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Hodo
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Everything posted by Hodo
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Engines overheating? Here's a fix.
Hodo replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
I don't cluster 4 engines that are that heavy together when I can just get one engine that can do the work of two and a half of those engines. I rarely cluster 4 engines together for anything now. They have the affect of adding a bunch of dead weight to the back of something I don't need that much weight on. It is far simpler to use a larger engine that actually fits. Oh and iStickyDuck gave you the correct fix for the issue. A smaller tank between the two, will fix the overheat issue. -
It's 1500 Meters per Second of �V! STOP SAYING 1500 Delta V
Hodo replied to Whirligig Girl's topic in KSP1 Discussion
Somebody likes to use contractions. -
Engines overheating? Here's a fix.
Hodo replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
I wasn't going to say anything and let them figure it out on their own. There is another way to kill the heat issue. Use the engines in their correct designed areas. Nukes shouldn't be used on the ground, yes they will overheat. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
There we go. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
Not sure right now, not on my home computer. When I get home I will compare the two installs and find it for you. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Hodo replied to RedAV8R's topic in KSP1 Mod Releases
I am just waiting on everything in RO to get updated to .24.2 before I update to it. I have a feeling I am going to have many headaches when updating my RO install, mainly because it is a bunch of disjointed mods that are not bundled into one coherent package. I know there is something working in that direction, and it takes time. I don't want to hear if I want it done I should do it myself. Fact is if I could I would, but I can tell you now, I learned a great deal of things in my life and few of them involved writing anything code related. While I appreciate the work many of you have done in making these mods and plugins, I do not appreciate some of the "holier than thou" mentallity some of the coders have. If I were to treat you all the sameway when dealing with an M1A1 Abrams or the operation of an M249SAW, or in rebuilding a Nissan Z32 300ZX, you would get flustered and begin to act like a chimpanze mating with a football. So what I am saying is, if you are getting flustered with people who do not know better, asking or commenting on things in a whinning like manner, take a step back and look at it from their point of view. If you can't do that then perhaps you shouldn't answer them and leave it to someone more tactful. -
[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 would suggest one other mod to help out, Procedural Wings. But you have Firespitter so you have some basic VTOL engines. The trick is placing them in the vertical mode first and placing the CoT through the center of the CoM. The next task is to make sure the CoM does not move as the fuel drains out of the craft. This means placing the fuel tank(s) in the center of the CoM. The last thing is getting the airbrakes setup so you can slow down to transition from horizontal flight to vertical flight. This is the hardest thing to do, because as the craft loses lift it may stall one side or the other, so I like to place RCS thrusters to help balance out the craft in Vertical mode. I haven't built a serrious VTOL in my RO install but I have built a few dozen in my regular install. The last one I have built works quite well with or without SAS on. But I have been taking this time I am at work to read and study a bit on leading edge wing slats and flaps. Trying to get my head wrapped around the concept and the idea, I have some ideas that I plan on testing out later when I get home. Most of my testing is done in my .23.5 install of Realism Overhaul because I know everything works in there currently. If I get the idea working there I can easily translate it to .24.2 KSP.- 14,073 replies
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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 wondering is it possible to add the missile module to another cfg file and make it compatible with this one? -
I have two installs of KSP on my computer, one .23.5 for my RO+RSS install and the other is .24.2 that has most of my normal mods on it. My RO install I am finding it challenging and fun to try and build an aircraft that can actually fly trans-Atlantic non-stop. You would be amazed at how hard that actually is. I know my career mode is hacked so I max out the science tree first thing to unlock all the parts, then I zero out my science so I can keep track of what I actually get.
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This just illustrates the need for more realism to fix this problem. Try doing this with RT2+DRE, and you will find it MUCH harder.
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Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Hodo replied to Sirine's topic in KSP1 Challenges & Mission ideas
Samething, well you can see my argument in the FAR thread over that nerf. But I have since redesigned one craft, and haven't got around to doing others yet. Waiting on a few other mods to update to fix some issues. -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Hodo replied to Sirine's topic in KSP1 Challenges & Mission ideas
I think most people are just coming to get up to speed on .24.2 and what ever mods they may or may not be using. I expect a few entries soon. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
There is a .cfg file for Realism Overhaul that gives you a "light weight" version of the PWings. There is the normal Pwing then the light versions. -
[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 built a Cessna that takes off and lands at a REALLY slow speed in my RO install, I will check it tonight, but I think it is sub 50m/s. The other option is to make a VTOL. The Osprey is a great design for that job.- 14,073 replies
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Two reasons. 1- Stock KSP, any brick with a booster will make orbit, you don't need any form of aerodynamic design thought to the craft. If you want to put a barn on the end of a pancake of boosters you can. 2- Aerodynamic failures, Back when you used FAR it was far from done. You should try it now, that there is a more complete model. While it does, if you design a rocket with some form of aerodynamic thought behind it, will cost less delta Velocity to achieve orbit. But it is no means easier.
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The Black Market (Military Craft for Kerbal War Game)
Hodo replied to horndgmium's topic in KSP1 The Spacecraft Exchange
While a nice tank, I don't think it will work for this thread. This is a thread for "sales" to a multiplayer game they are doing. here Its the Near Future parts that would cause the problem. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
No those wings are moved with IR rotation points. I wanted to do a more stable screw setup like the real F-111 and Mig-23 but would need to place a few small attachment points to attach the piston to and then to the wing, and then attach the free moving docking washer to the other end to get it to move with more support. The current design is limited to about 6Gs at subsonic flight, much more than that it will pull the wings apart. You have to remember the F-16 has leading edge slats and flaps and a VERY effective air brake. I hadn't try to build an aircraft like the F-16 because of its small size. Perhaps I might toy with the concept a bit in my RO install but I am only just now getting to understand where and how to place slats on the leading edge of the wings.- 14,073 replies
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And because I could... My first Variable Geometry Wing SSTO space plane. X-2/SP-3 Not the take off speed and the landing speed. And the fact it is a breeze to fly at slow speeds and at supersonic speeds.
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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
Ferram does FAR take into account variable geometry wings? Like the F-111, Mig-23, or Tornado? Because I made this in my normal sized KSP install and it works.... but having little experience with swing wing designs I am wondering if FAR accounts for that? For those of you who doubt the FAR model, note the landing speed of less than 160mph. It is amazing what you learn from old documentaries on the F-111, and Mig-23.- 14,073 replies
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Hodo replied to RedAV8R's topic in KSP1 Mod Releases
And about that bundler that was mentioned? Oh is it safe to download and install the 24.2 KSP with RO+RSS yet? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Never was a fighter pilot, eyesight kept me from that job. Grew up around fighter pilots and B1B crew. I wanted to be a fighter pilot, F-15C to be exact, but that didn't happen so I joined the Army instead. Figured if I can't fly a multi-million dollar aircraft I will operate the heaviest meanest thing on land the M1A1 Abrams.- 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
The F-16C is still 8.5 tons completely empty. So you can figure his was still around 9.5-10 tons at that point, because he still had his ALQ-184 and his LANTIRN pod and any weapon stores still on the craft, odds are he still had two AIM-9 Sidewinders or AIM-120 AMRAAMs on the wings and the ammo for the M61 20mm.- 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
Dead stick engine out landing in an F-16. Take note of his air speed on the left side of the HUD.- 14,073 replies
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
I have constant crashing in x64, but it is a memory issue for some reason. I think it is related to .24 not any of the mods.