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Hodo
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Everything posted by Hodo
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It is possible, but my best one could only haul at most 5 tons to orbit. I was on the cusp of building a better SSTO space plane but had a hard crash and lost everything including KSP, reinstalled KSP but didn't bother with RO. SSTOs in KSP are useful they are quite useful. I use my SSTO line all the time for a great number of tasks, but my SSTOs actually haul more cargo then any rocket I can build.
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Accurately Placing Satellite Constellation
Hodo replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
LOL that is far easier than my method. I launch the ship to the orbit I want the satellite at, then deploy the satellite then reduce the orbit, wait till the probe is where I want it, then raise back up then deploy the next satellite. +1 from me also. -
Rocket flipping with fairings
Hodo replied to Tortoise's topic in KSP1 Gameplay Questions and Tutorials
The problem I am seeing isnt that you have to much weight at the bottom, or anything like that. It is probably two fold. 1- Your load isn't even, the weight of your load at the top of the rocket is off center so it is shifting the CoM out of alignment with the CoT. 2- You have a massive cone you are trying to push through the air, this is causing some problems with drag. Last problem that it could be but don't know because I don't know your TWR, is you TWR is TOO high for the rocket at launch. Try to reduce it and keep it around 1.2-1.3 on launch. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
I actually considered going with a twin tail stabilizer setup but been having issues with Pwing lately... may need to do a fresh install of KSP again. And the forward wing sweep was actually a necessity. I needed to move the CoL closer to the CoM without moving the wing roots further forward. I also needed to keep the wings with enough sweep so it would be able to go supersonic, and still handle halfway decently. -
I have been busy... mostly making military SSTO space planes. I will start with the ASP-1 (Attack Space Plane - 1) ASP-3 FSP-1 (Fighter Space Plane) And yes all of them work quite well, finally I have a more modern looking military air wing for my Space Program.
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Unless you run the FAR plugin, which the OP may. If that is the case then fairings are very important.
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Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Because I wanted to finish two projects here they are... one is WELL within the rules of this challenge unless they change again. FSP-1 FSP-1 is a light single seat, SSTO multi-role fighter. It is capable of mounting 8 hard points ( 2 wing tip Air to Air Missiles, 4 under wing hardpoints and 2 under fuselage. Also has like many of my single seat aircraft, a pilot capsule ejection system, or PCE for short. And now for my personal favorite which is not valid for this challenge because it actually mounts a gun that works, the GAU-19 in the nose. FSP-3 FSP-3 is a two seat, SSTO attack craft. With a GAU-19 20mm Gatling gun mounted in a special nose cone. Also has 2 weapon bays, that can hold a max of 2x 2000lb bombs internally protecting them from re-entry heat. It also has wingtip hard points for air to air missiles for defense. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Ok I see. 10char -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Hodo replied to NathanKell's topic in KSP1 Mod Releases
I really wished there was a downloader and installer for all these plugins, I think that is the only real reason I have not gone back and redownloaded them all after my hard crash a month ago. -
Honestly Procedural Fairings are just easier to use, and overall more useful.
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Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Did you forget to post a picture? Or is it somewhere else in this thread? -
Realistic spaceshuttle re-entry with FAR.
Hodo replied to Vaporized Steel's topic in KSP1 Gameplay Questions and Tutorials
For re-entry on all of my space planes I usually aim my PE marker about half way across the continent where the KSC is at. This way if I am short the craft can fly the rest of the way there under its own power, and if I am long I actually end up right at the KSC. On re-entry I usually dip down to 20-25km PE to really slow down, I use DRE along with FAR so I understand the challenges. But I also never let the AoA pass 12.5deg to keep the craft from spinning. The AoA is the most important thing when re-entering the atmosphere, to steep and your craft will flip and blow apart, to shallow and you will dive into the atmosphere like a meteor. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
The problem was when the challenge was initially posted it didn't have that as a requirement, it was a suggested mod. Then it was changed, and now it is required but partially so. As the OP is giving scores to vehicles that do not have the Skillful weapons mod on them and yet turning away others. It doesn't take Sherlock to go back and look through the submissions to see which ones have it and which ones do not. Not saying that any of them are bad, all of them are actually quite interesting and good. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
I agree. And that one of his ratings the craft didn't have skillful weapons on it at all, just antenna all over it and yet it rated a 15 out of 20? Last I checked unless you were an electron an antenna isn't shooting anything. You can slap what ever missile rocket combo from Skillful or even Lazer Weapons and they will still work. I know I tested both on my ASP-1. And quite frankly the only thing I dislike about Skillful and I let him know, was his weapons are buggy, they seem weak compaired to Lazer Weapons mod. I fire I missile in that and hit an aircraft, and it is truely damaged. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
In short he will dislike it and not score it because it isnt running Skillful weapons mod. But I like it. -
Ferram Aerospace made the game 20x harder...
Hodo replied to AlternNocturn's topic in KSP1 Gameplay Questions and Tutorials
LaytheAerospace is dead on about everything there. If you set your CoL to far back the craft will never leave the ground untill the ground falls away from under it at the end of the runway. And even then it may not even pitch nose up even with full control lock for it to go up. If you have it set to close to center, if your CoM shifts a great deal during flight then your craft will have a completely different flight profile when near dry then when full. Sometimes this is bad, other times it is good, it depends on how you built it. Most of my craft the CoM actually shifts slightly forward when the craft gets near empty, making the craft a bit more nose heavy, which is good for me. -
I am not a fan of it either, but in the aircraft in questions options I really cant give much else for those control surfaces in the middle to do. They could just be used for pitch authority but then you may have to much pitch, they are to small to really be worth anything as flaps or spoilers. And if they are set as ailerons for roll and just roll they will give the craft a stupid fast roll rate which really isnt needed for a SSTO that isn't a combat vessel.
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Ferram Aerospace made the game 20x harder...
Hodo replied to AlternNocturn's topic in KSP1 Gameplay Questions and Tutorials
That actually applies to most aircraft in real life, the CoM is slightly in front of the CoL. The closer they are together the more unstable the aircraft is. If the CoL is to far back the nose will never pitch up and will actually be forced down at supersonic speeds. FAR doesn't make the game easier, it just makes it more realistic. Which for most people that is easier. Rockets are a bit more difficult in FAR, you need to start your gravity turn MUCH sooner than stock. I start mine at 1km altitude if you use MJ, or as soon as it clears the launch tower if I manually fly it. I never go more than 5deg past the prograde marker the whole time I am doing the turn. Also make sure your TWR isn't more than 1.2-1.4 at launch otherwise you will accelerate faster than you can control your craft, and it will push the back of your rocket around instead of pushing it where you want it to go. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
No problem I will remove them and put on the pea shooters that come with the Skillfull mod, even though they are prone to explosions and are useless, no big deal there. -
Y-Wing SSTO design problem (Aerodynamics)
Hodo replied to Pondafarr's topic in KSP1 The Spacecraft Exchange
You need more controll surfaces. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
If you bothered to look through the album you will see it has Skillful weapons on it. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
deleted, changed the craft in the album. -
Kerbal Warfare Challange
Hodo replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Had to fix your album it is difficult to see the way you had it linked. you only needed to link the EXyVi address of your album in brackets [ imgur ] EXyVi [ / imgur] no spaces.