

Hodo
Members-
Posts
3,667 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hodo
-
Spaceplane stalls out
Hodo replied to DepletedUraniumPenetrator's topic in KSP1 Gameplay Questions and Tutorials
No unfortunately it will not work for me, I am running Realism Overhaul, which means space starts at 180km altitude not 69.1km. So unless that craft is setup to run Realfuels, and has over 9km/s d/v I dont think I can test it. But I think I know what your yaw problem is. Do you have 2 SABRE engines in the back that are in open cycle, check the thrust on the two of them as soon as the craft starts to yaw. I am pretty sure one of them is dropping power pretty rapidly. I have had this happen more than once and my only guess is it is a fuel flow problem. -
Spaceplane stalls out
Hodo replied to DepletedUraniumPenetrator's topic in KSP1 Gameplay Questions and Tutorials
Your problem with stalls is because of pitch authority. You lack decent control over it as the weight moves around in the craft. You can get TAC fuel balancer or PWB fuel pumps which will fix this problem of the CoM shifting. Or you can manually do it during flight which is a pain. I use FAR, DRE and B9, and I have made some pretty massive space plane SSTOs that can haul a good chunk into space, 108tons to be exact. I also can't suggest enough that if you want to make big SSTO space planes you get two more plugins... RCS Balancer ( so it can show your dry and loaded CoM) and Procedural Wings. -
This is so true. I can not agree with this more. +1
-
Trust me I didn't figure it out on my own, I had help from members of the community way back when. So just passing it along.
-
Ok landing is the easy part..... lol Here is what I do to land in FAR at KSC. Mind you I also have DRE so I have some additional concerns like burning up in the atmosphere. I set my PE for just over the island base at around 20km altitude. As I hit the atmosphere interface I lose a lot of energy and it brings my point of impact around the western end of the continent that KSC is on. This is fine, I drop my altitude to about 15km and cruise on the jet engines till I am in site of the mountains west of KSC. Then I begin to descend to 5km altitude. I cut throttle so I also begin to slow down. Ideally I want to be going about 10m/s slower than my take off speed on landing, with a rate of decent no faster than 10m/s. Once my wheels touch the ground I try and keep the nose up while tapping the brakes so I don't flip the aircraft. I suggest taking your nose landing gear off of your brakes action, because it will only make things worse when trying to stop. If you are going to cruise at near hypersonic speeds I highly suggest being up around 25km altitude, the air pressure up there is much thinner and you want have as much dynamic pressure at mach 4. And if you are going to fast when you get to KSC, just take your time and turn around slowly, and try again. I usually make a giant circle when I over shoot and try again from the same direction I first came in. But basically landing in FAR is like landing in real life, find a good glide plain and follow it to the runway.
-
Help with large spaceplanes
Hodo replied to Mitchz95's topic in KSP1 Gameplay Questions and Tutorials
Tac fuel balancer or PWB fuel pump will fix this problem with fuel drain, and HIGHLY suggested for any serious SSTO work. -
They don't actually fight each other, but they do however cause odd oscillations that only get worse as they start to counter the others actions which only become worse until the structure fails or it explodes. This is pretty much how the "krakken" drive works, it is a bug in the game engine.
-
They are fine if you are on a fast enough connection. My Kindle Fire has no problems loading anything on this forum when I am on a decent wifi connection, same for my Droid phone.
-
My last bit of advice is, remember not all SSTOs are planes.... So don't be afraid to think outside the box.
-
Plane unstable on take off/landing
Hodo replied to vitorboschi's topic in KSP1 Gameplay Questions and Tutorials
I am going to say, I think your wing wheels are not straight. I think they maybe toe'd in just a bit which is causing your problems. I think the Firespitter wheels have a right click and check alignment option, you should see some lines show up in the SPH when you do this. It will show you if they are in alignment or out. -
If someone could do it, or walk me through it in baby steps I would be greatful, I am not a computer programmer, I understand enough to break things and sometimes fix issues. But I am a technician and damned good with a long gun, expert with the M249SAW, M16A2, M4, and Bernelli shotgun. Not good at fixing or programming things.
-
Looks like the problem is caused by to many control systems. Turn off torque on every SAS and probe module you have on that thing see if that fixes your problem. Because your unit that is in control is fighting EVERY other SAS equipped module on that station causing it to do some funky stuff.
-
Depends on the type of picture. Imgur albums you place them like this.... [ imgur ] XXXXX [ / imgur ] (no spaces and the XXXXX is the album ID found in the imgur album address) Just straight images, [ img ] address link here [ / img ] again no spaces. If you use imgur which is one of the easiest to use, it will give you the correct format for posting straight pictures which you click on the individual picture. So all you have to do is copy and past that into the forum post you are trying to post the picture in. Example one picture post... no album Album post The full address for that album is... http://imgur.com/a/YNRtU#0 but you only need the YNRtU for the album post, as that is the identifier for that album. Hope I made it as clear as mud, because posting pictures is slightly different on every forum, luckily that KSP forums are one of the easier ones to do it on.
-
I couldn't remember what pack they came from right then and there. They are from the TT Pitch Vector engines.
-
Help with large spaceplanes
Hodo replied to Mitchz95's topic in KSP1 Gameplay Questions and Tutorials
First problem I see is you dont have enough struts, your wings are probably flexing and loosing lift keeping you on the runway. Next problem I am seeing is your engines are attached by docking ports... bad idea. They are not strong enough to keep the engines from flexing around on the back of the craft. Unlike others suggested, you don't need canards at the front of your craft to get the nose to go up. Here is a picture of one of my old SSTOs that I made many months ago that has a very close wing design. Note the dry CoM and wet CoM in relation to the CoL. As for cargo hauler SSTOs I HIGHLY suggest you move your cargo bay over the CoM of the vessel. This way no matter what you put in it your CoM will not move forward or back any large amount throwing off the flight characteristics of the aircraft. Like in this picture. -
All I did for most of my 1000+ hours in KSP is build SSTO space planes. I have built them to work in FAR+DRE, and I have built them to work in RSS Kerbin (not Earth). I am now working on building them in Realism Overhaul, which is proving quite challenging with AJE but I am learning slowly but surely. Here are some of my old favorite designs to inspire. SVO-25 Bison II based on my first successful SSTO. F-145 (then XF-145) my first combat capable SSTO craft in KSP. And built with only stock parts. My pride and joy, SP-406 super heavy lifter that can haul 108 tons into orbit. And its VTOL variant SVO-9 that was my first SSTO to go to another planet and landed on Ike. So you can see you can build space planes, and they can be fun, and practical even though some people will say you are wasting your time. It is ultimately your game play how you want.
-
Realistic Solar System Spaceplanes MEGATHREAD
Hodo replied to Sparker's topic in KSP1 The Spacecraft Exchange
I don't think the Aerospike in RftS is setup to run MMH/N2O4. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
Only use one, Real Fuels. -
How do I convert an engine to RF configs? I have 3 that I am looking at.
-
Camlost I hate to nag but about my question on the VTOL engines?
-
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
Do you have Real Fuels? Because modular fuels or what ever it was called is dead dead dead. -
FAR and MJ do play together. Just don't use the stock KSP settings for ascent profiles. They are horrible to start with. First you want your launch TWR to be around 1.2-1.4. Second you want your gravity turn to start around 100m/s or 1000m altitude, which ever happens first. Ideally you want a 15-25% turn grade on the ascent profile. You do not want it to be the typical KSP launch to 10km turn 90deg and burn. Because in FAR your rocket will blow apart like real life.
-
weird bug with engine who don't produce trust.
Hodo replied to magnemoe's topic in KSP1 Gameplay Questions and Tutorials
I have had this issue. I found it was related to fuel flow issues. The engine that is loosing power works at 50% or less thrust usually, but it has a fuel starvation issue at higher throttle settings. I would suggest using less engines or more fuel lines.