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Hodo
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Everything posted by Hodo
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Hasn't been a SSTO VTOL in a while... so here is my new deep space space plane. Still has 4000m/s delta/V after getting to space, has enough oxygen for a grand tour using ECLSS life support oh and it works in FAR. (Obviously)
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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 going to say what has been said to me before. Can't help without an output log. It can be found in your KSP_Data folder.- 14,073 replies
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Then you are using DAI wrong, simple as that. I have made stations very much like the second one, and I use DAI and have had no problems docking some of my largest craft to them. I am not saying that Lazor docking cam is bad, no it is great, but DAI is just as good and is quite a small plugin.
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Unfortunately the only way to do this is to use the single direction RCS thrust ports. I think they are listed as the Place-Anywhere 7 Linear RCS Port. It only works in one direction and is pretty much what you are looking for.
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I have 37 Mods installed, help me get to 38! (Updated from 28/29!)
Hodo replied to WololoW's topic in KSP1 Mods Discussions
This is pretty much it. I have two installs of KSP, one with around two dozen mods the other is full Realism Overhaul. Both have FAR and DRE-C only my RO install has AJE in it. I think my base install has just under 30 mods running. FAR, DRE, Skillful weapons, Lazertech Weapons, Navy Fish Docking, MJ, B9, Spaceplane +, Pwings, Pfairings, Firespitter, TT Modular Wheels, TT VTOL jet engines, DYJ Gatling gun, TAC Fuel Balancer, ECLSS Lifesupport, Kethane, RT2, Scansat, ATM, and a few others. -
The Black Market (Military Craft for Kerbal War Game)
Hodo replied to horndgmium's topic in KSP1 The Spacecraft Exchange
Here are simple rules I follow. - Use a light touch, don't hammer at the keys and try and do real sharp turns. There is a reason why airliners dont turn like fighter planes. - Set your control surface to specific jobs. Pitch, Yaw, and Roll, never all three, and rarely two to the same control surface. - When going faster then the speed of sound and have high dynamic pressure, use fine controls "Capslock". - If you have no clue how a real plane works, Google and Youtube are your friends. - Struts, yes use them. If you are good you can learn to hide them inside of the wings like have recently started doing on some of my aircraft. Like this one the struts are hidden inside the wing, there are 5 per wing on that aircraft each wing is two procedural wings setup to achieve that look. I have been using FAR since I started last year. I have built litterally hundreds of planes and spaceplanes with it, and I have rarely had any issues with it. I have built things that I didn't think should fly and learned that they flew quite well due to a lifting body affect. Others that I though should fly didn't fly well at all because of over abundance of drag producing items, like intakes and odd parts stuck to the outside of the aircraft. -
Plane not taking off
Hodo replied to KvickFlygarn87's topic in KSP1 Gameplay Questions and Tutorials
If you place your elevators correctly and have adaquate size ones, you do not need or want canards at the front of the aircraft. At speed they have a tendancy to stall out long before the elevators at the rear of the craft anyway so they are nearly useless in a highspeed stall. Like my F-21 SSTO combat aircraft design here, it is a delta wing setup without canards and it handles great. -
Plane not taking off
Hodo replied to KvickFlygarn87's topic in KSP1 Gameplay Questions and Tutorials
You don't need Canards or anything near the nose to lift it. Your problem is exactly what ObsessedKSP said in his first post. Your landing gear are to far to the rear of the craft. Try moving your rear landing gear closer to your CoM, this would give you a point of rotation for the aircraft to rotate around so it can get the nose off the ground. -
This thread has been done before, about every 90 days since I have been here. Same as before for me. FAR DRE KER/MJ build information data.
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Heh, I hadn't used that on anything yet. Good to know.
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B9 miscellaneous questins
Hodo replied to Elfomarcio's topic in KSP1 Gameplay Questions and Tutorials
I have built a few dozen, if not hundred SSTOs using B9 parts. And one of my favorite Realism Overhaul B9 planes. yes it has swing wing design. So yeah you can do a lot when it comes to B9 parts. -
The Black Market (Military Craft for Kerbal War Game)
Hodo replied to horndgmium's topic in KSP1 The Spacecraft Exchange
That doesn't make them hard to fly in FAR, that makes them realistic. Which is easier then non-realistic to me. -
This gun is not the GAU-8 found on the A-10 Thunderbolt II aka Warthog. (Not the Lightning, there is only two of those, P-38 Lightning, and the F-35 Lightning II). This is a .50cal (12.7mm) minigun, not the 30mm gun on the Warthog.
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The D30 is in game, it is a modified jet engine from the B9 pack. One of my designes use it for a while, but I dropped it because it is MASSIVE.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Hodo replied to RedAV8R's topic in KSP1 Mod Releases
They could be made of depleted uranium? I can confirm yeah they are a bit to heavy. Noticed this lastnight, didn't pay it much attention. -
Which ones don't? I haven't looked at all the stock ones yet. Camlost, any plans on additional jet engines? Perhaps some other modern Russian, Chinese, and European jet engines?
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I am going to start by saying I don't care if you use FAR or don't use FAR, my "problem" is to those who use FAR and then complain that it is to confusing or to difficult. What I don't understand is how is it to confusing? If you have no idea how a plane flies, use GOOGLE it will tell you. If you suck at reading, look it up on Youtube. I don't understand how is it that difficult to look up something or ask a question instead of making a 5000 word post about how it is broken or is to hard because you can't wrap your head around the concept of high dynamic pressure, even when there is BIG BOLD YELLOW WORDS that say "HIGH DYNAMIC PRESSURE!" And there is even a visual indicator in game without the FAR window up, the vapor affect that encompasses the craft as you approach the sound barrier. While I admit using FAR is completely different than the stock KSP soup, but it is easier to understand then the stock game. Why because you deal with it every day! You can look around outside, online or in a book, to find the answers to your problems. FAR doesn't make things easier or harder, it just makes them different then stock. Again, I have nothing but love for those who choose to play stock or stock aerodynamic model, but I do have an issue with those who do nothing but complain about FAR and continue to use it. In closing, if you choose to use FAR understand that it does change things quite a bit. But if you have the common sense of Bob Kermin you can figure it out without to much heartache. If you don't use FAR, don't think you are better than those who do, expecially if you have never tried it. And for those of us who do use FAR, we are no better then those who don't. If you are having problems with FAR and aerodynamic failures, I suggest Kerbal Joint Reinforcement and or hiding your struts in the wings of the craft. Real aircraft the wing roots are some of the strongest structures on an aircraft, so if yours isn't one of the strongest on your aircraft then that is your design issue, not a flaw in the plugin/mod. Safe flying!
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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 seen things like this in a while here. My new passenger commuter plane, can fly non-stop 1200miles with a passenger complement of 36, all without the need for excessive cabin pressure equipment. -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Hodo replied to sarbian's topic in KSP1 Mod Releases
Exactly what I was going to point out. -
[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
Hodo replied to sarbian's topic in KSP1 Mod Releases
Can't say I have had this problem, have you checked to see if it is in your toolbar? -
[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 learned something new about delta wing aircraft, and that is a good thing. Seeing as I still am not really good at designing true delta wings aircraft. Most of mine come from the Mig-21 school of design. I may have to do some experiments on the forward swept wing design.- 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
Ferram got a question about how flaps are modeled and operate in FAR. I understand how flaps work in reality, and why they work. But I don't get how they work in FAR. For some reason they have a tendancy to pitch the nose down on some aircraft, and work fine on others. And is it possible to add leading edge slats? EDIT- and one last thing, the concept and function of swing wings. I have built a successful swing wing aircraft that works quite well in RO, but would there be any benifits of a foward swing wing design.- 14,073 replies
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Well you wouldn't be scrawny by the time you finished filling a Delta V Heavy launcher. On a side note, I never realised how much I love this mod until I went back to a stock fuel system in KSP. The options it affords is just great. Thanks again Nathan for doing this.
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F-21 Arrow SSTO Fighter. Tested to 100km x 100km orbit and back. Currently uses ECLSS life support and is FAR and DRE compatible, armed with 2 30mm autocannons from IDSkillful.