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Hodo

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Everything posted by Hodo

  1. Its what happens when you slingshot off another gravity field and it changes your flight trajectory.
  2. I don't think there is an updated cfg for the B9 ATM. I think the one that comes in this download is the correct one. The otherone should go to a dead end and thus not affect anything.
  3. It is possible to take off and land at about 75-90m/s with a delta wing design. Here is a great example of one that can do it. And this one. The trick is actually finding that right wing scale and gear placement to get the perfect rotational speed to take off and land. The problem I was running into was getting them to slowdown for landing. So I added a drag chute from Real Chutes for landing that acts like a landing chute to cut down the braking needs on landing and runway distance. I can land the first and second craft quite easily on the island strip in about 3/4 of the runway with minimum of braking. I love the deltawing design, and have been using it for a long time, it is simple and stable. It does have some minor problems but the way to solve most of them is the same way that the Russian firm Sukhoi did with the Su-17. They setup a specific designed wing that would generate good lift at supersonic speeds without much drag, and yet still had the lift at low speeds to reduce runway take-off length. The same principles work here in FAR.
  4. The camera on the IVA moves around for all the IVAs doesn't matter which cockpit you use.
  5. The only problem I have with this recreation is you are missing the FAST tanks on the side of the intakes. The F-15E those are almost standard on it, it gives it much greater range.
  6. As Wasmic said but you want to start your gravity turn at 100m/s or 1000m which ever happens first. With a TWR of 1.2-1.4 is perfect at launch, much higher than that and you will overspeed in the lower atmosphere and get the HIGH DYNAMIC PRESSURE warning which is BAD for rockets.
  7. You can do this with IR if you really wanted to...lol
  8. I used to do the probe thing, but I found the added parts in the area added lag, and they often got in the way of seeing the runway with the icons over them. I found the MJ landing guidance ILS system to be a bit more useful. And that is ALL MJ does in landing.
  9. My newest cargo SSTO. SP-600 Yes that is 60 tons of Mono propellent taken to orbit. It is my test cargo.
  10. HARM is proud to be testing a new cargo SSTO capable of taking 60tons into orbit with ease. The SP-600!
  11. And most importantly remember your altitude also affects the range. So if you are 100km up and 400km away then you are further then 400km away from the target station. This is why I launch all my sats with a SSTO cargo craft to a Geosync orbit alt first then place the others in a different orbit using those as relays.
  12. What I did for a long time was touch and goes, I do it in every flight sim I play so I can get in the hang of landing. But tips what to do to help. Disable your nose wheel brakes in the action groups. They have a tendency to flip your craft. Also add real chutes and put drag chutes on the back of your craft for slowing down without the need of brakes, or very limited use of brakes. Aerobrakes or Air brakes are a must in FAR and NEAR. flaps also are useful for landing conventional wing aircraft, they dont work on delta wings. last but no less important is your approach angle. I usually use a 3-5 deg glide slope, which means my rate of decent or flight indicator is never more than 3-5deg below the horizon on landing. Generally this keeps my rate of decent above -10m/s ideally I want to touchdown at about -5m/s and 70-90m/s or about 140-200kts. depending on the aircraft. I try to keep the nose up until the front wheel automatically falls to the ground, I then apply the brakes. I deploy my drag chute as soon as I touchdown with the rear wheels. This is great for slowing down in a VERY short space and oddly enough how real military aircraft land.
  13. Unfortunately my GF has other plans for me. As she does every day I have off. I can't just sit infront of the computer and do absolutely nothing for a few minute.
  14. Ok noticed the new S3 cockpit is missing the cockpit exit point. There is no door or a way to transfer crew from module to module. Minor thing.
  15. It is definitely possible, this is a craft that can easily do that.
  16. I just downloaded the same plugin earlier today. I can't wait to play with the new parts. Already getting WILD ideas!
  17. I love FAR, I have used it since my first day with the game. I can say that you can fly with or without SAS on, but if you have it on I highly suggest getting the Pilot assistant tool plugin. It is great because it lets you fine tune the SAS module so you don't get the rollercoaster affect when flying.
  18. Here is one of my old designs, this is the basics for a working SSTO in FAR/NEAR and DRE. You can copy it with the new parts but the basics are still the same. As for flying it FAR/NEAR is different then stock, you don't fly it like a rocket with wings and hope for orbit, in FAR or NEAR you actually have to fly it like a plane using its lift to get out of the thicker lower atmosphere and above 12km alt then bring your AoA to 10-12deg above the horizon and accelerate to mach 4-5 then burn your way to orbit after you hit 25km and over Mach 4.5. At that point it shouldn't be much more than a 30sec burn to get to space and at most a 10-20second burn to achieve orbit.
  19. Ok, looks like the first problem is your FAR is out of date. Update your FAR. Next to recover from a flat spin in FAR you will have to have a dynamically stable aircraft first. EDIT sorry was on a time crunch earlier. Now I will give a decent answer. Your FAR is out of date first. The current version is 14.4x so you will want to update it. Next your craft has a very short profile and is pretty aerodynamically unstable, especially in the yaw category. I have to suggest you lengthen the craft slightly and add a bit more of a tail to it. Also check your numbers in the FAR tool in the SPH, check your AoA graph, and your speed graph at different mach speeds. Then check the numbers in FAR, if anything is in the red your craft will have some bad handling characteristics. Ideally you want numbers all green like this. That is at landing and take off speeds, .35mach This is for mach 5 or near orbital burn speeds. notice how the numbers are still in the green but they changed slightly? This is the sign of a stable craft. Each of the numbers have a pop-up that comes up if you hover your mouse over them, which is handy if you don't know what they mean.
  20. Just installed it, will test it out in FAR later tonight girlfriend permitting.
  21. Is it possible to set up an active texture management system for this. I absolutely love this mod but it does hit the frame rate pretty hard even with a few mods running when near the KSC or any of the kerbinside places.
  22. SP-316A Orca II, yep I am back to my roots. 48 ton cargo limit to 100km x 100km orbit. All in a cheap small package of 135k without cargo.
  23. Actually I haven't had any issues out of the Pilot Assistant mod. Granted all I use it for is the PID tuner in it. It is quite easy to use and has quite a few options that are handy for fine tuning the SAS. Which is good.
  24. That is about how the real shuttle did it, giant "S" turns in the upper atmosphere to bleed off speed. I do something like it myself with my craft in DRE with FAR. I like to skipped up and down through 25-35km till I burned off enough speed to be below mach 6.
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