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Hodo
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Everything posted by Hodo
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Can you expand on this, because I am not sure I am tracking what you are saying.
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The K-2 MBT With L-55 Smoothbore Cannon (WIP)
Hodo replied to andrew123's topic in KSP1 The Spacecraft Exchange
Great looking vehicle but one thing is just wrong.... "the heat rounds are depleted uranium cored..." A HEAT round can not be cored with depleted Uranium. A HEAT round, High Explosive Anti-Tank round is a chemical penetrator and requires an explosive force to melta a copper or other low melting point metal into a magma jet that burns/melts through the armor of a tank using a mix of kenitic force and chemical energy. Depleted Uranium has a MUCH higher melting point and would only go thud into the side of a tank if fired at with a typical HEAT round. What you are looking for is a APFSDSDU round, or AP for short. APFSDSDU = Armor Peircing Fin Stabilized Discarding Sabot Depleted Uranium round. Which is used by the Rhienmetal L55 120mm, I think they are currently using the M829A3. -
This is my light lifter for RSS, it is based on the Ares I rocket, it is a SRB first stage that burns for 120 seconds then a second stage with a .7:1 TWR. First stage has a starting TWR of 1.3-1.4:1 but ends at 6:1.
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Whackjobian megastructures and FAR
Hodo replied to Wampa842's topic in KSP1 Gameplay Questions and Tutorials
FAR did not kill your ability to perform a gravity turn, you were most likely doing them wrong from the start and now FAR is punishing you for bad habbits. I perform gravity turns everyday with FAR. I start at 100m/s or 1km altitude AGL which ever happens first or depending on if I am performing the launch with MJ or manually. Once I start the turn at 100m/s the rocket will naturally start to fall prograde after I tilt it a few degrees and it all pretty much automatic after that. I just adjust as needed and watch. -
How does KSP's water physics work?
Hodo replied to cantab's topic in KSP1 Gameplay Questions and Tutorials
KSPs water is the consistency of maple syrup. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
And its Hodo, no B in my name. -
Do you have multiple DYJLibary.dll files?
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Your problem with the craft you posted the picture of is simple. You have not set your control surfaces jobs. Right now it looks like they are all doing everything which is WAY to much control for that small of a craft going that fast. So as it is adjusting its pitch it starts to oscilate which in turn causes it to over correct which only makes the oscilation worse. Till eventually you are going to fast and the airpressure is so high that you litterally rip the wings off the craft. The fixs for this are simple. 1- Set your control surfaces jobs... The canards on the nose, set for roll, set your elevators on the wings for pitch, and the tail for yaw. You may want to reduce the max angle those controls can move to prevent over correction and over control. 2- struts..... B9 has some wonderful invisible struts that are great in keeping the craft strong. So you dont have to worry about the craft flexing apart under high dynamic pressure. Lastly as others have said... you are going WAY to fast at to low of an altitude. Open up the flight data window in FAR and you will see you probably were pushing nearly 90kpa at that speed at that alitude. Which is beyond high, that is ******ed.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
Best first post ever... Truely just come out and let your 455hat fly. Because you didn't install it right or didn't bother to read the instructions you think its a problem. I have had very few problems with this mod that weren't user created. BTW Dice, the issue with the missiles moving slower than dirt was fixed when I reinstalled everything including KSP and RSS6.2 Now they work fine in RSS6.2 with the real sized Earth. Perhaps it is a dynamic pressure thing with FAR and the stock sized Kerbing and your missiles. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Nope it was one of my old ones. The funny thing is it flew just fine, it was the RCS thrusters that were off that would cause that motion. If I just used RCS for transitioning it would have a tendancy to rotate forward.- 14,073 replies
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Built another fighter and a few civilian planes for my nation in RSS/RO. F-4, it even has an ejection system. A Cessna type civilian plane. And something like a Twin Otter aircraft. All made using AJE engines and RF in Realism Overhaul, RSS6.2 full scale Earth.
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So with some inadvertent advice by Nathan Kell, I found if I built a fighter using the F-16C as a base for weight and fuel load. You can build a fighter that is very close in performance at the same mass. But there is one question about intakes Camlost. The larger Variable Geometry Intakes take in less air then the supersonic inlets which are smaller. With just the outer VG Intakes the engine has 54% of the required air. But the Supersonic inlets which are the smaller ones, take it over the 100% required air intake.
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F-4 following the design fuel load and mass of the F-16 Falcon.. I found that you can make a VERY capable fighter in RO/RSS.
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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
No problem wish I could have helped you figure it out.- 14,073 replies
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
Or option 2.... Download ScanSat and use its maps for your Kethane mapping and turn off the grid. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Sounds like there is a corrupted file somewhere causing this. I had this happen with the stock KSP landing gear after .23.5 for some reason.- 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
Which Module Manager are you using? Do you have more than one MM? The latest Firespitter.dll from Firespitter should fix it. But it maybe an issue with the MM.- 14,073 replies
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
I have noted I am getting a chain of nullref errors coming from Engine Ignitor... NullReferenceException: Object reference not set to an instance of an object at EngineIgnitor.ModuleEngineIgnitor.GetAccelerationOfMFSFuelBoilOff () [0x00000] in <filename unknown>:0 at EngineIgnitor.ModuleEngineIgnitor.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 at Part.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) -
[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 think I know what is happening. Do you have the current Firespitter.dll file? If you don't those things will act all wrong.- 14,073 replies
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I don't have any pictures of SSTOs that use AJE, because I dont use it when I was playing stock sized Kerbin. But here is a mach 2 aircraft that can cruise for a few hundred if not a thousand miles on RSS/RO. But the trick with AJE is finding that balance of air inlet size + engine thrust at altitude and speed vs mass + drag of the aircraft at that speed and altitude. Now that I have refined some of my designs down a bit, I am feeling more confident at attempting another SSTO in RSS/RO using AJE. And I feel that after a week of testing the SABRE or RAPIER, I can find that balance if not just use a Aerospike rocket.
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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
Ok first I will tackle the issue with the lifting off the runway. Landing gear placement has a great affect on how and when you aircraft will actually take off. If you have your rear most gear to far from the CoM then the aircraft center of rotation is to far back and the craft is pushing the landing gear into the ground and not rotating around them. Like look at my XF-145 Tomkat here. The rear landing gear are just behind the CoM which gives me a decent point of rotation. SVO-19 here is an example of a bad landing gear setup, but it was designed as a VTOL. Notice how the landing gear are way behind the CoM. As for the drag of the gear, I had this issue, but I think it was related to something I installed wrong. Check your Module Manager files, make sure you dont have multiples.- 14,073 replies
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Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
This is one thing we can definitely agree on. -
Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
Like those... granted I use a few mods but it can be done without mods. You can see them pretty well behind the cockpit in this picture. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
Yeah we chatted about that on his stream when the forums were down. Right now I am having a blast with AJE and RO making civilian planes.... just made something like a cesna.. just bigger. -
Stock it doesn't matter if you have anything shielding them or not. You can just slap whatever to whatever and if you put enough intakes and jet engines you can take it to anywhere in the universe with a single nuke engine.