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About goduranus

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    RC Saucer Flyer

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  • Website URL http://www.rcgroups.com/forums/showthread.php?t=1977411
  1. Here's a kicker, what if on Jool, you don't even burn fuel, but take hydrogen from the atmosphere and combine it with oxidizer? Not the same but here's a cool read: http://www.wickmanspacecraft.com/marsjet.html
  2. Second that, it's biological sample container, but they abstracted it because some people can't stomach animal deaths. Edit: I didn't spot the epic necro
  3. What's a 360 landing, one where you spin horizontally? It's fine as long your craft isn't a dedicated spinner. Reverse thrust, airbrakes, and air-breathing rapiers are fine. Don't use aerospike though, that's a rocket and doesn't have a rampup time.
  4. What if you used paddle wheels?
  5. I've been messing with craft file, there;s modCost, modMass, and modSize. modCost seems to change the cost of the part, but I put some values into modMass and modSize and they don't seem to do anything? I did a search with modMass and modSize, but all that came up were people's craft files, and didn't find any explanations on how to change these two. Does anyone know how to make use of these two settings?
  6. I tried the Alt-F9 video recording feature that comes with my new Geforce card software, and found it really easy to use. I was hoping to have a dogfight thread where each participant record some of the videos, but was wondering how common is video recording capability in our community. Most people probably don't have dedicated recording software, and I don't either, so I was wondering how many people have Geforce Experience, and if you tried recording video with it? cuz I think Nvidia cards are pretty common these days.
  7. There's a lot of lag in the latest one.
  8. Ohh, it's the proposed delta wing F-16
  9. Wow Eidahlil, nice flying, you made it look easy! To answer your questions 1. Yes absolutely enable indestructible buildings, I didn't even consider the possibility that a plane so heavy can be landed on it, but now it looks like that can be done. 2. The 45 degrees rule is calculated at the moment your plane touch the VAB, it's just to prevent a plane from landing on its tail as a psuedo VTOL, doing a loop is absolutely allowed. @Spricigo I am not sure if autopilot mod would make it easier, as I never tried any of those, I guess autopilot is allowed, but using non-stock parts is not allowed. So if it needs a part like mechjeb does please don't use it.
  10. We see VAB landings by VTOLs or with parachutes regularly. But a real challenge would be a conventional landing. So here's a challenge for that Score will be based on the horizontal flight capabilities of the craft used in the attempt, rewarding craft size and speed. A speed requirement is set to prevent excess wing spam, and also a no-detachment rule is set so that the configuration used to clock max speed is the same as the configuration used for landing. Scoring: Score = (Mass of craft in tons after landing) * (Maximum clocked speed of the craft in atmosphere in km/s) The whole craft must land intact on top the the VAB Please provide a screenshot of the F3 menu after clocking speed, and also a screenshot of the craft landed on VAB plus some description of how you've managed the feat Rules: Stock Parts only for simplicity All engines point straight to the back Landing attempt done at no more than 45 degree pitch up from the horizon Only jet engines No parachutes No reaction wheels except those built into cockpits or probe cores, max of 1 cockpit and 1 probe core Limit of 100 parts, so better PCs won't be at an advantage No parts should be detached after takeoff No editing the craft file with text editor or mods to squeeze out extra performance. No altering of Kerbin's properties with Alt-F12 menu to reduce gravity or increase drag etc. Some tips The challenge gets much easier if you put something small on top of the VAB and target it during your approach, so your know exactly where the VAB roof is by looking at the Navball, and can keep your velocity vector lined up with it. Eyeballing this landing is almost impossible. It's probably a good idea to set each landing gear's braking force to max or you won't stop in time, and also make sure to use a landing gear that has brakes, as some of them don't. I think the trick to accomplishing this is to get up to about 2km high and 5-6 km away from the KSC, then throttle down to about 1/4 and pitch up until you get to a comfortably low speed and your velocity vector on the Navball is pointed right at the target you placed on the VAB, then control your descent rate with throttle, and engage brakes right as you touch down. My attempt: Sorry no screenshot, I pitched up too much during the approach, engines hit the helipad, causing the plane to bounce, which then settled on the roof beneath the helipad after also losing a nosecone. Someone had done it on YouTube, but with a wing-spamming plane dropping almost straight down onto the VAB with no VTOL engines or parachutes, but wingspam is unrealistic so I put in top speed as a part of the score, Leaderboard: @qzgy 20.625 points (16.5 tons*1.25km/s http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145933) @Eidahlil 13.01 points (13.69 t x 0.95 km/s, http://forum.kerbalspaceprogram.com/index.php?/topic/164298-vab-horizontal-landing-challenge/&do=findComment&comment=3145668) @Eidahlil 8.46 points ( 8.46 t x 1.00 km/s) Unsuccessful attempts goduranus 10.53 points (8.56 ton craft at top speed of 1.23 km/s, lost an engine and a nosecone)
  11. I've deleted my 1.2, but if everyone is on it, I will go downloaded it again. There are some differences, gun power are buffed and missiles have longer range in BDA for KSP 1.3, but usually not enough to significantly affect the outcome. Edit: I'd like to enter with my MiG-21, it's built in 1.3. https://kerbalx.com/goduranus/Mig-21
  12. @MiffedStarfish are you also on KSP 1.22?
  13. Hi, I have a hopefully simple request for the Vessel Mover that I hopefully already found the right code for implementing. I noticed that vessels spawned by by Vessel Mover have the actiongroup Gear = False where as vessels spawned with the SPH have Gear = True. This is preventing the use of Gear actiongroup to make BD Armory Autopilot AI automatically do certain things during takeoff, like jettisoning JATO rockets or toggling radars on crafts spawned by the Vessel Mover. Where as these are possible with crafts spawned on the runway or SPH. So I would like to request that spawned vessels are set to Gear = True. I did some research and looked at SirDiazo's AutoAction mod, and may have come up the code to do this. In VesselSpawn.cs, line 657, add this? v.ActionGroups.SetGroup(KSPActionGroup.Gear, true); Maybe line 657 isn't the right place? as I think the actiongroup should be set before parts on the vessel are loaded in, to prevent premature activation. But I wasn't able to understand VesselSpawn.cs enough to suggest where else to put it. I also created an Issue https://github.com/PapaJoesSoup/VesselMover/issues/37, but since the last post was a month ago I made a forum post just in case it's rarely visited.
  14. I am gonna learn to use Github so I don't cause anyone more extra work.
  15. I tried it without override on the MMG, the warhead doesn't seem to explode without it. Here's the craft file, modular missile is AIM-54 in the weapons menu. Thanks for taking a look. https://kerbalx.com/goduranus/F-18C-Hornet-AIM-54-Nooverride