the CoM is actually on the craft. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
LOL its almost like the F-15E Strike Eagle pilots guide to dogfighting. The F-15E is great at 450kts to about 600kts, but a school bus at anything slower than that. I honestly loved the F-104 as a kid it looked like a futuristic fighter. Then I saw my first F-15C Eagle and I was hooked, if it hadn't been for my eyes going bad I would have been an Eagle driver.- 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
You don't have to go all F-104 Starfighter with a plane and go manned missile but you can go with a bit longer craft with a bit less wing to get more performance out of it.- 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
You could add a structural part in the middle to extend the fuselage of the aircraft which would help with that smoothing. Right now your craft is VERY short in length. I took this old design of mine and brought it back for this version of FAR. The Akula as I called it, is a Mig-21 knock off and it works surprisingly well even now in NuFAR. The reason it does well is because it is pretty long, not as long as most of my aircraft but longer than yours is. It is a bit longer now that I have replaced the center inline intake with a precooler.- 14,073 replies
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BahamutoD, I think there is an issue with this mod and NuFAR This is the picture showing the issue with the Voxel readings from NUFAR. Notice the voxels read extra bits of blocks below the actual landing gear bay, it stays there even when the gear are raised. This is causing some real aerodynamic issues for craft that use this. Here is a craft with both stock medium gear and the adjustable gear in the front. You can clearly see the blocks I am talking about.
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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
You may not need larger vertical stabilizers if you have them further from the CoM of the craft. Think of the vertical stabilizers like your fingers holding a pen. If your fingers are to close to the center of the pen it is hard to pivot it left to right. If it is farther to one end or the other it gets easier to move the head of the pen around. It is all about leverage.- 14,073 replies
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[BD-Armory] BETA - Crew Rescue v0.6 UPDATE 2
Hodo replied to ZLM-Master's topic in KSP1 Challenges & Mission ideas
Looks great, may try this when I get some time. Outstanding first challenge! Now to work on my designs, seeing as I use NuFAR I am in a transition phase and redesigning most of my military aircraft. -
Its not so bad as you think. I had to relearn somethings from the old FAR to NuFAR. Like this craft worked in old FAR but is a bit to unstable in NuFAR. So I fixed it... I made it a bit longer and smoother lines for transitions from one segment to another. Now it flies like a dream. And this is a great picture of the NuFAR tool that is SO handy. This craft is a dream to fly most of the time. It gets a bit sluggish at mach 3 but thats fine. I have been experimenting with delta wing aircraft again and finding that they are a bit of a challenge in NuFAR but not horrible. Now to find that design that I am happy with and that I can fly into orbit before I give the job to MJ.
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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
How high are you going before you go into a spin? What is the AoA before you lose control?- 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
You are also landing at a REALLY high speed for most aircraft, 125m/s is FAST. A F-16 lands around 80m/s fully loaded.- 14,073 replies
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[BD-Armory] BETA - Crew Rescue v0.6 UPDATE 2
Hodo replied to ZLM-Master's topic in KSP1 Challenges & Mission ideas
So let me get this straight. The mission is, if we choose to accept it, to fly to this island rescue Bob and Bill from the house and get out without getting destroyed? And what is the total parts count in the area and how bad is the lag, those are going to be two concerns for people. And have you tested it out yourself to see how bad the lag is? - - - Updated - - - and one last thing, you shouldnt compress the mission in a .rar file. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
This looks like the old bug that was discussed a few pages ago. I am not sure where or else I would find you the link.- 14,073 replies
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Hodo replied to bac9's topic in KSP1 Mod Development
I am running FAR with B9Pwings and they work together fine for me. Do you have your output log? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Svm420, you should perhaps stop while your ahead. You are not adding anything to the discussion, you are not helping anyone out. Rriegner, I would wait until Procedural Fairings are updated for FAR.15.- 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
You have all the parts you need to build those aircraft. I know I did before with a few mods, Pwings, KAX and Firespitter to name 3 that give you everything you need to build a Cessna like in that picture. And that was a hasty 20min build in RO back in .23.5. But the point is if you need more wing parts or options I can't suggest B9Procedural wings more. It is truly perfect for FAR.15 with its options to change the leading and trailing edge shape and length.- 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
You have two options for that. 1- Reduce the pitch angle of the elevators. I think default they are 20, reduce that to about 12-15 and that will help a fair bit. 2- Download PID Tuner. There is a third option.. You may have designed the craft wrong and have to much lift at or before your CoM.- 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 can give you the simple answer. None of your YAW control surfaces are far enough away from the CoM of the craft to have ANY affect on it one way or another. If you made the aircraft longer and placed your vertical stabilizer further back away from your CoM you would have a far more stable craft when it comes to your yaw issue.- 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
@Ferram4 What exactly is the Critical Mach Number? Is that the speed at which the airflow over the wings goes supersonic? And what is considered a good number for say a high performance fighter vs a Concord type aircraft?- 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
Sounds like you have a CPU overheat issue. This is why I dont run laptops for gaming. Even on my hand built gaming rig that I put together myself if I REALLY push it I can get the CPU to overheat, but I have to be running 8 different KSPs on max at once on all three monitors. But at that point I am getting .5FPS. As for people having issue with the high thrust of the jet engines. I know last version of KSP .90 with FAR and B9 SABREs I wouldnt switch over till mach 5 to closed cycle mode anyway. Give yourself time to get used to them, and streamline your designs before making a lot of snap judgements on them. Here is a good example, this is my third SSTO design in FAR.15 and it is far from perfect yet. It still hasn't passed my basic SSTO test of achieving 100km orbit, it can get to 72km but not 100km. But I am slowly getting there. Maybe tonight I will have a bit of inspiration to get a new improved design built. @Ferram4 What exactly is the Critical Mach Number? Is that the speed at which the airflow over the wings goes supersonic? And what is considered a good number for say a high performance fighter vs a Concord type aircraft?- 14,073 replies
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