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Hodo
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Everything posted by Hodo
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This is not the point. The point is that using the current cost as indicated, the same mission is cheaper when used the way I did it then launching the same cargo in a rocket that is not reusable. It doesn't matter what currency you use as long as it is consistent between the experiments.
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So I built a working Twin Otter knock-off... All I have to say is, it is HARD thinking that small.
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Would it be possible to add the tech advancement to the AJE system like with RSS/RO? So if I wanted to use the small PT6A I could but if I wanted the more powerful PT6A-35 I could switch it in the config tab?
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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
Not required. You can land a plane without them, I dont think I have one aircraft that has them for landing.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
And I was talking metaphorically... Do you think Bob can actually hit the abort button?? -
That could be it. Hotrockets I think is a requirement.
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Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
Does on my craft... I have my cockpit/capsule attached to a decoupler and a few radial sepatrons all cued to the Abort button so if things go bad, I jettison the crew and it blows clear of the craft, then I deploy the parachutes and land safeish to the ground. -
Partly because the stock parts have none of the following. -Cargobays -Large enough parts so you aren't building 1000+ part monstrosities. -Intakes that don't look like they were cut from the bottom of a beer can. -Airplane parts that actually fit together and work. But that wasn't the point of my post, to promote the use of mods, just saying that reusable space craft, is definitely cheaper then launching a dozen rockets that are not reusable. But I can see you are one of those players so I will leave you to your wishes.
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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
It is easy... Step 1- Line up for final approach. Step 2- Decrease your rate of decent to less than 10m/s. Step 3- Deploy Flaps as needed, and lower landing gear. Step 4- Just before you touch down, flare your nose up a few degrees to bleed off excess speed. Step 5- Touchdown! Keep your nose up at 5-10deg until your speed drops enough for your nose to touch down. Apply brakes as needed. Step 6- Park your craft, get out admire your awesome landing!- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Tweakable everything broke my install I had to reinstall the game, even when I tried to remove it it still caused issues. What other mods are you running?
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If you are using FAR, yes.... if you build a craft with enough wing surface to become a REALLY big slow glider. Even then it will not be easy or likely to succeed. Duna has a VERY thin atmosphere and landing any space plane on it in a non-VTOL fashion is extremely difficult. Without FAR, no clue never played KSP without FAR.
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Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
Oh I know... if you argue to much with them or call them out on it they will hit the report button faster than Bob would hit the abort button. -
Low-attitude Aircraft problem
Hodo replied to Ghostexx7's topic in KSP1 Gameplay Questions and Tutorials
Pictures? It may help fill in what you are unable to. -
The thing is I think the engine you have made in game is the PT6A which is horribly underpowered for KSP RO, mainly because the parts weights are so high. Perhaps the later more powerful, PT6A-60? Wait.... it just hit me.... Tech scale it like the boosters in RO!!!! So you can choose the power application you need.
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Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
Man I need to start tagging things when I am being sarcastic. Sorry most of your craft spend their time in space. That is no longer and option for me as I have gone all Realism Overhaul so the need for a good aerodynamic model is a must. But even when I wasn't RO, the base Kerbin which is roughly 1/3rd the size of Earth is still pretty big. I still could not wrap my head around the terrible aerodynamic model and how you could basically shoot a barn on the end of a rocket in to space without any form of fairing or aerodynamic shielding. This is why the asparagus launchers were so popular, yet in real life they would be spectacular bombs. -
With the right application of mods you can do this... and I actually calculated the total cost of this project and it was considerably cheaper by about 2/3rds then launching it by rocket every time.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
I haven't even heard of this ICE thread, are you making car/truck engines? That is something I know a fair amount about, I actually used to race cars both road course and drag. -
I think I said that wrong or you read it wrong. What I am saying is in the SPH the engine is listed as 150kn. But it actually barely cranks out 7kn of thrust. Some of the electric engines create more thrust. Shouldn't it create more thrust then 7kn of thrust at sea level. It is the engine that powers this.....
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There is a repack of it somewhere with fixes already in it. I was just looking for it but cant find it. Found the interim pack.... http://forum.kerbalspaceprogram.com/threads/79611-B9-Aerospace-interim-maintenance-pack
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They are when you put enough engines with them... lol
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Exactly how bad is the aerodynamic model in KSP?
Hodo replied to WafflesToo's topic in KSP1 Discussion
I think you are mistaken... KSPs aerodynamics work kind of like syrup. To the OP I highly suggest dumping the stock KSP hydrodynamic model and getting FAR. I have had it since I downloaded the game, and I have never looked back. -
F-3 Twin engine, two seat, multi-role, supercruise fighter.
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Camlost here is that problem I am having with the P&W PT6 Turboprop. It is listed at 150kn or 675hp at take off. It at best kicks out 6.7-7kn of thrust. Is this what it is supposed to do? The PT6 is rated from 550hp to over 1000lb depending on the application. As seen in this picture.
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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
Not lazy, just smart. There is a fine line between being hardcore, and hardheaded. So calm down before your alligator mouth out shines your humming bird rear. -
This is a pretty dead thread, August of 2013, so what 8 months dead?