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Hodo
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Everything posted by Hodo
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I have come up with a solution to the fin issue. Small control surfaces locked with no control options set to them.
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So after the changes the same aircraft with the new engine can top out around mach 2.9+ at 10km ASL, which is pretty fast. I can't imagine how fast the real F-15C/E with those engines actually is.
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Entente Heavy SpaceLifter (B9 HL Chassis)
Hodo replied to aphenine's topic in KSP1 The Spacecraft Exchange
I could give you some tips on the design. But I will start by saying it is an excellent design to start with and hard to improve on. The things I would change is your landing gear layout, it looks like you have to many and they will impede your ability to rotate and get off the ground without running off the end of the runway. You have more than enough power to get over 100 tons to space, your problem is mainly the way the added mass changes your CoM relation with your CoL. I would also move the SABRE-S's on the top of the wings further back so they are not burning through your control surfaces as you use them. Last thing I would do is add a pair of nuke engines to handle the orbital burn and orbital maneuvering, you don't need a high TWR in space just enough to get you around without burning through all your fuel. I have built a few heavy lift SSTO space planes in FAR, and I have 2 that work quite well at moving 108 tons to space, one of them is only limited by cargo space. -
KA-134-A Short Range Attacker/Fighter Airplane
Hodo replied to gmpd2000's topic in KSP1 The Spacecraft Exchange
Only one suggestion. With the amount of fuel you have in that craft, it will have considerable range at that mass. -
Need help picking out Mods, came to you experts.
Hodo replied to Bedlem's topic in KSP1 Mods Discussions
Can't agree more here on the MJ KER debate. I used to use KER, but switched to MJ to try it out. I now like the ability to have smaller information displays with only what I need to know and not a lot of other information. -
Weapon type missiles? Simple, smallest probe core you can get, and make it aerodynamic. Nothing blocky or giant. Look at lawn darts, throwing darts, and real missiles.
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Aircraft Emergency Parachute.
Hodo replied to PwnedDuck's topic in KSP1 Suggestions & Development Discussion
Digging up an old one here. And if you are concerned about it download real chutes by Stupid_chris. -
Need help picking out Mods, came to you experts.
Hodo replied to Bedlem's topic in KSP1 Mods Discussions
B9 reloaded is the one you are looking for. Scott Manleys link is way outdated I believe. If you are going to use Ferram Aerospace Research (FAR), you might as well use Deadly Re-Entry (DRE), and Procedural Wings. Procedural wings will help you create bigger better looking and functioning wings over the slap bits together and watch them fly apart wings that come in all the current pack. I also suggest Kerbal Joint Reinforcement (KJR) by Ferram4. It will increase the connection strength on all things so you don't need to strut them to stupid ends like the base game. Giving you a far better looking craft and with less parts. -
I have two installs for that very reason, one that is full Realism Overhaul. And another that is stock sized Kerbin. I have a few suggestions for the OP. Don't do KSP Insterstellar, nothing against KI but it is a bit overpowered when you consider most of the tech in it is theoretical at best. But KIDS, FAR, DREC, RT2, KSPX, RF, AJE, B9 (Just for the additional engines for AJE) same for Firespitter, procedural tanks, procedural fairings, procedural wings. Those mods and parts will give you a far better deeper KSP experience. Especially when mated with the custom tech tree, that gives a real progression.
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The amount of stupid stuff packed into my memory is just ridiculous. Like I can still tell you the stats of a WSP-1A Wasp from Battletech, the history of the Inner Sphere from Battletech. The rules to Cyberpunk2020 and most of the history. Anything you want to know about the F-15A/C/E Eagle, or the F-16 Fighting Falcon. The history of the Nissan Z car. And name any Crystal Method song out there. And I have Cab Calloway Minnie the Moocher memorized.
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Yeah I found the inlet size is the same size as the older F-100, but the improvements in materials that make up the inlet and compressor changed giving it a higher temp range.
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Kerbal space program or prison architect?
Hodo replied to kania's topic in KSP1 Gameplay Questions and Tutorials
KSP. Hands down. -
One thing your actual size of the tanks will increase as you advance through the tech tree. This is part of the challenge of Career mode. The other option and simpler, is to just go into your persistent save file and give yourself about 50k science points to unlock every node in the tech tree. Which will solve your problem.
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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
Module manager is kind of needed by all the mods. But check in each of your folders and see if you don't have a second DYJlibrary.dll file. I found mine in the DYJ folder with the GAU-19 gun. Once I removed that .dll it fixed everything. -
Depends on the rocket, and what you need it to do. My most used rocket is based on the Ares I-X rocket. It is a Solid fuel first stage set for a 150sec burn, then a second stage with I think NMO2 as its fuel. The only thing I have found that really is kind of a law, is keep your TWR between 1.2-1.4, much more than that and your rocket will accelerate to fast and basically hit an air wall before it can get out of the thick lower atmosphere.
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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!
Hodo replied to rbray89's topic in KSP1 Mod Releases
Life first, mods later. I am sure most of us wouldn't care or mind if you sorted out your real life first. -
Make The B9 aerospace pack an official mod
Hodo replied to Jpegman's topic in KSP1 Suggestions & Development Discussion
The UI in the parts catalog could be reworked, there is no denying that. But even when I first installed B9 and KSPX, it wasn't that daunting. Now I adjust each install that I get use, I drop cfgs of things I don't use, or no longer find a need for. Like most of the wings in B9 are gone to me, because I use P-wings for almost ALL of my wing needs. You can cut down, on your load times by trimming parts you don't plan on using or don't use by deleting the cfg file. But that is getting into more advanced things that most users don't want to mess with. -
Usefulness of Girders, Adapters and the Like
Hodo replied to frog's topic in KSP1 Gameplay Questions and Tutorials
Some people use them as the base structure for larger craft, they will build a very intricate skeletal system for a craft then skin it with structural panels and wing parts. But don't worry they don't have a lot of use unless you do a lot of odd small building. -
Thanks Nathan for that. And Camlost, I made some minor modernization changes to the P&W F100. Mainly because I found the answer to my question earlier on why the F100 was overheating at mach 2.05 instead of mach 2.5. The inlet temp was set for 1800, when the actual F100-229, has a max (released) temp of 2460. This is according to this source. http://books.google.com/books?id=7SmeqapJ3tIC&pg=PA64&lpg=PA64&dq=F100+PW+inlet+temperature&source=bl&ots=c5lFithhjU&sig=-EtYWmJFZbXdXq3Xla6mrhVDXZE&hl=en&sa=X&ei=s1HoTtbTC8agiQLuufCfAg&ved=0CFQQ6AEwBg#v=onepage&q=F100%20PW%20inlet%20temperature&f=false
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Make The B9 aerospace pack an official mod
Hodo replied to Jpegman's topic in KSP1 Suggestions & Development Discussion
If someone is having problems sorting through 391 parts spread out in, oh what 7 different categories (command,power and fuel, control, structure, aerodynamic, utility, science) so 55-56 parts per area. Then that tells me they are just lazy. I can throw together a stock craft or a modded craft in a matter of minutes now that can achieve orbit without much fuss in searching for parts. I know what every part does, and how it works in my install. (see sig.) I have several more parts packs in my RO install that take my total parts count to just shy of 1000, and there is NOTHING I can't build with that number of parts.... except a working SSTO in RO but that is another problem all together. As I said, I don't think B9 should be stock because it really doesn't fit into the current theme of parts designs. I love most of the parts and don't use many of the stock parts anymore because many of them are just fugly. But I do appreciate the stock game for what it is. And yes I will call it how I see it, if someone is crying about a number of parts then they have one of two problems, weak will, in other words lazy or; Weak computer, which is no fault of their own. FYI, I didn't go straight to name calling. But I did mock them as they deserved to be. -
Make The B9 aerospace pack an official mod
Hodo replied to Jpegman's topic in KSP1 Suggestions & Development Discussion
I love comments like these. B9 is not a huge pack, it is big but come on people, unless you are running this game on a C64 then you should have the memory to run this game with the ATM plugin to manage. And to the other lazy person who said, "how will I ever find what I am looking for in all those parts". REALLY?!?! I don't think B9 should be stock either, even though I use it and love it. It does not fit in with the current list of parts or the theme of them. I do however think FAR, DRE and KER should be stock. -
Where is this cfg change, is it in the OP or in the RO OP? And how does it affect things over now?
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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
Only 3... good question. 1- FAR 2- DRE 3- Procedural Wings Problem solved, problem staying solved. -
Why not take 15minutes and copy it from those pictures. No offense but that isn't a complicated design, but that is why it looks and works so well. Sometimes simple is best.