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Hodo
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Everything posted by Hodo
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Yes very much so, I use FAR and Pwing. And that is really all I use to make wings is Procedural Wings.
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If you like building aircraft that actually use real aerodynamic forces, then yes. If you like flying in soup no.
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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
Then switch to the Real Solar System mod with the rescaled and actual Earth system. That is what I did. Problem solved.- 14,073 replies
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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
It is the 23rd of July 2014. The date on the first page states 31 July 2014. 23 - 31 = 8. -
Unless you are running FAR, forget everything you think you know about how an aircraft works in KSP.
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Ok unlike everyone else I am going to tell you what I see wrong with that thing that could be a plane. 1- It wont take off till the end of the runway because your landing gear are to far behind the CoM, which is causing your point of rotation to be behind the CoM and CoL. Thus you are trying to push the landing gear into the ground, which means the nose WONT lift off the ground. To fix this move your rear most landing gear closer to the CoM of the aircraft. 2- If you are using FAR, it has the aerodynamic properties of a brick, which means it really isn't going to fly well. You slapped some procedural wings on a rocket shape and canted them upwards at about 20-30deg, WHY? 3- I see you have control surfaces on the wings, REALLY long ones. Not sure what you have them set to do, but I can tell you they aren't going to do much with those wings. 4- The jet engines, you have what 8 Turbojet engines on there, and 3 rockets, you can get away with 1/8th of that in turbojets and 1 rocket engine. Right now your craft is to heavy, and I really don't see any intakes for those jet engines. I can also suggest you read the links that Pecan or Cruzan's video that was posted.
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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
Why do you want a M1A2? When what makes an A2 and A2 is a bunch of features that have no affect in a game like this? No really... There is no REAL difference between the A1 and the A2 for this games uses. Other than a few cosmetic changes in game you could have an A2 pretty easily, just add an small trashcan looking cylinder on the left front side of the turret, and then add a slightly longer back of the turret and BAM! you have an A2 for KSP. -
The original Thunderbolt aka Jug, was not a close air support (CAS) aircraft. It was a Pursuit Fighter, P-47C-D models. It was designed to be a long range single engine fighter. It unfortunately was built like a truck, and not very nimble so it was a marginal air to air fighter at best, and was massive which made it an easy target. Once the P-51C-D Mustang was operational they replaced the Thunderbolt with the Mustang because the P-51 was more nimble, faster, and smaller then the P-47. Then the P-47 was relegated to striking secondary targets and targets of opportunity or interdiction missions. But it wasn't a CAS aircraft, for that you look to the USSR and the IL-2 Sturmavick and the German Ju-87 Stuka (Cow).
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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
So is this based on DYJs old work or Laztek Lazerwepons mod, or Skillful now? Because I am looking at possibly dumping one of the ones I have on my installs in favor of a more flexible one that comes closer to real life weapons. While Skillful is cool it is limited. And DYJ never finished his, and laztek that stuff is great but way over powered. Oh and is this stuff FAR compatible? -
Oh no rush.. I am enjoying still playing in .23.5 RO/RSS. I still haven't sent a Kerbal to space...lol haven't bothered. Put satellites in orbit and kind of went... meh on sending anyone to space.
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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 am still running .23.5 on that install from that picture. I don't know how .24 is working I haven't messed with it much since it came out.- 14,073 replies
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Having both installs on my computer, .24 and .23.5, AJE only works in .23.5 currently.
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I use Firespitter, what exactly do you need?
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Realistic Solar System Crafts - MEGATHREAD
Hodo replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
Because I haven't bothered with .24 yet and nothing in my RO install is broken. I present my F-12 Flapjack fighter. It actually performs WAY better then I thought and it is my first true delta-wing design without canards. It uses AJE P&W F100-200 engines (the -200 is the real life current version of the P&W F100s). It tops out at mach 2.6 (Structural limitation, nose will fly off) Can pull 15Gs! Has over a 500mile combat radius. And is capable of loading 32k pounds of ordinance! Armed with 2 30mm cannons. -
[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 Ferram4 this was the craft I was having problems with, but your updated 13.3 version actually fixed it. Now it works better than intended.- 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
LOL, I prefer another term, but that will earn you an infraction for calling me that. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Ok good to know, I thought it was another one of my fails in designing. So what do I download and install from that list all of it or specific ones?- 14,073 replies
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I actually am spending more time in my RO install that is still .23.5 instead. Because almost everything in my .24 install is broken.
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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 now that the thread is unlocked again...... Ferram4, I have a quick question, no pictures to show yet unfortunately. I have a craft in my RO install which is still running the previous version of FAR and .23.5 KSP. The craft I am having problems with runs a pair of Pratt & Whitney F100 engines, generating 129kn of thrust each, it uses procedural wings and is a true delta wing design, without canards. When it reaches the speed of sound it is like it slams into a wall. I have tested at 10km altitude (RSS Real Earth scaling) and at 3.5km altitude it makes no difference. At mach 1 on the dot, it will pitch straight up and slow down, after it slows down it is completely recoverable. The CoL is higher than the CoM, but also slightly behind it. The Dry CoM is about .25m infront of the wet CoM. The FAR engineer shows the craft should be stable, with a slight loss in lift at mach 1+. When I get home later I will try and post a few pictures of the craft, but I am asking to see if you know what would cause this on any aircraft.- 14,073 replies
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Exactly what I was thinking. Thought it had been seperated from that thread at first... nope it is another person complaining about something that they don't fully understand. No I don't like the Modstatistics, but I don't disagree with it. I just think it was handled poorly. I said a much longer version of this in that other thread and don't care to repeat myself to kids having tantrums everywhere they can.
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To vet something is a security term. It means to check over something to make sure it is safe.
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Looking for launch feedback (1:33 video)
Hodo replied to Drew Kerman's topic in KSP1 Gameplay Questions and Tutorials
No FAR just turns the atmosphere into a gas based atmosphere not one modelled on used motor oil. -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
Hodo replied to swamp_ig's topic in KSP1 Mod Releases
This is one of the reasons I am glad my RSS/RO install is seperate from my main install, so it didn't update to .24. -
Sorry to hear that. But you could do like many of us do and just build the craft out of parts available in mods and stock parts.
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I cheated...lol Because of the number of mods I run and the lack of balance of the costs, I just added an additional pair of zeros to the end of my finacial balance amount in the persistant save file. Problem solved, problem staying solved.