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Hodo
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Everything posted by Hodo
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Thinking about making the switch to FAR.
Hodo replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
I dont understand why people are telling you to not have monoprop on your design. I use monoprop tanks and RCS thrusters on a great many of my larger and smaller SSTOs. The thing is they make for great counter balance tanks but they are a bit heavier than most other tanks. Like this tiny fighter it has mono tanks and RCS thrusters. I dont believe in abusing the SAS reaction wheels to achieve level flight. If the craft is well designed you can fly it without a reaction wheel. And I am a huge fan of "tailess" delta designs. -
SSTO LowTech 0.90 Ferram -- doable?
Hodo replied to tklenke's topic in KSP1 Gameplay Questions and Tutorials
It is possible, but you would have to give up on the idea of jet power for the SSTO space plane. I would go with a plane powered by highly efficient rockets through its ascent into space. And perhaps basic jet engines for powered landing and take off but not for the acceleration phase. -
Looking for a stable and agile rover
Hodo replied to Garquill's topic in KSP1 Gameplay Questions and Tutorials
I can do more than suggest one. I can show you where you can download one if you have the mods, I could even repost it without the one mod part on it. LSR-1 Rover -
What does the color of the MET mean?
Hodo replied to waterlubber's topic in KSP1 Gameplay Questions and Tutorials
It is the physics/frame rate. If it is green it is running at 25+FPS Yellow 10-24FPS Red 10 or less FPS. -
With FAR you dont need as many intakes.
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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
I am quite torn between these two options. I like the second one but it isnt the most "realistic" option. But this is KSP so realism is an option that you can choose to turn on and off. I would like, however, a more inline ammo storage system, like a 1.25 or even a 2.5m cylinder ammo storage system. But having the option of having an all in one for some of the smaller munitions like the 20mm and below calibers would be nice. - - - Updated - - - I already do this with the cargobays in the game. I use the smallest cargobay as a utility bay for most of my fighters. I pack ammo, mechjeb and life support inside of them along with radioscope reactors because there are no generators for electricity in those bays. -
2300-2400m/s and getting re-entry affects, that means you are going nearly orbital velocity at less than 30km altitude. I am surprised your gear is the only thing that burns off. You are coming in to steep, you should set your PE for about 5-10km above the surface of the ground and keep your altitude up as long as you can till your speed drops below mach 5 or 1700m/s. Personally I prefer to not come down to 25km till my speed is around mach 4.5. But that's me. And see my sig, I run FAR+DRE.
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I have had a few VTOLs... One of my first. It was slightly changed and this is where it ended up. My first craft to visit outside of Kerbin SOI, way back in the day. Then there was this... one of my biggest SSTO cargo hauler VTOLs Then there was this... my largest cargo hauler VTOL SSTO and most successful. It could haul up to 50tons in VTOL or 120tons in a STVOL fashion or conventional take off with Vertical landing.
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The cockpit is from RetroFuture, not BDArmory.
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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
The biggest thing with flaps is that you have to have them come down to the right angle. 21deg is pretty steep but that would be FULL landing flaps. But the Hornet also has leading edge slats which come out when the flaps are deployed to help offset the stalling of the flaps. And lastly the Hornets intakes are under the wings. -
Hodo Aerospace Research & Munitions combat SSTOs for download.
Hodo replied to Hodo's topic in KSP1 The Spacecraft Exchange
Unfortunately never got around to updating the SP-600. Was hoping to remake it with the B9 Procedural wings, but unfortunately that killed the craft file and it was lost. But since then I have been working on some new craft and smaller fighter type craft. Like the F-136 Kukri F-136 Download! -
HARM Industries is back with another fighter SSTO for those with defense needs but are on a budget. The F-136 Kukri single seat twin engine fighter. GET IT HERE!
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I was messing around today and made this... it isnt your typical canard using forward sweep wing design. Different version there. And showing its low take off speed. And just before the turbojet shutdown. It is an SSTO.
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SSTO1 = fail. Help please
Hodo replied to Miro Beero's topic in KSP1 Gameplay Questions and Tutorials
Me, no those pictures are from the previous version but the craft still work the same. -
It should. It may work better in NEAR due to NEARs simplified version.
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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
Your wings and tails are crooked. I would use the rotate function and rotate the wings just a bit so that your tail and engines are straight along the sides of the craft instead of being canted inwards on the craft.- 14,073 replies
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And yet a F-16 takes off at about 148mph. The F-104 was a manned missile. The space shuttle is a brick with wings. I admit many of my designs have a large wing surface area but this is because I believe in simplicity in design and ease of control in all aspects of flight. No craft does anyone any good being a handful to fly or land.
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Ok looking at your planes information from the graphs there I can tell you some minor things that I noticed. First your level flight speed at take off is REAL high, 102m/s that is about 200kts, which means your take off speed would be about 210-230kts. You being a pilot know that is FAST. Next if you look at your last screen shot, of the graph you are looking at 25km ASL, at Mach 4, and your level flight is going to be 15deg AoA. which is quite steep for a delta wing aircraft. Lets take this aircraft for example, I wish I had taken pictures of the FAR readouts on it. But it is simple delta wing design with a tail, much like a Mig-21. It has a high take off speed of about 90m/s when full and no flaps, but with flaps it actually reduces down to about 75m/s. But this craft, actually had a 70m/s take off and a 60m/s landing speed. Notice the amount of wing in comparison. And I not only second, but cant suggest more that you get the PID tuner it is the best thing ever besides TAC fuel balancer.
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SSTO1 = fail. Help please
Hodo replied to Miro Beero's topic in KSP1 Gameplay Questions and Tutorials
I use Pwings for almost everything it cuts down on parts count by alot. The wings that Wanderfound shows are great but often lacking in size. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Hodo replied to Starwaster's topic in KSP1 Mod Releases
If your re-entry temps are climbing above 1500deg then you are coming in WAY to steep.- 5,919 replies
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- reentry
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Thinking about making the switch to FAR.
Hodo replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
These are the speeds at which each engine is effectively useless. Turbojets Mach 4 they quit producing thrust at all. Same for RAPIERs. SABREs produce thrust up to Mach 5.5. Base jet engine dies out about mach 1.5. As you can see the SABRE is a far better choice for most SSTOs but I have used the RAPIER before because of its compact size and lower mass. I follow the Skylons projected flight path, climb to a set altitude then maintain a gentle climb till I reach mach 5 for SABRE or Mach 4 for RAPIERs and then switch over to closed cycle or the rocket, at this point I should be at 25km ASL. (Above Sea Level) Once in closed cycle/Rocket mode I then increase my rate of climb from a gentle 10-14deg to a steep 30-40deg climb to achieve space as soon as possible. Once my target AP is where I want it I cut the engines a continue to drift to my orbital insertion burn. With a SABRE this shouldn't be much more than a 30second burn. This album oddly enough shows part of my ascent profile. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Odds are the CoL is moving further back or your CoM is moving forward as fuel drains out of the craft. What I do is I use TAC fuel Balancer and I leave one tank empty on the craft for weight transfer in flight. Real aircraft do this exact thing for the same reasons. I will lock that tank most of the flight but once the nose gets heavy I will shift fuel towards the rear of the craft to bring the CoM near the CoL as it shifts back.- 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 some suggestions to this question and the previous one. I would suggest getting the Pilot assistant tool, or PID tuner. It will help with some of the SAS modulation from stock to FAR. Next I would say that your problem with the pitch is your CoL is to close to your CoM this is causing your craft to be "twitchy". This is great for a fighter but bad for a plane you want to be stable at speed. I test my craft at 0 ALT .35 speed for take off and landing stability numbers. Then I test at 10km and mach 1, then at 20km mach 2, and then mach 3, and mach 4 at 25km. Much past that in speed and alt it really doesnt matter. The biggest thing is you have to remember that your CoL moves back on your wings at supersonic speeds, so this may shift your CoL back a bit, in some cases it may be a few inches, others it may be a few meters.- 14,073 replies
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