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Hodo
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Everything posted by Hodo
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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
The funny thing is I can enter one in each..lol One stock (with FAR) and one mod heavy. But I will see what I can work out. It maybe a few days before I get a chance, life is a bit busy right now. -
Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Hodo replied to Sirine's topic in KSP1 Challenges & Mission ideas
Interesting challenge, I may participate. I have so many mods though it will be hard for me to list them all. I may remove some of the ones I know most people don't use so others can test the craft. Like my ECLSS life support mod, I know it isn't hugely popular and just makes the game harder, and has no affect on the actual craft performance, but it is mandatory on all my craft, or any craft I test in my install. -
Have you all even started yet? (Rhetorical) Not really, do you know why? You keep adding mods and changing teams. The key to a successful challenge like this is K.I.S.S. Keep It Simple Stupid. You add to many mods, you bog down everyone, you keep adjusting the mods so everyone is happy no one will ever agree. You add to many teams to accommodate everyone and no one will ever get to play. This is the internet, and not a comic book store where you can put together teams and play in person that day. This challenge is 37 pages soon to be 38 pages long and you all have yet to take 1 turn. Not yelling at you all just being the voice of reason.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Hodo replied to RedAV8R's topic in KSP1 Mod Releases
Do you have proof of this? I don't doubt you, but hard evidence of this would be nice. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
I find the use of the Zephyr as a Air-To-Ground missile funny, seeing as it is the Isreali Air to Air WVR IR guided missile, much like the AIM-9X Sidewinder. ID I have several requests. Can you tell me how to get my own designs or other weapon systems to use the Skillful tracking and damage module? And can you have the LAU become unguided? -
He used KOS to intercept the target. Not that hard all things considered. You can do the samething with MJ and a lot less programming...lol.
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ECLSS maintains its tracking of life support use when the ship is not the active vessel. TAC does not. TAC requires food and water along with oxygen, ECLSS only requires Oxygen. Both are good, both are realistic with the right cfg edits, found in the Realism Overhaul thread. It is a matter of preference.
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The Kerbal People's Militia!
Hodo replied to Wait- Was That Important?'s topic in KSP1 Challenges & Mission ideas
If you were to make this a RO challenge with AJE jets, 2500km combat radius is a challenge. -
This I agree with 100%.
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The Kerbal People's Militia!
Hodo replied to Wait- Was That Important?'s topic in KSP1 Challenges & Mission ideas
F-21 2 30mm cannons 6 2klb bombs and 4 AIM-9X Sidewinder A2A missiles. Top speed- Orbital Range- 100km x 100km orbit (weapons provided by Skillful) Weighs more then 10tons but it can pull 10.4gs in FAR without a problem. -
Ok tested your aircraft, and I have some bad news. It isn't very good. In the current version that is posted, it wouldn't get off the ground for me without some very fine control work. The next issue I ran into was the CoL was actually in front of the CoM, which is part of the reason why it flew odd when it did get into the air. The other issue I noticed when I took it back to the SPH to look at the design. The canards you have just ahead of the wings actually are at a negative angle of attack, which is pitching the nose down. The last thing was the combination of the bicoupler and the basic jet engines, it was just slow. it wouldn't break the speed of sound at 5km altitude. The c/d was way higher then the c/l which is bad. Most of the drag was because of the bi-coupler on the back. You also did not have any form of a rudder, so your yaw stability was lacking, to say the least. I made some minor changes to the design, and made it so it was at least flyable to test it out. I kept the same parts you had I just moved or rearranged them so they would provide a bit better control for the craft. Here is the before picture. And after my changes. It is a decent first attempt but there is much room for improvement. Keep it up though you are on the right track.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Hodo replied to RedAV8R's topic in KSP1 Mod Releases
Looks like you minimized the game causing the game to lose the graphics card. KSP does not like to be in the background. -
Considering all the other factors like he has to turn like he is on egg shells or else the craft will fly apart or just stop flying all together. And he has to slow down, without the aide of airbrakes something that the stock KSP atmosphere you don't have to worry about, you just cut your throttle and the soup will stop you. His craft also has to create lift to stay in flight, so landing is a challenge, because if you have to light of a craft your landing speed will be REAL slow, and it takes forever to bleed off that kind of speed if you don't have air brakes. The otherside is, if you have small wings that don't generate a great deal of lift, then your landing speed will be stupid high and you may not be able to stop on that runway.
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For my answer, see the entry above your post. He says it all.
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Something I have to get off my chest...about to FAR or not to FAR.
Hodo replied to Hodo's topic in KSP1 Mods Discussions
Thank you for keeping this alive. I couldn't agree with you more here. But I have found a "work around" for this problem. The aircraft pictured in the first post can actually hold a 9G sustained turn in high dynamic pressure situations without its wings coming off. I have placed a few dozen B9 strut connectors inside the wings acting as wing root structure to reinforce the wing attachment to the airframe. It increases the parts count but it gives me a much stronger wing structure then normal. I was inspired by someone elses idea where they did the samething with Procedural Wings and then expanded the wing over the strut. I just move my POV into the wing and build the strut bracing that way. I also looked at how real wings are attached to most aircraft, and they are often attached by more than 1 or 2 points, there are in some cases hundreds of load bearing points along the fuselage and the wing root. Between these design improvements and Kerbal Joint Reinforcement, my aircraft are now far more like real aircraft in structural soundness, granted it doesn't mean sometimes things go HORRIBLY wrong. -
CSAR - Combat Search and Rescue Challenge
Hodo replied to Kokanee's topic in KSP1 Challenges & Mission ideas
You are definately using Spaceplane + delta wings, and control surfaces. -
It just sounds like you are burnt out. It happens. I love KSP and often take breaks to other games on a regular. But I also have 2 installs of KSP on my computer to meet all my KSP wants with mods. But I still load up Planetside2, or Xenonauts or even Skyrim on occassions. I am waiting for a few MMOs right now, but the last two that have come out have sucked and so I am glad I spent the money on KSP and not those games. Granted my girlfriend HATES SQUAD and KSP with a passion, only because I spend more time in KSP then talking with her some days. LOL
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[1.1] NavUtilities, ft. HSI & Instrument Landing System
Hodo replied to kujuman's topic in KSP1 Mod Releases
By aiming at the ground and hoping for the best? By the way... I hate this community, you all are causing me to download more and more plugins that I MUST have!!!!!! Honestly KSP has to have the best community online. So downloading this when I get home. -
Not exactly sure, never bothered to count. Still concerned with Earth.... just now getting around to building mach 4+ capable aircraft. Slowly but surely I am working towards a working SSTO space plane in RO Earth.
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If you could only install 3 KSP mods... which 3 would it be?
Hodo replied to Frank_G's topic in KSP1 Mods Discussions
I actually got mine to work with FAR. Don't ask it to land a plane though, it will be ugly. With a plane you need to get the craft with in 5 deg of where you want the SMARTASS system to go, and set it to SURF mode and manually set the direction and pitch angle. I generally don't mess with the roll because why would I want my planes flying at a 45deg roll? I have started using SMARTASS on re-entry to test that out. Set it for 15deg pitch up on one of my SSTO space planes and it does fine till it drops below 20km altitude. Then I lower the pitch between 5-10. -
There is a rule already in the challenge that covers that. "- No 'sploits or violating the laws of physics." Turning off aerodynamic failures is an exploit in FAR. It would be like having infinite fuel on. There may only be two major turns but there is dozens of minor corrections and adjustments that will have to be made.
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CSAR - Combat Search and Rescue Challenge
Hodo replied to Kokanee's topic in KSP1 Challenges & Mission ideas
Looks like he is running Spaceplane +. -
How so? At that altitude, and at those speeds the aerodynamic forces will be extremely high and will most likely tear an aircraft apart if they try and turn, not to meantion stopping and landing. If you have never used FAR, don't compain about FAR vs Stock. This isn't oriented at you Gus but to those whom it applies to.