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Hodo
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Everything posted by Hodo
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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
I don't have any of my documentation in front of me so I am shooting from memory. But the F-16C can glide 15km for every 1000ft AGL.- 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
Have you looked at your crafts drag information? The Cd, and drag on each part as it flies through the air. I wouldn't be surprised if it is REAL low, because that is a really aerodynamic shaped craft.- 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
@Kniben, you basically built a paper airplane. It is more wing then mass so it is going to have a REALLY slow stall speed. And 58m/s isn't really slow, it is about 129-130mph, and that is faster then a Piper Cubs stall speed or even a Bf109F4 for that matter. My craft I posted on the last page, lands at 160mph which is about 65-75m/s, and it is one giant lifting surface. Lets take a F-16C for example. It lands at 120-170knts depending on load, which comes out to 60-87m/s.- 14,073 replies
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Hodo replied to RedAV8R's topic in KSP1 Mod Releases
YEAH! Now to save the craft I care about and download and upgrade my RO install. -
[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 have built a craft that works in FAR that can pull 10.5Gs at supersonic speeds. I was working on a new strut setup. Still testing it but when I get it perfect I will will post the design setup. Right now I will give you a tip, look at real wing structure. I was also testing out some new concepts to me. Like leading edge wing slats. They actually worked quite well on that aircraft, reduced its take off speed to less than 200mph and its landing speed is 165mph. Also lets it pull off some stupid high G turns when subsonic, 15Gs as in that one picture.- 14,073 replies
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SAS modules are there for additional torque on some larger craft. As for the unmanned command modules, I don't think Squad has finished that part of the game. They really make a difference when you run Remote Tech 2.
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It is like Legos, no one knows why they are so popular but they are.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Hodo replied to ferram4's topic in KSP1 Mod Releases
dT is NaN! tA: 3.14159267466322, E: Infinity, M: NaN, T: NaN Stop feeding your computer Pi. Sorry couldn't help it.- 2,647 replies
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Moving from 0.24.1 to 0.24.2 pretty much broke all mods
Hodo replied to Baleur's topic in KSP1 Mods Discussions
Should say.... Again. And odds are there maybe another patch soonish. Never know. -
Duna atmosphere & spaceplanes
Hodo replied to Jean Deaux's topic in KSP1 Gameplay Questions and Tutorials
I treat Duna like an airless rock in space. The atmosphere is only there for me to aerobrake past that it is useless. The speeds you need to be going to generate any reasonable lift is impossible to land at, and if you bring enough wing to land at lower speeds your craft will tear itself apart on Kerbin. My solution, oh so long ago, was to create a VTOL SSTO Space plane, that could land vertically, not on its tail, and take off vertically. There were no parachutes involved in the design, just a couple of air brakes, and bit of slick piloting. -
[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Hodo replied to rbray89's topic in KSP1 Mod Releases
ATM isn't cutting it as well as it was prior to the .24.2 patch. -
Here D12 B9 repack
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Hodo replied to Taverius's topic in KSP1 Mod Releases
Neither the YF22 or the YF23 were designed to be Mach 4+ aircraft. They both used the Pratt & Whitney YF119 and the GE YF120. I think you are getting the idea of the YF120 engine a bit confused with another engine. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Hodo replied to DYJ's topic in KSP1 Mod Releases
Great suggestion, I know someone in the Realism Overhaul thread did just this a while a go with Real Fuels and FAR. My request is an end piece for the new wing design. -
Does this mean the RO plugin will be updated soon also?
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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
So .5 nerf on them. That maybe more inline with the AJE engine performance levels. Time to test. Test complete. Sp-1 used in test, single SABRE-S engine, time to orbit 24minutes. Unmodified engine time to orbit 8minutes. TWR .4 (modified). I think .5 is pretty close to where it should be, maybe .55 but that maybe pushing it. The craft I used is only 27tons.- 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
I wasn't yelling just highlighting a point. And scale, Kerbin is roughly 1/3rd of the of Earth in every way. Kerbin Atmosphere 69.1km deep. Earth Atmosphere 180km deep. When I fly something in RSS/RO at 1.2km with AJE, and that same engine is out performing the FAR nerfed engine, there is a problem with the nerf. Just to sum it up, because you are admirably sticking to your guns, FAR should not be modifying jet engines to make them more realistic when there is already a mod that does all that and does it extremely well. And 22 tons is not that heavy when talking about aircraft. F-15C Eagle is 20 tons on take off with just fuel, and over 30 tons fully loaded. Su-27 Flanker 23 tons on take off, and over 30 tons fully loaded. F-16 Fighting Falcon AKA Viper 12 tons on take off, and nearly 20 tons fully loaded. F-105 Thunderchief AKA Thud, 16 tons on take off, and nearly 24 tons fully loaded.- 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
Ah I misread what you were asking then, my fault.- 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
123546780char- 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
Lets take this aircraft that I use in Realism Overhaul with AJE and FAR 13.3 as an example of how a real jet engine works. Note it has a TWR of .9:1 which is about where most 4th Generation fighters sit. It is powered by a Pratt & Whitney F100-229 which generates 129kn of thrust in afterburner at sea level. It peaks a bit higher than that. This craft at less than 2.5km (or 7kft) real alt tops out at Mach 1.05. The engine peaks at 150.2kn of thrust. The issue isn't power or drag, it is the scale. Which is not something FAR should mess with. FAR is Ferram Aerospace Research, or an AERODYNAMIC FIX FOR THE STOCK KSP ATMOSPHERE. Not Ferram Aerospace Research and Jet Engine Simulator.- 14,073 replies
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And back to the top, because there are to many individual threads popping up again. Here is my newest SSTO for .24.1
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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
Covered a few pages ago.- 14,073 replies
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Unless you have docking ports or the mod Kerbal Attachment Systems (KAS), unfortunately no.
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Ok good, now to wait for the Realism overhaul to be updated and AJE, and I think my RO install will be ready to update to .24.1. And odds are SQUAD will fix .24.1 again and break everything else. lol