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Hodo

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Everything posted by Hodo

  1. The funny thing is I have started setting up an OPFOR base using Kerbinside and placing AAA and SAM sites around it and setting them to RED team. Adding a bit of combat fun to my install. Which lead to my latest creation for stock + FAR + BD a MiG-21 knock off SSTO. The F-119 Akula. Can be downloaded here ---->F-119Akula
  2. Its ok, I went from the F-106A to my latest fighter which is SO much faster and agile then the 106. Like this which was an improvement over the F-114. Or my new F-119, which is made with stock parts + BDArmory.
  3. F-119 Akula light fighter is now available from HARM. F-119Akula
  4. ok here is some of those pics I promised earlier. Landing speed and take off speed. Mach 1 at 10km Mach 5 at 10km. Granted I am never Mach 5 at 10km.
  5. That is really good, I am glad to see this, it isn't complex doesn't require a new damage model added to every part, it is still simple yet effective.
  6. That is not a Single Stage To Orbit craft. As it drops the SRBs before it achieves orbit.
  7. Here you go, this is that antenna blade that you are looking for. Antenna
  8. There was a person working on those things, but he hasnt been as active lately on that project and never released anything for download. He had some nice models and some good work done. Here
  9. Ok, good to know. Is there a way to calculate how the CoL changes in relation to the the speed, in layman terms? I am a tanker not an aeronautical engineer. I am only wondering because I am trying to find out how to improve my designs at higher speeds.
  10. I will never get used to the intake spam of stock. It just doesn't make sense to me. But hey I guess it works. I use, most of the time 1 intake per air breathing engine, more than that it is just extra drag. But I cheat and I run a non-soupo'sphere FAR install.
  11. There is a mod that has the blade style antenna. I don't remember what it is called but I have it installed. When I get home later I will look it up on my computer and give you the link here.
  12. I will check it out tonight when I get home. It could also be an issue of not having enough lift or having your CoL shift rearward on the craft.
  13. I love this look and the use of those parts. I may have to borrow some of those concepts for something.
  14. I don't have any recent pics of that, I will take some of the FAR derivatives tab for three of my larger lifters that I use currently when I get home. It will be a while, possibly tommarrow. I think those three are the three I am currently using for all my lifting into orbit. Mostly the first one, I dont need a super heavy lifter yet.
  15. Ferram I have a request for an additional tool to FAR. Can we get a lift indicator slider? One that lets us see where the CoL is at, say mach 1 or mach 5 on a specific craft? Currently we can build the craft CoM and CoL to the static CoL but doesn't the CoL shift rearward at supersonic speeds and hypersonic speeds?
  16. I try not to land over -6m/s but I have one craft that once it hits 70m/s it falls out of the sky. But hey it will do mach 2 at sea level.
  17. PCanas, your pitching issue is pretty normal at those altitudes and speeds. It is because the CoL shifts back towards the rear of the wing of the craft shifting the balance to become more nose heavy at those speeds. At higher altitudes you don't have enough airflow to overcome the shift. The easiest fix for this is to shift your fuel load back towards the rear of your craft. I personally use TAC fuel balancer so I can manually do this quickly. Others like PWB fuel pumps, both work. Oh one more thing... looks like your FAR is out of date, you may want to update it, I think FAR is up to 14.4+
  18. That is pretty fast, I usually land around at 70-80m/s. Some of my faster designs land about that speed of 90-100m/s but they are usually still VERY stable at those speeds. You may want to look at your glide slope on those landings. If your rate of decent is higher than 10m/s and your flight path indicator is lower than 3deg below the horizon and your angle of attack is higher than your take off AoA then you will probably have a tail strike issue. Most of the time my landing is about 10deg AoA, -3deg glide slope, and rate of decent of OF -5m/s and -8m/s. I can touch down smooth as silk and keep the nose up, till the nose wont stay up any more, then I let it ease down and then I hit the brakes. Usually going about 40-50m/s at that point and it is pretty easy to stop from that.
  19. To continue on Wanderfounds point here. This monstrosity was able to break Mach 1.5 at nearly sea level and was still able to pull up and climb to over 20km and return and land. It may have broke mach 1.6 if it were clean without weapon pylons. The F-117 Vulture there has its wing mass set to 1.25 I think and is not that big of a craft and actually 62 parts by itself. But if I did a sharp, without fine controls on climb the craft turns to confetti at those speeds.
  20. Why didnt you run the alternate skins file for those craft. It would look much better and run P-wings with them? Like I made this fighter to look a bit like the Mirage 2000, but it is a SSTO now.
  21. Not really a low end, I would say it is upper end of the mid grade GPUs. I would have to check when I get home I don't remember what it is off the top of my head. Honestly I think my HDD is the biggest drawback on my rigg right now, it is an old 500gb 7200RPM HP drive. That thing is I think 6 years old now.
  22. Just one thing, I am not sure about that plugin to detect what mods a craft is using if the site doesnt reconize it. I haven't run it yet on the one craft it is having issues with. I just posted the link in the comments for those parts. Retrofuture is truely an awesome mod for parts.
  23. AlphaAsh, I have ATM currently and it doesn't kill the textures if you run basic, if you run advanced it will kill all textures down to a 256bit mess. I am just trying to figure out why I am getting such a frame rate loss near the KSC with Kerbinside installed. I can launch from any other point in Kerbinside and get normal frame rates, but the KSC for some reason is taking a huge hit. Could be the damage model added to the buildings of the core KSC, and the physics engine trying to calculate things that don't need calculating. No errors are in my output.log and there are no real issues, it is odd. Oh well, great mod, and I will just deal with the frame rate issues. They aren't that bad it is about 20-30 at the KSC with a 200 part vessel.
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