Jump to content

Hodo

Members
  • Posts

    3,667
  • Joined

  • Last visited

Everything posted by Hodo

  1. I think there is a different set of settings for the RSS mod and DRE. I can't remember what they are but I know Nathen Kell is the one to ask though.
  2. Looking at the crafts in this challenge and seeing the interesting designs that some people have come up with, I personally am more attracted to the ones that look like they would work in FAR and look good. For me there are three that come to mind on that list. -blspblackdeath -Giggleplex777 -Breakthrough I know my vote doesn't matter but those are the ones that I think are the best looking and most functional no matter what mod you run, shy of the RSS real sized Kerbin.
  3. All that are in my sig, to include finale frontier.
  4. But I like you play with FAR, and now the Realism Overhall which forces my stuff to look decent because it has to function in a realistic environment, not in the KSP stock soup environment.
  5. My test aircraft, and primary fighter of my airforce. F-2 (why F-2 because it took 2 tries to get a working fighter)
  6. You may have to use Imgur or imageshack to post pictures. I have never tried to post from my steam account.
  7. Someone should page Ferram4 for this answer, he would be able to explain it in the finest of details. He is probably the one person on the forums not an employee of SQUAD who knows the flight model better than anyone else.
  8. I used a SRB for my Real Solar System Ares I-X knock off I made. The whole first stage is a long SRB from Stretchy tanks mod. Burns for 150seconds.
  9. FAR isn't really a randomly generated model either. But it is far more accurate than the stock model. (No pun intended)
  10. Here is one of my few, very few, stock aircraft. XF-145 Tomkat
  11. The command chairs are a bit of a exploit when used as the primary means for a rocket or plane to get from a planet with an atmosphere or back. But they are perfectly fine for non-atmospheric landers or even rovers, which is what I imagine they were added for.
  12. Thats because there really isn't one. Unless you are running FAR the aerodynamic model in KSP is pretty much based on the mass of the craft.
  13. MJ is about as real as anything else in KSP. I know real life aircraft autopilots are good but have more functional controls built into them, and do a far better job of handling aircraft than MJ does. Don't believe me, ask MJ to land an aircraft from 100km out at KSC with FAR. It wont be pretty.
  14. I am assuming you are talking about the wobbly gear problem. That can be fixed pretty easily, the fix for it is in the B9 fix thread, or I can post it here when I get on my home computer.
  15. Honestly the two best mods you can run is FAR which replaces the stock KSP aerodynamic model with one that is actually an aerodynamic model. The stock KSP aerodynamic model was made by a Snork, because they have no clue what air is or how it reacts, it is closer to a hydrodynamic model if anything. The plugin you see in that picture is Kerbal Engineering Redux, which is an information plugin and that is it. It is handy for so many things but MechJeb does the samething and adds an autopilot function. It is ultimately up to you, I am currently testing MJ and I like it for somethings and hate it for others. With FAR and B9 you can build an SSTO space plane pretty easily, but flying it right is the challenge.
  16. Most of my aircraft now are VTOLs so landing is pretty simple.
  17. How would I go about fixing this problem. The island base is mostly underground. And yes I made a VTOL scout aircraft to fly out there at Mach 3.5 just to look.
  18. Sorry to here that, I have had family diagnosed with cancer and there is no easy way of dealing with it. My hopes and prayers go out to yours. And don't worry about the plugin it works as is now.
  19. Woopert I had the same question the other day. I have no clue how they do it, but my guess is they aren't as heavy as they are in KSP.
  20. Here is one of my simplest SSTOs. It can climb to space stupid fast and has fuel to do things afterwards. It isn't a long range SSTO but it works and it isn't one of my best. The typical climb profile for all my SSTOs is this. 1-climb at 45deg till 15km alt, or air required drops to 300%. 2-bring climb down to 15deg and accelerate at best speed till Mach 5.0 or engines will no longer produce thrust. 3-stay on jet engines until either starts to slow down or lose altitude switch to rockets at no lower than 25km altitude. 4-nose up to 30-40deg climb to desired orbit altitude. 5-circurlize orbit. If you want to check out some of my craft to see if you are doing anything wrong or different here is my forum thread on all of my SSTOs and the mods needed for them. http://forum.kerbalspaceprogram.com/threads/56945-Hodo-Creations-SSTO-craft-designs-and-files-for-those-who-want-them
  21. And that kids is the end of the thread, he summed it up nicely with that paragraph.
  22. Realized after a few failed landings and bad take offs I needed something to clear the runway. So I built a bulldozer. And yes the blade raises and lowers. The generator on the back is a converted kethane generator set to run liquid fuel.
  23. Was there a post I missed? Or is this about the problem child earlier?
  24. Here is one of my old probe carrying SSTOs, SVO-21 The trick is setting it up so you can hide or blend those larger parts into the airframe. You can be amazed at how small a SSTO can be and still work in the stock sized Kerbin. SVO-11 and SVO-12
  25. Yes happy birthday to the second man in orbit.
×
×
  • Create New...