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Hodo
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Everything posted by Hodo
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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
Any idea on how I could fix this on my end? -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Hodo replied to bac9's topic in KSP1 Mod Development
Sorry I didn't post it last night but I was in a rush, had real life giving me crap. Here is the output log, and it seems to happen when I switch the wings to the flat trailing edge and try and attach the b9 procedural control surfaces to them. Output I can repeat the issue and get it to happen again, it doesnt seem to be tied to the changing of the wings, but more to the attaching control surfaces to them in symmetry mode after I changed the wing type to a fuel carrying wing. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Hodo replied to bac9's topic in KSP1 Mod Development
Stock fuels, and the update I still get the error, it happens when I attempt to add your procedural control surface on the B9 procedural wing. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Hodo replied to bac9's topic in KSP1 Mod Development
Bac9 I am getting some Nullref errors here is the output.log and some screen shots of the errors in game. output Hope this helps you improve an outstanding mod. -
My Revamped SSTO Design/ Questions [BIG PICTURES]
Hodo replied to Fryer Mike's topic in KSP1 Gameplay Questions and Tutorials
In short, yes. Firespitter.dll isnt the mod Firespitter, it is just the .dll which is the file that controls the animations for that plugin and many others. -
My Revamped SSTO Design/ Questions [BIG PICTURES]
Hodo replied to Fryer Mike's topic in KSP1 Gameplay Questions and Tutorials
Those dont work because you dont have the firespitter plugin installed. You need to have the newest version of Firespitter.dll installed for the cargobays, landing gear, and intakes to work from B9. If you read the installation instructions you would know this. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
You mean the 25mm Bushmaster on the M2A3 Bradley? That is an anti-Infantry and light armored vehicle weapon. It has 4 fire modes, and 2 belts of ammo that feed into it. It has high rate and low rate for either the AP rounds or for the HE rounds. -
The reason is pretty simple, in FAR your CoL isnt a static thing. The faster you go your CoL will shift like real life. At supersonic speeds your CoL will shift back on the wings of the craft, moving your overall CoL back on the aircraft. This becomes more exaggerated at hypersonic speeds. And if you have the wrong shape of wing it could cause the craft to stop generating lift where you expect it to altogether. If you look at most of my designs you will a common design feature, same for Wanderfound, the other SSTO "expert" here on the forums. Between the two of us we have put pretty much anything with wings into orbit and on other planets in KSP. Another issue I just remembered is if you end up "overflying" the aircraft, or getting your AoA to far from your direction of travel you will cause the craft to generate lift in different ways. Some wings may stall and lose lift, others may start to turn into the main wings shifting your CoL drastically in another direction. Again FAR is not easy, but it isnt that hard once you get a grasp on it. The best bit of advice I can give is start small, and work your way up from there. After all the first supersonic aircraft wasn't the Concord, it was the Bell X-1 which was tiny by comparison.
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My Revamped SSTO Design/ Questions [BIG PICTURES]
Hodo replied to Fryer Mike's topic in KSP1 Gameplay Questions and Tutorials
What version of KSP are you running because that is an old looking UI. But just FYI, B9 parts are designed for use in Ferram Aerospace Research (FAR), which is an aerodynamic overhaul of the stock aerodynamic system so that it is more realistic and less craptastic. The B9 parts often have odd behavior with stock aero in game because of this fact. -
Your problems are many on that craft.... First issue I see is your CoL is WAY to far behind your CoM. You ideally want it just behind it, but not super close. Next your numbers are bad, bad, bad. To much red. Ideally you want something closer to this. Notice how the numbers are all green. This is good, red is bad. You can hover over them to see what they mean in game. But for a stable aircraft or SSTO you want something that can stay in the green across a wide variety of speeds and altitudes. I generally sacrifice high speed maneuverability on my larger cargo hauling SSTOs in favor of low speed stability and gentleness of flight. This makes them easy to land and fly normally, but a bit of a pig at hypersonic speeds just before it gets to orbital velocities.
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Do you have pictures of the craft? It sounds like you are coming in at to steep of an angle and your CoM is shifting behind your CoL. At what AP are you when you start your deorbital burn? How low are you when this happens? Generally I dont come in any higher than 100km AP, and set my PE to around 5km above the KSC for my target. I try and stay around 20-30km till I get my speed down below mach 5, then I slowly drop down below 20km. I highly suggest airbrakes on the aircraft or spoilers to help slow yourself down. This is generally my re-entry and launch profile for getting into orbit with FAR. This one is a good picture of one of my craft FB-1 reaching lower atmosphere. Notice the speed it is going and the angle it is traveling. This is my F/A-106A Thundergod, on its re-entry burn. Again note its angle and its altitude. You can even see the airbrakes on the craft deployed. I run FAR and DRE so my re-entry burn is a bit more of a challenge but I also have been building SSTO space planes since 2013, and have a great deal of experience with them.
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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
There is a 30mm autocannon from Spanners Weapons addition to this mod. It has a 120 rounds internally and a rate of fire of around 150-200RPM. -
Crappy plane physics
Hodo replied to SmashingKirby148's topic in KSP1 Gameplay Questions and Tutorials
If the craft is rolling then falling to one side or the other, it sounds like a stalling issue. Not sure about the stock physics if it calculates that but in FAR it will cause one wing to lose lift and make your craft roll to one side then fall out of the sky.... case and point, the Taiwan plane crash this week. The only other guess I have is you are having issues with your thrust becoming uneven and forcing your craft to yaw one way then it will roll then spin out of control due to uneven thrust. -
I am saddened by this but, I'm getting bored.
Hodo replied to LostElement's topic in KSP1 Discussion
I had this problem a while ago, then someone came up with a challenge that was interesting and well thought out. So I started refocusing my designs from cargo hauling to military aspects. Now I am bouncing between the two design theories and I am looking at once again going back out into the stars and getting back to Duna, Ike, Moho, and Eve. I may even go to Jool and do the Jool 5 challenge even though it is no longer accepting submissions, I don't care I am going to do it. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Hodo replied to bac9's topic in KSP1 Mod Development
Getting an odd NULLREF error when I tried to use this mod lastnight. I didnt get much of a chance to try and test it out and find the problem. I will test and see if it is a conflict error or some kind of install error. It was odd it was working fine then out of no where I started getting a string of Nullref errors. -
Early plane building with FAR
Hodo replied to Rizzee's topic in KSP1 Gameplay Questions and Tutorials
I can say from experience with FAR, the two biggest helpers in aircraft building is RCS build aide and TAC Fuel Balancer. With those two mods you can check your dry CoM and Loaded CoM, you can also adjust your fuel load in flight to keep your CoM where you want it in relation to your CoL. Real aircraft do these things in flight automatically now but it is something that isn't possible in KSP without mods. I like to leave one fuel tank empty or half empty depending on the craft to shift my CoM forward or back depending on the craft and the design. This is an old picture from two versions ago but the principle is still the same. -
They were from a B9 expansion pack by D12Aerotech. And on the mission note.... So messing around with a new design using mostly stock parts, well it is stock except for the drop tanks and BDArmory stuff. Not sure what to call it yet, or even if I will have an actual use for it. But it is a joy to fly a bit twitchy at low speeds but handles great at supersonic speeds. And it has a .98:1 TWR on its airbreathing engine mode and a 1.2:1 TWR in rocket.