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Hodo
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Everything posted by Hodo
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A couple of gameplay questions
Hodo replied to Kitspace's topic in KSP1 Gameplay Questions and Tutorials
Ok now you are getting into advanced questions for MJ. I can't help you much there, I usually do those things manually. But I know you can set MJ to do most of those things. As for the settings in the flight path editor, the curve that you see that is the flight path indication line, should have a reading of some type of deg... I am not at home or on KSP right now so I cant tell you off the top of my head. -
ESeries Airliners (Now Taking Orders)
Hodo replied to AirShark's topic in KSP1 The Spacecraft Exchange
This thread is nearly a year old. I doubt those craft even work any more. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Do you have a picture of the craft? Because my only guess, and that is the best you are going to get without pictures, is you have to much drag at the top of the craft.- 14,073 replies
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- ferram aerospace research
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Isn't there a smaller engine about the same shape in the real world? Oh and I had a minor issue with the turbo prop engines. They list 2200HP and yet only generate 7.4kn of thrust when sitting on the runway? Is there something I am missing like prop pitch settings or anything like that?
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
Actually, there is no warning for a IR/Heat seeking missile. They are passive tracking weapons, which means there is no way to know they are on the way until they are seen. Depending on the IR/Heat seeking missile will affect its ability to be spoofed by flares. Most newer generation heat seekers like the AIM-9X and ASRAAM, and the AA-11(K-74M) are extremely difficult to spoof with flares. Skillfuls weapons mod is interesting but it is barely able to work with FAR. The missiles are under powered TWR or have WAY to much drag. I test fired one from my twin engine fighter, and was able to keep up with the missiles at .975 the speed of sound at 5km altitude. That isn't fast, not even in the slightest. If he would open up the cfg files to allow for adjustments or just adjust them himself so they worked better then it would be a far more complete mod. But right now I am mostly using the LAZER missiles and weapons from his plugin, they look better, and work like to be expected. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
RCS used by MJ or even the SASS, fly without the SAS on most of the time. So it is constantly making minor adjustments. -
Realistic Solar System Spaceplanes MEGATHREAD
Hodo replied to Sparker's topic in KSP1 The Spacecraft Exchange
The first one, nothing, it could get itself into orbit. The second one, could haul about 5 tons. I am working hard on getting a SSTO space plane to work in RSS+RO with the real sized Earth. Took a break lastnight and designed a military single seat, single engine light weight multi-role fighter. That is a resounding success. So tonight may work on building a hypersonic aircraft to test the AJE engine limitations and speeds at altitudes. The biggest problem I am facing is actually fuel use in the lower atmosphere. If I can cut what I am using from take off to 20km altitude I know I can get it to space from there. -
A couple of gameplay questions
Hodo replied to Kitspace's topic in KSP1 Gameplay Questions and Tutorials
In Mechjeb there is a tab, "acsent guidence" in that you will have a sub tab at the very bottom which lets you set the actual flight path. Set it between 13 and 15 deg, based on your TWR and desired altitude. You can also launch the rocket using a real gravity turn, which is having your TWR around 1.2 and taking off, once you hit 100m/s tip the craft 5deg in the direction you want it to go, and let it gradually tip on its own. By the time you hit orbital altitudes it should be pretty much level with the horizon. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
It's a shame but I think we scared off the OP.... was a decent challenge aside from the scoring system. -
So Camlost, I am seeing a few dozen different jet engines now in the AJE pack, there is no real difference listed in the SPH hanger, but each are quite different. Is there a readme with all of the different cfgs? And did you rescale the turbine engine that is now listed as the 747 engine? Or did RO do that? Because that thing is HUGE now...
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
You mean a "Hollywood" escape. With real flares, you kick a bundle, on an F-16 somewhere around 3-4 sets of 2 over a 2.5 second sequence, and you cut throttle and change direction. Most of the time that is down and to the left or right, depending on situation. But it doesn't look as cool as kicking the afterburner and turning hard, all of which increase the heat signature of your craft making it a FAR more attractive target to that heat seeking missile homing in on your butt. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
If you have all of the mods for RO installed, then you should have FAR installed, which means your probe which is not only lighter but probably has more drag then your plane is the reason why it is hitting the ground at considerably less speed. -
I have been toying with this concept recently in RSS+RO, and the best I can achieve in 8 hours of tinkering is 450m/s short of full orbit at 190km. I am currently using 3 Aerospike type engines from the RO RftS pack, and it is close but not quite. The aircraft weighs in at over 300 tons sitting on the runway which is MASSIVE and it doesn't even have a cargo bay.
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What other mods are you running? Is it just RSS? or are you running the ambient atmosphere mod? or anything else? Have you tried uninstalling and reinstalling KSP and RSS to fix this? Which RSS are you running?
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Hodo replied to InfiniteDice's topic in KSP1 Mod Releases
LOL, if you are doing that with flares then you are using them wrong. -
A couple of gameplay questions
Hodo replied to Kitspace's topic in KSP1 Gameplay Questions and Tutorials
The best profile I have found with MJ and FAR, is to start your gravity turn at 1km altitude, and I think set it for 13-15deg. I use MJ with FAR and it works fine with rockets, just don't use the stock launch to 10+km and turn 90deg and burn to orbit. That is not a gravity turn, that is a gravity right angle. -
You don't "have" to put fins on your rockets in FAR. This is my UR-1 "StiK" solid booster rocket for Realistic Solar System with the Earth system (space is at 180km not 69.1) and full Realism Overhaul. Note it has NO fins on it, and it worked just fine even takes a small 5 ton payload into orbit.
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Extra Vehicular Activity Mobility Unit
Hodo replied to kidolvski's topic in KSP1 The Spacecraft Exchange
No problem. Imgur can be a bit odd if you aren't used to linking it. -
Realistic Solar System Spaceplanes MEGATHREAD
Hodo replied to Sparker's topic in KSP1 The Spacecraft Exchange
I had two SSTO space planes before AJE was worked out in RSS. But both of those were made in the rescaled Kerbin, and don't work on the actual Earth.... I have a single stage to space plane that works now in RSS with RO on the full sized Earth system. But it is unable to achieve orbit, it is 450m/s d/V short. -
I still manage to get my gun to work. The fire key is set to Y on the keyboard for me, and it works fine.
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Extra Vehicular Activity Mobility Unit
Hodo replied to kidolvski's topic in KSP1 The Spacecraft Exchange
You may want to fix your album pic. Use this code instead of [ url ].... [ imgur ] Aqwau [ / imgur ] No spaces. The Aqwau is your album address code, you dont need the # and number at the end. So it should look like this... -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Hodo replied to PolecatEZ's topic in KSP1 Mod Development
PolecatEZ, I can't help but like your project, but I have 2 questions. Is it FAR compatable? And 12th Legion of Vega really? -
Ok then I have one minor request for the plugin. Can we get a widget that shows the current inlet area percentage while in the SPH? Even if it is a right click on the engine and see if it meets a inlet area % requirement. And thanks for the answer.
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Ailerons are the control surfaces that control the roll rate of the craft, usually on the ends of the wings. I think you are thinking about canards which are elevator/aileron or "elerons" that are placed near the front of the aircraft in place of the conventional elevator setup at the rear of the aircraft.
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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
So having a problem with Pwings lately. For some reason my Pwings control surfaces no longer are able to be adjusted in size in some angles. I can adjust length (G-key), I can adjust the width on one side (T-key) but not on the other side (R-key) I have not touched the cfg file for pwings. I am also no longer able to adjust the root scale as I was before. Not sure what has happened? Anyone able to help it would be appreciated.