

Hodo
Members-
Posts
3,667 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hodo
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
The best thing you all can do if you use a bunch of mods is to disable your update till the mods you use are updated. If you use Steam you can roll back to the previous version. -
My re-entry with my highest flying SSTO, which goes to Geo-sync orbits to place satellites, the re-entry comes from a lower orbit of 100km, then I hold a 5-10deg AoA, and try to keep the dynamic Q around 35-45kpa. My airbrakes get really hot while doing this but it isn't that horrible, within 100c of burning off. The landing is always a fun one. Because I usually do the spiral down from 10km about 100km out from the KSC.
-
Newest creation from HARM currently undergoing flight test and its shakedown runs. SP-317 Stork Crew 3 + 6 passengers. Life support to last 1 year with a crew of 3. VTOL capabilities with a 6 ton rover in the bay. a 1.5TWR in VTOL for all of your landing and take off needs. over 3km/s d/V in space with the LV-1N engines, at a TWR of 0.125! ((Ok it is a bit slow, but it isn't a fighter.))
-
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Hodo replied to Nertea's topic in KSP1 Mod Releases
So I have been working on somethings, using this mod and a few others and this is what I came up with in my career save. My newest VTOL SSTO. It is still going through testing so I am not 100% on it yet, but so far I think I may have fixed the nose loader option for the craft. I borrowed from Firefly for the solution. Edit- and after 30 more minutes of fine tuning..... it is nearly done. -
Stock SAS hates FAR... why?
Hodo replied to Elmetian's topic in KSP1 Gameplay Questions and Tutorials
So you want FAR but not FAR? Sorry FAR isn't that complex, if it will fly in real life it will fly in FAR. I have built some amazingly stupid designs that work in FAR, some better than others. The trick is knowing how things actually work and taking your time with them. If you slap together something willy-nilly like and don't pay attention to the CoM and CoL then yes you will have issues. But some of the best aircraft on Earth fly well because someone took time to do the right thing and figure out how it works, why it works and how to improve on it. I flew before the PID tuner and the pilot assistant, and I still can fly without it, I just turn off SAS and fly manually using trim, you know like a real plane. - - - Updated - - - You don't want to launch at that high of 1.4-1.6, you may want a little bit lower. -
The "Why not this" is often asked. But it is like asking, why can't my 1991 Ford Fiesta do 200mph? It has 4 wheels and an engine and is lighter then the Veyron, it should go faster. The reason is, KSP actually calculates far more then the Crytek engine does. The KSP program uses a lot of real physics based calculations that the crytek engine just kind of fudges over.
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
This right here. 'nuff said. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
There is a difference between conventional weapons and weapons of mass destruction. A Mk82 Snakeeye or a CBU-68 is a conventional weapon, there damage is limited. The B-61 or B-83 are not limited in the same sense. I just dont see a point in having a weapon that can destroy everything in the 5km physics load range with ease, being something that is needed in this mod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
That would be cool, FABs. That and napalm. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
I remember seeing a docudrama when I was a kid on the BBC called "Threads" that show was perhaps the most realistic examples of what a modern nuclear attack is like. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
What is the facination with nukes? I don't get it. First off the physics range would have to be set almost 10 times what the current setting is for you to use them to any affect without destroying your own craft. And secondly only ONE nation in history has ever used them, and they only used two and they are 1/100 the power of a modern nuclear warhead. -
Designing viable delta-wing'ed aircraft?
Hodo replied to tjsnh's topic in KSP1 Gameplay Questions and Tutorials
One mod will solve most of your problems. Farrem Aerospace Research (FAR). It will fix the souposphere of Kerbal Space Program and make it handle more like real air. So you will be a bit more comfirtable with it. And I have built a few dozen delta wing aircraft all of which work extremely well. F/A-106A Thundergod showing off at low altitude. It was 50m off the ground doing mach 1.2 Then there is this SSTO Delta wing design that I use as my medium lift workhorse. There is this wonderful fighter SSTO. Then there is this stock part design that uses a Mig-21 style delta wing. -
Aircraft problem taking off
Hodo replied to DYo12234's topic in KSP1 Gameplay Questions and Tutorials
That is my aircraft I posted and it takes off fine. It is really light weight and the wings are quite massive for the size. -
Yeah you can run it, your CPU is a slightly less powerful version that I run it on. I would suggest upgrading your GPU and PSU and possibly your cooling for that system pretty soon. i5s tend to run on the warm side and if you go with an Nvidia GPU you will be running HOT.
-
Aircraft problem taking off
Hodo replied to DYo12234's topic in KSP1 Gameplay Questions and Tutorials
The A-10 is a REALLY simple plane and is surprisingly long, which most people fail to realize when they make one. If you look at that craft notice how the gear are set right at the rear of the main wings. Which is pretty close to how the real A-10 is setup. -
Updated mods = slug framerate
Hodo replied to Lohan2008's topic in KSP1 Technical Support (PC, modded installs)
Check your output.log see if any errors are showing up. Or you can check in game and see if your ALT+F2 debug screen see what errors are showing up. Odds are you are getting more than a few errors. I would unistall KSP, reinstall fresh and install the mods you want one by one checking to see if the fault is with any one mod. If everything works and there are no errors, you may want to download and run the Active Texture Management mod that will reduce the memory use of alot of the textures. This will help with frame rates a fair bit and with your memory use. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
You know the only thing I REALLY want, is a seperate 120mm gun and a 30mm or 25mm autocannon so I can make my own tanks instead of having an M1 turret on everything. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
Ok nukes probably not going to happen, people have asked for them time and time again. If they do great, if they dont great. I don't see what the big deal is about them. I guess they are cool to those who didn't grow up during the Cold War. As for your 20 and 30in guns that could fire nukes. Well the 203mm and the 155mm howitzers used by the US Army can fire tactical nukes of about 1-10kt range. Unfortunately they dont have the range to get out of the blast zone themselves. The system you are showing is basically the same as the US Lantern Pod system used on the F-16, FA-18, F-15E and the A-10. It isnt the camera guiding the weapon it is a laser beam guided weapon or a radar guided weapon depending on the mode the system is set to and the weapon selected. Not sure how the Russian equivalent works but I am sure it isn't to much different then the NATO version. The system is pointed torwards a point on the ground, then locked to those coords, once it is locked it has a limited range of motion the craft can go in before it is out of slew range. When it is locked you can activate your laser designator and guide your weapon system to target. There is still a fair amount of room for error in that system. Most of the guided bombs have a pretty good accuracy range, but if they for any time lose the laser signal or the signal is moved, they don't have the inertia to adjust much, depending on altitude deployed and the speed they were deployed at. Most deployment of those weapons though top out around 28-30kft ASL. And are never deployed at supersonic speeds. The current system does a good job of simplifing that, you don't need the high speed gizmos of the modern airforce to get the job done. If you were to have all that additional stuff you would need a lot more work and detail to the game before it could handle it and do it justice. Next thing you all will be asking for is BLU bombs or Napalm and FASCAM rounds for your howitzers. -
[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 would be surprised at how strong the default wing strength is. I have built light weight fighters that can pull well over 15Gs and kill the pilot, thanks DRE. But the default strength may not be strong enough for heavy aircraft, and you may need to strengthen the wing a bit.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Hodo replied to nli2work's topic in KSP1 Mod Releases
I will look again tonight after I update to the new one. -
Unless you are going faster and managed to maintain the same dynamic air pressure for the craft at the new altitude.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Here are my quick assessments of that craft. It is a good design but you are having some issues with the red numbers there. Looks like your craft is losing a bit of yaw control at low speeds. And you have some serious side slip issues at mach 1 at 25km. I would almost suggest canting your tail out a bit more, it may fix all of that. I would also ad a bit more wing to the craft, mainly at the tip or give them a bit more of an angle to them this should help a bit with your higher speed performance issues. Otherwise those are great looking fighters, and look like they would be quite agile.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Hodo replied to rbray89's topic in KSP1 Mod Releases
19 crashes later it has finished updating and loading the game... down from 2.8GB to 2.0GB on the dot. Thanks rbray89! -
Well here is HARM Industries latest rover and it is available for download. The LSR-1 CREW-2 Self sufficient electrical system and modestly low part count not to mention extremely stable. LSR-1
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Hodo replied to BahamutoD's topic in KSP1 Mod Development
Honestly I am not sure how I feel about that idea, it is cool but it is also why I didn't care for the Romfar Lazor mod. It was an auto-hit button, I like the Fire and Forget weapons now.