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Posts posted by greydragon70

  1. 22 minutes ago, XOC2008 said:

    While I cannot answer everything here I can give some responses based on being a tester:

    1) This is certainly intended. @TheKurgan spent a good deal of time tuning the missiles in BDAc and as a result they are more effective. Heat seeker, radar, and anti-rad.

    2) Make certain your decouple speed and drop time are set to avoid this, but this sometimes just happens, and has happened since .90.

    3) Guns and damage is an ever-evolving thing so this will change in time.

    4) AI still chooses what it thinks has the best chance of hitting the target, regardless of how you set engagement options per weapon.

    5) I don't have any good answer for this. Sometimes its due to engagement speed. Sometimes its due to the AI thinking the weapons will cause a collision. Sometimes it's just a chicken.

    1) Is not a criticism, just acknowledgement of the changes. I prefer more realism.

    2) This happens often and I"ve tried many different set ups on the tweakables to no effect. 

    3) Again this is not a criticism just an acknowledgement of the change.

    4)  and 5) Cause the most issues with trying to record accurate battles. I would think the AI would work better using the parameters we set... what's the use of having the parameter settings if the AI ignores them? And, having cowardly chicken AI pilots in the ranks is not acceptable when filming battles in a competition. lmao, It's very aggravating.

    I'm posting my results to help make this become a better more realistic mod. I have been a fan and user of BDA for a long time and wish it to continue being a success.

  2. I run a battle competition on youtube called Plane Fight Club and have had this series running for a while. I have had lengthy experience with BDA. I am close to starting PFC 8. Here are the results of my preliminary testing of the latest BDAc version...

    My Thoughts So Far...

    1) Missiles are more effective without a jammer.
    2) Missiles still randomly explode on launch destroying the plane.
    3) Guns seem weaker and less accurate.
    4) Still have trouble with A.I. weapon selection. Seems to ignore my set distance limits on missiles and guns and gets stuck on AIM-9 and AIM-120's
    5) Distinct lack of aggression with some planes. No missiles fired and evades when not targeted.
    6) I like the adjustable sizing for the radars and the other U.I. improvements.

    Items 2),  3), 4), and 5) have greatly affected the competition.

    Here is a video I made of my testing so far...

  3. Hello from Jolly Roger Aerospace. Here are a few of my favorite builds.

    I made a stock drone shuttle that can deliver 5 full ore tanks to a 125 km orbit

    Album a/lUryf will appear when post is submitted

    The craft files for the station, Launcher and many other crafts are all on my KerbalX page.

    Launcher 512b


    A fully Functional stock Dump Truck

    Album a/Mub5H will appear when post is submitted

    I hope you like them.


  4. Hello my friend! I found your South Pole office and saw that the second floor was empty,,,

    So I moved in and made a few upgrades to the building. Hope you don't mind.....

    I'm Running my Polar Region Plane Fight Club out of that office now. Come by and see the dogfights.

    Yours Truly,


    CEO at Jolly Roger Aerospace






    Oh yeah... one final touch....



  5. Thank you so much. I really love your work and I'm spreading it through the facebook groups and to my youtube friends. I just downloaded your Pirates mod too. Any plans of retexturing the claw shielding in the future? That's why I asked if the RSR procedural Mod still worked. Nevermind... just found the rusty claw. You read my mind.



  6. 5 minutes ago, GagaX said:

    Well, it's not completely finished yet, ladders refuse to work for some reason, but i'll upload it now, just for you :)

    Also no custom interior, using interior of one of my pods for now. There is a little surprise in the landing section too :)

    I had fun making this building, so i'll probably make couple more, one for Duna, and one for Jool system.

    Sweet. It's kinda the exterior view I was looking for. I'm working on a Post-Second Fall of Kerbin video and this fits in perfectly as a drop in prefab outpost. I can blend the 3 rung ladders in for ladders, not a problem. Take your time with the others I can use this for Kerbin, Mun and Minmus.

  7. 1 minute ago, GagaX said:

    I don't know of any way to do that... BUT! I made this little thing, it's a command pod part, you can select it in VAB and even attach other things to it and than place it anywhere with Hyperedit mod.


    I love you! Do I just re-download the mod to get this? ...and does the procedural RSR still work?

  8. 7 hours ago, GagaX said:

    LOL, those sharks are crazy. Fortunately I have Shark Eliminator

    :Btw, watched your stream, most of the parts you used are the ones i did least work on, eg. mk2 parts and spherical tanks. I am working on them now, will upload 1.7.1 in couple of days.

    That's awesome. I can see it now.... I'll build a creature army to defend Jolly Roger Aerospace from the evil Shark Eliminator. LOL :P

    Thanks for watching the stream. There will be more RSR on my channel to feature more of the parts. Can't wait for your next update.

    If only there was a way to make the space center buildings match the look of your parts......

  9. 1 hour ago, DarkOwl57 said:

    When I first saw this (VIA Email (Thanks Doc)) I was super interested. I'm in the mood for REVENGE after the Dakar. (Yup, I'm still on that hype train and I ain't getting off any time soon.) But he's right. The font's not the best...... at all...... and the descriptiveness of the challenge is plain confusing. Sorry :/

    (Out of curiosity, is there a download link for that car in your sig?)

    Well, I'm not sure how to make it simpler. You download the pack, start a new game, swap the persistent file, make a rover or use mine, and race.

    The font is basic Arial. What's wrong with that? The only colored font is the title and the download link. This really isn't much different from most other posts I've seen here. If you are talking about the video, well that's just part of my style. My subscribers have never complained.

    The car in my signature is the "Douchenburg" and is available along with many others at

  10. 2 minutes ago, DoctorDavinci said:

    Please take this as constructive criticism ....

    So the title of the challenge interested me enough to click on it but the weird font with the odd sizing and multicolor totally stopped me dead in my tracks

    It hurt my eyes to look at your font scheme so I didn't even read the challenge ... I figured I'd at least try to give you some feedback

    Perhaps sticking to a normal font without the size and color scheme would be beneficial as I am sure there are others here who will pass this challenge by for the same reasons as I

    Thank you. I'm still editing this at the moment. I'll make some changes.

  11. Welcome to the Jolly Roger Aerospace Rally X!

    It's time to race! Build a rover and see how fast you can get through my track.

    I have made up a package with everything you need. Even a rover I designed. 

    Download the zipfile from the link below.


    Included in this pack:

    - Persistent File - start a new game, name it "JRA Rally X" and replace it's persistent file with the one provided.

    - Take Command Mod - Lets you load Kerbals into command seats from the SPH/VAB.

    - Vessel Mover Mod -  Lets you move craft wherever you want. 

    - Module Manager - Makes the mods work

    - Hornet Rally X - The rover I used to test the track, capable of sub-2minute runs. Drop into "JRA Rally X" save file, SPH

    - Run through video - A Cockpit view drive through the track

    - Route Map - so you don't get lost

    Rally X Rules:

    1) Rover must be stock.
    2) No flying, jumps are ok.
    3) Start with F3 screen up to show starting time.
    4) Hit F3 when crossing the FINISH Line to show end time.
    5) Must have a Kerbal on board. Take Command lets you assign Kerbals to command seats in the SPH/VAB
    6) Put camera in chase mode or cockpit view. (Cockpit view with F2 is best)
    7) Stay between the flags.
    8) If you hit a flag or miss a set of flags, you are disqualified, Start Over.
    9) No RCS Ports, You may use RCS tanks for weight balance.   

    The only engines allowed are 2 - "24-77 Twitch LF Engines" for boosters. You are allowed 1 - "FL-100 LFO Tank" and 2 - "Oscar-B LFO Tanks". The "FL-100" to power the boosters and the "Oscar-B's" to power the Fuel cells. This makes it so you should have boost when you need it but you can't boost all the way through the track.

    Good Luck!!!




    Attention mod makers: I would love to remake this track with something like Jersey Barriers. 

  12. 26 minutes ago, AeroGav said:

    Just an observation guys,  I reckon you're losing some glide distance by using SAS.   This holds a constant nose angle but not a constant AoA, and in the videos i'm seeing people make corrections with manual input (on keyboard).  

    I say turn SAS off and fly it with pitch trim instead.    Bring up the aero data gui with alt F-12 so you can find the optimum AoA for best lift/drag ratio,  and add/remove pitch trim till you're getting the best numbers. 

    Also you won't get the drag from the full control surface deflections that direct keyboard control brings, though you can probably ameliorate that by "limit authority" in the tweakables (nobody's doing any aerobatics are they..)


    If you watch my original challenge video, you'll see that all I had was control surfaces. No SAS. Valentina and Jebediah both insisted that the pilot have some control over the aircraft. 

    Please have fun with this challenge and post your results here. If enough people start posting here I'll update the thread to reflect current leaders.